Inkling vs Diddy Kong

Diddy Kong Matchup (Inkling)

Inkling vs Diddy Kong

Inkling vs Diddy Kong is about not getting mentally trapped by banana, then using low profile and speed to hit Diddy's retreat and jump before he resets.

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Matchup Summary (Win Condition and Game Plan)

This matchup gets uncomfortable when Inkling becomes too focused on banana alone, because that often means Diddy Kong gets the retreat, short hop, or whiff punish he wanted from the start. Inkling should use speed and low profile to attack those movement choices themselves instead of treating banana as the only important object on screen.
Diddy Kong’s spacing and item control are strong, but his range and sustained damage are less automatic once Inkling gets the first clean touch. Nair, bair, and grab should lead into ink build, landing traps, and ledge sequences that keep Diddy from resetting the same banana-driven midrange over and over.
The frame table shows jab strings, ftilt, utilt, dash attack, every smash attack, fair, dair, and neutral B are punishable with Up Smash (9f) or OOS Nair (9f). By contrast, down tilt, nair, bair, uair, and side B are much weaker immediate punish spots, so trying to swing back at everything just loses to Diddy’s movement.
The win condition is not to win every banana interaction perfectly. It is to let one successful opening grow larger through stage control, ink, and ledge pressure until the stock ends there.

Full Move Frame Quick Reference

Opponent MoveStartupOn ShieldInkling OOS Candidate MovesBarely Missed Moves
Jab 13-13
  • OOS Nair (9f)
  • Up Smash (9f)
  • Grab (10f)
  • OOS Bair (10f)
  • Up B (12f)
  • OOS Fair (13f)
  • OOS Uair (+2)
Jab 25-12
  • OOS Nair (9f)
  • Up Smash (9f)
  • Grab (10f)
  • OOS Bair (10f)
  • Up B (12f)
  • OOS Fair (+1)
  • OOS Uair (+3)
Jab 35-24
  • OOS Nair (9f)
  • Up Smash (9f)
  • Grab (10f)
  • OOS Bair (10f)
  • Up B (12f)
  • OOS Fair (13f)
  • OOS Uair (15f)
  • OOS Dair (19f)
Forward Tilt10-16
  • OOS Nair (9f)
  • Up Smash (9f)
  • Grab (10f)
  • OOS Bair (10f)
  • Up B (12f)
  • OOS Fair (13f)
  • OOS Uair (15f)
  • OOS Dair (+3)
Up Tilt6-17
  • OOS Nair (9f)
  • Up Smash (9f)
  • Grab (10f)
  • OOS Bair (10f)
  • Up B (12f)
  • OOS Fair (13f)
  • OOS Uair (15f)
  • OOS Dair (+2)
Down Tilt4-8
  • None
  • OOS Nair (+1)
  • Up Smash (+1)
  • Grab (+2)
  • OOS Bair (+2)
Dash Attack8/16/22-14
  • OOS Nair (9f)
  • Up Smash (9f)
  • Grab (10f)
  • OOS Bair (10f)
  • Up B (12f)
  • OOS Fair (13f)
  • OOS Uair (+1)
Forward Smash12/21-21
  • OOS Nair (9f)
  • Up Smash (9f)
  • Grab (10f)
  • OOS Bair (10f)
  • Up B (12f)
  • OOS Fair (13f)
  • OOS Uair (15f)
  • OOS Dair (19f)
Up Smash5/12/19-29
  • OOS Nair (9f)
  • Up Smash (9f)
  • Grab (10f)
  • OOS Bair (10f)
  • Up B (12f)
  • OOS Fair (13f)
  • OOS Uair (15f)
  • OOS Dair (19f)
Down Smash7/12-35/-28
  • OOS Nair (9f)
  • Up Smash (9f)
  • Grab (10f)
  • OOS Bair (10f)
  • Up B (12f)
  • OOS Fair (13f)
  • OOS Uair (15f)
  • OOS Dair (19f)
Neutral Air8-5
  • None
Forward Air6-12/-12
  • OOS Nair (9f)
  • Up Smash (9f)
  • Grab (10f)
  • OOS Bair (10f)
  • Up B (12f)
  • OOS Fair (+1)
  • OOS Uair (+3)
Back Air5-3
  • None
Up Air4-7
  • None
  • OOS Nair (+2)
  • Up Smash (+2)
  • Grab (+3)
  • OOS Bair (+3)
Down Air15-26 (-13 landing)
  • OOS Nair (9f)
  • Up Smash (9f)
  • Grab (10f)
  • OOS Bair (10f)
  • Up B (12f)
  • OOS Fair (13f)
  • OOS Uair (+2)
Neutral B16/17—121/124-25 to -17/-19 to -13
  • OOS Nair (9f)
  • Up Smash (9f)
  • Grab (10f)
  • OOS Bair (10f)
  • Up B (12f)
  • OOS Fair (13f)
  • OOS Uair (+2)
Side B18
Up B8—68
Down B
Grab7
Dash Grab10
Pivot Grab11

Win Condition Checklist

  • Do not freeze just because banana is out. Use low profile movement and dash speed to hit Diddy’s retreat and jump routes before he fully resets.
  • After blocking Jab 1-3, ftilt, utilt, dash attack, any smash attack, fair, dair, or neutral B, punish with Up Smash (9f) or OOS Nair (9f) and stop Diddy from cycling safe pressure.
  • Treat down tilt, nair, bair, uair, and side B as movement checks rather than automatic punish windows. Cover the landing and banana recollection point instead.
  • Once Diddy is cornered, use bair, grab, and ink management to narrow the ledge options before bringing Roller in as the finisher.
  • Keep the advantage flowing after the first touch so the game stays about ledge and landing pressure, not another full reset around banana.

Actions to Avoid

  • Letting banana dominate your attention until Diddy’s retreating whiff punish game takes over the neutral.
  • Resetting to center immediately after the first opening and volunteering for another full banana interaction.
  • Whiffing after every blocked down tilt or bair and getting outrun by Diddy’s mobility.
  • Making Roller the whole kill plan and shrinking your own ledge mix to one predictable answer.

Reference Links

Related Pages