Editing Diddy Kong (SSBU)
From SmashWiki, the Super Smash Bros. wiki
Jump to navigationJump to search
The edit can be undone. Please check the comparison below to verify that this is what you want to do, and then publish the changes below to finish undoing the edit.
Latest revision | Your text | ||
Line 39: | Line 39: | ||
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. | 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 falls into a quick, bait and punish heavy playstyle. He must control the neutral game with his banana and great ground moves, capitalising on his opponents' mistakes by repeatedly getting them offstage or juggling them to rack up damage. Diddy can use his fast and non-committal down tilt to set up for kills at high percent or use his banana to set up for a smash attack, ending the opponents' stock even earlier. However, players must be smart in how they use his Banana Peel, as the opponent could potentially hinder his options by taking it away from him and also exploiting his linear recovery. Overall, his strengths outweigh his weaknesses and is generally considered to be a solid high tier-, or even top tier character. Diddy has also seen great results and representation in competitive play, indicating that he is still a very viable character, although not to the same extent as in ''Smash 4.'' | ||
==Changes from ''[[Super Smash Bros. 4]]''== | ==Changes from ''[[Super Smash Bros. 4]]''== | ||
Line 52: | Line 52: | ||
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. | His special moveset has also been improved in a number of ways. [[Monkey Flip]] has reduced startup lag and much more range, which when coupled with the changes to jostle mechanics greatly improve its utility as an offensive tool. [[Peanut Popgun]] has faster startup, deals more damage and charges significantly faster. Rocketbarrel Boost goes further when uncharged and makes Diddy fall much slower during the charge period, slightly improving his recovery overall. Finally, Banana Peels benefit from the item's tweaked natural properties: they now possess transcendent priority, making them unable to trade with attacks and thus riskier to pick up; and they can now be thrown twice at opponents before disappearing (though this does potentially give opponents more opportunities to use the item against Diddy). Finally, in terms of gameplay changes, the universal increase in mobility benefits Diddy, as his already fast mobility has been further improved, allowing him to keep up with the rest of the cast. | ||
Overall, Diddy Kong's nerfs moderately outweigh his buffs, even accounting for game update changes. Diddy must now take more risks in order to win the neutral game with his standard moves, and his Banana Peels have been nerfed to be less spammable. However, he has been generally compensated in terms of moveset utility and power, and still possesses an oppressive factor courtesy of his fast frame data and movement speed, and Banana Peels remaining a strong tool in the neutral game, which is further noticeable due to their new inability to trade. | Overall, Diddy Kong's nerfs moderately outweigh his buffs, even accounting for game update changes. Diddy must now take more risks in order to win the neutral game with his standard moves, and his Banana Peels have been nerfed to be less spammable. However, he has been generally compensated in terms of moveset utility and power, and still possesses an oppressive factor courtesy of his fast frame data and movement speed, and Banana Peels remaining a strong tool in the neutral game, which is further noticeable due to their new inability to trade. General optimizations and shifts in the metagame, combined with his changes from game updates, have also been benefitial to him. Because of this, Diddy performs overall slightly worse than his ''SSB4'' iteration, but remains a noticeably strong character, especially in the recent competitive metagame. | ||
{{SSB4 to SSBU changelist|char=Diddy Kong}} | {{SSB4 to SSBU changelist|char=Diddy Kong}} | ||
Line 99: | Line 99: | ||
|neutral2dmg=1.5% | |neutral2dmg=1.5% | ||
|neutral3dmg=4% | |neutral3dmg=4% | ||
|neutraldesc= | |neutraldesc=Diddy Kong does two alternating inward slaps, followed by an outward sidekick. Holding the attack button will have Diddy Kong repeat the first hit. The first 2 hits can [[lock]]. | ||
|ftiltname=Double Arm ({{ja|ダブルアーム|Daburu Āmu}}) | |ftiltname=Double Arm ({{ja|ダブルアーム|Daburu Āmu}}) | ||
|ftiltdmg=10% (clean), 7% (late) | |ftiltdmg=10% (clean), 7% (late) | ||
|ftiltdesc= | |ftiltdesc=Diddy Kong leans to the side and thrusts both of his arms forward in a double punch. It can be angled upwards or downwards. | ||
|utiltname=Overhead Slap ({{ja|オーバーヘッドスラップ|Ōbāheddo Surappu}}) | |utiltname=Overhead Slap ({{ja|オーバーヘッドスラップ|Ōbāheddo Surappu}}) | ||
|utiltdmg=6% | |utiltdmg=6% | ||
|utiltdesc= | |utiltdesc=Diddy Kong swats in the air above him with a slap in a similar fashion to an uppercut. Hits quite quickly and can combo into most of Diddy Kong's aerial attacks at low to mid percent ranges. It can also kill at around 160%. | ||
|dtiltname=Hand Clap ({{ja|ハンドクラップ|Hando Kurappu}}) | |dtiltname=Hand Clap ({{ja|ハンドクラップ|Hando Kurappu}}) | ||
|dtiltdmg=5.5% | |dtiltdmg=5.5% | ||
|dtiltdesc= | |dtiltdesc=Diddy Kong claps in front of himself while crouching. An extremely versatile combo starter, as it can combo into a variety of moves at nearly any realistic percentage, including down tilt to up smash as a KO confirm. | ||
|dashname=Rolling Slap ({{ja|ローリングスラップ|Rōringu Surappu}}) | |dashname=Rolling Slap ({{ja|ローリングスラップ|Rōringu Surappu}}) | ||
|dashdmg=2% (hits 1 and 2), 3% (hit 3) | |dashdmg=2% (hits 1 and 2), 3% (hit 3) | ||
|dashdesc=Diddy Kong | |dashdesc=Diddy Kong performs his signature {{s|mariowiki|Cartwheel}} attack from ''{{s|mariowiki|Donkey Kong Country}}'', concluding with a double-handed ground-slap. The final hit has largely vertical knockback and can combo into aerials at low to mid percent ranges. | ||
|fsmashname=Slap & Beat ({{ja|スラップ&ビート|Surappu & Bīto}}) | |fsmashname=Slap & Beat ({{ja|スラップ&ビート|Surappu & Bīto}}) | ||
|fsmashdmg={{ChargedSmashDmgSSBU|5}} (hit 1), {{ChargedSmashDmgSSBU|11}}/{{ChargedSmashDmgSSBU|9}} (hit 2) | |fsmashdmg={{ChargedSmashDmgSSBU|5}} (hit 1), {{ChargedSmashDmgSSBU|11}}/{{ChargedSmashDmgSSBU|9}} (hit 2) | ||
|fsmashdesc= | |fsmashdesc=Diddy Kong jumps forward while spinning, and performs an open-handed slap followed by a spinning back fist with his opposite arm. The first hit combos into the second, which has good knockback and KO power. However, it is easily punishable if whiffed or on shield. Often only used in combination with his [[Banana Peel (move)|banana peel]]. | ||
|usmashname=Triple Attack ({{ja|トリプルアタック|Toripu Atakku}}) | |usmashname=Triple Attack ({{ja|トリプルアタック|Toripu Atakku}}) | ||
|usmashdmg={{ChargedSmashDmgSSBU|2.5}} (hits 1 and 2), {{ChargedSmashDmgSSBU|6}} (hit 3) | |usmashdmg={{ChargedSmashDmgSSBU|2.5}} (hits 1 and 2), {{ChargedSmashDmgSSBU|6}} (hit 3) | ||
|usmashdesc= | |usmashdesc=Diddy Kong leaps upward and performs a stationary cartwheel, attacking upwards with an open-handed slap, a reverse heel kick, and an uppercut. It is the fastest up smash in the game, coming out on frame 5. However, it is somewhat weak, not KOing until around 130%. It is mostly used as a follow-up from down tilt or as a close-range out-of-shield option. | ||
|dsmashname=Turning Leg ({{ja|ターニングレッグ|Tāningu Reggu}}) | |dsmashname=Turning Leg ({{ja|ターニングレッグ|Tāningu Reggu}}) | ||
|dsmashdmg={{ChargedSmashDmgSSBU|12}} (hit 1), {{ChargedSmashDmgSSBU|15}} (hit 2) | |dsmashdmg={{ChargedSmashDmgSSBU|12}} (hit 1), {{ChargedSmashDmgSSBU|15}} (hit 2) | ||
|dsmashdesc= | |dsmashdesc=Diddy Kong performs a {{iw|wikipedia|flare|acrobatic move}}, kicking in front and then behind himself. A fast smash attack with respectable power, KOing opponents at around 110% at the ledge. The back hit is stronger than the front hit KOing around 10% sooner. | ||
|nairname=Diddy Roll ({{ja|ディディーロール|Didī Rōru}}) | |nairname=Diddy Roll ({{ja|ディディーロール|Didī Rōru}}) | ||
|nairdmg={{ShortHopDmgSSBU|6}} | |nairdmg={{ShortHopDmgSSBU|6}} | ||
|nairdesc= | |nairdesc=Diddy Kong does an aerial cartwheel similar to his dash attack. Very high ending lag, so much so that Diddy Kong should avoid using this move offstage. However, it does a low amount of vertical knockback, which makes it an excellent combo starter on landing. It can combo into all of Diddy's aerials (even down aerial, which can KO at around 50% if done by the ledge). Additionally, it has a very generous autocancel window, being able to do so in a short hop fast fall. | ||
|fairname=Screw Kick ({{ja|スクリューキック|Sukuryū Kikku}}) | |fairname=Screw Kick ({{ja|スクリューキック|Sukuryū Kikku}}) | ||
|fairdmg={{ShortHopDmgSSBU|10}} (clean), {{ShortHopDmgSSBU|8}} (late) | |fairdmg={{ShortHopDmgSSBU|10}} (clean), {{ShortHopDmgSSBU|8}} (late) | ||
|fairdesc= | |fairdesc=Diddy Kong does a dropkick while spinning. Comes out very fast with a long hitbox duration, generous autocancel window and great range, making it one of Diddy's core spacing tools. It is moderately powerful, KOing at around 145% at the edge. However, it has a bit of ending lag, making it unable to combo into itself unless landing with it. It is often considered one of the best forward aerials in the game due to its combination of speed, range, power and safety. | ||
|bairname=Quick Backspin ({{ja|クイックバックスピン|Kuikki Bakkusupin}}) | |bairname=Quick Backspin ({{ja|クイックバックスピン|Kuikki Bakkusupin}}) | ||
|bairdmg={{ShortHopDmgSSBU|9}} | |bairdmg={{ShortHopDmgSSBU|9}} | ||
|bairdesc= | |bairdesc=Diddy Kong does a reverse spin kick behind himself. Has very low start-up and ending lag, allowing it to be used twice in one short hop and combo into itself at low to mid percents. It also has decent range and KO power killing at around 130% at the edge, although it is somewhat weak compared to other moves of its type. | ||
|uairname=Turn Kick ({{ja|ターンキック|Tān Kikku}}) | |uairname=Turn Kick ({{ja|ターンキック|Tān Kikku}}) | ||
|uairdmg={{ShortHopDmgSSBU|7}} | |uairdmg={{ShortHopDmgSSBU|7}} | ||
|uairdesc= | |uairdesc=Diddy Kong performs an overhead kick in an arc. Tied for the fastest in the game (frame 4 startup) with good coverage above and behind Diddy. However, it posseses a blindspot in front of Diddy, making it unable to hit most characters in a rising up air. Despite its hitbox issues, it is a great juggling tool, as it has above average base knockback, giving it strong combo potential at low percents and KO Potential at higher percents. | ||
|dairname=Hammer Meteor Knuckle ({{ja|ハンマーメテオナックル|Hanmā Meteo Nakkuru}}) | |dairname=Hammer Meteor Knuckle ({{ja|ハンマーメテオナックル|Hanmā Meteo Nakkuru}}) | ||
|dairdmg={{ShortHopDmgSSBU|13}} (fists), {{ShortHopDmgSSBU|10}} (arms) | |dairdmg={{ShortHopDmgSSBU|13}} (fists), {{ShortHopDmgSSBU|10}} (arms) | ||
|dairdesc= | |dairdesc=Diddy Kong swings both arms downward in a double ax-handle punch. A strong [[meteor smash]] and Diddy Kong's strongest aerial overall, though it is also his slowest. It has a large auto-cancel window at the beginning of the attack before the hitbox starts, which makes it a good tool for landing provided that the move is inputted shortly before touching the ground. It can also jab lock opponents at low percent ranges. It also combos into his other aerials on landing. | ||
|grabname=Grab ({{ja|つかみ|Tsukami}}) | |grabname=Grab ({{ja|つかみ|Tsukami}}) | ||
|grabdesc= | |grabdesc=Diddy Kong reaches out in front of himself. | ||
|pummelname=Grab Headbutt ({{ja|つかみヘッドバット|Tsukami Heddobatto}}) | |pummelname=Grab Headbutt ({{ja|つかみヘッドバット|Tsukami Heddobatto}}) | ||
|pummeldmg=1% | |pummeldmg=1% | ||
|pummeldesc=A headbutt | |pummeldesc=A headbutt. | ||
|fthrowname=Rock Throw ({{ja|ロックスルー|Rokku Surū}}) | |fthrowname=Rock Throw ({{ja|ロックスルー|Rokku Surū}}) | ||
|fthrowdmg=9% | |fthrowdmg=9% | ||
|fthrowdesc= | |fthrowdesc=Diddy Kong tosses his opponent forwards. The throw is based on Diddy Kong's barrel toss animation from ''Donkey Kong Country''. Diddy Kong's second strongest throw, KOing middleweights around 156% at the edge of [[Final Destination]]. It also has low ending lag, which allows it to combo into dash attack, forward- and back aerial at very low percentages. | ||
|bthrowname=Back Rock Throw ({{ja|バックロックスルー|Bakku Rokku Surū}}) | |bthrowname=Back Rock Throw ({{ja|バックロックスルー|Bakku Rokku Surū}}) | ||
|bthrowdmg=12% | |bthrowdmg=12% | ||
|bthrowdesc= | |bthrowdesc=Diddy Kong tosses his opponent backward. Diddy Kong's strongest and most damaging throw, KOing middleweights around 140% at the edge of [[Final Destination]] . | ||
|uthrowname=Grab Kick ({{ja|グラブキック|Gurabu Kikku}}) | |uthrowname=Grab Kick ({{ja|グラブキック|Gurabu Kikku}}) | ||
|uthrowdmg=1% (hit), 4% (throw) | |uthrowdmg=1% (hit), 4% (throw) | ||
|uthrowdesc= | |uthrowdesc=Diddy Kong throws his opponent up and handstand kicks them. It works as a good combo starter at a wide range of percents and can even potentially set up KO confirms into up aerial in specific circumstances. However, it deals low damage and knockback, being unable to kill even at very high percent. | ||
|dthrowname=Leap Frog ({{ja|リープフロッグ|Rīpu Furoggu}}) | |dthrowname=Leap Frog ({{ja|リープフロッグ|Rīpu Furoggu}}) | ||
|dthrowdmg=7% | |dthrowdmg=7% | ||
|dthrowdesc= | |dthrowdesc=Diddy Kong throws the opponent onto the ground and hops over them. This is among his best combo starters, as it has extremely low ending lag and low knockback. It can set up into back aerial, forward aerial and up aerial very reliably depending on the opponent's DI, and can continue this string, especially on platforms. It can be used as a kill confirm into back air at the edge at around 110%, and into up aerial for the "Hoo Hah" KO confirm at around 90%-145% depending on weight, rage, and DI. However, the timing is somewhat strict. | ||
|floorfname= | |floorfname= | ||
|floorfdmg=7% | |floorfdmg=7% | ||
|floorfdesc= | |floorfdesc=Diddy Kong gets up and kicks on both sides. | ||
|floorbname= | |floorbname= | ||
|floorbdmg=7% | |floorbdmg=7% | ||
|floorbdesc= | |floorbdesc=Diddy Kong gets up and kicks on both sides. | ||
|floortname= | |floortname= | ||
|floortdmg=5% | |floortdmg=5% | ||
|floortdesc= | |floortdesc=Diddy Kong gets up and kicks on both sides. | ||
|edgename= | |edgename= | ||
|edgedmg=9% | |edgedmg=9% | ||
Line 167: | Line 167: | ||
|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= | |nsdesc=Diddy Kong shoots a peanut from his Popgun. A safe projectile attack that is rather useful in neutral. It can also be canceled in the air if the shield button is held before inputting the special button, which is useful for [[B-reversing]] to make Diddy Kong's movement harder to predict. The peanuts have the property of items and can be caught and thrown. The peanuts also bounce off of opponents and solid surfaces, but they lose their hitbox afterward. The longer Diddy Kong charges the attack, the farther and quicker the peanut will fly. If Diddy Kong overcharges the attack, however, it will cause a very powerful explosion that leaves him vulnerable but possesses massive knockback. | ||
|ssname=Monkey Flip | |ssname=Monkey Flip | ||
|ssdmg=14% (clean mid-air kick), 12% (mid midair kick), 10% (late midair kick), 1% (grab loop), 3% (grab attack, hit 1), 7% (grab attack, hit 2), 3% (jump attack, hit 1), 8% (jump attack, hit 2) | |ssdmg=14% (clean mid-air kick), 12% (mid midair kick), 10% (late midair kick), 1% (grab loop), 3% (grab attack, hit 1), 7% (grab attack, hit 2), 3% (jump attack, hit 1), 8% (jump attack, hit 2) | ||
|ssdesc= | |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 cho and then leap away, while pressing the jump button will cause him to perform a pseudo footstool jump, which can [[meteor smash]] at high percentages. If the attack or special button is pressed during the jump, Diddy Kong will attack with a flying kick instead of latching on to his opponent. However, if Diddy Kong chooses to use the flying kick he will not be able to use his [[Rocketbarrel Boost|rocketbarrel pack]] unless he touches the ground first, making it a risky option offstage. This move is very useful in the neutral to pressure shielding opponents alongside the Banana Peel. | ||
|usname=Rocketbarrel Boost | |usname=Rocketbarrel Boost | ||
|usdmg=10% (launch explosion), 8% (early collision), 6% (late collision), 18% (collision explosion; detached Rocketbarrel Pack) 3.75%~4.33% (flying Rocketbarrel Pack); 5% (crash recoil) | |usdmg=10% (launch explosion), 8% (early collision), 6% (late collision), 18% (collision explosion; detached Rocketbarrel Pack) 3.75%~4.33% (flying Rocketbarrel Pack); 5% (crash recoil) | ||
|usdesc= | |usdesc=Diddy Kong charges his rocket barrel pack from ''Donkey Kong 64'' in a powerful attack. Can potentially fly very far and very fast when charged, however hitting a surface, or being hit, will make Diddy Kong lose his rocket barrels before falling a huge distance while being unable to perform any action, often falling too far to survive. Diddy Kong will also take recoil damage for hitting a surface. It travels significantly more horizontal/diagonal distance than it does vertically. | ||
|dspage=Banana_Peel_(move) | |dspage=Banana_Peel_(move) | ||
|dsname=Banana Peel | |dsname=Banana Peel | ||
|dsdmg=3.8%~5.3% | |dsdmg=3.8%~5.3% | ||
|dsdesc= | |dsdesc=Diddy Kong tosses a [[Banana Peel]] over his shoulder and into the air to have it fall onto the ground. Grounded opponents who touch the peel while on the ground or are hit by the peel when thrown will slip and [[trip]] on the floor. An integral part of Diddy Kong’s kit, as it allows him to take control of the stage, extend and create combos, set up KOs, easily punish missed attacks from his opponents even if they are spaced properly, and otherwise dominate the neutral game. A held banana also serves as one of the best [[out of shield]] options in the game when thrown. Only one banana peel can exist at one time, and it disappears when hit by an opponent or when thrown twice. | ||
|fsname=Hyper Rocketbarrel | |fsname=Hyper Rocketbarrel | ||
|fsdmg=1% (startup loop), 2% (per collision), 20% (final hit), 15% (collateral final hit), 10% (launch/ending explosion) | |fsdmg=1% (startup loop), 2% (per collision), 20% (final hit), 15% (collateral final hit), 10% (launch/ending explosion) | ||
|fsdesc= | |fsdesc=Diddy Kong activates his Rocketbarrel Pack and flies up. He then dashes across the screen in multiple directions, doing damage to whoever he touches. After a while, he will lock on to whatever opponent has taken the most damage and unleash one final dash attack that launches the targeted opponent, as well as any other nearby opponents. After this last attack, Diddy Kong descends back to his original position. His Rocketbarrel Pack explodes before he lands, which damages nearby opponents. | ||
}} | }} | ||
Line 222: | Line 222: | ||
===[[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 | *'''Side taunt''': Angrily does a playful fighter's stance while cackling, 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> | ||
Line 231: | Line 231: | ||
===[[Idle pose]]s=== | ===[[Idle pose]]s=== | ||
*Scratches his | *Scratches his rump, gets down on all fours, and shakes his fur. | ||
*Joyfully jumps in place twice. | *Joyfully jumps in place twice. | ||
<gallery> | <gallery> | ||
Line 292: | Line 292: | ||
''See also: [[:Category:Diddy Kong players (SSBU)]]'' | ''See also: [[:Category:Diddy Kong players (SSBU)]]'' | ||
*{{Sm|Aaron|USA|p=Florida}} - | *{{Sm|Aaron|USA|p=Florida}} - One of the best Diddy Kong players in the world. Placed 7th at both {{Trn|Smash Ultimate Summit 3}} and {{Trn|Get On My Level 2022}}, 9th at both {{Trn|Low Tide City 2021}} and {{Trn|GENESIS 8}}, and 13th at {{Trn|Super Smash Con: Fall Fest}} with wins over players such as {{Sm|Light|p=Connecticut}}, {{Sm|Tweek}}, and {{Sm|Riddles}}. Ranked 30th on [[UltRank 2022]]. | ||
*{{Sm|Dakpo|USA}} - One of the | *{{Sm|Dakpo|USA}} - One of the best Diddy Kong players in the United States. Placed 2nd at {{Trn|DreamHack Anaheim 2020}}, 13th at {{Trn|Low Tier City 7}}, 17th at {{Trn|Ultimatum}}, and 25th at both {{Trn|Mainstage}} and {{Trn|GENESIS 7}} with wins over players like {{Sm|Glutonny}}, {{Sm|Lui$}}, and {{Sm|ANTi}}. Currently ranked 4th in the [[Las Vegas Power Rankings]]. | ||
*{{Sm|Etsuji|Japan}} - | *{{Sm|Etsuji|Japan}} - The best Diddy Kong player in Japan prior to his retirement. Placed 5th at {{Trn|Maesuma TOP 8}}, 7th at {{Trn|Kagaribi 5}}, 13th at {{Trn|EPI 2}}, and 17th at {{Trn|Kagaribi 4}} and {{Trn|Seibugeki 8}} with wins over players like {{Sm|ProtoBanham}}, {{Sm|Asimo}}, and {{Sm|HIKARU}}. | ||
*{{Sm| | *{{Sm|Firehao|Chile}} - One of the best Diddy Kong players in Chile. Co-mains Diddy along with {{SSBU|Snake}}. Placed 1st at {{Trn|Iwanna Torneo Nacional!}}, 5th at {{Trn|Smash Chile - Civil War}} and 49th at {{Trn|2GG: Kongo Saga}} with wins over {{Sm|Lui$}}, {{Sm|Frido}} and {{Sm|VinS}}. Currently ranked 2nd on the [[Chilean Power Rankings]]. | ||
*{{Sm|Tweek|USA}} - | *{{Sm|Legit|USA}} - One of the best Diddy Kong players in the United States. Placed 7th at {{Trn|Super Smashed Fest}}, 25th at {{Trn|GENESIS 7}} and {{Trn|Mainstage}}, 33rd at {{Trn|2GG: Prime Saga}}, and 49th at {{Trn|GENESIS 6}} with wins over {{Sm|Goblin}} and {{Sm|Joker}}. [[NorCal Power Rankings#Super Smash Bros. Ultimate|NorCal Ultimate Power Rankings]]. | ||
*{{Sm|Rivers|USA}} - One of the best Diddy Kong players in the United States. Placed 2nd at {{Trn|Play With Heart}}, 13th at {{Trn|2GG: SwitchFest 2019}}, and 17th at {{Trn|2GG: Kongo Saga}} with wins over {{Sm|HIKARU}} and {{Sm|Lemmon}}. Currently ranked 5th on the [[New Jersey Ultimate Power Rankings]]. | |||
*{{Sm|Ryuoh|Japan}} - The current best Diddy Kong player in Japan. Placed 1st at {{Trn|Wave 1}}, 7th at {{Trn|Sumabato SP 28}} and {{Trn|Sumabato SP 29}}, and 13th at {{Trn|Kagaribi 7}} and {{Trn|JAPAN 24}}. Has wins over players such as {{Sm|HIKARU}}, {{Sm|Kome}}, and {{Sm|Sigma}}. | |||
*{{Sm|Tweek|USA}} - The best Diddy Kong player in the world. Placed 1st at {{Trn|Let's Make Big Moves 2023}}, {{Trn|Luminosity Makes BIG Moves 2024}} and {{Trn|Smash Ultimate Summit 3}} as well as 2nd at {{Trn|Mainstage 2022}} and {{Trn|Collision 2022}}. Ranked 7th on [[LumiRank 2023]]. | |||
===Tier placement and history=== | ===Tier placement and history=== | ||
{{cleanup|Outdated}} | |||
Diddy Kong's role in ''Ultimate'' competitive play has fluctuated over its lifetime. On release, top professionals immediately noticed his weaknesses, which include inconsistent KO'ing at higher percent and his greatly nerfed recovery. Many of Diddy Kong's top players, such as {{Sm|MVD}} and {{Sm|Zinoto}}, dropped him in favor of other characters. In the early months of ''Ultimate'', Diddy was perceived as a mid-tier character. | |||
When update 3.1.0 dropped, Diddy received a multitude of buffs to his kit to compensate for his main problem of KOing as well as his previously weak recovery. Some players further optimized Diddy's moveset, such as an infinite being discovered on platforms, which was named the Pyramid Scheme. In addition, several dedicated mains, including {{Sm|Aaron|p=Florida}}, {{Sm|Dakpo}}, {{Sm|Rivers}}, and {{Sm|Legit}}, started to see better and more consistent results at nationals. Because of this, the general opinion of Diddy Kong started to improve, with some players, such as {{Sm|Samsora}}, {{Sm|Maister}}, and {{Sm|Dabuz}} viewing him as a solid high-tier character. | |||
During the online metagame, patch 8.0.0 removed Diddy Kong's Pyramid Scheme infinite. However, due to the additional buffs received, players such as {{Sm|Tweek}} and Aaron continued to achieve impressive results. Tweek especially won {{Trn|Get On My Line 2020}} and {{Trn|TNS: Pandemic Monthly 5.5}} with the character. | |||
Following the return of offline play, both players continued to see high placements with Diddy Kong, with Tweek notably winning {{Trn|Smash Ultimate Summit 3}}. As such, the current view on Diddy Kong has improved further compared to before the pandemic, with some players believing that he might reassess himself as a top-tier character, albeit still weaker than his previous incarnations. {{Sm|Dabuz}} in particular has come out and said that he believes that Diddy Kong is top 10. However, some other players such as {{Sm|ESAM}}, {{Sm|Light|p=Connecticut}} and even {{Sm|Tweek}} believe that he is overrated and is a high tier at best. | |||
Regardless, Diddy Kong is still seen as a strong character, making him ranked 12th on the first tier list and 9th on the second, although it is still widely agreed that he is slightly worse than in ''Brawl'' and ''Smash 4.'' | |||
=={{SSBU|Classic Mode}}: Hey, Little Buddy!== | =={{SSBU|Classic Mode}}: Hey, Little Buddy!== | ||
Line 725: | Line 735: | ||
*Barring a few small differences, Diddy Kong's ''Ultimate'' artwork is essentially a mirrored version of his artwork in ''Brawl''. | *Barring a few small differences, Diddy Kong's ''Ultimate'' artwork is essentially a mirrored version of his artwork in ''Brawl''. | ||
*Oddly, Diddy Kong's stock icon does not change his fur and skin color to match the costume. | *Oddly, Diddy Kong's stock icon does not change his fur and skin color to match the costume. | ||
{{SSBUCharacters}} | {{SSBUCharacters}} |