Matchup Summary (Win Condition and Game Plan)
The matchup is decided by whether Diddy Kong can keep Charizard’s large hurtbox and fast ground approach pinned down with Banana, then keep recycling landings and ledge situations.
Charizard can reverse stocks quickly with raw power, Up Throw, Up Smash, Back Air, and Flare Blitz, but Charizard is also large, combo-prone, and slower through the air when forced to land repeatedly.
As the table shows, jab strings, Forward Tilt, Up Tilt, Down Tilt, Dash Attack, smash attacks, Forward Air, Back Air, Down Air, Neutral B, and Side B all give Diddy Kong real answers through Up Smash (5f) or OOS Uair (7f), while Neutral Air is nearly untouchable on block and Up Air only yields light punishes, so staying close after every shield block is the losing trade.
The win condition is to force the first launch with Banana and low-profile whiff punishes, stack Uair and Up Smash onto Charizard’s landings, then use Back Air and Banana re-placement at the ledge to close the stock without overchasing offstage.
Full Move Frame Quick Reference
| Opponent Move | Startup | On Shield | Diddy Kong OOS Candidate Moves | Barely Missed Moves |
|---|---|---|---|---|
| Jab 1 | 4 | -14 |
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| Jab 2 | 5 | -16 |
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| Jab 3 | 7 | -20 |
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| Forward Tilt | 12 | -18/-15 |
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| Up Tilt | 9 | -16 |
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| Down Tilt | 9 | -11 |
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| Dash Attack | 10 | -12 |
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| Forward Smash | 22 | -36/-37 |
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| Up Smash | 6/14 | -24 |
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| Down Smash | 14 | -35 |
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| Neutral Air | 8 | -6/-5 |
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| Forward Air | 8 | -14/-14 |
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| Back Air | 14 | -16/-15/-14 |
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| Up Air | 12 | -8 |
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| Down Air | 18 | -16/-17 |
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| Neutral B | 19/26/33/40 | -24 |
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| Side B | 23 | -52/-66 |
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| Up B | 9… | — | ||
| Down B | — | — | ||
| Grab | 8 | — | ||
| Dash Grab | 11 | — | ||
| Pivot Grab | 12 | — |
Win Condition Checklist
- Diddy Kong should keep Banana active in center stage, restrict Charizard’s dash and multi-jump landing routes first, then begin carry with down tilt, bair, and Banana confirms.
- After blocking jab strings, Forward Tilt, Up Tilt, Down Tilt, Dash Attack, smash attacks, Forward Air, Back Air, Down Air, Neutral B, or Side B, Diddy Kong should take the guaranteed punish with Up Smash (5f) or OOS Uair (7f).
- After blocking Neutral Air or Up Air, Diddy Kong should avoid forcing continued point-blank pressure, reset for Banana pickup, and punish the next landing spot or the start of Flamethrower instead.
- At the ledge, Diddy Kong should mix Banana, Back Air, and Up Smash to cover jump and standard getup together, and convert any blocked Flare Blitz into the maximum punish.
Actions to Avoid
- Jumping in repeatedly without Banana and scrapping head-on into Neutral Air, Up Smash, and Up Throw reversals.
- Holding shield in Flamethrower for too long and losing both shield health and stage position before Charizard’s dash grab arrives.
- Swinging immediately after blocking Neutral Air and getting whiff-punished by Up Smash or Charizard’s retreat.
- Chasing too deep offstage into Flare Blitz, Back Air, or Down Air and letting Diddy Kong’s lighter weight and weaker recovery become the bigger risk.