Diddy Kong vs Mewtwo

Mewtwo Matchup (Diddy Kong)

Diddy Kong vs Mewtwo

Diddy Kong vs Mewtwo is most stable when you stop playing directly into Mewtwo's Rapid Jab and Forward Air, punish Rapid Jab Finisher and Jab, and take the landing or ledge route first.

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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 MoveStartupOn ShieldDiddy Kong OOS Candidate MovesBarely Missed Moves
Rapid Jab5/8/11…
Rapid Jab Finisher6-30
  • Up Smash (5f)
  • OOS Uair (7f)
  • OOS Bair (8f)
  • Up B (8f)
  • OOS Fair (9f)
  • Grab (10f)
  • OOS Nair (11f)
  • OOS Dair (18f)
Jab5-12
  • Up Smash (5f)
  • OOS Uair (7f)
  • OOS Bair (8f)
  • Up B (8f)
  • OOS Fair (9f)
  • Grab (10f)
  • OOS Nair (11f)
Forward Tilt10-15/-15/-16
  • Up Smash (5f)
  • OOS Uair (7f)
  • OOS Bair (8f)
  • Up B (8f)
  • OOS Fair (9f)
  • Grab (10f)
  • OOS Nair (11f)
  • OOS Dair (+3)
Up Tilt8-14/-15/-15
  • Up Smash (5f)
  • OOS Uair (7f)
  • OOS Bair (8f)
  • Up B (8f)
  • OOS Fair (9f)
  • Grab (10f)
  • OOS Nair (11f)
Down Tilt6-11/-12/-12
  • Up Smash (5f)
  • OOS Uair (7f)
  • OOS Bair (8f)
  • Up B (8f)
  • OOS Fair (9f)
  • Grab (10f)
  • OOS Nair (11f)
Dash Attack10-14
  • Up Smash (5f)
  • OOS Uair (7f)
  • OOS Bair (8f)
  • Up B (8f)
  • OOS Fair (9f)
  • Grab (10f)
  • OOS Nair (11f)
Forward Smash19-20/-18
  • Up Smash (5f)
  • OOS Uair (7f)
  • OOS Bair (8f)
  • Up B (8f)
  • OOS Fair (9f)
  • Grab (10f)
  • OOS Nair (11f)
  • OOS Dair (18f)
Up Smash9/14/18/22-39
  • Up Smash (5f)
  • OOS Uair (7f)
  • OOS Bair (8f)
  • Up B (8f)
  • OOS Fair (9f)
  • Grab (10f)
  • OOS Nair (11f)
  • OOS Dair (18f)
Down Smash21-8
  • Up Smash (5f)
  • OOS Uair (7f)
  • OOS Bair (8f)
  • Up B (8f)
  • OOS Fair (+1)
  • Grab (+2)
  • OOS Nair (+3)
Neutral Air7/11/15/19/23/27-8/-7
  • Up Smash (5f)
  • OOS Uair (7f)
  • OOS Bair (+1)
  • Up B (+1)
  • OOS Fair (+2)
  • Grab (+3)
Forward Air7-3
  • None
  • Up Smash (+2)
Back Air13-5/-6/-6
  • Up Smash (5f)
  • OOS Uair (+2)
  • OOS Bair (+3)
  • Up B (+3)
Up Air10-3/-4/-4
  • None
  • Up Smash (+2)
Down Air15-6
  • Up Smash (5f)
  • OOS Uair (+1)
  • OOS Bair (+2)
  • Up B (+2)
  • OOS Fair (+3)
Neutral B9(+12)-16 to -2
  • None
  • Up Smash (+3)
Side B10 (21/23/25/27/29/31/33/39)
Up B**
Down B16-30
  • Up Smash (5f)
  • OOS Uair (7f)
  • OOS Bair (8f)
  • Up B (8f)
  • OOS Fair (9f)
  • Grab (10f)
  • OOS Nair (11f)
  • OOS Dair (18f)
Grab7
Dash Grab10
Pivot Grab11

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.

Reference Links

Related Pages