Matchup Summary (Win Condition and Game Plan)
Diddy Kong wants to stop Mewtwo’s Rapid Jab Finisher, Jab, and Forward Tilt with Up Smash (5f), OOS Uair (7f), OOS Bair (8f), and Up B (8f), then force Mewtwo back outside Rapid Jab and Forward Air to keep stage control.
In Diddy Kong vs Mewtwo, the stable plan is to avoid playing directly into Mewtwo’s Rapid Jab and Forward Air and take the landing or ledge route before Mewtwo can reset.
The table shows that Mewtwo’s Rapid Jab Finisher, Jab, and Forward Tilt can be answered by Diddy Kong’s Up Smash (5f), OOS Uair (7f), OOS Bair (8f), and Up B (8f), so those overcommitments should be cashed out immediately.
For Diddy Kong, Mewtwo’s Rapid Jab and Forward Air are still hard to hit immediately out of shield, so reading the landing spot or ledge route matters more than forcing an early swing.
Full Move Frame Quick Reference
| Opponent Move | Startup | On Shield | Diddy Kong OOS Candidate Moves | Barely Missed Moves |
|---|---|---|---|---|
| Rapid Jab | 5/8/11… | — | ||
| Rapid Jab Finisher | 6 | -30 |
| |
| Jab | 5 | -12 |
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| Forward Tilt | 10 | -15/-15/-16 |
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| Up Tilt | 8 | -14/-15/-15 |
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| Down Tilt | 6 | -11/-12/-12 |
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| Dash Attack | 10 | -14 |
| |
| Forward Smash | 19 | -20/-18 |
| |
| Up Smash | 9/14/18/22 | -39 |
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| Down Smash | 21 | -8 |
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| Neutral Air | 7/11/15/19/23/27 | -8/-7 |
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| Forward Air | 7 | -3 |
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| Back Air | 13 | -5/-6/-6 |
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| Up Air | 10 | -3/-4/-4 |
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| Down Air | 15 | -6 |
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| Neutral B | 9(+12) | -16 to -2 |
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| Side B | 10 (21/23/25/27/29/31/33/39) | — | ||
| Up B | ** | — | ||
| Down B | 16 | -30 |
| |
| Grab | 7 | — | ||
| Dash Grab | 10 | — | ||
| Pivot Grab | 11 | — |
Win Condition Checklist
- Diddy Kong should not play directly into Mewtwo’s Rapid Jab and Forward Air; wait for Mewtwo’s Rapid Jab Finisher, Jab, and Forward Tilt and answer with Up Smash (5f), OOS Uair (7f), OOS Bair (8f), and Up B (8f).
- After Diddy Kong blocks Mewtwo’s Rapid Jab Finisher, Jab, and Forward Tilt, pick the reachable option from Up Smash (5f), OOS Uair (7f), OOS Bair (8f), and Up B (8f) immediately.
- Diddy Kong should not mash after Mewtwo’s Rapid Jab and Forward Air; take the landing route, escape route, or ledge route first.
- Diddy Kong should finish stocks by breaking Mewtwo’s landing and recovery routes so Rapid Jab and Forward Air does not get more neutral reps.
Actions to Avoid
- Letting Mewtwo start the exchange on Rapid Jab and Forward Air terms and giving Diddy Kong’s stage control away for free.
- Having Diddy Kong block Mewtwo’s Rapid Jab Finisher, Jab, and Forward Tilt but never answer with Up Smash (5f), OOS Uair (7f), OOS Bair (8f), and Up B (8f).
- Sending Diddy Kong too deep after Mewtwo’s Rapid Jab and Forward Air and letting the reset punish the chase back.
- Panicking at the ledge as Diddy Kong and simplifying Mewtwo’s Rapid Jab and Forward Air-driven advantage sequence.