Editing Diddy Kong (PM)

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{{ArticleIcons|pm=y|p+=y}}
{{ArticleIcons|pm=y}}
{{Infobox Character Mod
{{Infobox Character Mod
|name = Diddy Kong
|name = Diddy Kong
|image = {{tabber|title1=Diddy Kong (PM)|content1=[[File:Diddy Kong SSBB.jpg|250px]]|title2=Diddy Kong (P+)|content2=[[File:PPlus Diddy.png|250px]]|title3=Hooded Diddy (P+)|content3=[[File:PPlus Hooded Diddy.png|250px]]}}
|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)
|altcostume = Hooded Diddy (''[[Project+]]'')
}}
}}
'''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''. However, in ''Project+'', Diddy Kong ranks 18th on the {{h2|Project+|official tier list}} in the A tier, a stark drop from both ''Brawl'' and ''Project M'', but nonetheless remaining a high tier character.
'''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.


==Changes from ''Brawl'' to ''PM''==
[https://www.youtube.com/watch?v=Ireewg1eMrs&t=5s Link to learn about some item tools]
Diddy Kong received some [[nerf]]s mostly noticeably to his {{b|Banana Peel|move}} which was the key part to his success in ''Brawl''. Diddy can only have one [[banana peel]] out at a time and the changes to [[Tripping]] in ''Project M'' hinder their utility. Diddy Kong's endurance is also significantly worse due to his lower weight and he is much more vulnerable to combos due to his higher fall speed and gravity.
 
[https://www.youtube.com/watch?v=4RZ5KBuk1pM Junebug Diddy Kong guide]


Besides the nerfs to his Banana Peels, he mostly gained noticeable [[buff]]s from ''Brawl'' to ''PM'' to fit with the ''Melee'' physics. His mobility, combo and edgeguarding game has been significantly improved and his damage output/kill power has increased. His grab game is also significantly stronger due to the physics changes as well as his up and down throws being altered. His recovery is also a lot better due to his higher air speed as well as having more options out of his side and up specials.
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]


Overall despite his nerfs, Diddy remains a threat in ''PM'''s meta due to his buffs. He still remains one of the strongest characters in the game.
==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|Diddy Kong is now more expressive while idling as his old down taunt is now apart of his idle animation and he now makes noises during his original idle pose.}}
*{{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''.}}
*{{change|Diddy no longer makes a noise when performing a [[jump|full hop]].}}


===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.}}
*{{buff|Diddy [[dash]]es faster (1.721 → 1.9)}}
*{{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.}}
*{{buff|Diddy's [[air speed]] is faster (0.82 → 1.0).}}
*{{buff|Diddy's [[traction]] is higher (0.484 → 0.6).}}
*{{change|Relative to the cast, Diddy's falling speed was drastically increased (1.43 → 2.55), going from the 15th fastest faller out of 39 characters to the 5th fastest faller out of 41. While this dramatically increases his vertical endurance, it makes him more susceptible to combos despite being a small lighter-middleweight.}}
*{{change|Diddy's gravity is higher (0.092 → 0.12) which improves his endurance but makes him more susceptible to combos.}}
*{{nerf|Diddy's double jump is lower.}}
*{{nerf|Diddy is lighter (93 → 85) hindering his endurance. Despite this, he is also more vulnerable to combos due to his much higher fall speed and gravity.}}
**{{buff|His new weight however allows him to be knocked down by {{PM|Fox}}'s shine.}}
*{{nerf|Diddy can no longer [[DACUS]] removing a potential mixup/mind game he had with his dash attack/up smash}}


===Ground attacks===
===Ground attacks===
*{{buff|Jab combo does more damage (7% → 9%) 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|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.}}
*{{change|Diddy no longer make noises when performing tilts.}}
*{{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 deals more damage when not angled or angled up (8%/10%/11% → 9/12% (not angled), 10/13% (angled up)) has more knockback, especially at its sweetspot, and up tilt and down tilt do slightly more damage (7% → 8%).}}
*{{nerf|Up tilt has its IASA frames later.}}
*{{nerf|Up tilt has its IASA frames later (frame 25 → 31).}}
*{{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.}}
*{{nerf|Down tilt has more startup lag and has a shorter duration (frames 4-7 → 5-6)}}
*{{buff|Forward smash does slightly more damage and is stronger in knockback and has less hitlag.}}
*{{buff|Dash attack has less startup lag (frame 9 → 7) does more damage (9% → 14%), and hits connect more smoothly at lower percents as the move only has two hits instead of three. The second hit has a longer duration (frames 14-18 → 12-22) and the whole move has a longer duration of 1 frame. 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|Up smash links much better and is a stronger KO move.}}
*{{nerf|Dash attack has more end lag when used on stage (FAF 25 → 39) and the first hit has significantly increased knockback hindering its combo potential while still being too weak to kill until very high percents.}}
*{{nerf|Up smash deals slighty lower damage.}}
*{{change|Diddy no longer has a unique sound clip for each smash attack.}}
*{{buff|Down smash has slightly stronger knockback.}}
*{{buff|The second hit of forward smash has less startup lag (frame 21 → 18) does more damage (13% → 14%) has stronger knockback and has less hitlag. The second hit also does not take longer to come out if the first hit connects.}}
*{{nerf|The first hit of forward Smash deals less damage (5% → 4%) and has more startup lag (frame 12 → 14). The second hit also has a shorter duration (3 frames → 2)}}
*{{buff|Up smash links much better and is a stronger KO move. It also has a longer duration (frames 5-22 → 5-25).}}
*{{nerf|Up smash deals slightly lower damage (16% → 15%) and has more end lag (FAF 50 → 53).}}
*{{buff|Down smash has slightly stronger knockback and the back hit deals more damage (12% → 13%). It also has less end lag (FAF 52 → 44).}}


===Aerial attacks===  
===Aerial attacks===
*{{change|All of Diddy's aerials now have sourspots as opposed to just his forward air.}}
*{{buff|Neutral aerial is considerably stronger, dealing twice the former damage.}}
*{{change|Diddy now only makes a noise when performing down aerial}}
*{{nerf|Forward aerial sourspot does less damage.}}
*{{buff|Neutral aerial is considerably stronger, dealing twice the former damage (6% → 13% (clean), 9% (late)). It also has less startup lag (frame 6 → 4).}}
*{{buff|Forward air is faster, has more knockback, and has a more semi-spike angle.}}
*{{nerf|Since neutral aerial now has a sourspot, the sweetspot has a shorter duration (frames 6-20 → 4-7). It also has more landing lag (13 frames → 16).}}
*{{buff|Back air does more damage.}}
*{{buff|Forward air has more knockback less landing lag (30 frames → 22), and nows sends opponents in the [[Sakurai angle]]. The sweetspot also deals more damage (14% → 15%).}}
*{{nerf|Back aerial has less KO power.}}
*{{nerf|Forward aerial has a shorter duration (frames 6-9 (clean), 10-16 (late) → 6-7/8-14).}}
*{{buff|Up aerial does slightly more damage and has weaker but horizontal knockback.}}
*{{buff|Back aerial does more damage (9% → 12% (foot) 11% (leg)).}}
*{{buff|Down aerial has faster start-up, does more damage, and has a stronger meteor smash.}}
*{{nerf|Back aerial has less KO power and more landing lag (12 frames → 16). He can also no longer perform two back aerials in a short hop due to his higher fall speed.}}
*{{buff|Up aerial does slightly more damage (11% → 12%).}}
*{{nerf|Up aerial's new sourspot deals less damage (11% → 8%). It also has more startup lag (frame 3 → 5) and the sweetspot has a shorter duration (5 frames → 3).}}
*{{change|Up aerial has weaker but more horizontal knockback now sending opponents in the Sakurai angle (100° → 361°). This hinders its juggling potential but makes it more useful for [[edgeguarding]].}}
*{{buff|Down aerial has faster start-up (frame 13 → frame 10), less landing lag (30 frames → 25) and does more damage (12% → 15% (fists), 14% (arms)), making the meteor smash stronger.}}


===Grabs and Throws===
===Grabs and Throws===
*{{nerf|Standing and pivot grabs have more startup lag (frame 6 (standing) frame 8 (pivot) → 7/9).}}
*{{buff|Back throw has slightly more KO potential.}}
*{{buff|Back throw has slightly more KO potential.}}
*{{buff|Up throw does more damage (9% → 10%). The changes in ''Project M's'' physics also allows Diddy to [[chain grab]] with up throw.}}
*{{buff|Up throw does more damage and is now a KO move.}}
*{{change|Up throw has altered knockback improving its combo potential at lower percents and improving its KO potential (although it is still too weak to reliably KO) however, these changes also hinder its combo potential at higher percents.}}
*{{buff|Pummel does slightly more damage.}}
*{{nerf|Up throw has more ending lag.}}
*{{nerf|Down throw does slightly less damage.}}
*{{buff|Pummel does slightly more damage (2% → 3%).}}
*{{nerf|Down throw does slightly less damage (9% → 8%).}}
*{{buff|Down throw sends opponents at a different angle (130° → 50°). This combined with ''Project M's'' physics changes gives down throw tech chasing potential.}}
*{{buff|Down throw has altered knockback (85 (base), 40 (scaling) → 60/105). This makes it easier to combo with at lower percents although it doesn't grant it any extra KO potential.}}
*{{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.}}
*{{nerf|While Diddy can still cancel charging his Peanut Popgun with shield, he will no longer instantly shield on the ground or air dodge in the air. He can also no longer grab out of charging Peanut Popgun.}}
*{{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.}}
*{{change|Diddy has a different voice clip when performing Monkey Flip (his old full hop voice clip).}}
*{{nerf|Monkey Flip's attack and kick both do less damage.}}
*{{nerf|Monkey Flip's attack (15% → 12%) and kick (14% (clean) 10% (late) → 12%/7%) both do less damage. Diddy can also only throw out the kick at the beginning of the move rather than the entire duration.}}
*{{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.}}
*{{nerf|Diddy can no longer reuse Monkey Flip if he is hit out of it by {{PM|Mario}}'s cape.}}
*{{buff|Banana Peels, when thrown, have greater distance and does more damage.}}
*{{buff|Diddy can now use [[Rocketbarrel Boost]] out of Monkey Flip if he uses the kick improving his recovery.}}
**{{nerf|Diddy Kong can no longer infinite trip opponents with his {{b|Banana Peel|move}}s, as tripping can now be [[tech]]ed.}}
*{{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.}}
**{{nerf|Only one banana can be out at a time.}}
*{{nerf|As Rocketbarrel Boost can't be charged for as long, fully charged Rockbarrel Boost covers significantly less distance.}}
*{{buff|Banana Peels, when thrown, have greater distance and does more damage (3-7% → 3-10%).}}
**{{nerf|Diddy Kong can no longer infinite trip opponents with his {{b|Banana Peel|move}}s, as tripping can now be [[tech]]ed removing their inescapable [[0-death]] potential. These changes significantly hinder Banana Peel's utility.}}
**{{nerf|Only one banana can be out at a time rather than two. They also have a shorter duration.}}


==Changes from PM to P+==
==Revisions==
==Revisions==
===v2.6b===
===v2.6b===
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==In [[competitive play]]==
==In [[competitive play]]==
===Most historically significant players===
===Notable players===
<!--This character has a ten player limit for this section. Before adding and/or removing a player, read these guidelines: https://www.ssbwiki.com/SmashWiki:Notability#%22Most_historically_significant_players%22_guidelines -->
*{{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.
''See also: [[:Category:Diddy Kong players (PM)]]''
*{{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 [[PMRank 2016]].
*{{Sm|Boss|USA}}
*{{Sm|BaconPancakes|USA}} - The best Diddy Kong player in the world during 3.6; ranked 4th on [[PMRank 2017]].
*{{Sm|DiSQO_BuNNY|USA}}
*{{Sm|Junebug|USA}} - Was widely considered to be the best Diddy Kong player in the world from 2014-2016. Ranked 27th on [[PMRank 2017]].
*{{Sm|DLA|USA}}
*{{Sm|Luck|USA}} - Ranked 32nd on [[PMRank 2018]].
*{{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|SipMastah|USA}} - Considered the best current Diddy Kong player. Won {{Trn|Against All Odds}} and placed 3rd at {{Trn|Warp Zone 2}} using primarily Diddy Kong.
*{{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|Sneez|USA}} - R.O.B main with a Diddy Kong secondary. Ranked #32 on [[PMRank 2023]].
*{{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==
===Project M===
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 [[mariowiki:Funky Kong|Funky Kong]] in the ''[[mariowiki:Donkey Kong Country (television series)|Donkey Kong Country]]'' TV series.


{|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]]
|}
|}
===Project+===
''[[Project+]]'' gives Diddy Kong several new recolors, as well as a hoodie for an alternate costume. His red hoodie costume is a reference to Captain N's outfit in the Nintendo cartoon series. The hoodie's also have logos based on some of Diddy's appearances in the Mario sports games.
[[File:Diddy Kong Palette (P+).png|800px|thumb|center|Diddy Kong's alternate costumes in P+]]
'''Secret costumes:'''
[[File:Diddy Kong Z P+.png|160px]]
'''Z-Secret Costume:''' Based on Diddy Kong's appearance in ''Mario Strikers Charged''.
'''R-Secret Costume:''' [[mariowiki:Donkey Kong Jr.|Donkey Kong Jr.]]-inspired costume.


==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}} in PM, as the masquerade code to break his 12 costume limit had not been invented
**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.
==External links==
*[https://pmunofficial.com/en/characters/diddy-kong/ Diddy Kong's page at the Project M website]
*[https://www.reddit.com/r/SSBPM/comments/b172ge/labbing_discord_results_diddy_kong/ Labbing Discord Tech Post]


{{Project M}}
{{Project M}}
[[Category:Diddy Kong]]
[[Category:Diddy Kong]]
[[Category:Characters (PM)]]
[[Category:Characters (PM)]]

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