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{{ArticleIcons|pm | {{ArticleIcons|pm=y}} | ||
{{Infobox Character Mod | {{Infobox Character Mod | ||
|name = Diddy Kong | |name = Diddy Kong | ||
|image | |image = [[Image:Diddy Kong SSBB.jpg|250px]] | ||
|mod = Project M | |mod = Project M | ||
|base = | |base = ssbb | ||
|moveset1 = Diddy Kong (SSBB) | |moveset1 = Diddy Kong (SSBB) | ||
| | |tier = Mid | ||
|ranking = 28 | |||
}} | }} | ||
'''Diddy Kong''' is a playable character in the ''[[Brawl]]'' mod ''[[Project M]]''. He | |||
'''Diddy Kong''' is a playable character in the ''[[Brawl]]'' mod ''[[Project M]]''. He has been modified from his ''Brawl'' format. <!--tier position paragraph--> | |||
==Attributes== | ==Attributes== | ||
Diddy Kong is a quick, unwieldy fighter, able to rack up quick damage, [[combo]] well and make use of setups with his [[Banana Peel (move)|bananas]]. The ability to produce banana peels unlocks many techniques with Diddy Kong. The peels cause opponents hit by them or who walk over them to trip, making them fantastic tools for approaching, heckling, or setting up traps to extend combos. Diddy Kong can use his jab combo to transition into other moves or aerial combos. He is adept at [[gimp]]ing opponents with his refined [[Monkey Flip]], his [[dash attack]], and his | Diddy Kong is a quick, unwieldy fighter, able to rack up quick damage, [[combo]] well and make use of setups with his [[Banana Peel (move)|bananas]]. The ability to produce banana peels unlocks many techniques with Diddy Kong. The peels cause opponents hit by them or who walk over them to trip, making them fantastic tools for approaching, heckling, or setting up traps to extend combos. Diddy Kong can use his jab combo to transition into other moves or aerial combos. He is adept at [[gimp]]ing opponents with his refined [[Monkey Flip]], his [[dash attack]], and his dair. [[Peanut Popgun]] can now be used more liberally, as the gun shoots further and stronger. Diddy's aerials are solid for comboing, and the same stands for his tilts and up smash. | ||
However, Diddy Kong lacks ways to quickly and reliably finish off opponents. This can lead to opponents surviving much longer, and makes gimping opponents almost a necessity. In addition, his [[recovery]] options are somewhat limited. [[Rocketbarrel Boost]] flies in a mostly linear fashion, making it easy to disrupt for some characters | However, Diddy Kong finds it difficult to close out stocks, and lacks ways to quickly and reliably finish off opponents. This can lead to opponents surviving much longer, and makes gimping opponents almost a necessity. In addition, his [[recovery]] options are somewhat limited. [[Rocketbarrel Boost]] flies in a mostly linear fashion, making it easy to disrupt for some characters. | ||
==Changes from ''Brawl'' to ''PM''== | ==Changes from ''Brawl'' to ''PM''== | ||
Diddy Kong received some [[nerf]]s | 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|One of Diddy's victory poses now involves him wearing sunglasses while dancing around to the music playing on his beatbox | *{{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.}} | |||
===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 from the addition of aerial glide tossing, both in his approach, combo, and movement options, and in his recovery.}} | ||
*{{ | *{{nerf|Diddy's accelerated falling speed was increased making him more susceptible to [[chain grab]]s.}} | ||
===Ground | ===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 | *{{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|Down smash has slightly stronger knockback.}} | ||
*{{buff|Dash attack | *{{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, and can be canceled in for a long [[DACUS]], improving his ground game.}} | ||
*{{nerf| | *{{nerf|Up tilt has its IASA frames later.}} | ||
*{{nerf|Up smash deals slighty lower damage.}} | |||
*{{nerf|Up smash deals | |||
===Aerial | ===Aerial Attacks=== | ||
*{{ | *{{buff|Forward air is faster, has more knockback, and has a more semi-spike angle.}} | ||
*{{buff|Back air does more damage.}} | |||
*{{buff|Down aerial has faster start-up, does more damage, and has a stronger meteor smash.}} | |||
*{{buff|Up aerial does slightly more damage and has weaker but horizontal knockback.}} | |||
*{{buff| | *{{buff|Neutral aerial is considerably stronger, dealing twice the former damage.}} | ||
*{{ | *{{nerf|Back aerial has less KO power.}} | ||
*{{nerf|Forward aerial sourspot does less damage.}} | |||
*{{buff|Up aerial does slightly more damage | |||
*{{ | |||
*{{ | |||
*{{ | |||
===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|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.}} | ||
*{{ | *{{buff|Bananas when thrown have greater distance and does more damage.}} | ||
*{{ | *{{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|[[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 Kong can no longer infinite trip opponents with his [[Banana Peel (move)|Banana]]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|Monkey Flip's attack and kick both do less damage.}} | ||
*{{nerf|Only one banana can be out at a time.}} | |||
==Revisions== | ==Revisions== | ||
===v2.6b=== | ===v2.6b=== | ||
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*{{buff|Forward aerial's initial hit damage and knockback adjusted so that it doesn't send very far at low percents but scales more rapidly with higher percent}} | *{{buff|Forward aerial's initial hit damage and knockback adjusted so that it doesn't send very far at low percents but scales more rapidly with higher percent}} | ||
*{{buff|Back aerial sends farther at low percents}} | *{{buff|Back aerial sends farther at low percents}} | ||
*{{buff|Down | *{{buff|Down erial's upper (sourspot) hitbox deals slightly more damage}} | ||
*{{buff|Dash grab box has an extra active frame and its total duration is increased slightly}} | *{{buff|Dash grab box has an extra active frame and its total duration is increased slightly}} | ||
*{{buff|Turn grab range increased, and grabs slightly later to match other Turn Grab speeds}} | *{{buff|Turn grab range increased, and grabs slightly later to match other Turn Grab speeds}} | ||
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===v3.02=== | ===v3.02=== | ||
*{{ | *{{change|Fixed a bug where the sound effect for Diddy's shades breaking would play whenever he was hit after the shades were already broken}} | ||
===v3.5=== | ===v3.5=== | ||
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*{{change|The damage from the first two hits of Diddy's up smash has been lessened, but the last hit gives more damage to compensate.}} | *{{change|The damage from the first two hits of Diddy's up smash has been lessened, but the last hit gives more damage to compensate.}} | ||
*{{change|The rocketbarrels no longer explode whenever it hits a character/stage. Instead, it will explode after 3 seconds of being detached.}} | *{{change|The rocketbarrels no longer explode whenever it hits a character/stage. Instead, it will explode after 3 seconds of being detached.}} | ||
==Moveset== | ==Moveset== | ||
Up to date as of version 3. | Up to date as of version 3.5. | ||
{|class="wikitable" | {|class="wikitable" | ||
! | ! !!Name!!Damage!!Description | ||
|- | |- | ||
! | !Neutral attack | ||
| || 3%, 2%, 4%, 2%/1% (loop/tip) || Slaps twice, then turns around and kicks with one foot and keeps it raised, while repeatedly hitting by lashing his tail out. First hit can set-up a grab if jab-canceled or even a buffered down smash. | |||
|- | |- | ||
| | !Forward tilt | ||
| || 13%/10% (high/body), 12%/9% (mid/body), 11%/8% (low/body) || Places both arms together above his head. Stands on one foot, leaning to the side and punching with both fists together above his head. Can be angled. | |||
|- | |- | ||
| | !Up tilt | ||
| || 8% || Swats in the air above him with a slap. Quick and can combine with other attacks. This can be used to juggle at low damage percentages. | |||
|- | |- | ||
!Down tilt | |||
| || 8% || While crouching, slaps forward. Combos well into more down tilts and even a down smash. Extremely useful for racking up damage at low percentages. | |||
! | |||
| | |||
<!--Crawl attack--> | <!--Crawl attack--> | ||
|- | |- | ||
! | !Dash attack | ||
| || 9% (clean), 5% (late) || | | || 9% (clean), 5% (late) || Does a cartwheel spin, resembling the one from the Donkey Kong Country games. A great move due to having almost absolutely no ending lag and combines well with his up smash or up tilt. Can also go off edges and platforms. | ||
|- | |- | ||
! | !Forward smash | ||
| || {{ChargedSmashDmgSSBM| | | || {{ChargedSmashDmgSSBM|5}} (hit 1), {{ChargedSmashDmgSSBM|14}} (hit 2) ({{ChargedSmashDmgSSBM|19}} total) || Spins, slapping forward twice. The first hit has no knockback, comboing into the second hit, although this can be escaped rather easily. When fully charged and both hits connect, it can KO at 92% on heavyweights and 85% on lightweights. | ||
|- | |- | ||
! | !Up smash | ||
| || {{ChargedSmashDmgSSBM|2}} (hits 1-2), {{ChargedSmashDmgSSBM|11}} (hit 3) || | | || {{ChargedSmashDmgSSBM|2}} (hits 1-2), {{ChargedSmashDmgSSBM|11}} (hit 3) ({{ChargedSmashDmgSSBM|15}} total) || Hops a little and does a sort of cartwheel, hitting three times with extremely low knockback that doesn't KO until 115%. Fills in combos and can rack up damage easily. | ||
|- | |- | ||
! | !Down smash | ||
| || | | || {{ChargedSmashDmgSSBM|16}} (front), {{ChargedSmashDmgSSBM|13}} (back) || Performs a sweeping kick. It has less knockback than his forward smash and sends enemies at a more horizontal angle. | ||
|- | |- | ||
! | !Neutral aerial | ||
| || 13% (clean), 9% (late) || | | || 13% (clean), 9% (late) || Sticks out hands and feet and spins. Only hits once with decent knockback. Looks similar to his dash attack. | ||
|- | |- | ||
! | !Forward aerial | ||
| || 15% (clean), 11% (late) || | | || 15% (clean), 11% (late) || Kicks both feet forward. Diddy Kong's strongest aerial, a great edge-guarding option, and a good move to use in a short hop (though a bair is quicker and better for spacing). On the edge at above 100%, edge drop -> jump -> fair is considered one of the best options available. | ||
|- | |- | ||
! | !Back aerial | ||
| || 12% (foot), 11% (body) || | | || 12% (foot), 11% (body) || Sticks leg out and spins it behind him. His fastest aerial, a great option for spacing whether a short hop is used or not. | ||
|- | |- | ||
! | !Up aerial | ||
| || 12% (clean), 8% (late) || | | || 12% (clean), 8% (late) || An overhead flip kick. Decent knockback, fairly fast. | ||
|- | |- | ||
! | !Down aerial | ||
| || 15% ( | | || 15% (sweetspot), 14% (sourspot) || Punches both arms down, meteor smashing powerfully as soon as it connects, but with some start-up lag. | ||
<!--Grab aerial--> | <!--Grab aerial--> | ||
|- | |- | ||
! | !Grab | ||
| || — || | | || — || Grabs the enemy with both of his hands. | ||
|- | |- | ||
! | !Pummel | ||
| || 3% || | | || 3% || Headbutts his target, angled from the side of his body. Hits almost instantly. | ||
|- | |- | ||
! | !Forward throw | ||
| || 11% || | | || 11% || Tosses opponent forward. Based on how Diddy Kong would throw barrels in Donkey Kong Country. Best used to get opponents offstage to set up an edgeguard, can combo into an fair. | ||
|- | |- | ||
! | !Back throw | ||
| || 10% || | | || 10% || Tosses opponent backward, very similar to his f-throw in that it is useful for getting opponents offstage. | ||
|- | |- | ||
! | !Up throw | ||
| || 3% (hit | | || 3% (hit), 7% (throw) (10% total) || Throws opponent up and kicks them. Is a decent option for getting opponents into the air. It's his strongest throw. | ||
|- | |- | ||
! | !Down throw | ||
| || 5% (hit | | || 5% (hit), 3% (throw) (8% total) || Performs a leapfrog-like manoeuvre and throws the opponent underneath him. Has fair backwards knockback. Can be followed up by multiple moves and is a good combo starter. | ||
|- | |- | ||
! | !Floor attack (front) | ||
| || 6% || | | || 6% || Gets up and kicks to both sides. | ||
|- | |- | ||
! | !Floor attack (back) | ||
| || 6% || | | || 6% || Gets up and kicks to both sides. | ||
|- | |- | ||
! | !Floor attack (trip) | ||
| || 5% || | | || 5% || Another two kicks to either side. | ||
|- | |- | ||
! | !Edge attack (fast) | ||
| || 6% (tail far), 8% (tail close) || | | || 6% (tail far), 8% (tail close) || Spinning tail slap. | ||
|- | |- | ||
! | !Edge attack (slow) | ||
| || 10% || | | || 10% || Short kick. | ||
|- | |- | ||
! | !Neutral special | ||
| | | Peanut Popgun || 5-17% (peanuts), 20% (explosion) || Diddy Kong pulls out his peanut popgun and fires a peanut. Can be charged, but if charged for too long the popgun will explode and stun Diddy Kong for a second. | ||
|- | |- | ||
! | !Side special | ||
| | | Monkey Flip || 12% (kick clean), 7% (kick late), 5% (grab attack hit 1), 7% (grab attack hit 2), 5% (jump attack hit 1), 7% (jump attack hit 2) || A sideways hop, which grabs opponents and can be kicked out of. Can be used to gain some extra recovery distance. If Diddy jumps off the opponent in the air, it can set for a neutral aerial immediately after. If the special move button is pressed after the flip, Diddy will kick, being a great combo move that can lead into a fair if a midair jump is available. However, if the kick is used, Rocketbarrel Boost cannot be used until landing. An impractical sacrificial KO is possible with this move by using it in the air and falling to the lower blast line with the opponent (referred to as "Diddycide"). | ||
|- | |- | ||
! | !Up special | ||
| | | Rocketbarrel Boost || 11-20% (launch), 10% (flight early), 8% (flight late) || Diddy Kong charges up his barrels and launches himself upwards. Can be angled with the Control Stick (but not by much if the move is uncharged). Diddy's primary recovery move, but leaves him vulnerable during the charging and can also self-stage spike on stages such as Final Destination. If Diddy is attacked out of the move, the barrels will fly around and can damage opponents. | ||
|- | |- | ||
! | !Down special | ||
| Banana Peel || 3% (hand) || Pops a banana peel into the air. | |||
|- | |- | ||
! | !Final Smash | ||
| | | Rocketbarrel Barrage || 8% (peanuts), 15% (peanuts explosion), 18% (contact), 20% (ending explosion) || Diddy Kong flies around shooting explosive peanuts. | ||
|} | |} | ||
==In [[competitive play]]== | ==In [[competitive play]]== | ||
=== | ===Notable players=== | ||
*{{Sm|AbstractLogic|USA}} | |||
*{{Sm|Bladewise|USA}} | |||
*{{Sm|Boss|USA}} | |||
*{{Sm| | *{{Sm|DiSQO_BuNNY|USA}} | ||
*{{Sm| | *{{Sm|DLA|USA}} | ||
*{{Sm| | *{{Sm|Junebug|USA}} | ||
*{{Sm| | *{{Sm|Luck|USA}} | ||
*{{Sm| | *{{Sm|NinjaLink|USA}} | ||
*{{Sm| | *{{Sm|Seagull Joe|USA}} | ||
*{{Sm|Zubat|USA}} | |||
==Alternate costumes== | ==Alternate costumes== | ||
Diddy Kong's alternate costumes remain unchanged from ''Brawl'', although he will receive a costume that makes him look like Funky Kong in the ''Donkey Kong Country'' TV series. | |||
Diddy Kong's alternate costumes remain unchanged from ''Brawl'', | |||
{|style="margin:1em auto 1em auto;text-align:center" | {|style="margin:1em auto 1em auto;text-align:center" | ||
|- | |- | ||
|colspan=8|[[ | |colspan=8|[[Image:Diddy Kong Palette (SSBB).png|frame|center|Diddy Kong's alternate costumes in PM]] | ||
|- | |- | ||
|[[File:DiddyKongHeadSSBB.png]] | |[[File:DiddyKongHeadSSBB.png]] | ||
Line 312: | Line 261: | ||
|[[File:DiddyKongHeadGreenSSBB.png]] | |[[File:DiddyKongHeadGreenSSBB.png]] | ||
|[[File:DiddyKongHeadBlueSSBB.png]] | |[[File:DiddyKongHeadBlueSSBB.png]] | ||
|} | |} | ||
==Trivia== | ==Trivia== | ||
*Diddy Kong | *Diddy Kong is the only character in ''Project M'' that doesn't have an alternate costume or any new recolorings. | ||
**This | **This also applies to {{PM|Wario}}, but it's impossible to give him a new costume as he has 12 different ones. | ||
==External links== | ==External links== | ||
*[ | *[http://projectmgame.com/en/characters/diddy-kong Project M character page] | ||
{{Project M}} | {{Project M}} | ||
[[Category:Diddy Kong]] | [[Category:Diddy Kong]] | ||
[[Category:Characters (PM)]] | [[Category:Characters (PM)]] |