Editing Diddy Kong (PM)
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{{ArticleIcons|pm | {{ArticleIcons|pm=y}} | ||
{{Infobox Character Mod | {{Infobox Character Mod | ||
|name = Diddy Kong | |name = Diddy Kong | ||
|image | |image = [[File:Diddy Kong SSBB.jpg|250px]] | ||
|mod = Project M | |mod = Project M | ||
|base = SSBB | |base = SSBB | ||
|moveset1 = Diddy Kong (SSBB) | |moveset1 = Diddy Kong (SSBB) | ||
}} | }} | ||
'''Diddy Kong''' is a playable character in the ''[[Brawl]]'' mod ''[[Project M]]''. He is currently ranked 4th out of 41 on the [[Project M#Tier list|official]] [[tier list]], a slight improvement where he is ranked 4th out of 38 in ''Brawl'' | '''Diddy Kong''' is a playable character in the ''[[Brawl]]'' mod ''[[Project M]]''. He is currently ranked 4th out of 41 on the [[Project M#Tier list|official]] [[tier list]], a slight improvement where he is ranked 4th out of 38 in ''Brawl''. | ||
==Attributes== | ==Attributes== | ||
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Regarding item play, Diddy Kong has a ridiculously deep and distinct tool kit with which he can outwit his opponents. | Regarding item play, Diddy Kong has a ridiculously deep and distinct tool kit with which he can outwit his opponents. | ||
== | [https://www.youtube.com/watch?v=Ireewg1eMrs&t=5s Link to learn about some item tools] | ||
[https://www.youtube.com/watch?v=4RZ5KBuk1pM Junebug Diddy Kong guide] | |||
The vast majority of Diddy Kong discussion takes place on discord. [https://discord.gg/sYab4AQ Click here to join the Project M Diddy Kong discord] | |||
==Changes from ''Brawl'' to ''PM''== | |||
Diddy Kong received some [[nerf]]s, but mostly gained noticeable [[buff]]s from ''Brawl'' to ''PM'' to fit with the ''Melee'' physics. | |||
===Aesthetics=== | ===Aesthetics=== | ||
*{{change|His up [[taunt]] has been replaced with a juggling animation, possibly as a reference to his idle animation in ''Donkey Kong Country 2''. Diddy will continue to juggle as long as the taunt button is held. His previous up taunt is moved to his down taunt.}} | |||
*{{change|His up [[taunt]] has been replaced with a juggling animation, as a reference to his idle animation in ''Donkey Kong Country 2''. Diddy will continue to juggle as long as the taunt button is held. His previous up taunt is moved to his down taunt.}} | |||
*{{change|For his side taunt, Diddy now leans his head forward and puts a hand in his mouth with a burly expression, as if trying to contain his laughter from a foe (using the same SFX as the original side taunt).}} | *{{change|For his side taunt, Diddy now leans his head forward and puts a hand in his mouth with a burly expression, as if trying to contain his laughter from a foe (using the same SFX as the original side taunt).}} | ||
*{{change|Original down taunt is now an [[idle pose]]}}. | |||
*{{change|One of Diddy's victory poses now involves him wearing sunglasses while dancing around to the music playing on his beatbox, similar to his victory animation in ''Donkey Kong Country 2''.}} | *{{change|One of Diddy's victory poses now involves him wearing sunglasses while dancing around to the music playing on his beatbox, similar to his victory animation in ''Donkey Kong Country 2''.}} | ||
===Attributes=== | ===Attributes=== | ||
*{{buff|Diddy Kong now benefits from the addition of aerial glide tossing, both in his approach, combo, and movement options, and in his recovery.}} | *{{buff|Diddy Kong now benefits from the addition of aerial glide tossing, both in his approach, combo, and movement options, and in his recovery.}} | ||
*{{change|Relative to the cast, Diddy's falling speed was drastically increased, going from a 15th fastest faller of 39 to the 5th fastest faller of 41. While this dramatically increases his vertical endurance, it makes him more susceptible to combos despite being a small lighter-middleweight.}} | |||
*{{change|Relative to the cast, Diddy's falling speed was drastically increased | |||
===Ground attacks=== | ===Ground attacks=== | ||
*{{buff|Jab combo does more damage | *{{buff|Jab combo does more damage and as with {{PM|Captain Falcon}}, the third hit of Diddy's [[neutral attack]] is now always separated from the rapid hits, so he can either launch foes with the third hit to then [[jab cancel]] and follow up, or rack up damage with the rapid hits against enemies at low percentages.}} | ||
*{{buff|Forward tilt has more knockback, especially at its sweetspot, and up tilt does slightly more damage while down tilt has earlier [[IASA]] frames and set knockback, leaving foes open against attacks more easily.}} | |||
*{{buff|Forward tilt | *{{nerf|Up tilt has its IASA frames later.}} | ||
*{{nerf|Up tilt has its IASA frames later | *{{buff|Dash attack does more damage, and hits connect more smoothly. Like {{PM|Donkey Kong}}'s, his dash attack now can move off ledges, setting up offstage KOs. It also has increased speed for longer range, improving his ground game.}} | ||
*{{buff|Forward smash does slightly more damage and is stronger in knockback and has less hitlag.}} | |||
*{{buff|Dash attack | *{{buff|Up smash links much better and is a stronger KO move.}} | ||
*{{nerf|Up smash deals slighty lower damage.}} | |||
*{{buff|Down smash has slightly stronger knockback.}} | |||
*{{buff| | |||
*{{buff|Up smash links much better and is a stronger KO move | |||
*{{nerf|Up smash deals | |||
*{{buff|Down smash has slightly stronger knockback | |||
===Aerial attacks=== | ===Aerial attacks=== | ||
*{{buff|Neutral aerial is considerably stronger, dealing twice the former damage.}} | |||
*{{nerf|Forward aerial sourspot does less damage.}} | |||
*{{buff|Neutral aerial is considerably stronger, dealing twice the former damage | *{{buff|Forward air is faster, has more knockback, and has a more semi-spike angle.}} | ||
*{{nerf| | *{{buff|Back air does more damage.}} | ||
*{{buff|Forward air has more knockback | *{{nerf|Back aerial has less KO power.}} | ||
*{{buff|Up aerial does slightly more damage and has weaker but horizontal knockback.}} | |||
*{{buff|Back | *{{buff|Down aerial has faster start-up, does more damage, and has a stronger meteor smash.}} | ||
*{{nerf|Back aerial has less KO power | |||
*{{buff|Up aerial does slightly more damage | |||
*{{buff|Down aerial has faster start-up | |||
===Grabs and Throws=== | ===Grabs and Throws=== | ||
*{{buff|Back throw has slightly more KO potential.}} | *{{buff|Back throw has slightly more KO potential.}} | ||
*{{buff|Up throw does more damage | *{{buff|Up throw does more damage and is now a KO move.}} | ||
*{{buff|Pummel does slightly more damage.}} | |||
*{{nerf|Down throw does slightly less damage.}} | |||
*{{buff|Pummel does slightly more damage | |||
*{{nerf|Down throw does slightly less damage | |||
*{{nerf|Forward throw has slightly less KO potential.}} | *{{nerf|Forward throw has slightly less KO potential.}} | ||
===Special Moves=== | ===Special Moves=== | ||
*{{buff|The Peanuts from [[Peanut Popgun]] now travel in straighter arcs and are much more powerful. A fully charged peanut can travel across the entire distance of Final Destination. Diddy Kong can also [[air dodge]] out of his Peanut Popgun, allowing him to [[waveland]] between shots | *{{buff|The Peanuts from [[Peanut Popgun]] now travel in straighter arcs and are much more powerful. A fully charged peanut can travel across the entire distance of Final Destination. Diddy Kong can also [[air dodge]] out of his Peanut Popgun, allowing him to [[waveland]] between shots.}} | ||
*{{buff|Monkey Flip had its distance increased. Attacking regularly after grabbing now sends opponents upward, leading into aerials at higher percents and the kick comes out right away when you hold the special button and has more knockback.}} | *{{buff|Monkey Flip had its distance increased. Attacking regularly after grabbing now sends opponents upward, leading into aerials at higher percents and the kick comes out right away when you hold the special button and has more knockback.}} | ||
*{{nerf|Monkey Flip's attack and kick both do less damage.}} | |||
*{{nerf|Monkey Flip's attack | *{{buff|[[Rocketbarrel Boost]] has its distance increased. Furthermore, Diddy has more control over both its arc and launch angle allowing for better and trickier recoveries. It can do 21% at full charge and its power is very dramatically increased, making it a viable combo finisher.}} | ||
*{{buff|Banana Peels, when thrown, have greater distance and does more damage.}} | |||
*{{buff| | **{{nerf|Diddy Kong can no longer infinite trip opponents with his {{b|Banana Peel|move}}s, as tripping can now be [[tech]]ed.}} | ||
**{{nerf|Only one banana can be out at a time.}} | |||
*{{buff|Banana Peels, when thrown, have greater distance and does more damage | |||
**{{nerf|Diddy Kong can no longer infinite trip opponents with his {{b|Banana Peel|move}}s, as tripping can now be [[tech]]ed | |||
**{{nerf|Only one banana can be out at a time | |||
==Revisions== | ==Revisions== | ||
===v2.6b=== | ===v2.6b=== | ||
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==In [[competitive play]]== | ==In [[competitive play]]== | ||
=== | ===Notable players=== | ||
*{{Sm|Aero|USA}} - Formerly ranked as high as 5th on the SoCal ''Project M'' Power Rankings. Ranked 27th on the PMRank 2016. | |||
*{{Sm|BaconPancakes|USA}} - The best Diddy Kong player in the world; ranked 16th on the PMRank 2017. | |||
*{{Sm|Bladewise|USA}} - Uses Diddy Kong as a secondary. Ranked 1st on the Washington ''Project M'' Power Rankings. | |||
*{{Sm|Aero|USA}} - Formerly ranked as high as 5th on the SoCal ''Project M'' Power Rankings. Ranked 27th on | *{{Sm|Boss|USA}} | ||
*{{Sm|BaconPancakes|USA}} - The best Diddy Kong player in the world | *{{Sm|DiSQO_BuNNY|USA}} | ||
*{{Sm|Junebug|USA}} - | *{{Sm|DLA|USA}} | ||
*{{Sm|Luck|USA}} - Ranked | *{{Sm|Envy|USA}} - Plays Diddy Kong often along with Ike. Ranked 14th on the PMRank 2016 and 8th on the NY/NJ Project M Power Rankings. | ||
*{{Sm| | *{{Sm|Junebug|USA}} - One of the two best Diddy Kong players in the world and was widely considered to be the best Diddy Kong player in the world from 2014-2016. Ranked 3rd on the [[MD/VA Power Rankings|MD/VA ''Project M'' Power Rankings]] and 27th on the [[PMRank 2017]]. | ||
*{{Sm| | *{{Sm|Luck|USA}} - Ranked 40th on the PMRank 2016 and 2nd on the DFW ''Project M'' Power Rankings. | ||
*{{Sm|NinjaLink|USA}} | |||
*{{Sm|Seagull Joe|USA}} - Placed 7th at [[The Flex Zone]], 7th at [[EVO 2015]], 13th at [[Paragon Los Angeles 2015]], and 17th at [[SuperNova]]. | |||
==Alternate costumes== | ==Alternate costumes== | ||
Diddy Kong's alternate costumes remain unchanged from ''Brawl'', except for a new orange costume that makes him look like Funky Kong in the ''Donkey Kong Country'' TV series. | |||
Diddy Kong's alternate costumes remain unchanged from ''Brawl'', except for a new orange costume that makes him look like | |||
{|style="margin:1em auto 1em auto;text-align:center" | {|style="margin:1em auto 1em auto;text-align:center" | ||
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|[[File:DiddyKongHeadOrangePM.png]] | |[[File:DiddyKongHeadOrangePM.png]] | ||
|} | |} | ||
==Trivia== | ==Trivia== | ||
*Diddy Kong was the only character in ''Project M'' that didn't have an alternate costume or any new recolorings prior to the 3.6 Beta. | *Diddy Kong was the only character in ''Project M'' that didn't have an alternate costume or any new recolorings prior to the 3.6 Beta. | ||
**This still applies to {{PM|Wario}} | **This still applies to {{PM|Wario}}, but it's impossible to give him a new costume as he has 12 different ones. | ||
*Diddy Kong's peanuts have 1 hp, and thus can be broken by {{PM|Fox}}'s lasers. | *Diddy Kong's peanuts have 1 hp, and thus can be broken by {{PM|Fox}}'s lasers. | ||
{{Project M}} | {{Project M}} | ||
[[Category:Diddy Kong]] | [[Category:Diddy Kong]] | ||
[[Category:Characters (PM)]] | [[Category:Characters (PM)]] |