Diddy Kong (SSBB)/Moveset
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Move | Description | Segment | Damage | Angle | Hit Frames | BKB | KBG | WBKB | Type | ||||
Neutral attack | 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-cancel or even a buffered down smash. | Hit 1 | Hand | 3% | 80 | 3 | 4 | 0 | 100 | 10 | |||
Arm | 60 | ||||||||||||
Body | * | ||||||||||||
Hit 2 | Hand | 2% | 80 | 11 | 12 | 0 | 100 | 10 | |||||
Arm | 60 | ||||||||||||
Body | * | ||||||||||||
Hit 3 | Foot | 2% | 90 | 24 | 25 | 0 | 100 | 15 | |||||
Leg | 85 | ||||||||||||
Body | 80 | ||||||||||||
Infinite | Tail | 2% | 60 | 2, 8, 13, 15, 20, 23 (24-frame loop) |
0 | 100 | 8 | ||||||
Tip | 1% | ||||||||||||
Forward tilt | Places both arms together above his head. Stands on one foot, leaning to the side and punching with both fists together above his head. Good KO move at high percentages. | Fists | 11% | * | 10 | 13 | 10 | 100 | 0 | ||||
Arms | 9% | ||||||||||||
Body | 8% | ||||||||||||
Up tilt | Swats in the air above him with a slap and looks similar to an uppercut. Quick and can combine with other attacks. This can be used to juggle at low damage percentages and KO at very high percentages with higher knockback than his up smash. | 7% | 80 | 6 | 12 | 28 | 130 | 0 | |||||
Down tilt | While crouching, slaps forward. Combos well into more down tilts and even a down smash. Extremely useful for racking up damage at low percentages. Has a trip chance of 40%. | Hands | 7% | 60 | 4 | 6 | 15 | 75 | 0 | ||||
Arms | 50 | ||||||||||||
Body | 40 | ||||||||||||
Dash attack | 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. | Hit 1 | Grounded | 3% | 270 | 9 | 13 | 70 | 50 | 0 | |||
Aerial | 58 | ||||||||||||
Hit 2 | 2% | 285 | 14 | 18 | 0 | 15 | |||||||
Hit 3 | 4% | 68 | 20 | 23 | 24 | 70 | |||||||
Up smash | Hops a little and does a sort of cartwheel, hitting three times with extremely low knockback (weakest up smash in the game in terms of knockback). Fills in combos, can rack up damage easily. | Hit 1 | Hand | 5% | 95 | 5 | 7 | 0 | 30 | 30 | |||
Elbow | 50 | ||||||||||||
Shoulder | 70 | ||||||||||||
Body | 90 | ||||||||||||
Hit 2 | Foot | 95 | 11 | 14 | 30 | ||||||||
Knee | 50 | ||||||||||||
Hip | 70 | ||||||||||||
Hit 3 | 6% | 18 | 22 | 70 | 0 | ||||||||
Down smash | Performs a sweeping kick. It has less knockback than his forward smash, but it's still his most reliable smash attack. | Hit 1 | 16% | * | 6 | 7 | 40 | 72 | 0 | ||||
Hit 2 | 12% | 15 | 17 | 35 | |||||||||
Forward smash | Spins, slapping forward twice. The first hit has no knockback, comboing into the second hit; however this can be escaped rather easily. The second hit does an extra 3 damage if shielded. When fully charged and both hits connect, it can KO at 94%. | Hit 1 | Hand | 5% | 90 | 12 | 13 | 0 | 100 | 28 | |||
Elbow | 60 | 35 | |||||||||||
Shoulder | 30 | 42 | |||||||||||
Body | 50 | ||||||||||||
Hit 2 | Hand | 13% | 40 | 21 | 23 | 40 | 90 | 0 | |||||
Elbow | 50 | ||||||||||||
Arm | 60 | ||||||||||||
Neutral aerial | Sticks out hands and feet and spins. Only hits once with decent knockback, making it a sex kick. Looks similar to his dash attack. | Arms | 6% | 80 | 6 | 20 | 60 | 75 | 0 | ||||
Legs | |||||||||||||
Forward aerial | Kicks both feet forward. Diddy's strongest aerial, a great edgeguarding 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. | Clean | 14% | * | 6 | 9 | 30 | 80 | 0 | ||||
Late | 11% | 10 | 16 | ||||||||||
Back aerial | Sticks leg out and spins it behind him. His fastest aerial, a great option for spacing whether a short hop is used or not. A short hopped bair is useful for quickly picking up bananas; while an air dodge is usually a better option due to having no landing lag, a bair can knock nearby opponents away. | 9% | * | 5 | 8 | 30 | 100 | 0 | |||||
Up aerial | An overhead flip kick. Decent knockback, fairly fast. | 11% | 100 | 3 | 7 | 30 | 90 | 0 | |||||
Down aerial | Punches both arms down, meteor smashing powerfully as soon as it connects, but with some start-up lag. | 12% | 270 | 13 | 15 | 30 | 100 | 0 | |||||
Pummel | Headbutts his target, angled from the side of his body. Hits almost instantly. | 2% | * | 2 | 0 | 100 | 40 | ||||||
Forward throw | Tosses opponent forward. Strongest throw. 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. | 11% | 42 | 11 | 69 | 55 | 0 | ||||||
Back throw | Tosses opponent backward, very similar to his f-throw in that it is useful for getting opponents offstage. | 10% | 38 | 9 | 66 | 55 | 0 | ||||||
Up throw | Throws opponent up and kicks them. Can be comboed with Rocketbarrel Boost, is a decent option for getting opponents into the air. If animation is interrupted by something like a projectile, Diddy Kong will freeze in place. | Hit 1 | 4% | 75 | 15 | 30 | 100 | 0 | |||||
Throw | 5% | 87 | 16 | 70 | 72 | 0 | |||||||
Down throw | Performs a leapfrog-like manoeuvre and throws the opponent underneath him. Has fair backwards knockback. Has little utility and almost no followups available. | 9% | 130 | 11 | 85 | 40 | 0 | ||||||
Floor (back) | Gets up and kicks to both sides. | Hit 1 | 6% | * | 16 | 17 | 80 | 50 | 0 | ||||
Hit 2 | 25 | 26 | |||||||||||
Floor (front) | Gets up and punches on both sides. | Hit 1 | 6% | * | 16 | 17 | 80 | 50 | 0 | ||||
Hit 2 | 26 | 27 | |||||||||||
Floor (trip) | Another two kicks to either side. | Hit 1 | 5% | * | 19 | 20 | 60 | 50 | 0 | ||||
Hit 2 | 27 | 28 | |||||||||||
Edge (<100%) | Spinning tail slap. | Base | 8% | 45 | 28 | 30 | 0 | 100 | 110 | ||||
Tip | 6% | ||||||||||||
Edge (100%+) | 10% | * | 50 | 54 | 0 | 100 | 110 | ||||||
Neutral special move | Peanut Popgun | Diddy shoots a peanut. Damage depends on either speed or charge level (unknown). | Shot | 1% | * | 10 | 100 | 0 | |||||
Thrown | 4% | 6 | 20 | ||||||||||
Side special move | Monkey Flip | 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, they will be meteor smashed weakly. 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"). In the Subspace Emissary, does repeated damage to enemies it passes through instead of grabbing. | SSE | 2% | 20 | 0 | 100 | 60 | |||||
Kick | Hip | 14% | * | 4 | 25 | 40 | 50 | 0 | |||||
Knee | 12% | ||||||||||||
Foot | 10% | ||||||||||||
Attack | 5% | * | 40 | 75 | 0 | ||||||||
Attack Release | 10% | * | 10 | 80 | 0 | ||||||||
Jump Attack | 5% | * | 30 | 40 | 0 | ||||||||
Jump Release | 5% | 270 | 25 | 40 | 0 | ||||||||
Up special move | Rocketbarrel Boost | Diddy charges up his barrels and launches himself upwards. Can be angled with the Control Stick (but not 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 (they also cannot be blocked). Ramming into opponents with the move sends them on a semi-spike trajectory. | Hit 1 | Grounded opponents | 10% | * | 1 | 85 | 40 | 0 | |||
Aerial opponents | 271 | 30 | 50 | ||||||||||
Hit 2 | 10% | 70 | 2 | 8 | 85 | 40 | |||||||
Hit 3 | 8% | 60 | 9 | 31 | 40 | 80 | |||||||
Loose barrel | Flying | 8% | * | 40 | 140 | 0 | |||||||
Explosion | 15% | 10 | 100 | ||||||||||
Down special move | Banana Peel | Pops a peel into the air. | 3 | 20 | |||||||||
Final Smash | Rocketbarrel Barrage | Diddy flies around shooting explosive peanuts. | Ram | 18% | 30 | 30 | 100 | 0 | |||||
Peanut | 18% | 70 | 50 | 60 | |||||||||
Explosion | 20% | 70 | 40 | 90 |