Editing Diddy Kong (SSBU)

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|neutral2dmg=1.5%
|neutral2dmg=1.5%
|neutral3dmg=4%
|neutral3dmg=4%
|neutraldesc=Two alternating inward slaps, followed by an outward sidekick. Holding the attack button will have Diddy repeat the first hit. The first 2 hits can [[lock]].
|neutraldesc=Diddy Kong does two alternating inward slaps, followed by an outward sidekick. Holding the attack button will have Diddy Kong repeat the first hit. The first 2 hits can [[lock]].
|ftiltname=Double Arm ({{ja|ダブルアーム|Daburu Āmu}})
|ftiltname=Double Arm ({{ja|ダブルアーム|Daburu Āmu}})
|ftiltdmg=10% (clean), 7% (late)
|ftiltdmg=10% (clean), 7% (late)
|ftiltdesc=Leans to his side and thrusts both of his arms forward in a double punch. It can be angled upwards or downwards.
|ftiltdesc=Diddy Kong leans to the side and thrusts both of his arms forward in a double punch. It can be angled upwards or downwards.
|utiltname=Overhead Slap ({{ja|オーバーヘッドスラップ|Ōbāheddo Surappu}})
|utiltname=Overhead Slap ({{ja|オーバーヘッドスラップ|Ōbāheddo Surappu}})
|utiltdmg=6%
|utiltdmg=6%
|utiltdesc=Swats the air above him with a slap in a similar fashion to an uppercut. Hits quite quickly and can combo into most of Diddy's aerial attacks at low to mid percent ranges. It can also kill at around 160%.
|utiltdesc=Diddy Kong swats in the air above him with a slap in a similar fashion to an uppercut. Hits quite quickly and can combo into most of Diddy Kong's aerial attacks at low to mid percent ranges. It can also kill at around 160%.
|dtiltname=Hand Clap ({{ja|ハンドクラップ|Hando Kurappu}})
|dtiltname=Hand Clap ({{ja|ハンドクラップ|Hando Kurappu}})
|dtiltdmg=5.5%
|dtiltdmg=5.5%
|dtiltdesc=A low clap in front of himself while crouching. An extremely versatile combo starter, as it can combo into a variety of moves at nearly any realistic percentage, including down tilt to up smash as a KO confirm.
|dtiltdesc=Diddy Kong claps in front of himself while crouching. An extremely versatile combo starter, as it can combo into a variety of moves at nearly any realistic percentage, including down tilt to up smash as a KO confirm.
|dashname=Rolling Slap ({{ja|ローリングスラップ|Rōringu Surappu}})
|dashname=Rolling Slap ({{ja|ローリングスラップ|Rōringu Surappu}})
|dashdmg=2% (hits 1 and 2), 3% (hit 3)
|dashdmg=2% (hits 1 and 2), 3% (hit 3)
|dashdesc=Diddy Kong's signature {{s|mariowiki|Cartwheel}} attack from ''{{s|mariowiki|Donkey Kong Country}}'', concluding with a double-handed ground-slap. The final hit has largely vertical knockback and can combo into aerials at low to mid percent ranges.
|dashdesc=Diddy Kong performs his signature {{s|mariowiki|Cartwheel}} attack from ''{{s|mariowiki|Donkey Kong Country}}'', concluding with a double-handed ground-slap. The final hit has largely vertical knockback and can combo into aerials at low to mid percent ranges.
|fsmashname=Slap & Beat ({{ja|スラップ&ビート|Surappu & Bīto}})
|fsmashname=Slap & Beat ({{ja|スラップ&ビート|Surappu & Bīto}})
|fsmashdmg={{ChargedSmashDmgSSBU|5}} (hit 1), {{ChargedSmashDmgSSBU|11}}/{{ChargedSmashDmgSSBU|9}} (hit 2)
|fsmashdmg={{ChargedSmashDmgSSBU|5}} (hit 1), {{ChargedSmashDmgSSBU|11}}/{{ChargedSmashDmgSSBU|9}} (hit 2)
|fsmashdesc=Jumps forward while spinning, and performs an open-handed slap followed by a spinning back fist with his opposite arm. The first hit combos into the second, which has good knockback and KO power. However, it is easily punishable if whiffed or on shield. Often only used in combination with his [[Banana Peel (move)|banana peel]].
|fsmashdesc=Diddy Kong jumps forward while spinning, and performs an open-handed slap followed by a spinning back fist with his opposite arm. The first hit combos into the second, which has good knockback and KO power. However, it is easily punishable if whiffed or on shield. Often only used in combination with his [[Banana Peel (move)|banana peel]].
|usmashname=Triple Attack ({{ja|トリプルアタック|Toripu Atakku}})
|usmashname=Triple Attack ({{ja|トリプルアタック|Toripu Atakku}})
|usmashdmg={{ChargedSmashDmgSSBU|2.5}} (hits 1 and 2), {{ChargedSmashDmgSSBU|6}} (hit 3)
|usmashdmg={{ChargedSmashDmgSSBU|2.5}} (hits 1 and 2), {{ChargedSmashDmgSSBU|6}} (hit 3)
|usmashdesc=Leaps upward and performs a stationary cartwheel, attacking upwards with an open-handed slap, a reverse heel kick, and an uppercut. It is the fastest up smash in the game, coming out on frame 5. However, it is somewhat weak, not KOing until around 130%. It is mostly used as a follow-up from down tilt or as a close-range out-of-shield option.
|usmashdesc=Diddy Kong leaps upward and performs a stationary cartwheel, attacking upwards with an open-handed slap, a reverse heel kick, and an uppercut. It is the fastest up smash in the game, coming out on frame 5. However, it is somewhat weak, not KOing until around 130%. It is mostly used as a follow-up from down tilt or as a close-range out-of-shield option.
|dsmashname=Turning Leg ({{ja|ターニングレッグ|Tāningu Reggu}})
|dsmashname=Turning Leg ({{ja|ターニングレッグ|Tāningu Reggu}})
|dsmashdmg={{ChargedSmashDmgSSBU|12}} (hit 1), {{ChargedSmashDmgSSBU|15}} (hit 2)
|dsmashdmg={{ChargedSmashDmgSSBU|12}} (hit 1), {{ChargedSmashDmgSSBU|15}} (hit 2)
|dsmashdesc=A {{iw|wikipedia|flare|acrobatic move}}, kicking in front and then behind himself. A fast smash attack with respectable power, KOing opponents at around 110% at the ledge. The back hit is stronger than the front hit KOing around 10% sooner.
|dsmashdesc=Diddy Kong performs a {{iw|wikipedia|flare|acrobatic move}}, kicking in front and then behind himself. A fast smash attack with respectable power, KOing opponents at around 110% at the ledge. The back hit is stronger than the front hit KOing around 10% sooner.
|nairname=Diddy Roll ({{ja|ディディーロール|Didī Rōru}})
|nairname=Diddy Roll ({{ja|ディディーロール|Didī Rōru}})
|nairdmg={{ShortHopDmgSSBU|6}}
|nairdmg={{ShortHopDmgSSBU|6}}
|nairdesc=An aerial cartwheel, similar to his dash attack. Very high ending lag, so much so that Diddy should avoid using this move offstage. However, it does a low amount of vertical knockback, which makes it an excellent combo starter on landing. It can combo into all of Diddy's aerials (even down aerial, which can KO at around 50% if done by the ledge). Additionally, it has a very generous autocancel window, being able to do so in a short hop fast fall.
|nairdesc=Diddy Kong does an aerial cartwheel similar to his dash attack. Very high ending lag, so much so that Diddy Kong should avoid using this move offstage. However, it does a low amount of vertical knockback, which makes it an excellent combo starter on landing. It can combo into all of Diddy's aerials (even down aerial, which can KO at around 50% if done by the ledge). Additionally, it has a very generous autocancel window, being able to do so in a short hop fast fall.
|fairname=Screw Kick ({{ja|スクリューキック|Sukuryū Kikku}})
|fairname=Screw Kick ({{ja|スクリューキック|Sukuryū Kikku}})
|fairdmg={{ShortHopDmgSSBU|10}} (clean), {{ShortHopDmgSSBU|8}} (late)
|fairdmg={{ShortHopDmgSSBU|10}} (clean), {{ShortHopDmgSSBU|8}} (late)
|fairdesc=A dropkick while spinning. Comes out very fast with a long hitbox duration, generous autocancel window and great range, making it one of Diddy's core spacing tools. It is moderately powerful, KOing at around 145% at the edge. However, it has a bit of ending lag, making it unable to combo into itself unless landing with it. It is often considered one of the best forward aerials in the game due to its combination of speed, range, power and safety.
|fairdesc=Diddy Kong does a dropkick while spinning. Comes out very fast with a long hitbox duration, generous autocancel window and great range, making it one of Diddy's core spacing tools. It is moderately powerful, KOing at around 145% at the edge. However, it has a bit of ending lag, making it unable to combo into itself unless landing with it. It is often considered one of the best forward aerials in the game due to its combination of speed, range, power and safety.
|bairname=Quick Backspin ({{ja|クイックバックスピン|Kuikki Bakkusupin}})
|bairname=Quick Backspin ({{ja|クイックバックスピン|Kuikki Bakkusupin}})
|bairdmg={{ShortHopDmgSSBU|9}}
|bairdmg={{ShortHopDmgSSBU|9}}
|bairdesc=A reverse spin kick behind himself. Has very low start-up and ending lag, allowing it to be used twice in one short hop and combo into itself at low to mid percents. It also has decent range and KO power killing at around 130% at the edge, although it is somewhat weak compared to other moves of its type.
|bairdesc=Diddy Kong does a reverse spin kick behind himself. Has very low start-up and ending lag, allowing it to be used twice in one short hop and combo into itself at low to mid percents. It also has decent range and KO power killing at around 130% at the edge, although it is somewhat weak compared to other moves of its type.
|uairname=Turn Kick ({{ja|ターンキック|Tān Kikku}})
|uairname=Turn Kick ({{ja|ターンキック|Tān Kikku}})
|uairdmg={{ShortHopDmgSSBU|7}}
|uairdmg={{ShortHopDmgSSBU|7}}
|uairdesc=An overhead kick in an arc. Tied for the fastest in the game (frame 4 startup) with good coverage above and behind Diddy. However, it posseses a blindspot in front of Diddy, making it unable to hit most characters in a rising up air. Despite its hitbox issues, it is a great juggling tool, as it has above average base knockback, giving it strong combo potential at low percents and KO Potential at higher percents.
|uairdesc=Diddy Kong performs an overhead kick in an arc. Tied for the fastest in the game (frame 4 startup) with good coverage above and behind Diddy. However, it posseses a blindspot in front of Diddy, making it unable to hit most characters in a rising up air. Despite its hitbox issues, it is a great juggling tool, as it has above average base knockback, giving it strong combo potential at low percents and KO Potential at higher percents.
|dairname=Hammer Meteor Knuckle ({{ja|ハンマーメテオナックル|Hanmā Meteo Nakkuru}})
|dairname=Hammer Meteor Knuckle ({{ja|ハンマーメテオナックル|Hanmā Meteo Nakkuru}})
|dairdmg={{ShortHopDmgSSBU|13}} (fists), {{ShortHopDmgSSBU|10}} (arms)
|dairdmg={{ShortHopDmgSSBU|13}} (fists), {{ShortHopDmgSSBU|10}} (arms)
|dairdesc=Swings both arms downward in a double ax-handle punch. A strong [[meteor smash]] and Diddy's strongest aerial overall, though it is also his slowest. It has a large auto-cancel window at the beginning of the attack before the hitbox starts, which makes it a good tool for landing provided that the move is inputted shortly before touching the ground. It can also jab lock opponents at low percent ranges. It also combos into his other aerials on landing.
|dairdesc=Diddy Kong swings both arms downward in a double ax-handle punch. A strong [[meteor smash]] and Diddy Kong's strongest aerial overall, though it is also his slowest. It has a large auto-cancel window at the beginning of the attack before the hitbox starts, which makes it a good tool for landing provided that the move is inputted shortly before touching the ground. It can also jab lock opponents at low percent ranges. It also combos into his other aerials on landing.
|grabname=Grab ({{ja|つかみ|Tsukami}})
|grabname=Grab ({{ja|つかみ|Tsukami}})
|grabdesc=Reaches out in front of himself.
|grabdesc=Diddy Kong reaches out in front of himself.
|pummelname=Grab Headbutt ({{ja|つかみヘッドバット|Tsukami Heddobatto}})
|pummelname=Grab Headbutt ({{ja|つかみヘッドバット|Tsukami Heddobatto}})
|pummeldmg=1%
|pummeldmg=1%
|pummeldesc=A headbutt. Fast but weak.
|pummeldesc=A headbutt.
|fthrowname=Rock Throw ({{ja|ロックスルー|Rokku Surū}})
|fthrowname=Rock Throw ({{ja|ロックスルー|Rokku Surū}})
|fthrowdmg=9%
|fthrowdmg=9%
|fthrowdesc=Tosses his opponent forwards. The throw is based on Diddy Kong's barrel toss animation from ''Donkey Kong Country''. Diddy's second strongest throw, KOing middleweights around 156% at the edge of [[Final Destination]]. It also has low ending lag, which allows it to combo into dash attack, forward- and back aerial at very low percentages.
|fthrowdesc=Diddy Kong tosses his opponent forwards. The throw is based on Diddy Kong's barrel toss animation from ''Donkey Kong Country''. Diddy Kong's second strongest throw, KOing middleweights around 156% at the edge of [[Final Destination]]. It also has low ending lag, which allows it to combo into dash attack, forward- and back aerial at very low percentages.
|bthrowname=Back Rock Throw ({{ja|バックロックスルー|Bakku Rokku Surū}})
|bthrowname=Back Rock Throw ({{ja|バックロックスルー|Bakku Rokku Surū}})
|bthrowdmg=12%
|bthrowdmg=12%
|bthrowdesc=Tosses his opponent backward. Diddy's strongest and most damaging throw, KOing middleweights around 140% at the edge of [[Final Destination]].
|bthrowdesc=Diddy Kong tosses his opponent backward. Diddy Kong's strongest and most damaging throw, KOing middleweights around 140% at the edge of [[Final Destination]].
|uthrowname=Grab Kick ({{ja|グラブキック|Gurabu Kikku}})
|uthrowname=Grab Kick ({{ja|グラブキック|Gurabu Kikku}})
|uthrowdmg=1% (hit), 4% (throw)
|uthrowdmg=1% (hit), 4% (throw)
|uthrowdesc=Throws his opponent up and handstand kicks them. It works as a good combo starter at a wide range of percents and can even potentially set up KO confirms into up aerial in specific circumstances. However, it deals low damage and knockback, being unable to kill even at very high percent.
|uthrowdesc=Diddy Kong throws his opponent up and handstand kicks them. It works as a good combo starter at a wide range of percents and can even potentially set up KO confirms into up aerial in specific circumstances. However, it deals low damage and knockback, being unable to kill even at very high percent.
|dthrowname=Leap Frog ({{ja|リープフロッグ|Rīpu Furoggu}})
|dthrowname=Leap Frog ({{ja|リープフロッグ|Rīpu Furoggu}})
|dthrowdmg=7%
|dthrowdmg=7%
|dthrowdesc=Throws the opponent onto the ground and hops over them. This is among his best combo starters, as it has extremely low ending lag and low knockback. It can set up into back aerial, forward aerial and up aerial very reliably depending on the opponent's DI, and can continue this string, especially on platforms. It can be used as a kill confirm into back air at the edge at around 110%, and into up aerial for the "Hoo Hah" KO confirm at around 90%-145% depending on weight, rage, and DI. However, the timing is somewhat strict.
|dthrowdesc=Diddy Kong throws the opponent onto the ground and hops over them. This is among his best combo starters, as it has extremely low ending lag and low knockback. It can set up into back aerial, forward aerial and up aerial very reliably depending on the opponent's DI, and can continue this string, especially on platforms. It can be used as a kill confirm into back air at the edge at around 110%, and into up aerial for the "Hoo Hah" KO confirm at around 90%-145% depending on weight, rage, and DI. However, the timing is somewhat strict.
|floorfname= 
|floorfname= 
|floorfdmg=7%
|floorfdmg=7%
|floorfdesc=Gets up and kicks on both sides.
|floorfdesc=Diddy Kong gets up and kicks on both sides.
|floorbname= 
|floorbname= 
|floorbdmg=7%
|floorbdmg=7%
|floorbdesc=Gets up and kicks on both sides.
|floorbdesc=Diddy Kong gets up and kicks on both sides.
|floortname= 
|floortname= 
|floortdmg=5%
|floortdmg=5%
|floortdesc=Gets up and kicks on both sides.
|floortdesc=Diddy Kong gets up and kicks on both sides.
|edgename= 
|edgename= 
|edgedmg=9%
|edgedmg=9%
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|nsname=Peanut Popgun
|nsname=Peanut Popgun
|nsdmg=4.8%-13.8% (peanuts), 3% (close range), 23% (explosion)
|nsdmg=4.8%-13.8% (peanuts), 3% (close range), 23% (explosion)
|nsdesc=Shoots a peanut from his Popgun. A safe projectile attack that is rather useful in neutral. It can also be canceled in the air if the shield button is held before inputting the special button, which is useful for [[B-reversing]] to make Diddy's movement harder to predict. The peanuts have the property of items and can be caught and thrown. The peanuts also bounce off of opponents and solid surfaces, but they lose their hitbox afterward. The longer Diddy charges the attack, the farther and quicker the peanut will fly. If Diddy overcharges the attack, however, it will cause a very powerful explosion that leaves him vulnerable but possesses massive knockback, being his most reliable option out of a shield break.
|nsdesc=Diddy Kong shoots a peanut from his Popgun. A safe projectile attack that is rather useful in neutral. It can also be canceled in the air if the shield button is held before inputting the special button, which is useful for [[B-reversing]] to make Diddy Kong's movement harder to predict. The peanuts have the property of items and can be caught and thrown. The peanuts also bounce off of opponents and solid surfaces, but they lose their hitbox afterward. The longer Diddy Kong charges the attack, the farther and quicker the peanut will fly. If Diddy Kong overcharges the attack, however, it will cause a very powerful explosion that leaves him vulnerable but possesses massive knockback.
|ssname=Monkey Flip
|ssname=Monkey Flip
|ssdmg=14% (clean mid-air kick), 12% (mid midair kick), 10% (late midair kick), 1% (grab loop), 3% (grab attack, hit 1), 7% (grab attack, hit 2), 3% (jump attack, hit 1), 8% (jump attack, hit 2)
|ssdmg=14% (clean mid-air kick), 12% (mid midair kick), 10% (late midair kick), 1% (grab loop), 3% (grab attack, hit 1), 7% (grab attack, hit 2), 3% (jump attack, hit 1), 8% (jump attack, hit 2)
|ssdesc=Performs a back-flipping forward leap that has him cling onto an opponent. Inputting the move as a smash attack increases the distance of the jump. Once he has clung onto the opponent, he will continuously scratch them. During this time, he can perform an action depending on what button is pressed: pressing the attack or special move button will cause Diddy to attack them with a double-handed chop and then leap away, while pressing the jump button will cause him to perform a pseudo footstool jump, which can [[meteor smash]] at high percentages. If the attack or special button is pressed during the jump, Diddy will attack with a flying kick instead of latching on to his opponent. However, if Diddy chooses to use the flying kick he will not be able to use his [[Rocketbarrel Boost|rocketbarrel pack]] unless he touches the ground first, making it a risky option offstage. This move is very useful in the neutral to pressure shielding opponents alongside Banana Peel.
|ssdesc=Diddy Kong performs a back-flipping forward leap that has him cling onto an opponent. Inputting the move as a smash attack increases the distance of the jump. Once he has clung onto the opponent, he will continuously scratch them. During this time, he can perform an action depending on what button is pressed: pressing the attack or special move button will cause Diddy Kong to attack them with a double-handed chop and then leap away, while pressing the jump button will cause him to perform a pseudo footstool jump, which can [[meteor smash]] at high percentages. If the attack or special button is pressed during the jump, Diddy Kong will attack with a flying kick instead of latching on to his opponent. However, if Diddy Kong chooses to use the flying kick he will not be able to use his [[Rocketbarrel Boost|rocketbarrel pack]] unless he touches the ground first, making it a risky option offstage. This move is very useful in the neutral to pressure shielding opponents alongside Banana Peel.
|usname=Rocketbarrel Boost
|usname=Rocketbarrel Boost
|usdmg=10% (launch explosion), 8% (early collision), 6% (late collision), 18% (collision explosion; detached Rocketbarrel Pack) 3.75%~4.33% (flying Rocketbarrel Pack); 5% (crash recoil)
|usdmg=10% (launch explosion), 8% (early collision), 6% (late collision), 18% (collision explosion; detached Rocketbarrel Pack) 3.75%~4.33% (flying Rocketbarrel Pack); 5% (crash recoil)
|usdesc=Charges his rocket barrel pack from ''Donkey Kong 64'' in a powerful attack. Can potentially fly very far and very fast when charged, however hitting a surface, or being hit, will make Diddy lose his rocket barrels before falling a huge distance while being unable to perform any action, often falling too far to survive. Diddy will also take recoil damage for hitting a surface. It travels significantly more horizontal/diagonal distance than it does vertically.
|usdesc=Diddy Kong charges his rocket barrel pack from ''Donkey Kong 64'' in a powerful attack. Can potentially fly very far and very fast when charged, however hitting a surface, or being hit, will make Diddy Kong lose his rocket barrels before falling a huge distance while being unable to perform any action, often falling too far to survive. Diddy Kong will also take recoil damage for hitting a surface. It travels significantly more horizontal/diagonal distance than it does vertically.
|dspage=Banana_Peel_(move)
|dspage=Banana_Peel_(move)
|dsname=Banana Peel
|dsname=Banana Peel
|dsdmg=3.8%~5.3%
|dsdmg=3.8%~5.3%
|dsdesc=Tosses a [[Banana Peel]] over his shoulder and into the air to have it fall onto the ground. Grounded opponents who touch the peel while on the ground or are hit by the peel when thrown will slip and [[trip]] on the floor. An integral part of Diddy's kit, as it allows him to take control of the stage, extend and create combos, set up KOs, easily punish missed attacks from his opponents even if they are spaced properly, and otherwise dominate the neutral game. A held banana also serves as one of the best [[out of shield]] options in the game when thrown. Only one banana peel can exist at one time, and it disappears when hit by an opponent or when thrown twice.
|dsdesc=Diddy Kong tosses a [[Banana Peel]] over his shoulder and into the air to have it fall onto the ground. Grounded opponents who touch the peel while on the ground or are hit by the peel when thrown will slip and [[trip]] on the floor. An integral part of Diddy Kong’s kit, as it allows him to take control of the stage, extend and create combos, set up KOs, easily punish missed attacks from his opponents even if they are spaced properly, and otherwise dominate the neutral game. A held banana also serves as one of the best [[out of shield]] options in the game when thrown. Only one banana peel can exist at one time, and it disappears when hit by an opponent or when thrown twice.
|fsname=Hyper Rocketbarrel
|fsname=Hyper Rocketbarrel
|fsdmg=1% (startup loop), 2% (per collision), 20% (final hit), 15% (collateral final hit), 10% (launch/ending explosion)
|fsdmg=1% (startup loop), 2% (per collision), 20% (final hit), 15% (collateral final hit), 10% (launch/ending explosion)
|fsdesc=Activates his Rocketbarrel Pack and flies up. He then dashes across the screen in multiple directions, doing damage to whoever he touches. After a while, he will lock on to whatever opponent has taken the most damage and unleash one final dash attack that launches the targeted opponent, as well as any other nearby opponents. After this last attack, Diddy descends back to his original position. His Rocketbarrel Pack explodes before he lands, which damages nearby opponents.
|fsdesc=Diddy Kong activates his Rocketbarrel Pack and flies up. He then dashes across the screen in multiple directions, doing damage to whoever he touches. After a while, he will lock on to whatever opponent has taken the most damage and unleash one final dash attack that launches the targeted opponent, as well as any other nearby opponents. After this last attack, Diddy Kong descends back to his original position. His Rocketbarrel Pack explodes before he lands, which damages nearby opponents.
}}
}}


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