Shulk 101

Diddy Kong

Community Rating:
-1.5 (Notable Disadvantage)

Professional Rating:
-1.3 (Notable Disadvantage)

Neutral

  • Don't hit his shield when he has a banana.
  • DON'T HIT HIS SHIELD WHEN HE HAS A BANANA.
    • Only carefully spaced aerials (particularly nair or fair) when in Jump or Buster will allow you to jump away before Diddy can hit you with his banana.
  • Don't challenge his Fair while moving towards him.
  • Retreating Fair and reverse Nair works against his SH Fair approaches.
  • Bait the banana. Don't press too many buttons. Be patient.
    • If Diddy doesn't have a banana, stay on the ground.
    • If Diddy has a banana, don't touch the ground (platform camp).
  • If you shield a lot when they have a banana in hand, smart Diddys will use side-B as a mix-up, so be prepared to spotdodge/roll and punish.
  • Diddy players don't like pivot grabs. Abuse them, especially to punish Diddy's side-B.
  • Find the distance away from Diddy at which you can react to Banana Toss, Fair, Dash Grab, and side-B. Stay there and control that space.
  • If you crouch, Diddy's rising Fair will go over your head. Falling Fair will still hit you, but if you avoid it, it's extremely easy to punish.
  • Using Dtilt can help you keep Diddy at a range and stop all approaches besides side-B and Fair (in which case rising Fair would miss anyways).
  • Banana can be clanked with many moves, most notably first hit of Air Slash.
    • If Diddy shields airslash, the frame disadvantage is incredibly small (i.e. he will have a hard time punishing outside of a perfect shield)
    • If Diddy is hit by the airslash, you can true combo into uair (potentially for the KO)
      • This works in all arts and regardless of rage

Advantage

  • Always edgeguard them
  • They like to DJ sideB, catch them with DJ Uair/Fair.
  • Some Diddys will B-reverse banana/popgun after a successful sideB above the stage, learn their habits and punish.
  • Don't be afraid to go deep to edgeguard their upB.
  • Fair while facing the stage can work if they upB from under the ledge
  • Catching Diddy's upB with the first hit of Airslash offstage below the ledge on stages with blast zones close enough to the stage will kill Diddy.
  • DJ sideB is also a favorite option for Diddys from the ledge. If you have banana control, you can jump over the ledge to bait the DJ sideB, throw banana down to clip them, and dair. Otherwise, punish it by backing off and using an aerial/pivot grab/pivot ftilt, or, if they go too high, punish with utilt.

Disadvantage

  • Don't get grabbed near the ledge after 120-130% because Fthrow/Bthrow kill
  • Shield art is really good, especially if you can avoid getting grabbed because Diddy can't force you out of it by edgeguarding you
  • If a banana is on the ground or falling (if they just used downB for example), punish them for trying to take it. And expect them to try to do the same to you. (catching the banana with an airdodge avoids Diddy's Fair)
  • Waiting under a falling banana and using forward Vision can work

 

 

Vanilla Full Hop Buffered Nair hits while Standing? No.

Vanilla Full Hop Buffered Fair hits while Standing? No.

Vanilla Full Hop Buffered Dair hits while Standing? No.

Jump SH/Speed FH Buffered Nair hits while Standing? No.

Jump SH/Speed FH Buffered Fair hits while Standing? Yes.

 

Vanilla Full Hop Buffered Nair hits while Crouching? No.
Vanilla Full Hop Buffered Fair hits while Crouching? No.
Vanilla Full Hop Buffered Dair hits while Crouching? No.
Jump SH/Speed FH Buffered Nair hits while Crouching? No.
Jump SH/Speed FH Buffered Fair hits while Crouching? No.

 

Diddy Kong (93)-

  • Forward Throw (C)
    • Most common follow up is a short hop fair at low percent. Be wary, since this can lead into a regrab. You should DI down if you aren’t a floaty and try to shield at very low percent, and when your percent gets to around 25ish just DI away. At mid-high percent Diddy’s rarely use this in favor of up throw.
  • Down Throw (C)
    • Pretty much just always DI up and back. If you DI forward and they don’t expect it then you can even get a punish if they whiff an up air by using a bair. Finally, if they use the down throw with their back to the edge, a Diddy can jump up and down air you to your doom so be wary of air dodging in that situation and make sure to react quickly.
  • Up Throw (C)
    • DI up and if you want to get really technical if you know that your opponent’s fair or bair is stale then DI up and to the side that will force them to use the stale move. At higher percent just DI up to escape any follow up. At high percents, some Diddy's will up throw then jump up and hope you air dodge so they can get an up air, if you predict this will happen then use a dair! Moves that come out on early frames may beat out a follow up but don't get predictable. If the Diddy player predicts your move they can wait and then punish.
  • Back Throw (K)
    • Kills at about 130% from the edge of the stage.
    • Kills at about 200% from the middle of the stage
  • Forward Throw (K)
    • Kills at about 145% from the edge of the stage.
    • Kills at about 215% from the middle of the stage.

 



Information from this guide on Smashboards

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