Editing Diddy Kong (SSB4)

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|nsc1name=Exploding Popgun
|nsc1name=Exploding Popgun
|nsc1dmg=1% (Shot), 25% (explosion)
|nsc1dmg=1% (Shot), 25% (explosion)
|nsc1desc=Diddy Kong charges his Popgun, solely for exploding, and it charges roughly twice as fast. If released early, Diddy Kong will then do a shot without a Peanut firing and it will hurt when up close at the cost of damage.
|nsc1desc=Diddy Kong charges his Popgun, solely for exploding, and it charges faster. If released early, Diddy Kong will then do a shot without a Peanut firing and it will hurt when up close at the cost of damage.
|nsc2name=Jumbo Peanuts
|nsc2name=Jumbo Peanuts
|nsc2dmg=7-11% (Peanuts), 18% (explosion)
|nsc2dmg=7-11% (Peanuts), 18% (explosion)
|nsc2desc=Diddy Kong shoots a giant peanut from his Popgun. The peanuts don't fly as far, but uncharged ones are more powerful than normal. Requires slightly less time to fully charge.
|nsc2desc=Diddy Kong shoots a giant peanut from his Popgun. The peanuts don't fly as far, but are more powerful than normal. Requires slightly less time to fully charge.
|ssdefname=Monkey Flip
|ssdefname=Monkey Flip
|ssdefdmg=14% (clean midair kick), 12% (mid midair kick), 10% (late midair kick), 1% (pummel), 3% (grab attack hit 1), 7% (grab attack hit 2), 3% (jump attack hit 1), 5% (jump attack hit 2)
|ssdefdmg=14% (clean midair kick), 12% (mid midair kick), 10% (late midair kick), 1% (pummel), 3% (grab attack hit 1), 7% (grab attack hit 2), 3% (jump attack hit 1), 5% (jump attack hit 2)
|ssdefdesc=Diddy Kong performs a sideways hop that has the potential to launch him onto an opponent's face if timed correctly. Smashing the control stick will launch Diddy slightly farther. Once he has clung onto his foe's face, he can double chop them and leap away by pressing the attack button, or can perform a pseudo footstool jump with the jump button. Finally, tapping the special button while he is flipping will cause Diddy Kong to attack with a flying kick instead of latching on to his opponent. However, if Diddy Kong chooses to use the flying kick he will not be able to use his [[Rocketbarrel Boost|rocketbarrel pack]] unless he touches the ground first, making it a risky option offstage. More reliable for returning to the stage than Rocketbarrel Boost overall, and should be used for this purpose in place of his rocketbarrels whenever possible or safe to do so.
|ssdefdesc=Diddy Kong performs a sideways hop that has the potential to launch him onto an opponent's face if timed correctly. Tilting the control stick and pressing the special button will cause Diddy Kong to fly a shorter distance than he would if the player smashed the control stick instead, similar to performing the input for a forward tilt as opposed to a forward smash. Once he has clung onto his foe's face, he can double chop them and leap away by pressing the attack button, or can perform a pseudo footstool jump with the jump button. Finally, tapping the special button while he is flipping will cause Diddy Kong to attack with a flying kick instead of latching on to his opponent. However, if Diddy Kong chooses to use the flying kick he will not be able to use his [[Rocketbarrel Boost|rocketbarrel pack]] unless he touches the ground first, making it a risky option offstage. More reliable for returning to the stage than Rocketbarrel Boost overall, and should be used for this purpose in place of his rocketbarrels whenever possible or safe to do so.
|ssc1name=Back Flip
|ssc1name=Back Flip
|ssc1dmg=17% (clean), 12% (mid), 8% (late)
|ssc1dmg=17% (clean), 12% (mid), 8% (late)
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|ssc2desc=Diddy Kong jumps higher, but his flying kick and regular grab attack is weaker. The jump attack, however, is a much stronger meteor smash.
|ssc2desc=Diddy Kong jumps higher, but his flying kick and regular grab attack is weaker. The jump attack, however, is a much stronger meteor smash.
|usdefname=Rocketbarrel Boost
|usdefname=Rocketbarrel Boost
|usdefdmg=10% (launch), 6-8% (collision with opponent), 18% (explosion)
|usdefdmg=10% (launch explosion), 6-8% (collision with opponent)
|usdefdesc=Diddy Kong charges his rocketbarrel pack from ''Donkey Kong 64'' in a powerful attack. Can potentially fly very far and very fast when charged, able to be angled up to 90° in either direction horizontally, and can be steered slightly while flying. Hitting a surface, or being hit, will make Diddy Kong lose his rocketbarrels before falling a huge distance while being unable to perform any action, often falling too far to survive. Diddy Kong will also gain 5% damage for hitting a surface.
|usdefdesc=Diddy Kong charges his rocketbarrel pack from ''Donkey Kong 64'' in a powerful attack. Can potentially fly very far and very fast when charged, however hitting a surface, or being hit, will make Diddy Kong lose his rocketbarrels before falling a huge distance while being unable to perform any action, often falling too far to survive. Diddy Kong will also gain 5% damage for hitting a surface.
|usc1name=Rocketbarrel Attack
|usc1name=Rocketbarrel Attack
|usc1dmg=18% (launch), 15% (collision with opponent), 20% (explosion)
|usc1dmg=18% (launch explosion)
|usc1desc=A more powerful attack than Rocketbarrel Boost, but has less maneuverability. Only goes straight up when used on the ground, and only tilts slightly in the air, though this makes explosions harder to come by. Requires slightly more time to fully charge.
|usc1desc=A more powerful attack than Rocketbarrel Boost, but has less maneuverability. Requires slightly more time to fully charge.
|usc2name=Rocketbarrel Kaboom
|usc2name=Rocketbarrel Kaboom
|usc2dmg=7% (launch), 5-7% (collision with opponent), 17% (explosion)
|usc2dmg=7% (launch explosion), 6-8% (collision with opponent)
|usc2desc=Charges faster and controls better than Rocketbarrel Boost, but doesn’t go as far and is more prone to explode if Diddy hits any terrain during the move. Explosion inflicts 10% self-damage and sends Diddy flying farther.
|usc2desc=Charges faster and controls better than Rocketbarrel Boost, but will explode if Diddy Kong hits any terrain during the move.
|dsdefname=Banana Peel
|dsdefname=Banana Peel
|dspage=Banana Peel (move)
|dspage=Banana Peel (move)
|dsdefdmg=6% (smash toss), 4% (smash toss, late), 4% (tilt toss), 3% (tilt toss, late)
|dsdefdmg=N/A
|dsdefdesc=Diddy Kong tosses a [[Banana Peel]] over his shoulder and into the air to have it fall onto the ground. Grounded opponents who touch the peel while on the ground or are hit by the peel when thrown will slip and [[trip]] on the floor. For all banana peel variants, mashing the control stick instead of tilting will make Diddy flick the banana farther. An integral part of Diddy Kong’s kit, as it allows him to take control of the stage, extend and create combos, set up kills, easily punish missed attacks from his opponents even if they are spaced properly, and otherwise dominate the neutral game. A held banana also serves as one of the best [[out of shield]] options in the game when thrown. Unlike in ''Brawl'', only one banana peel can exist at one time, and it disappears when striking or tripping an opponent, or when thrown twice.
|dsdefdesc=Diddy Kong tosses a [[Banana Peel]] over his shoulder and into the air to have it fall onto the ground. Grounded opponents who touch the peel while on the ground or are hit by the peel when thrown will slip and [[trip]] on the floor. An integral part of Diddy Kong’s kit, as it allows him to take control of the stage, extend and create combos, set up kills, easily punish missed attacks from his opponents even if they are spaced properly, and otherwise dominate the neutral game. A held banana also serves as one of the best [[out of shield]] options in the game when thrown. Unlike in ''Brawl'', only one banana peel can exist at one time, and it disappears when hit by an opponent or when thrown twice.
|dsc1name=Shocking Banana Peel
|dsc1name=Shocking Banana Peel
|dsc1dmg=5% (smash toss), 4% (smash toss, late), 4% (tilt toss), 4% (tilt toss, late), 1-5% (either toss, airborne opponent, depending on timing), 1% (ground trip)
|dsc1dmg=N/A
|dsc1desc=Diddy Kong tosses a banana peel into the air, more horizontally than vertical. Opponents who come in contact with the peel will be stunned momentarily. The stun time is longer if the opponent steps on the peel as opposed to getting hit by it.
|dsc1desc=Diddy Kong tosses a banana peel into the air to have it fall onto the ground. Opponents who come in contact with the peel will be stunned momentarily. The stun time is longer if the opponent steps on the peel as opposed to getting hit by it.
|dsc2name=Battering Banana Peel
|dsc2name=Battering Banana Peel
|dsc2dmg=7% (smash toss), 4% (smash toss, late), 5% (tilt toss), 4% (tilt toss, late), 1-5% (either toss, airborne opponent, depending on timing), 1% (ground trip)
|dsc2dmg=N/A
|dsc2desc=Diddy Kong tosses a banana peel straight up. Opponents who come in contact with the peel will be launched upwards as well.
|dsc2desc=Diddy Kong tosses a banana peel straight up. Opponents who come in contact with the peel will be launched upwards as well.
|fsname=Rocketbarrel Barrage
|fsname=Rocketbarrel Barrage

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