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{{recent release}}
{{disambig2|Diddy Kong's appearance in ''Super Smash Bros. Ultimate''|the character in other contexts|Diddy Kong}}
{{disambig2|Diddy Kong's appearance in ''Super Smash Bros. Ultimate''|the character in other contexts|Diddy Kong}}
{{Infobox Character
{{Infobox Character
|name = Diddy Kong
|name = Diddy Kong
|image = [[File:Diddy Kong SSBU.png|250px]]
|image = [[File:Dong.png|250px]]
|game = SSBU
|game = SSBU
|ssbgame1 = SSBB
|ssbgame1 = SSBB
|ssbgame2 = SSB4
|ssbgame2 = SSB4
|availability = [[Unlockable character|Unlockable]]
|availability = [[Unlockable character|Unlockable]]
|tier = S-
|ranking = 9
}}
}}
'''Diddy Kong''' ({{ja|ディディーコング|Didī Kongu}}, ''Diddy Kong'') is a playable character in ''[[Super Smash Bros. Ultimate]]''. He was officially confirmed on June 12th, 2018 alongside {{SSBU|Olimar}} and the rest of the returning roster. Unlike his previous appearances in the ''Super Smash Bros.'' series, Diddy Kong is now an unlockable character instead of a starter character. Diddy Kong is classified as [[Fighter number|Fighter #36]].
{{cquote|''Donkey Kong's trusty partner Diddy Kong uses his light weight and agility to get around quickly! For his Final Smash, Diddy takes to the air with his Rocketbarrel while firing his popguns. The final hit is seriously powerful!''|cite=[https://www.smashbros.com/en_US/blog/ Super Smash Blog]|source=[[Super Smash Bros. Ultimate Official Site]]}}
'''Diddy Kong''' ({{ja|ディディーコング|Didī Kongu}}, ''Diddy Kong'') is a playable character in ''[[Super Smash Bros. Ultimate]]'', officially confirmed on June 12th, 2018. Unlike his previous appearances in the ''Super Smash Bros.'' series, Diddy Kong is now an unlockable character instead of a starter character. Diddy Kong is classified as fighter #36.


Diddy Kong once again retains his realistic chimpanzee screeches that were used in both ''[[Super Smash Bros. Brawl]]'' and ''[[Super Smash Bros. 4]]'' instead of being voiced by Katsumi Suzuki.
Diddy Kong's voice is once again comprised of his realistic chimpanzee screeches that were used in both ''Brawl'' and ''Smash 4''.
 
Diddy Kong is currently ranked 9th out of 82 characters on the current ''Ultimate'' tier list, ranking him in S- tier. This is a slight drop from his ranking in ''Smash 4'', where he was tied with {{SSB4|Cloud}} at 2nd/3rd out of 54, and is technically his lowest placement in the series. Diddy Kong possesses many strengths that are core to his gameplan. He has a strong neutral with his signature item being the [[Banana Peel]]. It offers him an extensive and flexible array of options at his disposal, using it for combos or setups into KOs or edgeguards. His small size makes him generally hard to hit or pin down. Diddy Kong also has good frame data on his moves, allowing him to box out his opponents at ease. He also possesses a command grab which can also be a burst option in [[Monkey Flip]] to condition foes to shield.
 
Despite these strengths, Diddy Kong has some weaknesses. For example, since his Banana is an item, opponents can use it against him, allowing for their own combo or KO confirm on Diddy. Diddy Kong also does not have many reliable ways to secure stocks at high percents if his opponents are past KO confirm percentages, which is further exacerbated by his light stature as he cannot take advantage of [[rage]] as effectively, making him rely on stray hits. Finally, his recovery is relatively exploitable as if he gets hit during [[Rocketbarrel Boost]], he is in a lot of endlag until he can recover again.
 
Overall, while Diddy has a lot of strengths to contend with the best of the best, he has some weaknesses that can be exploited from players who know the matchup. He has seen strong tournament results from most notably {{Sm|Tweek}}, who has won several majors with him, and other players, such as {{Sm|Aaron}} and {{Sm|Ryuoh}}.


==How to unlock==
==How to unlock==
Complete one of the following:
Complete one of the following:
*Play [[VS. match]]es, with Diddy Kong being the 37th character to be unlocked.
*Play [[VS. match]]es, with Diddy Kong being the 37th character to be unlocked.
*Clear {{SSBU|Classic Mode}} with {{SSBU|Donkey Kong}} or any character in his unlock tree, being the 7th character unlocked after {{SSBU|Greninja}}.
*Clear {{SSBU|Classic Mode}} with {{SSBU|Donkey Kong}} or any character in his unlock tree, being the seventh character unlocked after {{SSBU|Greninja}}.
*Have Diddy Kong join the player's party in [[World of Light]].
*Have Diddy Kong join the player's party in [[World of Light]].
With the exception of the third method, Diddy Kong must then be defeated on [[Kongo Falls]]. In World of Light, he is fought on the [[Ω form]] of {{SSB|Kongo Jungle}}.
With the exception of the third method, Diddy Kong must then be defeated on [[Kongo Falls]].
 
==Attributes==
Diddy Kong is a small [[weight|middleweight]] with typical attributes for his weight class; he has very fast [[dash]],  [[run]], and [[walk]] speeds, which allows him to move on the ground very well. In contrast, his air mobility is rather lacking, as his [[air speed]] and [[air acceleration]] are both below average. Overall, while Diddy outspeeds many characters on the ground, his air game is rather clunky due to his lackluster air attributes.
 
Similar to other characters of his weight and size, Diddy Kong has very fast frame data, which allows him to throw out a flurry of moves at his opponent while still being able to chase them with his strong grounded mobility. In fact, nearly all of his moves, with the exception of his forward smash, down aerial, and special moves, come out before frame 10, with many of them also having low endlag. Thanks to these attributes, Diddy has a strong, flexible combo game, allowing him to use multiple different moves to string into each other and continually pressure his opponent even if they escape his combos, as he has multiple ways to keep them in a disadvantageous position.
 
Another important aspect of Diddy's combo game is his excellent selection of combo starters, which lets him start combos reliably both in the air and on the ground and also lets him create mix-ups and play unpredictably. One of his main combo starters is from a grab, as both his down and up throws have low endlag and send at great angles for immediate follow-ups, as down throw can lead into a forward or back aerial and up throw can lead into any of his aerials except for down aerial. Up throw also has potential KO setups into up aerial, although these are inconsistent and unreliable. His dash attack has a long duration and extremely low endlag and sends the opponent upwards, which lets Diddy follow up with an up, back or forward aerial. His neutral aerial has a long lasting hitbox and can lead into another aerial from low to high percents, with the late hit being particularly useful at high percents due to its lower knockback. Diddy's up and down tilts are both excellent combo starters themselves, with the latter having the ability to KO confirm into an up-smash at high percents. Additionally, all of Diddy's aerials except for neutral and up aerial can lead into a grab when landed on grounded opponents thanks to their low knockback and landing lag.
 
Diddy's special moveset also comes with several unique options. His neutral special, [[Peanut Popgun]], is a small projectile with low range and knockback when uncharged. It is useful for pestering the opponent in the neutral game and can be charged, giving it extreme power when fully charged, although it has extremely high lag, doesn't shoot at a distance, and its charge cannot be saved like other chargeable projectiles(such as Samus' [[Charge Shot]]). He can also cancel charging the move by shielding, dodging, or spotdodging. His side special, [[Monkey Flip]], has Diddy leap forward and will act as a command grab when landed on the opponent or will be a fast kick if the player presses the attack button again during the duration of the move. Due to its fast speed and decent distance, low endlag, and ability to edge-cancel off platforms or the ledge of the stage, it can be used as both a movement option and a way to approach, as its speed can compensate for his poor air mobility. It can also be used for horizontal recovery. His up special, [[Rocketbarrel Boost]], is Diddy's main vertical recovery option. Uncharged, the move has unremarkable distance, but when fully charged, it moves much faster and travels much further. However, this requires Diddy to stay in place while charging the move in the air, leaving him highly vulnerable to gimps or edgeguards. The move also has a unique property in that if the opponent hits Diddy while using the move, the barrels will fly off and will irregularly move around, with the player having a small amount of control over their trajectory before they lose control. This gives him a useful, although niche stage-controlling option and the barrels will deal high damage and knockback when landed on an opponent. Lastly, Diddy's down special, [[Banana Peel]] is his most useful special and one of his best moves. It has him pull out a Banana Peel over himself, which can be picked up and thrown by both Diddy and his opponent. If Diddy places it down before the opponent could grab it, then they will be tripped by it if they attempt to pick it up. This lets Diddy land almost any attack he wants on his opponent if he times it before the tripping animation is done and allows for a plethora of combo options and even KO confirms into his smash attacks. Thanks to its ease of use and low commitment due to him only having to throw it at the opponent for it to work, it is integral to his kit and lets him punish missed attacks, have a strong advantage in the neutral game, create extremely long combos, and take control of the stage. He can also use a held banana as an excellent out-of-shield option when thrown. The only true downside to his Banana Peel is that the opponent can also catch and throw it just like he can, which allows them to use it against Diddy and take away one of his most important tools. Additionally, only one Banana Peel can be used at a time and it disappears when hit by an opponent or thrown twice.
 
Despite very strong strengths, Diddy isn't without his weaknesses. His two main flaws are a lackluster disadvantage state and predictable recovery. Monkey Flip, while fast, can be extremely predictable when used in a disadvantagous position, as it is Diddy's main way of getting out of juggle situations, due to his horrible air mobility. Diddy especially suffers when the opponent is able to consistently keep him in disadvantage state, not allowing banana to be pulled. This can snowball in some matchups, making it extremely hard to catch up to the opponent if diddy is not able to get his gameplan started. Diddy's other main weakness, his recovery, is arguably worse however. Monkey Flip has respectable distance and safety when the kick version is used, but has some endlag and also doesn't allow him to use Rocketbarrel Boost afterwards. Rocketbarrel Boost itself grants Diddy a relatively long ranged recovery option, the drawback being that it leaves Diddy wide open for attacks. If diddy is hit out of the Rocketbarrel Boost with a weak move he will become helpless and slowly fall to his death, making it easy to gimp him. Diddy Kong also suffers from a lack of range, though this is somewhat offset by his banana, which provides him with a fast and transcendent projectile.
 
Diddy Kong falls into a quick, bait and punish heavy playstyle. He must control the neutral game with his banana and great ground moves, capitalising on his opponents' mistakes by repeatedly getting them offstage or juggling them to rack up damage. Diddy can use his fast and non-committal down tilt to set up for kills at high percent or use his banana to set up for a smash attack, ending the opponents' stock even earlier. However, players must be smart in how they use his Banana Peel, as the opponent could potentially hinder his options by taking it away from him and also exploiting his linear recovery. Overall, his strengths outweigh his weaknesses and is generally considered to be a solid high tier-, or even top tier character. Diddy has also seen great results and representation in competitive play, indicating that he is still a very viable character, although not to the same extent as in ''Smash 4.''


==Changes from ''[[Super Smash Bros. 4]]''==
==Changes from ''[[Super Smash Bros. 4]]''==
Diddy Kong was one of the most dominant characters in [[Diddy Kong (SSBB)|both of his]] [[Diddy Kong (SSB4)|first appearances]] thanks to his useful moves and the ability to produce items, namely {{b|Banana Peel|move}}s, which grant him an amazing control of the neutral game. Even after receiving nerfs in game updates in ''SSB4'', Diddy would continue dominating other characters, ending his run in top tier (3rd out of 58 characters). Most likely owing to his overwhelming success, Diddy Kong was initially nerfed significantly in the transition to ''Ultimate'', though he would later receive significant buffs in various updates to compensate. Ultimately, Diddy Kong is considered to be slightly nerfed overall.
Having been the most notorious top tier in early ''[[Super Smash Bros. 4]]'' and remaining a dominant top-tier character throughout the game's lifespan, Diddy Kong was nerfed from his ''SSB4'' iteration. His Monkey Flip most notably travels a shorter distance which worsens his overall movement and neutral. Banana also has more startup lag making it harder for him to instantly hold bananas when he pulls one out. Down tilt was also nerfed which prevents Diddy from being able to combo into up smash and combo off of the move reliably. His grab game was also toned down as his grab has more startup and endlag and his combo throws have either more endlag or more knockback which significantly hinders their combo potential. His up special also travels a shorter distance which nerfs his recovery as well as his weight being lowered.
 
Diddy's neutral game has been toned down due to many of his staple moves being worsened in various ways. [[Up tilt|Up]] and [[down tilt]]s, [[down smash]], [[forward aerial]]'s late hit, [[up aerial]], and [[grab]] all have less range, making it harder for Diddy to take advantage of these moves at their highest range. Banana Peels cannot be grabbed as quickly due to him releasing one at a higher arc, and they have a cooldown before they can be produced again after disappearing. [[Rocketbarrel Boost]] travels a drastically shorter distance when fully charged, and the charge time itself was reduced by a third, worsening his already vulnerable recovery when hit very far offstage. Diddy is also lighter, making him easier to KO.
 
Further exacerbating these nerfs, the universal changes hinder Diddy overall. The reduced [[shieldstun]] for items and increased lag on [[grab]]s weaken his approach and defensive game with Banana Peel; the latter change is compounded by the nerfs to his grabs' range. The faster knockback physics reduce his [[up throw]]'s combo potential, no longer having reliable combos or KO setups at high percents. He also suffers from the universal increase in jump speed, as he can no longer reliably hit small characters with his [[back aerial]] from a rising [[short hop]].
 
Despite this, Diddy Kong has also received notable buffs to help compensate, some of which have been received through game updates. His [[neutral attack]] no longer has an infinite portion, which decreases its damage potential but allows it to connect much more reliably, improving its overall consistency and utility as a close range option. Some of his moves have more range and/or reduced lag that increases their combo ability, namely [[neutral aerial]] (which can now autocancel from a SHFF) forward aerial's clean hit, [[dash attack]], up tilt, [[down aerial]], and [[down throw]], the latter working better as an alternative to his up throw at lower percents. A few of Diddy's moves also have more power, such as his [[up smash|up]] and down smash attacks.
 
His special moveset has also been improved in a number of ways. [[Monkey Flip]] has reduced startup lag and much more range, which when coupled with the changes to jostle mechanics greatly improve its utility as an offensive tool. [[Peanut Popgun]] has faster startup, deals more damage and charges significantly faster. Rocketbarrel Boost goes further when uncharged and makes Diddy fall much slower during the charge period, slightly improving his recovery overall. Finally, Banana Peels benefit from the item's tweaked natural properties: they now possess transcendent priority, making them unable to trade with attacks and thus riskier to pick up; and they can now be thrown twice at opponents before disappearing (though this does potentially give opponents more opportunities to use the item against Diddy). Finally, in terms of gameplay changes, the universal increase in mobility benefits Diddy, as his already fast mobility has been further improved, allowing him to keep up with the rest of the cast.
 
Overall, Diddy Kong's nerfs moderately outweigh his buffs, even accounting for game update changes. Diddy must now take more risks in order to win the neutral game with his standard moves, and his Banana Peels have been nerfed to be less spammable. However, he has been generally compensated in terms of moveset utility and power, and still possesses an oppressive factor courtesy of his fast frame data and movement speed, and Banana Peels remaining a strong tool in the neutral game, which is further noticeable due to their new inability to trade. General optimizations and shifts in the metagame, combined with his changes from game updates, have also been benefitial to him. Because of this, Diddy performs overall slightly worse than his ''SSB4'' iteration, but remains a noticeably strong character, especially in the recent competitive metagame.
 
{{SSB4 to SSBU changelist|char=Diddy Kong}}
 
==Update history==
Due to the engine changes and the direct nerfs to his most useful tools in the transition from ''Smash 4'' to ''Ultimate'', which overall significantly hindered his viability, Diddy Kong was buffed significantly via game updates. Update 2.0.0 only brought one, but substantial change to his neutral aerial; the move now autocancels significantly earlier. Update 3.0.0 also granted Diddy Kong with some worthwhile buffs. His dash attack is now faster overall with less startup on all of its hitboxes and the move ends slightly sooner. However, the first hitbox now lasts only one frame instead of two due to a frame speed multiplier being used without proper compensation. On the flipside, his forward tilt gained late hitboxes, overall increasing the move's hitbox duration. His down smash was made stronger, his neutral aerial now has bigger hitboxes and his up aerial deals more damage without fully compensated knockback, making the move much stronger.
 
Update 3.1.0 was the biggest patch for Diddy Kong, bringing him many plentiful and noteworthy buffs. The second hit of his neutral attack now connects more reliably into the first hit. The final hit of up smash was made stronger and the move now connects much better overall. His up aerial was buffed once more with less startup and ending lag. His down aerial also received similar buffs, with less startup and a shorter overall duration. Peanut Popgun also was graced with considerable buffs, with every charge instead of the max level dealing more damage. The move also charges much faster overall. And finally, his once previously weak recovery, Rocketbarrel Boost, was given two buffs. Diddy Kong now falls slower while charging the move (only applies to the first charge) and the move now flies higher after charging.
 
After a small buff intangibility buff in update 7.0.0, Diddy Kong was buffed once more in update 8.0.0. His forward tilt now launches opponents at a lower angle, the fist hitboxes were made bigger, and the late hitboxes added in update 3.0.0 now lasts two frames longer, further increasing the move's hitbox duration. The second hit of dash attack now links more reliably into the third hit, with the aforementioned hit now having larger hitboxes. Down smash now has two frames less startup on both hits and a shorter duration overall, making the move end sooner. And finally, the clean hit of his forward aerial has bigger hitboxes.
 
While Diddy was mostly buffed, he has also received two notable nerfs to his Banana Peel, thanks to update 8.0.0 and once more in update 11.0.0, it now takes longer for Diddy to respawn another Banana. As a result, all of his infinite banana combos are obsolete, though this change is negligible to his gameplay outside of the infinite.
 
Overall, Diddy Kong was one of the most buffed characters in ''Ultimate'', going from a mid-tier to a high tier, debatably top tier character. While Diddy Kong is still weaker than his ''Brawl'' and ''Smash 4'' incarnation, he is still a character that should not be underestimated and continues to receive good placements in tournaments.
 
'''{{GameIcon|ssbu}} {{SSBU|2.0.0}}'''
{{UpdateList (SSBU)/2.0.0|char=Diddy Kong}}
 
'''{{GameIcon|ssbu}} {{SSBU|3.0.0}}'''
{{UpdateList (SSBU)/3.0.0|char=Diddy Kong}}
 
'''{{GameIcon|ssbu}} {{SSBU|3.1.0}}'''
{{UpdateList (SSBU)/3.1.0|char=Diddy Kong}}
 
'''{{GameIcon|ssbu}} {{SSBU|4.0.0}}'''
{{UpdateList (SSBU)/4.0.0|char=Diddy Kong}}
 
'''{{GameIcon|ssbu}} {{SSBU|7.0.0}}'''
{{UpdateList (SSBU)/7.0.0|char=Diddy Kong}}
 
'''{{GameIcon|ssbu}} {{SSBU|8.0.0}}'''
{{UpdateList (SSBU)/8.0.0|char=Diddy Kong}}
 
'''{{GameIcon|ssbu}} {{SSBU|11.0.0}}'''
{{UpdateList (SSBU)/11.0.0|char=Diddy Kong}}
 
==Moveset==
*Diddy Kong can [[Crawling|crawl]], [[wall cling]], and [[wall jump]].
''For a gallery of Diddy Kong's hitboxes, see [[Diddy Kong (SSBU)/Hitboxes|here]].''
 
{{MovesetTable
|game=SSBU
|neutralcount=3
|neutralname=Right Flap ({{ja|ライトフラップ|Raito Furappu}}) / Left Flap ({{ja|レフトフラップ|Refuto Furappu}}) / Foot Push ({{ja|フットプッシュ|Futto Pusshu}})
|neutral1dmg=2%
|neutral2dmg=1.5%
|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]].
|ftiltname=Double Arm ({{ja|ダブルアーム|Daburu Āmu}})
|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.
|utiltname=Overhead Slap ({{ja|オーバーヘッドスラップ|Ōbāheddo Surappu}})
|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%.
|dtiltname=Hand Clap ({{ja|ハンドクラップ|Hando Kurappu}})
|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.
|dashname=Rolling Slap ({{ja|ローリングスラップ|Rōringu Surappu}})
|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.
|fsmashname=Slap & Beat ({{ja|スラップ&ビート|Surappu & Bīto}})
|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]].
|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)
|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.
|dsmashname=Turning Leg ({{ja|ターニングレッグ|Tāningu Reggu}})
|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.
|nairname=Diddy Roll ({{ja|ディディーロール|Didī Rōru}})
|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.
|fairname=Screw Kick ({{ja|スクリューキック|Sukuryū Kikku}})
|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.
|bairname=Quick Backspin ({{ja|クイックバックスピン|Kuikki Bakkusupin}})
|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.
|uairname=Turn Kick ({{ja|ターンキック|Tān Kikku}})
|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.
|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)
|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.
|grabname=Grab ({{ja|つかみ|Tsukami}})
|grabdesc=Reaches out in front of himself.
|pummelname=Grab Headbutt ({{ja|つかみヘッドバット|Tsukami Heddobatto}})
|pummeldmg=1%
|pummeldesc=A headbutt. Fast but weak.
|fthrowname=Rock Throw ({{ja|ロックスルー|Rokku Surū}})
|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.
|bthrowname=Back Rock Throw ({{ja|バックロックスルー|Bakku Rokku Surū}})
|bthrowdmg=12%
|bthrowdesc=Tosses his opponent backward. Diddy'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}})
|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.
|dthrowname=Leap Frog ({{ja|リープフロッグ|Rīpu Furoggu}})
|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.
|floorfname= 
|floorfdmg=7%
|floorfdesc=Gets up and kicks on both sides.
|floorbname= 
|floorbdmg=7%
|floorbdesc=Gets up and kicks on both sides.
|floortname= 
|floortdmg=5%
|floortdesc=Gets up and kicks on both sides.
|edgename= 
|edgedmg=9%
|edgedesc=A spinning tail slap.
|nsname=Peanut Popgun
|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.
|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)
|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.
|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)
|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.
|dspage=Banana_Peel_(move)
|dsname=Banana Peel
|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.
|fsname=Hyper Rocketbarrel
|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.
}}
 
===Stats===
 
{{Attributes
| cast=89
| weight=90 | rweight=61-63
| dash=2.09 | rdash=18-24
| run=2.006 | rrun=21
| walk=1.313 | rwalk=12
| trac=0.093 | rtrac=70-71
| airfric=0.008 | rairfric=57-66
| air=0.924 | rair=76-77
| baseaccel=0 | rbaseaccel=88-89
| addaccel=0.05 | raddaccel=53-64
| gravity=0.125 | rgravity=13-14
| fall=1.75 | rfall=24-25
| ff=2.8 | rff=24-25
| jumpsquat=3 | rjumpsquat=1-88
| jumpheight=41.21 | rjumpheight=5
| shorthop=19.9 | rshorthop=5
| djump=41.21 | rdjump=11
}}


===[[Announcer]] call===
He did get some small buffs however. Diddy's already impressive mobility was improved as his initial dash, run speed, walk speed, and airspeed are significantly better. Diddy also slightly benefits from the game's mechanics as his aerials have less ending lag (Although Up Air has a worse hitbox).  
{{audio|Needs announcer calls from other languages.}}
<gallery>
Diddy Kong English Announcer SSB4-SSBU.wav|English/Japanese/Chinese
Diddy Kong French Announcer SSBU.wav|French
Diddy Kong French EU Announcer SSBU.wav|French (PAL)
Diddy Kong Russian Announcer SSBU.wav|Russian
</gallery>''


===[[On-screen appearance]]===
Diddy Kong's nerfs seem to outweigh his buffs and he is worse than his iteration in Smash 4, but to what extent is currently unknown.
*Bursts out of a [[DK Barrel]] and claps his hands above his head.
<gallery>
DiddyKongOnScreenAppearanceSSBU.gif|Diddy Kong's on-screen appearance
</gallery>
 
===[[Taunt]]s===
*'''Up taunt''': Tosses his cap in the air and has it land on his head. This is a reference to his victory pose in ''Donkey Kong Country'' after he defeats a boss or wins in a {{s|mariowiki|Bonus Area}}.
*'''Side taunt''': Angrily does a playful fighter's stance while bellowing, trying to assert his dominance.
*'''Down taunt''': Claps his hands above his head four times, switching feet in the process.
<gallery>
SSBUDiddyKongTaunt1.gif|Diddy Kong's up taunt.
SSBUDiddyKongTaunt2.gif|Diddy Kong's side taunt.
SSBUDiddyKongTaunt3.gif|Diddy Kong's down taunt.
</gallery>
 
===[[Idle pose]]s===
*Scratches his rear, gets down on all fours, and shakes his fur.
*Joyfully jumps in place twice.
<gallery>
SSBUDiddyKongIdle1.gif|Diddy Kong's first idle pose.
SSBUDiddyKongIdle2.gif|Diddy Kong's second idle pose.
</gallery>
 
===[[Crowd cheer]]===
<div class="tabber">
<div class="tabbertab" title="English, Japanese/Chinese, Italian, Dutch, French">
{| class="wikitable" border="1" cellpadding="4" cellspacing="1"
|-
!{{{name|}}}
!Cheer (English)
!Cheer (Japanese/Chinese)
!Cheer (Italian)
!Cheer (Dutch)
!Cheer (French)
|-
! scope="row"|Cheer
|[[File:Diddy Kong Cheer English SSBU.ogg|center]]||[[File:Diddy Kong Cheer Japanese SSBU.ogg|center]]||[[File:Diddy Kong Cheer Italian SSBU.ogg|center]]||[[File:Diddy Kong Cheer Dutch SSBU.ogg|center]]||{{NTSC}} [[File:Diddy Kong Cheer French NTSC SSBU.ogg|center]] <br> {{PAL}} [[File:Diddy Kong Cheer French PAL SSBU.ogg|center]]
|-
! scope="row"|Description
|Did - dy Kong! || Diddy Kong! || Diiii - ddy Koooo - ong! *clap 4 times* || Di - ddy! Diddy Kong! || Di - ddy Kong!
|}
</div>
<div class="tabbertab" title="German, Spanish, Russian, Korean">
{| class="wikitable" border="1" cellpadding="4" cellspacing="1"
|-
!{{{name|}}}
!Cheer (German)
!Cheer (Spanish)
!Cheer (Russian)
!Cheer (Korean)
|-
! scope="row"|Cheer
|[[File:Diddy Kong Cheer German SSBU.ogg|center]]||{{NTSC}} [[File:Diddy Kong Cheer Spanish NTSC SSBU.ogg|center]] <br> {{PAL}} [[File:Diddy Kong Cheer Spanish PAL SSBU.ogg|center]]||[[File:Diddy Kong Cheer Russian SSBU.ogg|center]]||[[File:Diddy Kong Cheer Korean SSBU.ogg|center]]
|-
! scope="row"|Description
|Diddy Kong! || Diddy Kong! Cha - cha - cha! || Diddy Kong! *clap 2 times* || Di - ddy Kong!
|}
</div>
</div>


===[[Victory pose]]s===
 
*'''Left:''' Shoots 3 times with his Peanut Popguns (first with the right, then with the left, then the right again). Afterwards rolls towards the camera, and fires one more shot from his left Peanut Popgun.
===Aesthetics===
*'''Up:''' Rises from the ground with his Rocket Barrels. After doing a spin, he dismounts from them, causing them to fly away. Upon landing, he then faces the screen, dancing with hands on his head and chin.
*{{change|As with all [[veteran]]s returning from ''SSB4'', Diddy Kong's model features a more subdued color scheme. Like {{SSBU|Donkey Kong}}, his fur is less detailed than the previous installment.}}
*'''Right:''' Performs an inverted spin kick, followed by a slap, and then he slams both of his hands on the ground, performing a front flip. He ends up balancing on his hand in a breakdance-like pose, clapping his feet together.
*{{change|Diddy Kong is more expressive. His hat also appears to be "looser" around his head, popping off slightly while performing many actions.}}
[[File:DKUniverseTheme.ogg|thumb|A cover of the short track that plays in ''{{s|mariowiki|Donkey Kong Country}}'' and subsequent games whenever a playable Kong defeated a boss or completed a bonus game.]]
*{{change|Diddy Kong now faces more towards the screen. As a result, his stance, moveset, and animations are now mirrored.}}
<gallery>
DiddyKongVictoryPose1SSBU.gif
DiddyKongVictoryPose2SSBU.gif
DiddyKongVictoryPose3SSBU.gif
</gallery>


==In [[competitive play]]==
===Attributes===
===Most historically significant players===
*{{buff|Like all characters, Diddy Kong's [[jumpsquat]] animation now takes three frames to complete (down from 4).}}
<!--This character has a ten player limit for this section. Before adding and/or removing a player, read these guidelines: https://www.ssbwiki.com/SmashWiki:Notability#%22Most_historically_significant_players%22_guidelines -->
*{{buff|Diddy Kong [[run]]s faster (1.824 → 2.006).}}
**{{buff|Diddy Kong's initial [[dash]] is significantly faster (1.7 → 2.09).}}
*{{buff|Diddy Kong [[walk]]s faster (1.25 → 1.313).}}
*{{buff|Diddy Kong's [[air speed]] is higher (0.88 → 0.924).}}
*{{nerf|Diddy Kong is [[weight|lighter]] (93 → 90).}}


''See also: [[:Category:Diddy Kong players (SSBU)]]''
===Ground attacks===
*[[Neutral attack]]:
**{{buff|Neutral attack no longer has a multi-jab and instead finishes with a quick side kick. This makes the move much more consistent.}}
***{{nerf|The loss of the multi-jab hurts its overall damage potential.}}
**{{buff|The third hit of neutral attack has less startup (frame 9 → 5).}}
*[[Forward tilt]]
**{{nerf|Forward tilt deals less knockback, diminishing its KO potential.}}
*[[Up tilt]]
**{{buff|Up tilt has less ending lag (FAF 33 → 30)}}
*[[Down tilt]]:
**{{nerf|Down tilt has greater knockback, reducing its combo potential at higher percents.}}
*[[Dash attack]]:
**{{buff|Dash attack has less ending lag (FAF 46 → 43).}}
<!--*{{buff|Dash attack's hitboxes have a longer active window}} (confirmation needed)-->
**{{buff|Since opponents can no longer run each other, dash attack can no longer accidentally whiff at extremely close ranges.}}
*{{nerf|Down smash has more startup lag (5 → 8).}}
*{{buff|Down smash hit 1 deals more knockback.}}


*{{Sm|Aaron|USA|p=Florida}} - The second-best Diddy Kong in North America, peaking at 30th on the [[UltRank 2022]]. His best performances have been at large regionals and superregionals events, which includes winning {{Trn|Almost Pro}} over {{Sm|Light|p=Connecticut}} and {{Sm|Kola}}, placing 2nd at {{Trn|Riptide 2023}} defeating {{Sm|MuteAce}}, and placing 3rd at {{Trn|Shine 2023}}. In addition, his best results at majors include placing 7th at {{Trn|Get On My Level 2022}} and defeating {{Sm|Sparg0}} at {{Trn|Super Smash Con 2023}}.
===Aerial Attacks===
*{{Sm|Dakpo|USA}} - One of the earliest notable Diddy Kong players best known for upsetting {{Sm|Glutonny}} at {{Trn|GENESIS 7}} using the "Pyramid Scheme" technique, placing 25th overall. He had also placed 2nd at {{Trn|DreamHack Anaheim 2020}}, placed 13th at {{Trn|Low Tier City 7}}, and defeated {{Sm|Kola}} at {{Trn|2GG: Kongo Saga}}. Although he has since been overshadowed by other Diddy Kong players, he remains a notable Diddy Kong player in the newer metagame, including placing 3rd at {{Trn|DreamHack Dallas 2023}} defeating {{Sm|Lima}}.
*{{buff|All aerials have less landing lag.}}
*{{Sm|Etsuji|Japan}} - Although best known for his {{SSBU|Lucina}} in the early metagame, he picked up Diddy Kong in the post-online metagame and was the best Diddy Kong player in Japan from 2021 to mid-2022, most notably placing 5th at {{Trn|Maesuma TOP 8}} defeating {{Sm|Asimo}} and {{Sm|ProtoBanham}} and placing 7th at {{Trn|Kagaribi 5}}. He retired following Maesuma TOP 8, and has made sporadic tournament appearances with more mixed results.
*{{change|[[Forward aerial]] has an altered animation where Diddy Kong doesn't spin as much while doing it.}}
*{{Sm|Ryuoh|Japan}} - The best Diddy Kong player in Japan since mid-2022, peaking at 62nd on the [[LumiRank 2023]] and regularly placing well at {{Trn|Sumabato|series}} events, most notably placing 3rd at {{Trn|Sumabato SP 42}} and {{Trn|Sumabato SP 43}}, defeating {{Sm|Asimo}} and {{Sm|Doramigi}} in the former and {{Sm|Yoshidora}} in the latter. At a major level, he is most known for placing 7th at {{Trn|Kowloon 12 with Kagaribi}}, with wins over {{Sm|Raru}}, {{Sm|KEN}}, {{Sm|Snow}}, {{Sm|Toriguri}} and {{Sm|Akakikusu}}, the best run from a Diddy Kong player that isn't Tweek.
*{{nerf|[[Up aerial]] has less range in front of Diddy Kong.}}
*{{Sm|Tweek|USA}} - One of the greatest ''Ultimate'' players of all-time who began using Diddy Kong in the online metagame. He has won several majors with Diddy Kong, including {{Trn|Smash Ultimate Summit 3}}, {{Trn|Luminosity Makes BIG Moves 2024}}, and {{Trn|Get On My Level X}}, and is the only Diddy Kong player who has won a major.
*{{buff|Up aerial has less ending lag (FAF 39 → 37)}}


===Tier placement and history===
===Throws/other attacks===
Upon ''[[Ultimate]]''{{'}}s release, top professionals immediately noticed Diddy Kong's weaknesses, which include inconsistent KO'ing at higher percent and his greatly nerfed recovery. As such, many of Diddy Kong's best from ''[[Smash 4]]'', most notably {{Sm|MVD}} and {{Sm|Zinoto}}, dropped him in favor of other characters. Fortunately, Diddy Kong eventually received buffs to his kit that compensated his KO issues and improved his recovery while dedicated players further optimized Diddy Kong's moveset, eventually leading to the discovery of his "Pyramid Scheme" infinite, which allowed Diddy Kong to trap opponents on a platform using [[Banana Peel (move)|Banana Peels]]. This allowed dedicated players such as {{Sm|Dakpo}} and {{Sm|Aaron|p=Florida}} to see some success in tournament, with Dakpo notably defeating Glutonny at {{Trn|GENESIS 7}} with the infinite. Even so, Diddy Kong's representation remained average, and although a few top players viewed him as a high-tier, the general consensus considered him as a mid-tier.
*{{change|Diddy Kong now uses one hand to grab instead of both.}}
*{{change|Diddy Kong now has a surprised/shocked expression if he misses his grab.}}
*{{change|[[Pummel]] has a altered animation. Diddy Kong no longer hops off the ground while pummeling.}}
*{{nerf|Pummel deals less damage (2% → 1%).}}
**{{nerf|Standing grab has increased startup (frame 6 → 7).}}
**{{nerf|Standing grab and dash grab have increased ending lag.}}
**{{nerf|Up Throw has more ending lag, and slightly more knockback, which reduces its combo potential.}}


The online metagame further shifted Diddy Kong's metagame in a positive direction. Although a later patch removed the Pyramid Scheme infinite, the same patch granted Diddy Kong additional buffs that improved some of his hitboxes and frame data. In addition, Diddy Kong representation began improving, thanks to Aaron's improving results and {{Sm|Tweek}} picking the character as his new main, with both players showcasing Diddy Kong's strong control over the neutral game thanks to Banana Peel setups and combos. This momentum continued into the offline metagame, with Tweek winning several major and supermajor events, Aaron becoming a top 100 player, and the rise of other Diddy Kong players, including {{Sm|Etsuji}}, who dropped Lucina for Diddy Kong in 2021; and {{Sm|Ryuoh}}, who became Japan's best Diddy Kong player following Etsuji's retirement. As such, Diddy Kong's representation since 2021 had remained above-average, with the character frequently ranking in the top 15 in terms of representation, and he is often considered to be a top-tier character. This is reflected in his placements on the tier list: he was ranked 12th on the first tier list as a top-tier character and rose to 9th on the second tier list, remaining in the S- tier.
===Special Moves===
*[[Peanut Popgun]]:
**{{change|Diddy Kong's animation for Peanut Popgun is now mirrored, and can now fire with both his left and right hand.}}
**{{buff|Peanut Popgun has less startup (17 → 15)}}
*[[Monkey Flip]]:
**{{nerf|Monkey Flip travels a shorter distance.}}
**{{buff|Monkey Flip's attack throw has significantly more knockback growth, now being capable of KOing at reasonable percents onstage.}}
**{{change|If Diddy successfully lands Monkey Flip on his opponent, he starts to scratch his opponent instead of just latching onto his opponent.}}
*[[Rocketbarrel Boost]]:
**{{nerf|Rocketbarrel Boost's recovery appears to be shortened.}}
*{{b|Banana Peel|move}}:
**{{change|Banana Peel has a snappier animation.}}
**{{change|Diddy Kong appears to throw the Banana Peel much higher than before.}}
**{{change|If the Banana Peel is thrown at an opponent once with the respective peel, it no longer disappears until thrown at again, allowing Diddy Kong to quickly pick it up again and reuse it. However, this also means his opponents can do the same when it is out.}}
*[[Final Smash]]:
**{{buff|[[Hyper Rocketbarrel]], Diddy Kong's new Final Smash, functions differently from [[Rocketbarrel Barrage]]. Diddy Kong now flies through the stage in an erratic fashion to punch his trapped opponents. The final hit is where Diddy Kong does a delayed, aimed punch, dealing heavy knockback. Diddy Kong then lands and deactivates his Rocketbarrel Pack at the spot where he first used the move.}}


=={{SSBU|Classic Mode}}: Hey, Little Buddy!==
=={{SSBU|Classic Mode}}: Hey, Little Buddy!==
[[File:SSBU Congratulations Diddy Kong.png|thumb|Diddy Kong's congratulations screen.]]
Diddy Kong's opponents are villains with "little buddies" (which is a reference to the Donkey Kong Country cartoon) of their own. In some cases, the opponent's partner will be a stage hazard. To reflect this, Diddy Kong will have a partner for every round except for the bonus round.
In Diddy Kong's path, he serves as the "little buddy" to the hero of various Nintendo franchises and fights the respective villains or final bosses. In the penultimate stage he finally teams up with his true partner, Donkey Kong, to defeat their nemesis King K. Rool. Donkey Kong is also Diddy Kong's partner for the final fight against Master Hand and Crazy Hand. The title originated from the manual of ''{{iw|mariowiki|Donkey Kong Country}}'' and was popularized by the ''{{iw|mariowiki|Donkey Kong Country|television series}}'' TV series; Diddy Kong is also referred to as Donkey Kong's "little buddy" in games such as ''Brawl'' and ''{{iw|mariowiki|Donkey Kong Country Returns}}''.


{|class="wikitable" style="text-align:center"
{|class="wikitable sortable" style="text-align:center"
!Round!!Opponent!!Stage!!Music!!Notes
!Round!!Opponent!!Stage!!Music!!Notes
|-
|-
|1||{{CharHead|Bowser|SSBU|hsize=20px}} and {{CharHead|Bowser Jr.|SSBU|hsize=20px}}||[[Princess Peach's Castle]]||''{{SSBUMusicLink|Super Mario Bros.|King Bowser - Super Mario Bros. 3}}''||{{CharHead|Mario|SSBU|hsize=20px}} is a CPU ally.
|1||{{SSBU|Bowser}} and {{SSBU|Bowser Jr.}}||[[Princess Peach's Castle]]||King Bowser - Super Mario Bros. 3||{{SSBU|Mario}} is a CPU ally.
|-
|-
|2||{{CharHead|Ridley|SSBU|hsize=20px|color=Meta}} and {{CharHead|Dark Samus|SSBU|hsize=20px}}||[[Norfair]]||''{{SSBUMusicLink|Metroid|Nemesis Ridley}}''||{{CharHead|Zero Suit Samus|SSBU|hsize=20px}} is a CPU ally.
|2||Meta {{SSBU|Ridley}} and {{SSBU|Dark Samus}}||[[Norfair]]||Nemesis Ridley||{{SSBU|Zero Suit Samus}} is a CPU ally.
|-
|-
|3||{{CharHead|Ganondorf|SSBU|hsize=20px}}||[[Unova Pokémon League]] ([[Battlefield form]])||''{{SSBUMusicLink|The Legend of Zelda|Death Mountain}}''||{{CharHead|Zelda|SSBU|hsize=20px}} is a CPU ally. The stage references Ganon's Castle.
|3||{{SSBU|Ganondorf}}||[[Unova Pokémon League]]||Death Mountain||{{SSBU|Zelda}} is a CPU ally.
|-
|-
|4||{{CharHead|Mewtwo|SSBU|hsize=20px}}||[[Spear Pillar]]||''{{SSBUMusicLink|Pokémon|Battle! (Dialga/Palkia) / Spear Pillar}}''||{{CharHead|Pokémon Trainer|SSBU|hsize=20px}} is a CPU ally.
|4||{{SSBU|Mewtwo}}||[[Spear Pillar]]||Battle! (Dialga/Palkia) / Spear Pillar||{{SSBU|Pokémon Trainer}} is a CPU ally.
|-
|-
|5||{{CharHead|King Dedede|SSBU|hsize=20px}} and {{CharHead|Meta Knight|SSBU|hsize=20px}}||[[Fountain of Dreams]]||''{{SSBUMusicLink|Kirby|King Dedede's Theme (Brawl)}}''||{{CharHead|Kirby|SSBU|hsize=20px}} is a CPU ally.
|5||{{SSBU|King Dedede}} and {{SSBU|Meta Knight}}||[[Fountain of Dreams]]||King Dedede's Theme (Brawl)||{{SSBU|Kirby}} is a CPU ally.
|-
|-
|6||{{CharHead|King K. Rool|SSBU|hsize=20px}}||[[Jungle Japes]]||''{{SSBUMusicLink|Donkey Kong|King K. Rool / Ship Deck 2}}''||{{CharHead|Donkey Kong|SSBU|hsize=20px}} is a CPU ally.
|6||{{SSBU|King K. Rool}}||[[Jungle Japes]]||King K. Rool / Ship Deck 2||{{SSBU|Donkey Kong}} is a CPU ally.
|-
|-
|colspan="5"|[[Bonus Stage]]
|colspan="5"|Bonus Stage
|-
|-
|Final||{{SSBU|Master Hand}} and {{SSBU|Crazy Hand}}||{{SSBU|Final Destination}}||''{{SSBUMusicLink|Super Smash Bros.|Master Hand / Crazy Hand}}''||{{Head|Donkey Kong|g=SSBU|s=20px}} Donkey Kong is a CPU ally.
|Final||{{SSBU|Master Hand}} and {{SSBU|Crazy Hand}}||{{SSBU|Final Destination}}||Master Hand / Crazy Hand||Donkey Kong is a CPU ally.
|}
|}
[[Credits]] roll after completing Classic Mode. Completing it as Diddy Kong has ''{{SSBUMusicLink|Donkey Kong|Stickerbush Symphony}}'' accompany the credits.
{{clr}}


==Role in [[World of Light]]==
==Role in [[World of Light]]==
[[File:WoL-36DiddyKong.jpg|thumb|Finding Diddy Kong in World of Light|left]]
Diddy Kong was among the fighters that were summoned to fight the army of [[Master Hand]]s.
Diddy Kong was among the fighters that were summoned to fight the army of [[Master Hand]]s.


During the opening cutscene, Diddy Kong was present on the cliffside when [[Galeem]] unleashed its beams of light. He attempted to fly away with {{SSBU|Rosalina & Luma}} using his [[Rocketbarrel Boost|Rocketbarrel Pack]], but a beam of light hit him and he was vaporized and placed under Galeem's imprisonment along with the other fighters, excluding {{SSBU|Kirby}}.
Diddy Kong was present on the cliffside when [[Galeem]] unleashed its beams of light. He attempted to fly away with {{SSBU|Rosalina & Luma}} using his activated [[Rocketbarrel Boost|Rocketbarrel Pack]], but a beam of light hit him and he was vaporized and placed under Galeem's imprisonment along with the other fighters, excluding {{SSBU|Kirby}}.
 
To find Diddy Kong, the player must access the [[DK Island (World of Light)|DK Island]] sub-area reminiscent of the first ''Donkey Kong Country'' game, where he's found right at the end.
{{clrl}}
 
===Fighter Battle===
{|class="wikitable" style="width:100%;"
|-
!style="width:5%;"|No.
!style="width:5%;"|Image
!Name
!Type
!Power
!Stage
!Music
|-
|36
|[[File:Diddy Kong SSBU.png|center|64x64px]]
|Diddy Kong
|{{SpiritType|Grab}} <center>{{color|#17ba17|Grab}}</center>
|9,000
|{{SSB|Kongo Jungle}} ([[Ω form]])
|''{{SSBUMusicLink|Donkey Kong|Stickerbush Symphony}}''
|}
{{clr}}
 
==[[Spirit]]==
Diddy Kong's fighter spirit can be obtained by completing {{SSBU|Classic Mode}}. It is also available periodically for purchase in the shop for 300 Gold, but only after Diddy Kong has been unlocked. Unlocking Diddy Kong in World of Light allows the player to preview the spirit below in the Spirit List under the name "???". As a fighter spirit, it cannot be used in Spirit Battles and is purely aesthetic. His fighter spirit has an alternate version that replaces it with his artwork in ''Ultimate''.
 
<center>
<gallery>
SSBU spirit Diddy Kong.png|135. '''''Diddy Kong'''''
</gallery>
</center>
 
==In Spirit Battles==
===As the main opponent===
{|class="wikitable sortable" style="width:100%;"
! colspan=4|Spirit
! colspan=7|Battle parameters
! colspan=1|Inspiration
|-
! style="width:5%;"|No.
! style="width:5%;"|Image
! Name
! Series
! Enemy Fighter(s)
! style="width:5%;"|Type
! style="width:5%;"|Power
! Stage
! Rules
! Conditions
! Music
! Character
|-
|147
|{{SpiritTableName|Lanky Kong|size=64}}
|''Donkey Kong'' Series
|•{{SSBU|Diddy Kong}} Team {{Head|Diddy Kong|g=SSBU|s=20px|cl=Blue}}×6
|{{SpiritType|Grab}}
|3,900
|[[Kongo Falls]]
|•Item: Bananas
|•The enemy is easily distracted by items<br>•Defeat an army of fighters
|{{SSBUMusicLink|Donkey Kong|DK Rap}}
|
|-
|148
|{{SpiritTableName|Tiny Kong|size=64}}
|''Donkey Kong'' Series
|•{{SSBU|Diddy Kong}} {{Head|Diddy Kong|g=SSBU|s=20px|cl=Blue}}
|{{SpiritType|Grab}}
|9,500
|[[Jungle Japes]]
|•Tiny<br>•Hazard: Low Gravity<br>•Hazard: Heavy Wind
|•Dangerously high winds are in effect<br>•Timed battle (1:00)<br>•Gravity is reduced
|{{SSBUMusicLink|Donkey Kong|DK Rap}}
|
|-
|155
|{{SpiritTableName|Squitter|size=64}}
|''Donkey Kong'' Series
|•{{SSBU|Diddy Kong}} {{Head|Diddy Kong|g=SSBU|s=20px|cl=Pink}}
|{{SpiritType|Grab}}
|3,600
|[[Jungle Japes]]
|•Move Speed ↓
|•You have reduced move speed
|{{SSBUMusicLink|Donkey Kong|Ice Cave Chant}}
|
|-
|165
|{{SpiritTableName|Tiki Tak Tribe|size=64}}
|''Donkey Kong'' Series
|•{{SSBU|Diddy Kong}} Team {{Head|Diddy Kong|g=SSBU|s=20px|cl=Green}}{{Head|Diddy Kong|g=SSBU|s=20px|cl=Blue}}{{Head|Diddy Kong|g=SSBU|s=20px|cl=Yellow}}{{Head|Diddy Kong|g=SSBU|s=20px|cl=Cyan}}
|{{SpiritType|Neutral}}
|1,700
|[[Kongo Falls]]
|N/A
|•Take your strongest team into this no-frills battle
|{{SSBUMusicLink|Donkey Kong|Jungle Hijinxs}}
|
|-
|179
|{{SpiritTableName|Octorok|size=64}}
|''The Legend of Zelda'' Series
|•{{SSBU|Diddy Kong}} Team {{Head|Diddy Kong|g=SSBU|s=20px|cl=Green}}×4
|{{SpiritType|Grab}}
|1,800
|[[Great Bay]]
|N/A
|•The enemy's neutral special has increased power<br>•The enemy favors neutral specials
|{{SSBUMusicLink|The Legend of Zelda|Termina Field}}
|
|-
|207
|{{SpiritTableName|Deku Link|size=64}}
|''The Legend of Zelda'' Series
|•{{SSBU|Diddy Kong}} {{Head|Diddy Kong|g=SSBU|s=20px|cl=Green}}
|{{SpiritType|Grab}}
|3,700
|[[Distant Planet]] ([[Battlefield form]])
|•Item Tidal Wave<br>•Item: [[Lip's Stick]]
|•The enemy favors neutral specials<br>•Certain items will appear in large numbers after a little while<br>•The enemy is easily distracted by items
|{{SSBUMusicLink|The Legend of Zelda|Saria's Theme}}
|
|-
|320
|{{SpiritTableName|Ukiki|size=64}}
|''Yoshi'' Series
|•{{SSBU|Diddy Kong}} Team {{Head|Diddy Kong|g=SSBU|s=20px|cl=Pink}}×4
|{{SpiritType|Grab}}
|2,000
|[[Yoshi's Story]]
|•Item: [[Food]]
|•The enemy becomes more powerful after eating
|{{SSBUMusicLink|Yoshi|Obstacle Course - Yoshi's Island}}
|
|-
|397
|{{SpiritTableName|Andrew Oikonny|link=y|size=64}}
|''Star Fox'' Series
|•{{SSBU|Diddy Kong}} {{Head|Diddy Kong|g=SSBU|s=20px|cl=White}}
|{{SpiritType|Grab}}
|1,700
|[[Corneria]]
|•Attack Power ↑
|•The enemy has increased attack power when the enemy's at high damage
|{{SSBUMusicLink|Star Fox|Star Wolf (Brawl)}}
|
|-
|406
|{{SpiritTableName|Dash Bowman|iw=lylatwiki|size=64}}
|''Star Fox'' Series
|•{{SSBU|Diddy Kong}} {{Head|Diddy Kong|g=SSBU|s=20px|cl=White}}<br>•{{SSBU|Fox}} {{Head|Fox|g=SSBU|s=20px|cl=Black}}
|{{SpiritType|Neutral}}
|1,500
|[[Corneria]] ([[Battlefield form]])
|N/A
|•Defeat the main fighter to win<br>•Reinforcements will appear during the battle
|{{SSBUMusicLink|Star Fox|Return to Corneria - Star Fox Zero}}
|
|-
|586
|{{SpiritTableName|Salsa|size=64}}
|''EarthBound'' Series
|•{{SSBU|Diddy Kong}} {{Head|Diddy Kong|g=SSBU|s=20px|cl=Blue}}<br>•{{SSBU|Wario}} {{Head|Wario|g=SSBU|s=20px|cl=Red}}
|{{SpiritType|Grab}}
|1,700
|[[Gerudo Valley]] ([[Battlefield form]])
|•Item: [[Banana Peel]]
|•The enemy favors special moves
|{{SSBUMusicLink|EarthBound|Mother 3 Love Theme}}
|
|-
|861
|{{SpiritTableName|Leif (Animal Crossing)|size=64}}
|''Animal Crossing'' Series
|•{{SSBU|Diddy Kong}} {{Head|Diddy Kong|g=SSBU|s=20px|cl=Green}}
|{{SpiritType|Attack}}
|3,500
|{{SSBB|Yoshi's Island}}
|•Item: [[Timer]]
|•The enemy is easily distracted by items
|{{SSBUMusicLink|Animal Crossing|Title Theme - Animal Crossing}}
|
|-
|992
|{{SpiritTableName|Dee Jay|size=64}}
|''Street Fighter'' Series
|•{{SSBU|Diddy Kong}} {{Head|Diddy Kong|g=SSBU|s=20px|cl=White}}×3 (50 HP)
|{{SpiritType|Grab}}
|1,600
|[[Wuhu Island]] (Frisbee Dog Park)
|•Jump Power ↓
|•[[Stamina battle]]<br>•The enemy favors side specials<br>•All fighters have reduced jump power
|{{SSBUMusicLink|Street Fighter|Dee Jay Stage Type B}}
|
|-
|1,139
|{{SpiritTableName|Goku & Chao|customname=[https://nintendo.fandom.com/wiki/Goku Goku] & [https://nintendo.fandom.com/wiki/Chao_(Yūyūki) Chao]|size=64}}
|''Famicom Mukashibanashi'' Series
|•{{SSBU|Diddy Kong}} {{Head|Diddy Kong|g=SSBU|s=20px|cl=White}}<br>•{{SSBU|Villager}} {{Head|Villager|g=SSBU|s=20px|cl=Blue}}
|{{SpiritType|Shield}}
|1,600
|[[Town and City]]
|•Item: [[Golden Hammer]]
|•Reinforcements will appear during the battle<br>•The enemy is easily distracted by items
|{{SSBUMusicLink|Other|Yūyūki Medley}}
|[https://nintendo.fandom.com/wiki/Goku Goku]
|-
|1,239
|{{SpiritTableName|Prince Saruno|size=64}}
|''Tsukutte Utau: Saru Band''
|•{{SSBU|Diddy Kong}} Team {{Head|Diddy Kong|g=SSBU|s=20px|cl=Pink}}×4
|{{SpiritType|Attack}}
|2,000
|[[New Donk City Hall]]
|•Defense ↑<br>•Item: [[Banana Peel]]
|•The enemy has increased defense after a little while
|{{SSBUMusicLink|Other|PERFORMANCE}}
|
|-
|1,338
|{{SpiritTableName|Tooty|size=64}}
|''Banjo-Kazooie'' Series
|•{{SSBU|Diddy Kong}} {{Head|Diddy Kong|g=SSBU|s=20px|cl=Pink}}<br>•{{SSBU|Banjo & Kazooie}} {{Head|Banjo & Kazooie|g=SSBU|s=20px}}
|{{SpiritType|Neutral}}
|3,500
|[[Spiral Mountain]]
|N/A
|•Defeat the main fighter to win<br>•The enemy shields often<br>•Magic attacks aren't as effective against the enemy
|{{SSBUMusicLink|Banjo-Kazooie|Main Theme - Banjo-Kazooie}}
|
|-
|1,369
|{{SpiritTableName|Grookey, Scorbunny, & Sobble|size=64}}
|''Pokémon'' Series
|•{{SSBU|Diddy Kong}} {{Head|Diddy Kong|g=SSBU|s=20px|cl=Green}}<br>•Bunny {{SSBU|Incineroar}} {{Head|Incineroar|g=SSBU|s=20px|cl=White}}<br>•{{SSBU|Squirtle}} {{Head|Squirtle|g=SSBU|s=20px}}
|{{SpiritType|Attack}}
|9,600
|[[Onett]] ([[Battlefield form]])
|N/A
|•The enemy has increased attack power when badly damaged<br>•Reinforcements will appear during the battle<br>•The enemy starts the battle with a [[Lip's Stick]]
|{{SSBUMusicLink|Pokémon|Road to Viridian City - Pokémon Red / Pokémon Blue}}
|{{pkmn|Grookey}}
|}


===As a minion===
To find Diddy Kong, the player must access the Kongo Jungle sub-area reminiscent of the first ''Donkey Kong Coutry'' game, where he's found right at the end.
{|class="wikitable sortable" style="width:100%;"
! colspan=4|Spirit
! colspan=7|Battle parameters
! colspan=1|Inspiration
|-
! style="width:5%;"|No.
! style="width:5%;"|Image
! Name
! Series
! Enemy Fighter(s)
! style="width:5%;"|Type
! style="width:5%;"|Power
! Stage
! Rules
! Conditions
! Music
! Character
|-
|82
|{{SpiritTableName|Barrel Train|size=64}}
|''Mario Kart'' Series
|•{{SSBU|Donkey Kong}} {{Head|Donkey Kong|g=SSBU|s=20px|cl=Black}}<br>•{{SSBU|Diddy Kong}} {{Head|Diddy Kong|g=SSBU|s=20px|cl=Yellow}}
|{{SpiritType|Shield}}
|3,500
|[[Spirit Train]]
|•Item: [[Bullet Bill]]
|•The enemy can deal damage by dashing into you<br>•The enemy has increased attack power<br>•The enemy has increased move speed
|{{SSBUMusicLink|Mario Kart|Rainbow Road - Mario Kart: Double Dash!!}}
|{{s|mariowiki|Diddy Kong}}
|-
|141
|{{SpiritTableName|Funky Kong|size=64}}
|''Donkey Kong'' Series
|•{{SSBU|Captain Falcon}} {{Head|Captain Falcon|g=SSBU|s=20px|cl=Blue}}<br>•{{SSBU|Diddy Kong}} {{Head|Diddy Kong|g=SSBU|s=20px|cl=White}}<br>•{{SSBU|Donkey Kong}} {{Head|Donkey Kong|g=SSBU|s=20px|cl=Yellow}}
|{{SpiritType|Neutral}}
|9,000
|{{SSB|Kongo Jungle}}
|•Item: [[Bullet Bill]]
|•The enemy is easily distracted by items
|{{SSBUMusicLink|Donkey Kong|Funky's Fugue}}
|{{s|mariowiki|Diddy Kong}}
|-
|145
|{{SpiritTableName|Dixie Kong|link=y|size=64}}
|''Donkey Kong'' Series
|•{{SSBU|Isabelle}} {{Head|Isabelle|g=SSBU|s=20px|cl=Pink}}<br>•{{SSBU|Diddy Kong}} {{Head|Diddy Kong|g=SSBU|s=20px|cl=Pink}}
|{{SpiritType|Grab}}
|9,100
|[[Jungle Japes]]
|•Item: [[Banana Peel]]
|•The enemy is easily distracted by items
|{{SSBUMusicLink|Donkey Kong|Swinger Flinger}}
|{{s|mariowiki|Diddy Kong}}
|-
|912
|{{SpiritTableName|Roll Caskett|size=64}}
|''Mega Man Legends'' Series
|•{{SSBU|Isabelle}} {{Head|Isabelle|g=SSBU|s=20px|cl=Red}}<br>•{{SSBU|Diddy Kong}} {{Head|Diddy Kong|g=SSBU|s=20px|cl=White}}
|{{SpiritType|Shield}}
|3,700
|[[Pilotwings]]
|•Item: [[Hocotate Bomb]]
|•Take your strongest team into this no-frills battle
|{{SSBUMusicLink|Other|Light Plane (for 3DS / Wii U)}}
|[https://megaman.fandom.com/wiki/Data Data]
|-
|1,070
|{{SpiritTableName|The Creature & Flea Man|size=64}}
|''Castlevania'' Series
|•Giant {{SSBU|Mii Brawler}} {{Head|Mii Brawler|g=SSBU|s=20px}} (Moveset [[Shot Put|1]][[Suplex|3]][[Thrust Uppercut|3]][[Counter Throw|3]], Hockey Mask, Business Outfit, Low Voice Type 11)<br>•{{SSBU|Diddy Kong}} {{Head|Diddy Kong|g=SSBU|s=20px|cl=Yellow}}
|{{SpiritType|Shield}}
|4,500
|[[Dracula's Castle]] ([[Battlefield form]])
|•Hazard: Zap Floor
|•The floor is electrified<br>•The enemy is giant
|{{SSBUMusicLink|Castlevania|Out of Time}}
|[https://castlevania.fandom.com/wiki/Flea_Man Flea Man]
|-
|1,130
|{{SpiritTableName|Donbe & Hikari|customname=[https://nintendo.fandom.com/wiki/Donbe Donbe] & [https://nintendo.fandom.com/wiki/Hikari Hikari]|size=64}}
|''Famicom Mukashibanashi'' Series
|•{{SSBU|Young Link}} {{Head|Young Link|g=SSBU|s=20px|cl=Cyan}}<br>•{{SSBU|Villager}} {{Head|Villager|g=SSBU|s=20px|cl=Pink}}<br>•{{SSBU|Falco}} {{Head|Falco|g=SSBU|s=20px|cl=Orange}}<br>•{{SSBU|Diddy Kong}} {{Head|Diddy Kong|g=SSBU|s=20px|cl=Blue}}<br>•{{SSBU|Duck Hunt}} {{Head|Duck Hunt|g=SSBU|s=20px|cl=Tan}}
|{{SpiritType|Neutral}}
|3,500
|{{b|Duck Hunt|stage}} (hazards off)
|N/A
|•Defeat an army of fighters
|{{SSBUMusicLink|Other|Shin Onigashima Medley}}
|[https://nintendo.fandom.com/wiki/Shin_Onigashima Matsunosuke]
|-
|1,396
|{{SpiritTableName|Goda|size=64}}
|''River City'' Series
|•{{SSBU|Donkey Kong}} {{Head|Donkey Kong|g=SSBU|s=20px|cl=Green}}<br>•{{SSBU|Diddy Kong}} {{Head|Diddy Kong|g=SSBU|s=20px|cl=Yellow}}
|{{SpiritType|Neutral}}
|2,000
|[[Onett]]
|•Item: Battering Types
|•Defeat the main fighter to win<br>•The enemy's side special has increased power<br>•The enemy favors side specials
|{{SSBUMusicLink|Other|Golden Forest}}
|Godai
|}


==[[Alternate costume (SSBU)#Diddy Kong|Alternate costumes]]==
==[[Alternate costume (SSBU)#Diddy Kong|Alternate costumes]]==
{|style="margin:1em auto 1em auto;text-align:center"
{|style="margin:1em auto 1em auto;text-align:center"
|-
|-
|colspan=8|[[File:Diddy Kong Palette (SSBU).png|link=Palette swap (SSBU)#Diddy Kong|1000px]]
|colspan=8|[[File:Diddy Kong Palette (SSBU).png|link=Palette swap (SSBU)#Mario|1000px]]
|-
|-
|{{Head|Diddy Kong|g=SSBU|s=50px}}
|{{Head|Diddy Kong|g=SSBU|s=50px}}
Line 704: Line 141:
<gallery>
<gallery>
SSBU Diddy Kong Number.png|Diddy Kong's fighter card.
SSBU Diddy Kong Number.png|Diddy Kong's fighter card.
Diddy Kong unlock notice SSBU.jpg|Diddy Kong's unlock notice.
SSBUWebsiteDiddyKong1.jpg|Diddy Kong [[taunting]] on [[Kongo Falls]].
SSBUWebsiteDiddyKong1.jpg|Diddy Kong [[taunting]] on [[Kongo Falls]].
SSBUWebsiteDiddyKong2.jpg|Striking {{SSBU|Kirby}} with [[Monkey Flip]] on [[The Great Cave Offensive]].
SSBUWebsiteDiddyKong2.jpg|Striking {{SSBU|Kirby}} with [[Monkey Flip]] on [[The Great Cave Offensive]].
Line 712: Line 148:
SSBUWebsiteDiddyKong6.jpg|Tossing a {{b|Banana Peel|move}} on [[Great Bay]].
SSBUWebsiteDiddyKong6.jpg|Tossing a {{b|Banana Peel|move}} on [[Great Bay]].
SSBUWebsite16.jpg|Taunting with {{SSBU|Donkey Kong}} on [[Distant Planet]].
SSBUWebsite16.jpg|Taunting with {{SSBU|Donkey Kong}} on [[Distant Planet]].
SSBUWebsiteDonkeyKong3.jpg|Taunting with Donkey Kong on Great Bay, holding a [[Banana Gun]].
SSBUWebsiteDonkeyKong3.jpg|With D.K. on Great Bay.
SSBUWebsiteAlolanExeggutor1.jpg|[[Wall clinging]] onto [[Alolan Exeggutor]] with {{SSBU|Bayonetta}} on [[Big Blue]].
SSBUWebsiteAlolanExeggutor1.jpg|[[Wall clinging]] onto [[Alolan Exeggutor]] with {{SSBU|Bayonetta}} on [[Big Blue]].
SSBUWebsiteMarshadow1.jpg|Diddy Kong and {{SSBU|Lucas}} being attacked by [[Marshadow]] on the [[Bridge of Eldin]].
SSBUWebsiteMarshadow1.jpg|Diddy Kong and {{SSBU|Lucas}} being attacked by [[Marshadow]] on the [[Bridge of Eldin]].
</gallery>
</gallery>


===Fighter Showcase Video===
===Character Showcase Video===
{{#widget:YouTube|id=AjywYr-fuqY}}
<youtube>AjywYr-fuqY</youtube>


==Trivia==
==Trivia==
*Diddy Kong's blog mentions his Final Smash utilizing his popguns. However, his new Final Smash, [[Hyper Rocketbarrel]], no longer utilizes the popguns he wielded like in [[Rocketbarrel Barrage]].
*Diddy Kong's blog mentions his Final Smash utilizing his popguns. However, his new Final Smash, [[Hyper Rocketbarrel]], no longer utilizes the popguns he wielded like in [[Rocketbarrel Barrage]].
*Diddy Kong and {{SSBU|Toon Link}} are the only characters who gain a CPU ally in every round of their Classic Mode (excluding the Bonus Game).
*Barring a few small differences, Diddy Kong's ''Ultimate'' artwork is essentially a mirrored version of his artwork in ''Brawl''.
*Oddly, Diddy Kong's stock icon does not change his fur and skin color to match the costume.
*If Diddy Kong [[air grab]]s an [[Assist Trophy]] and uses {{b|Banana Peel|move}}, he will throw the Assist Trophy and it will be activated, bypassing the otherwise required animation of lifting the item to activate it.<ref>[https://www.youtube.com/watch?v=VWnUQVcEEBw&t=184 It took OVER 5 YEARS for this Glitch to be discovered! [SMASH REVIEW 281<nowiki>]</nowiki>]</ref>
==References==
{{reflist}}


{{SSBUCharacters}}
{{SSBUCharacters}}
{{Donkey Kong universe}}
{{Donkey Kong universe}}
[[Category:Diddy Kong (SSBU)| ]]
[[Category:Diddy Kong (SSBU)| ]]
[[Category:Spirits]]
[[es:Diddy Kong (SSBU)]]

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