Pierce7d
Wise Hermit
- Joined
- Dec 20, 2006
- Messages
- 6,289
- 3DS FC
- 1993-9028-0439
Hmm, Kos-Mos? How can he be this good, and I haven't heard of him till this thread. New target. I wanna see if there really is a peach out there that can beat a high level Marth.
At any rate, lulz, I love the Diddy boards now. I dropped by tonight because I'm thinking about picking up Diddy (ADHD wins, and he looks fun). I'm already pretty effective with items, and potentially want Diddy to help vs. MK (gasp, Pierce playing a non-Marth character)
I will get on topic eventually, just hold up a sec.
For those of you that don't think Marth is a positive vs Diddy . . . LULZ. You're extremely mistaken if you think Marth must approach Diddy first of all. You don't have a single, reliable, rapid-fire projectile. The peanut pop-gun is not a threat which forces me to approach, ESPECIALLY if I'm controlling the middle of the stage. Bananas are cool and all, but they don't force approaches. You throw them, I catch them, I do what I want (usually throw them away). No approach forcing here.
A grand total of TWO characters FORCE Marth to approach. Fox (his rate of fire is ridiculous), and Falco (I can perfect shield lasers pretty well, but good mix-ups into grounded laser causes me to get pinged for 2% far too often, and simple mistakes cost too many lasers). Every one else can be power-shielded pretty reliably, and projectiles are good for camping/assisting approaches, but HARDLY force approaches with the shielding system in this game. Additionally, only the Spacies have a transcended projectile (pretty broken if you ask me) and therefore Marth can simply fan most projectiles. Marth can just shield if he sees anything flying his way and then jump back fair, be it a peanut, a monkey, or even a banana peel, and he's good. Throw the banana behind him, and we're back to square one, minus a banana.
All that being said, I think Lucario is probably just as bad, if not worse. Due to the nature of Diddy's recovery, I think Lucario gimps you worse. They're too pre-occupied with their over-rated Dair though, so you don't have to worry about them for now. Lucario doesn't have Marth's UpB though . . . hmmm.
OH! I almost forgot, we were talking about increasing your Metagame, right?
A) Don't feel compelled to always use SideB to recover. Using Rocket Barrels from an unexpected distance will often save you from getting gimped. SideB is even MORE predictable and punishable than UpB.
B) Expand your option pool. I'm going to pick on ADHD here because he's simply the Diddy I have the most practice against. He ALWAYS uses the attack out of the sideB if the grab won't reach. I simply continue shielding and punish that. Mix-ups like jumping away, might be helpful. Another example is that I once faced a Diddy who would ALWAYS throw a banana if I hit his shield and landed, so I just started using UpB traps. Find your habits, and learn ways to expand your game. Your character isn't as limited as your mind.
C) Diddy can crawl. I think footstool is the most under-rated tool in the game, and then crawling. It allows you to move backwards on the ground. Against such an aerial based metagame, the ability to move slightly backwards while still facing the direction you want to is highly underused IMO. Unfortunately, I don't play any characters that can crawl except Diddy.
D) I just got done playing around in training mode a bit. Your Dash Dance/FoxTrot is pretty awesome considering the tool you have to go with it. Retreating StudderStepped Dash attack seemed to be made of delicious cake, as well as other grab tools. Combined with the dribbling you already have, I would consider using more of this in your game, especially since your grab game is pretty good. Mixing this in with crawling, and you'll find new mindgames in your arsenal.
Of course, I might just be an overly flashy player looking for new things in a nearly completed metagame. We'll just have to see.
At any rate, lulz, I love the Diddy boards now. I dropped by tonight because I'm thinking about picking up Diddy (ADHD wins, and he looks fun). I'm already pretty effective with items, and potentially want Diddy to help vs. MK (gasp, Pierce playing a non-Marth character)
I will get on topic eventually, just hold up a sec.
For those of you that don't think Marth is a positive vs Diddy . . . LULZ. You're extremely mistaken if you think Marth must approach Diddy first of all. You don't have a single, reliable, rapid-fire projectile. The peanut pop-gun is not a threat which forces me to approach, ESPECIALLY if I'm controlling the middle of the stage. Bananas are cool and all, but they don't force approaches. You throw them, I catch them, I do what I want (usually throw them away). No approach forcing here.
A grand total of TWO characters FORCE Marth to approach. Fox (his rate of fire is ridiculous), and Falco (I can perfect shield lasers pretty well, but good mix-ups into grounded laser causes me to get pinged for 2% far too often, and simple mistakes cost too many lasers). Every one else can be power-shielded pretty reliably, and projectiles are good for camping/assisting approaches, but HARDLY force approaches with the shielding system in this game. Additionally, only the Spacies have a transcended projectile (pretty broken if you ask me) and therefore Marth can simply fan most projectiles. Marth can just shield if he sees anything flying his way and then jump back fair, be it a peanut, a monkey, or even a banana peel, and he's good. Throw the banana behind him, and we're back to square one, minus a banana.
All that being said, I think Lucario is probably just as bad, if not worse. Due to the nature of Diddy's recovery, I think Lucario gimps you worse. They're too pre-occupied with their over-rated Dair though, so you don't have to worry about them for now. Lucario doesn't have Marth's UpB though . . . hmmm.
OH! I almost forgot, we were talking about increasing your Metagame, right?
A) Don't feel compelled to always use SideB to recover. Using Rocket Barrels from an unexpected distance will often save you from getting gimped. SideB is even MORE predictable and punishable than UpB.
B) Expand your option pool. I'm going to pick on ADHD here because he's simply the Diddy I have the most practice against. He ALWAYS uses the attack out of the sideB if the grab won't reach. I simply continue shielding and punish that. Mix-ups like jumping away, might be helpful. Another example is that I once faced a Diddy who would ALWAYS throw a banana if I hit his shield and landed, so I just started using UpB traps. Find your habits, and learn ways to expand your game. Your character isn't as limited as your mind.
C) Diddy can crawl. I think footstool is the most under-rated tool in the game, and then crawling. It allows you to move backwards on the ground. Against such an aerial based metagame, the ability to move slightly backwards while still facing the direction you want to is highly underused IMO. Unfortunately, I don't play any characters that can crawl except Diddy.
D) I just got done playing around in training mode a bit. Your Dash Dance/FoxTrot is pretty awesome considering the tool you have to go with it. Retreating StudderStepped Dash attack seemed to be made of delicious cake, as well as other grab tools. Combined with the dribbling you already have, I would consider using more of this in your game, especially since your grab game is pretty good. Mixing this in with crawling, and you'll find new mindgames in your arsenal.
Of course, I might just be an overly flashy player looking for new things in a nearly completed metagame. We'll just have to see.