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 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. Besides the nerfs to his Banana Peels, he 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|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, 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, 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|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|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''.}} | ||
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*{{buff|Diddy's [[air speed]] is faster (0.82 → 1.0).}} | *{{buff|Diddy's [[air speed]] is faster (0.82 → 1.0).}} | ||
*{{buff|Diddy's [[traction]] is higher (0.484 → 0.6).}} | *{{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 | *{{change|Relative to the cast, Diddy's falling speed was drastically increased (1.43 → 2.55), 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|Diddy's gravity is higher (0.092 → 0.12) which improves his endurance but makes him more susceptible to combos.}} | *{{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's double jump is lower.}} | ||
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===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 (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|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%).}} | *{{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 (frame 25 → 31).}} | *{{nerf|Up tilt has its IASA frames later (frame 25 → 31).}} | ||
*{{nerf|Down tilt has more startup lag and has a shorter duration (frames 4-7 → 5-6)}} | *{{nerf|Down tilt has more startup lag and has a shorter duration (frames 4-7 → 5-6)}} | ||
*{{buff|Dash attack | *{{buff|Dash attack does more damage (9% → 14%), and hits connect more smoothly as the move only has two hits instead of three. 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|Up smash links much better and is a stronger KO move.}} | |||
*{{buff| | *{{nerf|Up smash deals slighty lower damage.}} | ||
*{{buff|Down smash has slightly stronger knockback.}} | |||
*{{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=== | ||
*{{change|All of Diddy's aerials now have sourspots as opposed to just his forward air.}} | *{{change|All of Diddy's aerials now have sourspots as opposed to just his forward air.}} | ||
*{{change|Diddy now only makes a noise when performing down aerial}} | *{{change|Diddy now only makes a noise when performing down aerial}} | ||
*{{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|Neutral aerial is considerably stronger, dealing twice the former damage (6% → 13% (clean), 9% (late)). It also has less startup lag (frame 6 → 4)}} | ||
*{{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) | *{{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|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%).}} | *{{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|Forward aerial has a shorter duration (frames 6-9 (clean), 10-16 (late) → 6-7/8-14) | *{{nerf|Forward aerial has a shorter duration (frames 6-9 (clean), 10-16 (late) → 6-7/8-14)}} | ||
*{{buff|Back | *{{buff|Back air does more damage (9% → 12% (foot) 11% (leg)).}} | ||
*{{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.}} | *{{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%).}} | *{{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) | *{{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]].}} | *{{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.}} | *{{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.}} | ||
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*{{nerf|Standing and pivot grabs have more startup lag (frame 6 (standing) frame 8 (pivot) → 7/9).}} | *{{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 (9% → 10%) and is a slightly stronger KO move. The changes in ''Project M's'' physics also allows Diddy to [[chain grab]] with up throw}} | ||
*{{buff|Pummel does slightly more damage (2% → 3%).}} | *{{buff|Pummel does slightly more damage (2% → 3%).}} | ||
*{{nerf|Down throw does slightly less damage (9% → 8%).}} | *{{nerf|Down throw does slightly less damage (9% → 8%).}} | ||
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*{{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.}} | *{{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.}} | ||
*{{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.}} | *{{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.}} | |||
*{{buff| | |||
*{{nerf|As Rocketbarrel Boost can't be charged for as long, fully charged Rockbarrel Boost covers significantly less distance.}} | *{{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%).}} | *{{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|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 | **{{nerf|Only one banana can be out at a time rather than two.}} | ||
==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)]] |