Editing Diddy Kong (SSBU)

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|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]]''. 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 #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 once again retains 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==
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*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 7th 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==
==Changes from ''[[Super Smash Bros. 4]]''==
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.
Having been one of the most notorious top tier fighters in early ''[[Super Smash Bros. 4]]'' and remaining a dominant top-tier character throughout the game's lifespan, Diddy Kong was noticeably nerfed in the transition to ''Ultimate''. His staple moves have all been worsened in various ways, hindering his once excellent neutral game; the most notable example is his {{b|Banana Peel|move}}, which cannot be grabbed as quickly due to him releasing it at a higher arc, and although it can now be thrown twice at opponents before disappearing, this also gives them more opportunities to use it against him. Among other examples, [[Monkey Flip]] has more ending lag and gives less distance, [[up aerial]] is harder to hit due to possessing a large blind spot in front of Diddy, and his [[up tilt]] and [[down tilt]], the latter having been previously infamous for easily setting up combos and KO setups into his [[up smash]], have shorter range that makes them harder to take advantage of. Additionally, [[Rocketbarrel Boost]] travels a drastically shorter distance when fully charged, and the charge time itself was reduced by a third, to the point that the difference in distance between the uncharged and fully charged version is now barely notable, significantly worsening his already vulnerable [[recovery]]. Further exacerbating these nerfs, the universal changes hinder Diddy overall, as the more limited [[out of shield]] options and increased lag on [[grab]]s weaken his approach and defensive game with Banana Peel, while the faster knockback physics reduce his [[up throw]]'s combo potential, no longer having reliable combos or KO setups at high percents. Lastly, Diddy's [[weight]] has been lowered, making him even easier to KO.
 
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.
Diddy Kong did receive notable buffs, however. 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 also have reduced lag that increases their combo ability, namely his [[dash attack]], [[up tilt]], [[down aerial]], and [[down throw]], the latter working better as an alternative to his up throw at lower percents. Game updates have further enhanced various aspects of Diddy's moveset: his [[up smash]], [[down smash]], and [[up aerial]] have increased KO power, his [[neutral aerial]] (previously his most situational aerial attack) is considerably more useful due to [[auto-cancel]]ing much earlier and having increased range, and [[Peanut Popgun]] deals more damage with a faster charge speed. However, these buffs do not fully compensate for the nerfs to more crucial aspects of Diddy's moveset.


==Changes from ''[[Super Smash Bros. 4]]''==
Overall, Diddy Kong's nerfs outweigh his buffs, making him worse than his iteration in ''Smash 4''. During ''Ultimate''{{'}}s early metagame, his overall perception has been negative, since notable ''Smash 4'' Diddy Kong players such as {{Sm|MVD}}, {{Sm|Zinoto}} and {{Sm|Nietono}} have dropped him in favor of other characters, and he has suffered from minimal tournament representation. However, recent game updates (most notably version {{SSBU|3.1.0}}) have meaningfully buffed Diddy to a more substantial degree, and {{Sm|ZeRo}} has come back to maining him again; furthermore, Diddy has started to show signs of competitive success thanks to the efforts of {{sm|Dakpo}}, who recently placed 13th at {{Trn|Low Tier City 7}}. As a result, Diddy Kong's viability in the competitive scene remains questionable.
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.  


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.
===Aesthetics===
*{{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.}}
*{{change|Diddy Kong is more expressive, he appears angry in some of his attacks. His hat also appears to be "looser" around his head, popping off slightly while performing many actions.}}
*{{change|Diddy Kong's chest now faces the screen, regardless of whether he is facing left or right. As a result, most of his moves are now mirrored.}}
*{{change|Up taunt has an altered ending animation. Diddy Kong now fixes his hat as it lands crooked on his head.}}


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]].
===Attributes===
*{{buff|Like all characters, Diddy Kong's [[jumpsquat]] animation takes 3 frames to complete (down from 4).}}
*{{buff|Diddy Kong [[run]]s faster (1.824 → 2.006).}}
**{{buff|His 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).}}
*{{buff|Diddy Kong's [[traction]] is much higher (0.0484 → 0.093).}}
*{{change|Diddy Kong is [[weight|lighter]] (93 → 90). This makes him less susceptible to combos at the expense of worse endurance.}}
*{{nerf|Forward [[roll]] grants less [[intangibility]] (frames 4-15 → 4-14) and has more ending lag ([[FAF]] 28 → 29).}}
*{{nerf|Back roll has more ending lag (FAF 28 → 34).}}
*{{buff|[[Spot dodge]] has less ending lag (FAF 26 → 24).}}
*{{nerf|Spot dodge has more startup and grants less intangibility (frame 2-16 → 3-14).}}
*{{buff|[[Air dodge]] grants more intangibility (frames 2-26 → 2-27).}}
*{{nerf|Air dodge has significantly more ending lag (FAF 32 → 45).}}


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.
===Ground attacks===
*[[Neutral attack]]:
**{{buff|The first and second hits have significantly less ending lag (FAF 34 → 20 (hit 1), 37 → 21 (hit 2)), no longer being among the slowest to interrupt.}}
**{{buff|The first and second hits have altered angles (105°/78°/45° (hit 1), 100°/78°/45° (hit 2) → [[361]]°/180°) and knockback (16/18/24 [[set knockback|set]]/100 scaling → 25/20 base/25/15 scaling (hit 1), 20 base/25/15 scaling (hit 2)) to keep opponents on the ground and closer to Diddy Kong, akin to other neutral attacks. This allows them to connect better and [[jab lock]].}}
**{{buff|The first hit transitions into the second hit faster (frame 9 → 6), which transitions into the third hit faster (frame 9 → 7). The third hit also has less startup lag (frame 9 → 5).}}
**{{buff|The first hit can be held for a consecutive jab.}}
**{{change|The infinite portion has been removed; the third hit instead launches at a different angle (90°/85°/60° → 361°) and no longer deals set knockback (25/37 set/100 scaling → 60 base/80 scaling).}}
***{{buff|This makes the neutral attack much more consistent, no longer risking opponents escaping it before the final hit and punishing Diddy Kong. The third hit also has less ending lag compared to the previous neutral infinite's finisher (FAF 39 → 35).}}
***{{nerf|However, the move deals much less damage overall as a result, despite all three hits having their damage values increased (1.2% → 2% (hit 1), 1.2% → 1.5% (hit 2), 2% → 4% (hit 3)). The third hit is also weaker compared to the previous neutral infinite's finisher, no longer KOing under 300% from the center of {{SSBU|Final Destination}}.}}
**{{nerf|All hits have a shorter hitbox duration (2 frames → 1 frame).}}
**{{change|All hits have a higher [[hitlag]] multiplier (1× → 1.6× (hit 1), 1.2× (hit 2), 2× (hit 3)).}}
**{{change|The third hit has an altered animation, being a side kick rather than a back kick.}}
*[[Forward tilt]]:
**{{buff|Forward tilt's arm hitboxes have a longer duration (1 frame → 2 frames), and the hand hitboxes retain full damage for longer before transitioning to sourspots (1 frame → 3 frames), improving the consistency of both the range and damage output of the move.}}
**{{nerf|Forward tilt has more base knockback (10 → 60), but less knockback scaling (100 → 60), and launches at a higher angle (361° → 45°). This increases it safety on hit at low percents, but more drastically reduces its KO potential, and removes its ability to [[lock]].}}
*[[Up tilt]]:
**{{buff|Up tilt has less ending lag (FAF 33 → 30), improving its combo potential.}}
**{{nerf|It has an altered animation where Diddy Kong does not leap as high, decreasing its vertical range. It can no longer hit opponents on the middle platforms in {{SSBU|Battlefield}}.}}
*[[Down tilt]]:
**{{nerf|Down tilt's farthest hitbox is noticeably smaller (4.2u → 3u), reducing its range.}}
***{{change|It is also lower down (Y offset: 2.25 → 1.8).}}
*[[Dash attack]]:
**{{buff|Dash attack has less startup (frame 9/18/24 → 8/16/22) and ending lag (FAF 46 → 41), improving its combo potential.}}
**{{buff|Due to the changes to [[jostle]] mechanics, it can no longer whiff if initiated too close to an opponent.}}
**{{buff|The first and second hits have lower hitlag multipliers (1× → 0.5× (hit 1), 0.8× (hit 2)) and an additional hitbox, as well as different launch angles for aerial opponents, with the second hit's also being larger (3.5u → 4u), allowing the move to connect more reliably.}}
**{{buff|The second and third hits have a longer hitbox duration (1 frame → 2 frames).}}
**{{change|The third hit launches at a slightly higher angle (78° → 83°).}}
*[[Forward smash]]:
**{{buff|The first hit uses different angles (90°/60°/30° → 10°/45°/80°/22° (clean), 0° (late)) and set knockback values (28/35/42 → 20/35/25/42 (clean), 20 (late)), as well as [[weight-independent]] knockback, allowing it to connect more reliably into the second hit.}}
**{{buff|The second hit has one frame less startup (frame 22 → 21).}}
***{{nerf|However, its total duration remains unchanged, giving it one frame more ending lag.}}
*[[Up smash]]:
**{{buff|The first and second hits have received various changes to their angles and set knockback<!--way too many to list all of them here-->, and the second hit uses weight-independent knockback like the first, allowing the move to connect more reliably.}}
**{{buff|The third hit deals more knockback (50 base/129 scaling → 55/131).}}
*[[Down smash]]:
**{{buff|Down smash deals more knockback (40 base/72 scaling → 46/77 (hit 1), 35 base → 38 (hit 2)).}}
**{{buff|The second hit has less startup (frame 16 → 14).}}
***{{nerf|However, it has a shorter hitbox duration (frames 16-18 → frame 14), and the move's total duration remains the same, giving it more ending lag.}}
**{{nerf|Both hits have two hitboxes instead of three, which are smaller (4u/4u/5u → 3.9u/3.3u).}}
**{{nerf|The first hit has more startup (frame 6 → 9).}}


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.
===Aerial attacks===
*{{buff|All aerials have less landing lag (13 frames → 8 (neutral), 26 → 16 (forward), 12 → 7 (back), 21 → 9 (up), 28 → 17 (down)).}}
*[[Neutral aerial]]:
**{{buff|Neutral aerial has regained its much faster [[auto-cancel]] window from ''Brawl'' (frame 59 → 27), allowing it to autocancel in a [[short hop fast fall]] once again.}}
**{{buff|It has noticeably larger hitboxes (2u → 3.5u).}}
*[[Forward aerial]]:
**{{nerf|Forward aerial's late hit has much smaller hitboxes (5u → 2.7u).}}
**{{change|It has an altered animation where Diddy Kong does not spin as much.}}
*[[Up aerial]]:
**{{buff|Up aerial has less ending lag (FAF 39 → 36), matching its ending lag from ''Smash 4'' prior to update [[1.0.8]]. This allows it to combo slightly better into itself.}}
**{{buff|It deals more damage (6% → 7%) with only base knockback compensated (64 → 57), slightly improving its KO potential.}}
**{{nerf|The animation at the beginning of the move has been sped up with its hitbox duration unchanged, creating a blind spot in front of Diddy Kong.}}
*[[Down aerial]]:
**{{buff|Down aerial has less startup (frame 17 → 15), with its total duration reduced as well (FAF 49 → 47).}}
**{{buff|The removal of [[tech]]ing for grounded [[meteor smash]]es improves down aerial's combo potential onstage, compounded further by its reduced landing lag.}}


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.  
===Throws and other attacks===
*[[Grab]]s:
**{{nerf|All grabs have more startup (frame 6 → 7 (standing), 8 → 10 (dash), 9 → 11 (pivot)) and ending lag (FAF 32 → 37 (standing), 39 → 45 (dash), 37 → 40 (pivot)).}}
**{{nerf|All grabs have less range (Z2 offset: 8.3u → 7.8u (standing), 9.9u → 9.5u (dash), 13.9u → 13.6u (pivot)).}}
**{{change|Diddy Kong uses one hand to grab instead of both. He also has a surprised expression if he misses his grab.}}
*[[Pummel]]:
**{{buff|Pummel deals more hitlag (4 frames → 11), but has less startup (frame 2 → 1) and significantly less ending lag (FAF 17 → 7), shortening its effective duration.}}
**{{nerf|It deals less damage (2% → 1%).}}
**{{change|It has an altered animation where Diddy Kong no longer hops off the ground while pummeling.}}
*[[Up throw]]:
**{{nerf|The faster knockback physics hinder up throw's combo potential at high percents, no longer having a KO setup into up aerial unless initiated at the top platform of Battlefield.}}
*[[Down throw]]:
**{{buff|Down throw has less ending lag (FAF 35 → 32), improving its combo potential.}}
*[[Edge attack]]:
**{{buff|Edge attack deals more damage (7% → 9%).}}


{{SSB4 to SSBU changelist|char=Diddy Kong}}
===Special moves===
*[[Peanut Popgun]]:
**{{buff|Peanut Popgun has less startup lag (frame 18 → 16) and charges much faster (frame 120 → 94 (full charge), 123 → 97 (explosion)).}}
***{{nerf|However, its total duration remains unchanged, giving it more ending lag.}}
**{{buff|It has gained a melee hitbox that deals 3%, increasing its utility at point blank range by allowing it to rack up more damage and negate [[reflect]]ors.}}
**{{buff|The peanuts deal more damage (3.6%-12% → 4.8%-13.8%).}}
**{{change|Diddy Kong's animation for Peanut Popgun is mirrored, and he can fire with either his left or right hand.}}
**{{change|Peanuts bounce once upon hitting the ground, and float upwards before exploding upon hitting an opponent, although these animations are only aesthetic.}}
*[[Monkey Flip]]:
**{{buff|Monkey Flip has less startup lag (frame 20 → 18).}}
**{{buff|The grab has more horizontal range (Z offset: 3u/2u → 4.5u/4u).}}
**{{nerf|It has more ending lag (FAF 44 → 48).}}
**{{nerf|It travels a slightly shorter distance.}}
**{{change|The grab's automatic pummel has Diddy Kong repeatedly scratch the opponent instead of simply latching onto them.}}
*[[Rocketbarrel Boost]]:
**{{buff|Rocketbarrel Boost's clean hit has larger hitboxes (3.5u → 4u).}}
**{{buff|It grants slightly more distance when uncharged.}}
**{{nerf|Its maximum charge time has been significantly reduced (90 frames → 60), to the point the fully charged version barely grants more distance than the uncharged version if used while falling, greatly hindering Diddy Kong's recovery.}}
*{{b|Banana Peel|move}}:
**{{nerf|Diddy Kong throws the Banana Peel in a higher arc, causing it to take longer to pick up afterwards.}}
**{{change|The Banana Peel can hit opponents twice before disappearing rather than only once, bouncing off in a high arc on the first hit. This allows Diddy Kong to pick it up and throw it again, but shielding opponents can likewise punish Diddy Kong and steal the Banana Peel, leaving him more disadvantaged.}}
**{{change|The move has a snappier animation.}}
*[[Final Smash]]:
**{{change|Diddy Kong has a new Final Smash, [[Hyper Rocketbarrel]], which functions differently from [[Rocketbarrel Barrage]]. Diddy Kong 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.}}


==Update history==
==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.
Diddy Kong has been significantly buffed in game updates.
 
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}}'''
'''{{GameIcon|ssbu}} {{SSBU|2.0.0}}'''
{{UpdateList (SSBU)/2.0.0|char=Diddy Kong}}
*{{buff|Neutral aerial auto-cancels earlier (frame 50 → 27), allowing it to autocancel in a [[short hop fast fall]].}}
*{{bugfix|Monkey Flip release glitch has been fixed.}}


'''{{GameIcon|ssbu}} {{SSBU|3.0.0}}'''
'''{{GameIcon|ssbu}} {{SSBU|3.0.0}}'''
{{UpdateList (SSBU)/3.0.0|char=Diddy Kong}}
*{{buff|Dash attack has less startup lag (frame 9/18/24 → 8/16/22), with its total duration reduced as well (FAF 43 → 41).}}
**{{nerf|However, due to a [[frame speed multiplier]] being used, the first hit has a shorter hitbox duration (frames 8-9 → 8).}}
*{{buff|Forward tilt has a longer hitbox duration (frame 10 (clean)/11-13 (late) → 10-12/13-14).}}
*{{buff|Down smash deals more knockback (40 base/72 scaling → 46/77 (hit 1), 35 base → 38 (hit 2)).}}
*{{buff|Neutral aerial has increased range.}}
*{{buff|Up aerial deals more damage (6% → 7%) with only base knockback compensated (64 → 57), slightly improving its KO potential.}}


'''{{GameIcon|ssbu}} {{SSBU|3.1.0}}'''
'''{{GameIcon|ssbu}} {{SSBU|3.1.0}}'''
{{UpdateList (SSBU)/3.1.0|char=Diddy Kong}}
*{{buff|Neutral attack's second hit has more range (Z offset: 9.8u → 11.3u) and a new hitbox that launches opponents towards Diddy Kong (361° → 180°), allowing the move to connect more reliably.}}
*{{change|Dash attack's final hit sends at a slightly more vertical angle (78° → 83°).}}
*{{buff|Up smash's hits connect more reliably.}}
*{{buff|Up smash's final hit deals more knockback (50 base/129 scaling → 55/131).}}
*{{buff|Up aerial has less ending (FAF 37 → 36) and landing lag (13 frames → 9).}}
*{{buff|Down aerial has less startup lag (frame 17 → 15), with its total duration reduced as well (FAF 49 → 47).}}
*{{buff|Peanut Popgun's peanuts deal more base damage (3.3% → 4.8%) and charge much faster (frame 120 → 94 (full charge), 123 → 97 (explosion)).}}
**{{nerf|However, they deal less damage at full charge (15% → 13.8%).}}
*{{buff|Diddy Kong falls slower while charging Rocketbarrel Boost. This only applies for the first charge; Diddy will not stall using it repeatedly without landing.}}
*{{buff|Rocketbarrel Boost travels more vertical distance when charged.}}
*{{buff|Hyper Rocketbarrel's explosion and jet at the start deal more damage.}}
*{{nerf|Hyper Rocketbarrel's tackle deals less damage.}}
*{{nerf|Hyper Rocketbarrel's final tackle launches opponents at lower percentages less reliably.}}


'''{{GameIcon|ssbu}} {{SSBU|4.0.0}}'''
'''{{GameIcon|ssbu}} {{SSBU|4.0.0}}'''
{{UpdateList (SSBU)/4.0.0|char=Diddy Kong}}
*{{bugfix|The glitch that resulted Rocketbarrel Boost to disappear instantaneous when hit by a certain move (ex. {{SSBU|Palutena}}'s neutral aerial) during the release has been fixed.}}
 
'''{{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==
==Moveset==
*Diddy Kong can [[Crawling|crawl]], [[wall cling]], and [[wall jump]].
*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
{{MovesetTable
|game=SSBU
|game=SSBU
|neutralcount=3
|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}})
|neutralname=&nbsp;
|neutral1dmg=2%
|neutral1dmg=2%
|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 side kick. 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=&nbsp;
|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. Can be angled upwards or downwards.
|utiltname=Overhead Slap ({{ja|オーバーヘッドスラップ|Ōbāheddo Surappu}})
|utiltname=&nbsp;
|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.
|dtiltname=Hand Clap ({{ja|ハンドクラップ|Hando Kurappu}})
|dtiltname=Hand Clap
|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 percentage, including down tilt to up smash as a notorious KO confirm.
|dashname=Rolling Slap ({{ja|ローリングスラップ|Rōringu Surappu}})
|dashname=&nbsp;
|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=&nbsp;
|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 killing power. However, it is easily punished if missed. 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=&nbsp;
|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.
|dsmashname=Turning Leg ({{ja|ターニングレッグ|Tāningu Reggu}})
|dsmashname=&nbsp;
|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 [https://en.wikipedia.org/wiki/Flare_(acrobatic_move) flare], kicking in front and then behind himself.
|nairname=Diddy Roll ({{ja|ディディーロール|Didī Rōru}})
|nairname=&nbsp;
|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 deals a low amount of vertical knockback, which can lead to potential [[footstool_jump|footstools]] or aerial follow ups (though due to changes regarding footstooling, it is no longer an always-guaranteed option), giving it usage as a combo extender.
|fairname=Screw Kick ({{ja|スクリューキック|Sukuryū Kikku}})
|fairname=Screw Kick
|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.
|bairname=Quick Backspin ({{ja|クイックバックスピン|Kuikki Bakkusupin}})
|bairname=&nbsp;
|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.
|uairname=Turn Kick ({{ja|ターンキック|Tān Kikku}})
|uairname=&nbsp;
|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) but the animation is faster with its duration unchanged, causing it to have a blindspot in front of Diddy.  
|dairname=Hammer Meteor Knuckle ({{ja|ハンマーメテオナックル|Hanmā Meteo Nakkuru}})
|dairname=&nbsp;
|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 axe-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 you input the move shortly before touching the ground. It can also jab lock opponents at low percent ranges.
|grabname=Grab ({{ja|つかみ|Tsukami}})
|grabname=&nbsp;
|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=&nbsp;
|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=
|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]].  
|bthrowname=Back Rock Throw ({{ja|バックロックスルー|Bakku Rokku Surū}})
|bthrowname=
|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 backwards. Diddy Kong's strongest and most damaging throw, KOing middleweights around 130%.
|uthrowname=Grab Kick ({{ja|グラブキック|Gurabu Kikku}})
|uthrowname=
|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.
|dthrowname=Leap Frog ({{ja|リープフロッグ|Rīpu Furoggu}})
|dthrowname=
|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. Can lead into aerial attacks from low to mid percent ranges
|floorfname=&nbsp;
|floorfname=&nbsp;
|floorfdmg=7%
|floorfdmg=7%
|floorfdesc=Gets up and kicks on both sides.
|floorfdesc=Diddy Kong gets up and kicks on both sides.
|floorbname=&nbsp;
|floorbname=&nbsp;
|floorbdmg=7%
|floorbdmg=7%
|floorbdesc=Gets up and kicks on both sides.
|floorbdesc=Diddy Kong gets up and kicks on both sides.
|floortname=&nbsp;
|floortname=&nbsp;
|floortdmg=5%
|floortdmg=5%
|floortdesc=Gets up and kicks on both sides.
|floortdesc=Diddy Kong gets up and kicks on both sides.
|edgename=&nbsp;
|edgename=&nbsp;
|edgedmg=9%
|edgedmg=9%
Line 167: Line 257:
|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 afterwards.
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 midair 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 them 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.  
|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 rocketbarrel 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 rocketbarrels 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.
|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 kills, 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=0.5% (startup loop), 2.5% (per collision), 20% (final hit), 15% (collateral final hit), 10% (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, dealing 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.
}}
}}
===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===
{{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]]===
===[[On-screen appearance]]===
*Bursts out of a [[DK Barrel]] and claps his hands above his head.
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===
===[[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}}.
*'''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.
*'''Side taunt''': Does a playful fighter's stance, trying to assert his dominance.
*'''Down taunt''': Claps his hands above his head four times, switching feet in the process.
*'''Down taunt''': Claps his hands above his head four times, switching feet in the process..
<gallery>
<gallery>
SSBUDiddyKongTaunt1.gif|Diddy Kong's up taunt.
SSBUDiddyKongTaunt1.gif|Diddy Kong's up taunt.
Line 231: Line 286:


===[[Idle pose]]s===
===[[Idle pose]]s===
*Scratches his rear, gets down on all fours, and shakes his fur.
*Scratches his rump, gets down on all fours, and shakes his fur.
*Joyfully jumps in place twice.
*Jumps in place twice.
<gallery>
<gallery>
SSBUDiddyKongIdle1.gif|Diddy Kong's first idle pose.
SSBUDiddyKongIdle1.gif|Diddy Kong's first idle pose
SSBUDiddyKongIdle2.gif|Diddy Kong's second idle pose.
SSBUDiddyKongIdle2.gif|Diddy Kong's second idle pose
</gallery>
</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===
===[[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.
*'''Left:''' Shoots the air with his Peanut Popguns, rolls towards the camera, and fires one more shot.
*'''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.
*'''Up:''' Spins with his Rocket Barrels then faces the screen, dancing with hands on his head and chin.
*'''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.
*'''Right:''' Does a small dance, then holds still in a breakdance-like pose, clapping his feet together.
[[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.]]
[[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.]]
<gallery>
<gallery>
Line 286: Line 304:
</gallery>
</gallery>


==In [[competitive play]]==
==In competitive play==
===Most historically significant players===
===Notable players===
<!--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 -->
<!--If you are planning to add a player you consider to be notable, please provide tournament results in some shape or form in the edit summary (be it a link to a results thread or bracket of placing high in a tournament of other notable players or a video of them beating a notable player). Winning tournaments without notable players present is generally not enough to warrant a spot.-->
 
''Any number following the Smasher name indicates placement on the [[Spring 2019 PGRU]], which recognizes the official top 50 players in the world in [[Super Smash Bros. Ultimate]] from February 1st, 2019 to July 7th, 2019.''
''See also: [[:Category:Diddy Kong players (SSBU)]]''
*{{Sm|Dakpo|USA}} - One of the best Diddy Kong players in the world. Placed 13th at {{Trn|Low Tier City 7}}, 17th at {{Trn|Ultimatum}} and 25th at {{Trn|Mainstage}}.
 
*{{Sm|JJROCKETS|South Korea}} - The best Diddy Kong player in South Korea. Placed 1st at both {{Trn|Gamebookr's Mid-Year Smash Tournament}} and {{Trn|REV Major 2019}}, and 9th at {{Trn|Uprising 2019}}.
*{{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}}.
*{{Sm|Legit|USA}} - One of the best Diddy Kong players in the world. Placed 3rd at {{Trn|Pre-Genesix}}, 13th at {{Trn|Super Splat Bros}}, 33rd at {{Trn|2GG: Prime Saga}}, and 49th at {{Trn|GENESIS 6}}.
*{{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}}.
*{{Sm|NameLess|USA}} - Placed 4th at {{Trn|Be Mine?}} and 9th at {{Trn|Overextend}}. Ranked 6th on the [[Minnesota Power Rankings#Super Smash Bros. Ultimate|Minnesota Ultimate Power Rankings]].
*{{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.
*{{Sm|Rivers|USA}} (#18) - The best {{SSBU|Chrom}} player in the world with a strong Diddy Kong secondary. Placed 13th at {{Trn|2GG: SwitchFest 2019}} with a win over {{Sm|HIKARU}}.
*{{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.
*{{Sm|Zinoto|USA}} - Placed 2nd at {{Trn|Guardian I}}, 3rd at {{Trn|Climax 3}}, and 25th at {{Trn|Frostbite 2019}} using Diddy Kong as one of his characters.
*{{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.
 
===Tier placement and history===
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.
 
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.


=={{SSBU|Classic Mode}}: Hey, Little Buddy!==
=={{SSBU|Classic Mode}}: Hey, Little Buddy!==
[[File:SSBU Congratulations Diddy Kong.png|thumb|Diddy Kong's congratulations screen.]]
[[File:SSBU Congratulations Diddy Kong.png|thumb|right|Diddy Kong's congratulations screen.]]
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}}''.
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 ''{{s|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}} {{Head|Bowser|g=SSBU|s=20px}} and {{SSBU|Bowser Jr.}} {{Head|Bowser Jr.|g=SSBU|s=20px}}||[[Princess Peach's Castle]]||''{{SSBUMusicLink|Super Mario Bros.|King Bowser - Super Mario Bros. 3}}''||{{SSBU|Mario}} {{Head|Mario|g=SSBU|s=20px}} 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||{{SSBU|Ridley}} {{Head|Ridley|g=SSBU|s=20px|cl=Meta}} and {{SSBU|Dark Samus}} {{Head|Dark Samus|g=SSBU|s=20px}}||[[Norfair]]||''{{SSBUMusicLink|Metroid|Nemesis Ridley}}''||{{SSBU|Zero Suit Samus}} {{Head|Zero Suit Samus|g=SSBU|s=20px}} 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}} {{Head|Ganondorf|g=SSBU|s=20px}}||[[Unova Pokémon League]] ([[Battlefield form]])||''{{SSBUMusicLink|The Legend of Zelda|Death Mountain}}''||{{SSBU|Zelda}} {{Head|Zelda|g=SSBU|s=20px}} 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}} {{Head|Mewtwo|g=SSBU|s=20px}}||[[Spear Pillar]]||''{{SSBUMusicLink|Pokémon|Battle! (Dialga/Palkia) / Spear Pillar}}''||{{SSBU|Pokémon Trainer}} {{Head|Pokémon Trainer|g=SSBU|s=20px}} 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}} {{Head|King Dedede|g=SSBU|s=20px}} and {{SSBU|Meta Knight}} {{Head|Meta Knight|g=SSBU|s=20px}}||[[Fountain of Dreams]]||''{{SSBUMusicLink|Kirby|King Dedede's Theme (Brawl)}}''||{{SSBU|Kirby}} {{Head|Kirby|g=SSBU|s=20px}} 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}} {{Head|King K. Rool|g=SSBU|s=20px}}||[[Jungle Japes]]||''{{SSBUMusicLink|Donkey Kong|King K. Rool / Ship Deck 2}}''||{{SSBU|Donkey Kong}} {{Head|Donkey Kong|g=SSBU|s=20px}} 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}}||''{{SSBUMusicLink|Super Smash Bros.|Master Hand / Crazy Hand}}''||Donkey Kong {{Head|Donkey Kong|g=SSBU|s=20px}} is a CPU ally.
|}
|}


Line 334: Line 346:
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.
To find Diddy Kong, the player must access the [[DK Island (Adventure Mode)|Kongo Jungle sub-area]] reminiscent of the first ''Donkey Kong Country'' game, where he's found right at the end.
{{clrl}}
{{clrl}}


===Fighter Battle===
===Fighter Battle===
{|class="wikitable" style="width:100%;"
{|class="wikitable sortable" style="width:100%;"
|-
|-
!style="width:5%;"|No.
! style="width:5%;"|No.
!style="width:5%;"|Image
! style="width:5%;"|Image
!Name
! Name
!Type
! Type
!Power
! Power
!Stage
! Stage
!Music
! Music
|-
|-
|36
| 36
|[[File:Diddy Kong SSBU.png|center|64x64px]]
| [[File:Diddy Kong SSBU.png|center|108x108px]]
|Diddy Kong
| {{SSBU|Diddy Kong}}
|{{SpiritType|Grab}} <center>{{color|#17ba17|Grab}}</center>
| {{color|#17ba17|Grab}}
|9,000
| 9,000
|{{SSB|Kongo Jungle}} ([[Ω form]])
| [[Kongo Jungle]] ([[Ω form]])
|''{{SSBUMusicLink|Donkey Kong|Stickerbush Symphony}}''
| ''{{SSBUMusicLink|Donkey Kong|Stickerbush Symphony}}''
|}
|}
{{clr}}
{{-}}


==[[Spirit]]==
==[[Spirit]]s==
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''.
Diddy Kong's Fighter Spirit can be obtained by completing [[Classic Mode]]. It is also available periodically for purchase in the shop for 500 coins. 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. Each Fighter Spirit has an alternate version that replaces them with their artwork in ''Ultimate''.


<center>
<center>
<gallery>
<gallery>
SSBU spirit Diddy Kong.png|135. '''''Diddy Kong'''''
Spirits diddy kong.png|135. '''''Diddy Kong'''''
</gallery>
</gallery>
</center>
</center>


==In Spirit Battles==
==In Spirit battles==
===As the main opponent===
===As the main opponent===
{|class="wikitable sortable" style="width:100%;"
{|class="wikitable sortable" style="width:100%;"
|-
! colspan=4|Spirit
! colspan=4|Spirit
! colspan=7|Battle parameters
! colspan=7|Battle parameters
! colspan=1|Inspiration
|-
|-
! style="width:5%;"|No.
! style="width:5%;"|No.
Line 387: Line 399:
! Conditions
! Conditions
! Music
! Music
! Character
|-
|-
|147
|147
|{{SpiritTableName|Lanky Kong|size=64}}
|[[File:Lanky Kong Spirit.png|center|64x64px]]
|''Donkey Kong'' Series
|{{anchor|Lanky Kong}}Lanky Kong
|•{{SSBU|Diddy Kong}} Team {{Head|Diddy Kong|g=SSBU|s=20px|cl=Blue}}×6
|''Donkey Kong series''
|{{SpiritType|Grab}}
|•{{SSBU|Diddy Kong}} Team {{Head|Diddy Kong|g=SSBU|s=20px|cl=Blue}} (x6)
|[[File:SpiritTypeGrab.png|20px|center|Grab]]
|3,900
|3,900
|[[Kongo Falls]]
|[[Kongo Falls]]
Line 399: Line 411:
|•The enemy is easily distracted by items<br>•Defeat an army of fighters
|•The enemy is easily distracted by items<br>•Defeat an army of fighters
|{{SSBUMusicLink|Donkey Kong|DK Rap}}
|{{SSBUMusicLink|Donkey Kong|DK Rap}}
|
|-
|-
|148
|148
|{{SpiritTableName|Tiny Kong|size=64}}
|[[File:Tiny Kong.png|center|64x64px]]
|''Donkey Kong'' Series
|{{anchor|Tiny Kong}}Tiny Kong
|''Donkey Kong series''
|•{{SSBU|Diddy Kong}} {{Head|Diddy Kong|g=SSBU|s=20px|cl=Blue}}
|•{{SSBU|Diddy Kong}} {{Head|Diddy Kong|g=SSBU|s=20px|cl=Blue}}
|{{SpiritType|Grab}}
|[[File:SpiritTypeGrab.png|20px|center|Grab]]
|9,500
|9,500
|[[Jungle Japes]]
|[[Jungle Japes]]
|•Tiny<br>•Hazard: Low Gravity<br>•Hazard: Heavy Wind
|•Tiny<br>•Hazard: Low Gravity<br>•Hazard: Heavy Wind
|•Dangerously high winds are in effect<br>•Timed battle (1:00)<br>•Gravity is reduced
|•Dangerously high winds are in effect<br>•Timed battle<br>•Gravity is reduced
|{{SSBUMusicLink|Donkey Kong|DK Rap}}
|{{SSBUMusicLink|Donkey Kong|DK Rap}}
|
|-
|-
|155
|155
|{{SpiritTableName|Squitter|size=64}}
|[[File:Squitter the Spider.png|center|64x64px]]
|''Donkey Kong'' Series
|{{anchor|Squitter}}Squitter
|''Donkey Kong series''
|•{{SSBU|Diddy Kong}} {{Head|Diddy Kong|g=SSBU|s=20px|cl=Pink}}
|•{{SSBU|Diddy Kong}} {{Head|Diddy Kong|g=SSBU|s=20px|cl=Pink}}
|{{SpiritType|Grab}}
|[[File:SpiritTypeGrab.png|20px|center|Grab]]
|3,600
|3,600
|[[Jungle Japes]]
|[[Jungle Japes]]
Line 423: Line 435:
|•You have reduced move speed
|•You have reduced move speed
|{{SSBUMusicLink|Donkey Kong|Ice Cave Chant}}
|{{SSBUMusicLink|Donkey Kong|Ice Cave Chant}}
|
|-
|-
|165
|165
|{{SpiritTableName|Tiki Tak Tribe|size=64}}
|[[File:TikiTak.PNG|center|64x64px]]
|''Donkey Kong'' Series
|{{anchor|Tiki Tak Tribe}}Tiki Tak Tribe
|•{{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}}
|''Donkey Kong series''
|{{SpiritType|Neutral}}
|•{{SSBU|Diddy Kong}} Team (x4) ({{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}}
|[[File:SpiritTypeNeutral.png|20px|center|Neutral]]
|1,700
|1,700
|[[Kongo Falls]]
|[[Kongo Falls]]
Line 435: Line 447:
|•Take your strongest team into this no-frills battle
|•Take your strongest team into this no-frills battle
|{{SSBUMusicLink|Donkey Kong|Jungle Hijinxs}}
|{{SSBUMusicLink|Donkey Kong|Jungle Hijinxs}}
|
|-
|-
|179
|179
|{{SpiritTableName|Octorok|size=64}}
|[[File:Octorok.png|center|64x64px]]
|''The Legend of Zelda'' Series
|{{anchor|Octorok}}Octorok
|•{{SSBU|Diddy Kong}} Team {{Head|Diddy Kong|g=SSBU|s=20px|cl=Green}}×4
|''The Legend of Zelda series''
|{{SpiritType|Grab}}
|•{{SSBU|Diddy Kong}} Team {{Head|Diddy Kong|g=SSBU|s=20px|cl=Green}} (×4)
|[[File:SpiritTypeGrab.png|20px|center|Grab]]
|1,800
|1,800
|[[Great Bay]]
|[[Great Bay]]
Line 447: Line 459:
|•The enemy's neutral special has increased power<br>•The enemy favors neutral specials
|•The enemy's neutral special has increased power<br>•The enemy favors neutral specials
|{{SSBUMusicLink|The Legend of Zelda|Termina Field}}
|{{SSBUMusicLink|The Legend of Zelda|Termina Field}}
|
|-
|-
|207
|207
|{{SpiritTableName|Deku Link|size=64}}
|[[File:Deku Link.png|center|64x64px]]
|''The Legend of Zelda'' Series
|{{anchor|Deku Link}}Deku Link
|''The Legend of Zelda series''
|•{{SSBU|Diddy Kong}} {{Head|Diddy Kong|g=SSBU|s=20px|cl=Green}}
|•{{SSBU|Diddy Kong}} {{Head|Diddy Kong|g=SSBU|s=20px|cl=Green}}
|{{SpiritType|Grab}}
|[[File:SpiritTypeGrab.png|20px|center|Grab]]
|3,700
|3,700
|[[Distant Planet]] ([[Battlefield form]])
|[[Distant Planet]] ([[Battlefield form]])
Line 459: Line 471:
|•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
|•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}}
|{{SSBUMusicLink|The Legend of Zelda|Saria's Theme}}
|
|-
|-
|320
|320
|{{SpiritTableName|Ukiki|size=64}}
|[[File:Ukiki Spirit.png|center|64x64px]]
|''Yoshi'' Series
|{{anchor|Ukiki}}Ukiki
|•{{SSBU|Diddy Kong}} Team {{Head|Diddy Kong|g=SSBU|s=20px|cl=Pink}}×4
|''Yoshi series''
|{{SpiritType|Grab}}
|•{{SSBU|Diddy Kong}} Team {{Head|Diddy Kong|g=SSBU|s=20px|cl=Pink}} (×4)
|[[File:SpiritTypeGrab.png|20px|center|Grab]]
|2,000
|2,000
|[[Yoshi's Story]]
|[[Yoshi's Story]]
Line 471: Line 483:
|•The enemy becomes more powerful after eating
|•The enemy becomes more powerful after eating
|{{SSBUMusicLink|Yoshi|Obstacle Course - Yoshi's Island}}
|{{SSBUMusicLink|Yoshi|Obstacle Course - Yoshi's Island}}
|
|-
|-
|397
|397
|{{SpiritTableName|Andrew Oikonny|link=y|size=64}}
|[[File:Andrew Oikonny spirit.png|center|64x64px]]
|''Star Fox'' Series
|{{anchor|Andrew Oikonny}}[[Andrew Oikonny]]
|''Star Fox series''
|•{{SSBU|Diddy Kong}} {{Head|Diddy Kong|g=SSBU|s=20px|cl=White}}
|•{{SSBU|Diddy Kong}} {{Head|Diddy Kong|g=SSBU|s=20px|cl=White}}
|{{SpiritType|Grab}}
|[[File:SpiritTypeGrab.png|20px|center|Grab]]
|1,700
|1,700
|[[Corneria]]
|[[Corneria]]
Line 483: Line 495:
|•The enemy has increased attack power when the enemy's at high damage
|•The enemy has increased attack power when the enemy's at high damage
|{{SSBUMusicLink|Star Fox|Star Wolf (Brawl)}}
|{{SSBUMusicLink|Star Fox|Star Wolf (Brawl)}}
|
|-
|-
|406
|406
|{{SpiritTableName|Dash Bowman|iw=lylatwiki|size=64}}
|{{anchor|Dash Bowman}}[[File:DashBowman.png|center|64x64px]]
|''Star Fox'' Series
|{{anchor|Dash Bowman}}{{s|lylatwiki|Dash Bowman}}
|''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}}
|•{{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}}
|[[File:SpiritTypeNeutral.png|20px|center|Neutral]]
|1,500
|1,500
|[[Corneria]] ([[Battlefield form]])
|[[Corneria]] ([[Battlefield form]])
Line 495: Line 507:
|•Defeat the main fighter to win<br>•Reinforcements will appear during the battle
|•Defeat the main fighter to win<br>•Reinforcements will appear during the battle
|{{SSBUMusicLink|Star Fox|Return to Corneria - Star Fox Zero}}
|{{SSBUMusicLink|Star Fox|Return to Corneria - Star Fox Zero}}
|
|-
|-
|586
|586
|{{SpiritTableName|Salsa|size=64}}
|[[File:Salsa Spirit.png|center|64x64px]]
|''EarthBound'' Series
|Salsa
|•{{SSBU|Diddy Kong}} {{Head|Diddy Kong|g=SSBU|s=20px|cl=Blue}}<br>•{{SSBU|Wario}} {{Head|Wario|g=SSBU|s=20px|cl=Red}}
|''Earthbound series''
|{{SpiritType|Grab}}
|•{{SSBU|Diddy Kong}} {{Head|Diddy Kong|g=SSBU|s=20px|cl=Blue}}<br>•{{SSBU|Wario}} {{Head|Wario|g=SSBU|s=20px|cl=ClassicRed}}
|[[File:SpiritTypeGrab.png|20px|center|Grab]]
|1,700
|1,700
|[[Gerudo Valley]] ([[Battlefield form]])
|[[Gerudo Valley]] ([[Battlefield form]])
Line 507: Line 519:
|•The enemy favors special moves
|•The enemy favors special moves
|{{SSBUMusicLink|EarthBound|Mother 3 Love Theme}}
|{{SSBUMusicLink|EarthBound|Mother 3 Love Theme}}
|
|-
|-
|861
|861
|{{SpiritTableName|Leif (Animal Crossing)|size=64}}
|[[File:Leif.png|center|64x64px]]
|''Animal Crossing'' Series
|Leif (Animal Crossing)
|''Animal Crossing series''
|•{{SSBU|Diddy Kong}} {{Head|Diddy Kong|g=SSBU|s=20px|cl=Green}}
|•{{SSBU|Diddy Kong}} {{Head|Diddy Kong|g=SSBU|s=20px|cl=Green}}
|{{SpiritType|Attack}}
|[[File:SpiritTypeAttack.png|20px|center|Attack]]
|3,500
|3,500
|{{SSBB|Yoshi's Island}}
|{{SSBB|Yoshi's Island}}
Line 519: Line 531:
|•The enemy is easily distracted by items
|•The enemy is easily distracted by items
|{{SSBUMusicLink|Animal Crossing|Title Theme - Animal Crossing}}
|{{SSBUMusicLink|Animal Crossing|Title Theme - Animal Crossing}}
|
|-
|-
|992
|992
|{{SpiritTableName|Dee Jay|size=64}}
|[[File:Dee Jay Spirit.png|center|64x64px]]
|''Street Fighter'' Series
|Dee Jay
|•{{SSBU|Diddy Kong}} {{Head|Diddy Kong|g=SSBU|s=20px|cl=White}}×3 (50 HP)
|''Street Fighter series''
|{{SpiritType|Grab}}
|•{{SSBU|Diddy Kong}} {{Head|Diddy Kong|g=SSBU|s=20px|cl=White}} (x3)
|[[File:SpiritTypeGrab.png|20px|center|Grab]]
|1,600
|1,600
|[[Wuhu Island]] (Frisbee Dog Park)
|[[Wuhu Island]] (Frisbee Dog Park)
Line 531: Line 543:
|•[[Stamina battle]]<br>•The enemy favors side specials<br>•All fighters have reduced 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}}
|{{SSBUMusicLink|Street Fighter|Dee Jay Stage Type B}}
|
|-
|-
|1,139
|1,139
|{{SpiritTableName|Goku & Chao|customname=[https://nintendo.fandom.com/wiki/Goku Goku] & [https://nintendo.fandom.com/wiki/Chao_(Yūyūki) Chao]|size=64}}
|{{anchor|Goku & Chao}}[[File:Goku & Chao.png|center|64x64px]]
|''Famicom Mukashibanashi'' Series
|Goku & Chao
|''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}}
|•{{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}}
|[[File:SpiritTypeShield.png|20px|center|Shield]]
|1,600
|1,600
|[[Town and City]]
|[[Town and City]]
|•Item: [[Golden Hammer]]
|•Item: [[Golden Hammer]]
|•Reinforcements will appear during the battle<br>•The enemy is easily distracted by items
|•Reinforcements will appear during the battle<br>•The enemy is easily distracted by items
|{{SSBUMusicLink|Other|Yūyūki Medley}}
|{{SSBUMusicLink|Nintendo|Yūyūki Medley}}
|[https://nintendo.fandom.com/wiki/Goku Goku]
|-
|-
|1,239
|1,239
|{{SpiritTableName|Prince Saruno|size=64}}
|{{anchor|Prince Saruno}}[[File:Prince Saruno Spirit.png|center|64x64px]]
|Prince Saruno
|''Tsukutte Utau: Saru Band''
|''Tsukutte Utau: Saru Band''
|•{{SSBU|Diddy Kong}} Team {{Head|Diddy Kong|g=SSBU|s=20px|cl=Pink}}×4
|•{{SSBU|Diddy Kong}} Team {{Head|Diddy Kong|g=SSBU|s=20px|cl=Pink}} (×4)
|{{SpiritType|Attack}}
|[[File:SpiritTypeAttack.png|20px|center|Attack]]
|2,000
|2,000
|[[New Donk City Hall]]
|[[New Donk City Hall]]
|•Defense ↑<br>•Item: [[Banana Peel]]
|•Defense ↑<br>•Item: [[Banana Peel]]
|•The enemy has increased defense after a little while
|•The enemy has increased defense after a little while
|{{SSBUMusicLink|Other|PERFORMANCE}}
|{{SSBUMusicLink|Nintendo|PERFORMANCE}}
|
|-
|-
|1,338
|1,338
|{{SpiritTableName|Tooty|size=64}}
|{{anchor|Tooty}}[[File:Tooty Spirit.png|center|64x64px]]
|''Banjo-Kazooie'' Series
|Tooty
|''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}}
|•{{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}}
|[[File:SpiritTypeNeutral.png|20px|center|Neutral]]
|3,500
|3,500
|[[Spiral Mountain]]
|[[Spiral Mountain]]
Line 567: Line 579:
|•Defeat the main fighter to win<br>•The enemy shields often<br>•Magic attacks aren't as effective against the enemy
|•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}}
|{{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===
===As a minion===
{|class="wikitable sortable" style="width:100%;"
{|class="wikitable sortable" style="width:100%;"
|-
! colspan=4|Spirit
! colspan=4|Spirit
! colspan=7|Battle parameters
! colspan=7|Battle parameters
Line 602: Line 602:
|-
|-
|82
|82
|{{SpiritTableName|Barrel Train|size=64}}
|[[File:Barrel Train Spirit.png|center|64x64px]]
|''Mario Kart'' Series
|{{anchor|Barrel Train}}Barrel Train
|''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}}
|•{{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}}
|[[File:SpiritTypeShield.png|20px|center|Shield]]
|3,500
|3,500
|[[Spirit Train]]
|[[Spirit Train]]
|•Item: [[Bullet Bill]]
|•Item: {{b|Bullet Bill|item}}
|•The enemy can deal damage by dashing into you<br>•The enemy has increased attack power<br>•The enemy has increased move speed
|•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!!}}
|{{SSBUMusicLink|Mario Kart|Rainbow Road - Mario Kart: Double Dash!!}}
Line 614: Line 615:
|-
|-
|141
|141
|{{SpiritTableName|Funky Kong|size=64}}
|[[File:Funky Kong Spirit.png|center|64x64px]]
|''Donkey Kong'' Series
|{{anchor|Funky Kong}}Funky Kong
|''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}}
|•{{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}}
|[[File:SpiritTypeNeutral.png|20px|center|Neutral]]
|9,000
|9,000
|{{SSB|Kongo Jungle}}
|{{SSB|Kongo Jungle}}
|•Item: [[Bullet Bill]]
|•Item: {{b|Bullet Bill|item}}
|•The enemy is easily distracted by items
|•The enemy is easily distracted by items
|{{SSBUMusicLink|Donkey Kong|Funky's Fugue}}
|{{SSBUMusicLink|Donkey Kong|Funky's Fugue}}
Line 626: Line 628:
|-
|-
|145
|145
|{{SpiritTableName|Dixie Kong|link=y|size=64}}
|[[File:Dixiekong.png|center|64x64px]]
|''Donkey Kong'' Series
|{{anchor|Dixie Kong}}[[Dixie Kong]]
|''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}}
|•{{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}}
|[[File:SpiritTypeGrab.png|20px|center|Grab]]
|9,100
|9,100
|[[Jungle Japes]]
|[[Jungle Japes]]
|•Item: [[Banana Peel]]
|•Item: [[Banana Peel]]
|•The enemy is easily distracted by items
|•The enemy is easily distracted by items
|{{SSBUMusicLink|Donkey Kong|Swinger Flinger}}
|{{SSBUMusicLink|Donkey Kong|Stickerbush Symphony}}
|{{s|mariowiki|Diddy Kong}}
|{{s|mariowiki|Diddy Kong}}
|-
|-
|912
|912
|{{SpiritTableName|Roll Caskett|size=64}}
|{{anchor|Roll Caskett}}[[File:Roll Caskett Spirit.png|center|64x64px]]
|''Mega Man Legends'' Series
|Roll Caskett
|''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}}
|•{{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}}
|[[File:SpiritTypeShield.png|20px|center|Shield]]
|3,700
|3,700
|[[Pilotwings]]
|[[Pilotwings]]
|•Item: [[Hocotate Bomb]]
|•Item: [[Hocotate Bomb]]
|•Take your strongest team into this no-frills battle
|•Take your strongest team into this no-frills battle
|{{SSBUMusicLink|Other|Light Plane (for 3DS / Wii U)}}
|{{SSBUMusicLink|Nintendo|Light Plane (for 3DS / Wii U)}}
|[https://megaman.fandom.com/wiki/Data Data]
|[https://megaman.fandom.com/wiki/Data Data]
|-
|-
|1,070
|1,070
|{{SpiritTableName|The Creature & Flea Man|size=64}}
|[[File:Fleature.png|center|64x64px]]
|''Castlevania'' Series
|The Creature & Flea Man
|''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}}
|•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}}
|[[File:SpiritTypeShield.png|20px|center|Shield]]
|4,500
|4,500
|[[Dracula's Castle]] ([[Battlefield form]])
|[[Dracula's Castle]] ([[Battlefield form]])
Line 662: Line 667:
|-
|-
|1,130
|1,130
|{{SpiritTableName|Donbe & Hikari|customname=[https://nintendo.fandom.com/wiki/Donbe Donbe] & [https://nintendo.fandom.com/wiki/Hikari Hikari]|size=64}}
|{{anchor|Donbe & Hikari}}[[File:Donbe hikari.png|center|64x64px]]
|''Famicom Mukashibanashi'' Series
|Donbe & Hikari
|''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}}
|•{{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}}
|[[File:SpiritTypeNeutral.png|20px|center|Neutral]]
|3,500
|3,500
|{{b|Duck Hunt|stage}} (hazards off)
|{{b|Duck Hunt|stage}} (hazards off)
|N/A
|N/A
|•Defeat an army of fighters
|•Defeat an army of fighters
|{{SSBUMusicLink|Other|Shin Onigashima Medley}}
|{{SSBUMusicLink|Nintendo|Shin Onigashima Medley}}
|[https://nintendo.fandom.com/wiki/Shin_Onigashima Matsunosuke]
|[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
|}
|}


Line 689: Line 683:
{|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 698:
<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 705:
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}}
{{#widget:YouTube|id=AjywYr-fuqY}}


==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).
*Diddy Kong is the only character of the ''Mario'' sub-universes not to appear in Kirby's Classic Mode.
*Barring a few small differences, Diddy Kong's ''Ultimate'' artwork is essentially a mirrored version of his artwork in ''Brawl''.
*Diddy Kong, Marth, and Lucina are tied as the lightest fighters who are not considered lightweights.
*Oddly, Diddy Kong's stock icon does not change his fur and skin color to match the costume.
*Diddy Kong and Bayonetta are the only characters who face Ridley in an alternate costume in Classic Mode.
*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>
*{{uv|Yoshi}} and {{uv|Star Fox}} are the only "Original 8" universes to not be represented in Diddy Kong's Classic Mode route.
 
==References==
{{reflist}}


{{SSBUCharacters}}
{{SSBUCharacters}}

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