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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 is currently ranked | |||
'''Diddy Kong''' is a playable character in the ''[[Brawl]]'' mod ''[[Project M]]''. He is currently ranked 1st out of 41 on the tier list, at the top of S tier, a jump of three places compared to his standing in ''Brawl'', where he is ranked 4th out of 38. | |||
==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 is 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 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. | ||
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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] | |||
==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 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 | ===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, 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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|- | |- | ||
! colspan=2| Down special | ! colspan=2| Down special | ||
| [[Banana Peel_(move)|Banana Peel]] || 3% (hand) || Diddy Kong tosses a [[ | | [[Banana Peel_(move)|Banana Peel]] || 3% (hand) || 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 slip and [[trip]]. Only one banana peel can be thrown at a time. | ||
|- | |- | ||
! colspan=2| Final Smash | ! colspan=2| Final Smash | ||
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==In [[competitive play]]== | ==In [[competitive play]]== | ||
=== | ===Notable players=== | ||
*{{Sm|AbstractLogic|USA}} | |||
*{{Sm|Aero|USA}} | |||
*{{Sm|Bladewise|USA}} | |||
*{{Sm| | *{{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|Seagull Joe|USA}} | |||
*{{Sm|Shiny Zubat|USA}} | |||
==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" | ||
|- | |- | ||
|colspan=8|[[ | |colspan=8|[[Image:Diddy Kong Palette (PM).png|frame|center|Diddy Kong's alternate costumes in PM]] | ||
|- | |- | ||
|[[File:DiddyKongHeadSSBB.png]] | |[[File:DiddyKongHeadSSBB.png]] | ||
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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. | ||
{{Project M}} | {{Project M}} | ||
[[Category:Diddy Kong]] | [[Category:Diddy Kong]] | ||
[[Category:Characters (PM)]] | [[Category:Characters (PM)]] |