ADHD
Smash Hero
I know at least enough to say this, I hope ![Bee :bee: :bee:](data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7)
Pros for Diddy:
Death combo at any percent, if you try to gimp him and get side b grabbed its instant death if you are below the stage's ledges from a footstool.
Diddy is somewhat long to gimp and a slight challenge because of his persistent side b's.
Diddy can KO metaknight quite decently with undecayed smashes around 100 even with DI.
If diddy gets control metaknight has a tough time gaining it back.
Diddy ***** the tornado if he has a banana in his hand, he has other minor defenses against it as well such as a side b kick and a barrel cancel.
Diddy can camp metaknight with peanuts and staying somewhat stationary with a banana in hand (this works until metaknight camps you back.)
Diddy has options for campy metaknights who constantly dair to tornado excessively.
Grabs force metaknight away so diddy can re-pluck nanerz or respace to camp.
Metaknight is easy to dash attack combo because of his body size/aerial mobility.
Cons for diddy:
Likewise, if metaknight has control its hard for diddy to get it back. This results in a loss of stock/lots of damage unless diddy is lucky and gets a grab to stop it or some other attack.
Diddy gets forced offstage he takes alot of hits/damage and can result in a gimp and loss of stock.
Diddy gets ***** in the air by metaknight's aerial range and is hard to get back on the ground and receive control.
Grabs force diddy in vunerable positions.
Metaknight's glidetoss is quite beastly.
Dair camping is a good option every now and then.
If metaknight is patient it can be hard for diddy to get a lead when he has nanerz.
He has jump canceled throws, not that great but they can help him.
Tornado forces diddy in the air, giving metaknight temporary control.
Metaknight has a superior ground game if diddy doesn't have control of bananas.
Metaknight can pick up bananas with SH dairs, or fairs.
It's a totally momentum based matchup. Whoever has control does alot of damage and makes it hard for the other one to turn the tables around. Diddy is somewhat hard for meta to gimp, where metaknight has a true advantage over diddy. If diddy can stay onstage and maintain control it will seem as if he has an actual advantage over metaknight. If metaknight maintains control it will seem that metaknight has the advantage. They both can do alot of **** to eachother but diddy does extremely well in being a metaknight-fighter on any neutral stage. Not much is to be said about what diddy can do to metaknight, because he's just naturally good against him. However metaknight's dair camping can be annoying and if he gets control from grabs and gets him in the air he has the advantage. Its even on the highest levels of play IMHO, but you can say what you'd like and I'll acknowledge it.
Pros for Diddy:
Death combo at any percent, if you try to gimp him and get side b grabbed its instant death if you are below the stage's ledges from a footstool.
Diddy is somewhat long to gimp and a slight challenge because of his persistent side b's.
Diddy can KO metaknight quite decently with undecayed smashes around 100 even with DI.
If diddy gets control metaknight has a tough time gaining it back.
Diddy ***** the tornado if he has a banana in his hand, he has other minor defenses against it as well such as a side b kick and a barrel cancel.
Diddy can camp metaknight with peanuts and staying somewhat stationary with a banana in hand (this works until metaknight camps you back.)
Diddy has options for campy metaknights who constantly dair to tornado excessively.
Grabs force metaknight away so diddy can re-pluck nanerz or respace to camp.
Metaknight is easy to dash attack combo because of his body size/aerial mobility.
Cons for diddy:
Likewise, if metaknight has control its hard for diddy to get it back. This results in a loss of stock/lots of damage unless diddy is lucky and gets a grab to stop it or some other attack.
Diddy gets forced offstage he takes alot of hits/damage and can result in a gimp and loss of stock.
Diddy gets ***** in the air by metaknight's aerial range and is hard to get back on the ground and receive control.
Grabs force diddy in vunerable positions.
Metaknight's glidetoss is quite beastly.
Dair camping is a good option every now and then.
If metaknight is patient it can be hard for diddy to get a lead when he has nanerz.
He has jump canceled throws, not that great but they can help him.
Tornado forces diddy in the air, giving metaknight temporary control.
Metaknight has a superior ground game if diddy doesn't have control of bananas.
Metaknight can pick up bananas with SH dairs, or fairs.
It's a totally momentum based matchup. Whoever has control does alot of damage and makes it hard for the other one to turn the tables around. Diddy is somewhat hard for meta to gimp, where metaknight has a true advantage over diddy. If diddy can stay onstage and maintain control it will seem as if he has an actual advantage over metaknight. If metaknight maintains control it will seem that metaknight has the advantage. They both can do alot of **** to eachother but diddy does extremely well in being a metaknight-fighter on any neutral stage. Not much is to be said about what diddy can do to metaknight, because he's just naturally good against him. However metaknight's dair camping can be annoying and if he gets control from grabs and gets him in the air he has the advantage. Its even on the highest levels of play IMHO, but you can say what you'd like and I'll acknowledge it.