ADHD
Smash Hero
I feel like it would be beneficial for everyone--even me--to jot down some clues on how to fight our worst matchups.
Snake
Imo 40-60 to 45-55
We have no solid ability to hit him, and his shield is retardedly good at blocking bananas without shield poking. I almost never shield poke snakes with a toss. His up close frame data and absurd weight make this matchup aggravating as hell. If we had the ability to make Snake approach, this matchup would be ez, but his grenades beat out peanuts (like every move in the game).
The key to winning is precision. Don't make mistakes. Snake is a character that like Ike, relies on quick reads. Never whiff anything, and you'll take 50% less damage than necessary. Fortunately for us, Snake is partly ***, and you can grab the ledge or air camp if you ever feel pressured. This is only unique vs. Snake. Here are some notes on the matchup:
-Our best stages against him are neutrals, like Battlefield and Smashville. The worst are counterpicks that make approaching difficult, such as Halberd and Castle Seige.
-You can stop his camping by SH or FH throwing bananas at him over the grenades. This works 100% of the time, and you'll get a reaction that isn't grenade guaranteed.
-Side b grabbing stops over-shielding Snakes.
-Destroy mines he sets down, because they almost never work in our favor.
-Grab him and throw him off-stage alot, as Snake only has about 3 basic landing options which are easy to punish with practice.
-Be sure to nail your combos, because if you don't, that's an instant 21% or more.
It's doable, but still hard. If he throws out moves with perfect timing Diddy Kong gets completely *****.
Wario
Imo 45-55 to 50-50
Wario's mobility and weight makes this matchup hard. Diddy Kong has decent frame data, not great, but decent. If you throw out anti-aerial moves, you can get punished because of his mobility. We're not like Metaknight, unfortunately. Fair can stop most of his aerial approaches with perfect spacing, and up smash covers falling airdodges. If Diddy has a good camping/anti-air game, Wario will get mad. Notes:
-Retreating fairs are very hard for him to punish.
-You can read his SH dair DI on shield and punish depending on the direction he goes after.
-Grab Release to dair over the edge still works for some reason, and is easy to set up with banana locks (you can also fair or fsmash for the kill and they'll have terribad DI).
-Fart combos from bananas. Don't be an idiot and it won't happen.
-Never approach. Like ever.
Not much to this matchup. If you really struggle, just counterpick DDD and bair/grab
Coming up: Falco + Metaknight
Snake
Imo 40-60 to 45-55
We have no solid ability to hit him, and his shield is retardedly good at blocking bananas without shield poking. I almost never shield poke snakes with a toss. His up close frame data and absurd weight make this matchup aggravating as hell. If we had the ability to make Snake approach, this matchup would be ez, but his grenades beat out peanuts (like every move in the game).
The key to winning is precision. Don't make mistakes. Snake is a character that like Ike, relies on quick reads. Never whiff anything, and you'll take 50% less damage than necessary. Fortunately for us, Snake is partly ***, and you can grab the ledge or air camp if you ever feel pressured. This is only unique vs. Snake. Here are some notes on the matchup:
-Our best stages against him are neutrals, like Battlefield and Smashville. The worst are counterpicks that make approaching difficult, such as Halberd and Castle Seige.
-You can stop his camping by SH or FH throwing bananas at him over the grenades. This works 100% of the time, and you'll get a reaction that isn't grenade guaranteed.
-Side b grabbing stops over-shielding Snakes.
-Destroy mines he sets down, because they almost never work in our favor.
-Grab him and throw him off-stage alot, as Snake only has about 3 basic landing options which are easy to punish with practice.
-Be sure to nail your combos, because if you don't, that's an instant 21% or more.
It's doable, but still hard. If he throws out moves with perfect timing Diddy Kong gets completely *****.
Wario
Imo 45-55 to 50-50
Wario's mobility and weight makes this matchup hard. Diddy Kong has decent frame data, not great, but decent. If you throw out anti-aerial moves, you can get punished because of his mobility. We're not like Metaknight, unfortunately. Fair can stop most of his aerial approaches with perfect spacing, and up smash covers falling airdodges. If Diddy has a good camping/anti-air game, Wario will get mad. Notes:
-Retreating fairs are very hard for him to punish.
-You can read his SH dair DI on shield and punish depending on the direction he goes after.
-Grab Release to dair over the edge still works for some reason, and is easy to set up with banana locks (you can also fair or fsmash for the kill and they'll have terribad DI).
-Fart combos from bananas. Don't be an idiot and it won't happen.
-Never approach. Like ever.
Not much to this matchup. If you really struggle, just counterpick DDD and bair/grab
Coming up: Falco + Metaknight