Thanks P-1 its nice to know that Diddy can infinite so many characters. The information on Marth and all the others is very helpful. Its nice to see that someone that is good takes the time to help the less experienced players. I need to practice getting those infinites mid match. I have another question. Why is Diddy's nair such a bad move? I see that a lot of people don't like it but I don't know why. What is a good alternative to using nair? I seem to use it a lot just because I'm not thinking after a doing a dash attack.
Thanks, like I said I love helping people, especially Diddy players.
Diddy's nair is a bad move, BUT it does have its uses. It's considered bad because it's not really the fastest aerial on start up or cool down, Fair/Bair/Uair are almost always better to use. After a dash attack, the most common follow ups are Fair, up tilt, and uair.
You really have to know Diddy to have a good understanding of when nair is your best option or one of the better options. Nair can be a decent punish out of shield if you know you can get the nair as opposed to one of his faster aerials and that's also only if you think it can give you a better follow up opportunity than bair (bair is diddy's best aerial to combo with). So factors that might play into using nair instead of bair out of shield besides how fast the moves are would be like what character is my opponent? Do I benefit from them being directly above me as opposed to horizontally away from me? If I use bair will I be able to combo into a second bair or would they be able to shield it (damage percentage based and character based). If they can shield a 2nd bair would they expect me to side-b them instead of a 2nd bair? What stage am I on? Are there platforms above me that they'd land on if I used nair? Do I want this opponent on a platform in the first place? As you can tell it gets pretty specific which is why I say having a good understanding of Diddy helps a lot in your judgment calls in knowing if you should nair OoS.
It's also pretty decent if you are being crossed up by air dodges, like Wario for example likes to cross you up with air dodges so nair can be a decent option against that. I think nair is pretty decent against Wario in general since he doesn't have much range on his aerials and likes to jump around your shield to pressure you. Nair just a tiny tiny bit forward while rising and then retreating it while falling I think is good. But there are still usually better options.
One of the situations I think nair is Diddy's best option is for edgeguarding actually. If your opponent is trying to recover, I like running off the stage and then use a rising nair on stage so basically I have a big circle of a hitbox covering the edge. It depends on the character you are trying to edgeguard against, but one of the more favorable situations I like to use it in is against gliding characters like MK and Pit when they're gliding to the edge from below stage level since even if they use their glide attack it clanks with nair and nothing really happens.
I also like nairing to get Olimar's pikmin off of me if they're latched on and to cover fox and falco's phantasms back to the stage because nair stays out for a long time it can easily interrupt their phantasms, pretty much like I described in the last paragraph where you run off stage and do a rising nair back on to it, just have to be careful with falco since his phantasm spikes you and the first third of it is invincible.
It can be a decent comboer at low percents and even at mid percents, I'll try to use it if I edgehog someone, but they land on stage anyway from their up-b like marth then I'll jump up and nair into the ground and try to hit them with an aerial after. It's not a true combo a lot of the times, so it's basically if you think your opponent can react well enough to the situation which a lot of times they don't really expect it so they're not ready for it.
Nair can also be used as a landing, but the spacing is pretty specific. I usually only use it as a landing if my opponent is in a diagonal from me, but there are still usually better options. Fair and bair can do a good job covering that area if you use your fast fall right before you aerial. Mixing up when you use your fast fall can help your landings and recovery A LOT. So that 'blindspot' gets covered pretty well by just using fast fall basically. It really comes down to the microspacing for nair usage in landings which is, again, one of the reasons understanding diddy as a character is important in nair usage. You also have one of the best air dodges in the game, a side-b, and b reversals to help you land so most of the time when landing with nair might be a good idea as opposed to other aerials, you can use one of those to change your position and then suddenly fair or bair is better to land with. Nair also has less landing lag than fair does so that comes a bit into play too, but fair is pretty safe on shield while landing if your opponent doesn't know how to deal with it since it offers significantly more shield stun and shield push back than nair and also a lot of character's grabs will go over Diddy when he lands with fair since Diddy will lay down on the ground (they have to wait for you to stand back up to grab). And sometimes people will sort of auto pilot the shield grab for landing fair and not actually think if Diddy spaced it or not. If Diddy spaces his fair then the opponent has to dash grab Diddy since the shield push back pushes them back too far and if you don't space it then it doesn't so you can get a way with a lot of landing fairs even though you really should have been punished.
I think that's about it for nair, like I said it's a pretty bad move, probably Diddy's worst move, but it does has its situational uses.