Lucina vs Diddy Kong

Diddy Kong Matchup (Lucina)

Lucina vs Diddy Kong

Lucina vs Diddy Kong is about refusing to panic-run through grounded banana pressure, then controlling the re-pickup space itself with sword range until Diddy is forced to move first.

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Matchup Summary (Win Condition and Game Plan)

Diddy Kong can layer banana peel with fast buttons and mobility to turn one slip into grab, up smash, or juggling, so Lucina cannot reclaim ground in this matchup by simply running the way she does in more straightforward sword fights. Once Monkey Flip is mixed in as well, any lazy front-facing reaction gives Diddy much stronger mixups.
Even so, Diddy’s actual limb range is short, and Lucina is favored in grounded neutral whenever Diddy is not actively holding banana. By using walk, pullback movement, fair, nair, and down tilt to cut the pickup space itself, Lucina can force Diddy to throw the item early or jump first, which removes a large part of his clean whiff-punish game.
The frame table also shows that jab, forward tilt, up tilt, dash attack, the smash attacks, forward air, down air, and Neutral B are all punishable by Up B or Lucina’s OOS aerials, so Diddy does have to respect shielded close-range pressure. By contrast, back air and Side B are not the kind of buttons you should autopilot punish immediately, so stage control matters more than forcing every shield interaction into a swing.
Do not rush kills through center-stage smash guesses. Once banana is sent away, push Diddy to ledge, catch jump with back air, cover roll with down tilt or grab, and meet Barrel Jet with fair when the route is clear. That plan is much more stable than trying to force the issue in scramble range.

Full Move Frame Quick Reference

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

Win Condition Checklist

  • Keep banana awareness first at all times, and when it is on the floor, do not sprint through it. Control the re-pickup spot with walk, fair, nair, and down tilt so Diddy has to act before reclaiming it.
  • When you block jab, forward tilt, up tilt, dash attack, forward smash, up smash, down smash, forward air, down air, or Neutral B, punish immediately with Up B first, while using OOS uair, fair, or nair in the ranges where they fit cleanly.
  • During the stretches where Diddy does not have banana in hand, keep the sword wall active and hold ranges where your fair and down tilt connect before his shorter normals can whiff-punish.
  • At ledge, watch Monkey Flip landing points separately from normal getups, then catch jump getup with back air and meet Barrel Jet routes with fair or back air instead of overcommitting offstage.
  • If you pick up banana yourself, do not greed for a forced combo first. Send it away or throw it where it breaks Diddy’s rhythm, then return to sword spacing.

Actions to Avoid

  • Trying to reclaim space by dashing over a visible grounded banana and handing Diddy a free trip starter.
  • Swinging big every time Diddy moves toward a banana pickup and getting baited by pullback movement or Monkey Flip instead.
  • Treating back air and Side B like standard shield punish spots and overextending into landing drift or follow-up pressure.
  • Chasing Barrel Jet or Monkey Flip too deep offstage and giving away both ledge control and banana management at the same time.

Reference Links

Related Pages