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|ssbgame2 = SSB4 | |ssbgame2 = SSB4 | ||
|availability = [[Unlockable character|Unlockable]] | |availability = [[Unlockable character|Unlockable]] | ||
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'''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 | {{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 '' | Diddy Kong once again retains his realistic chimpanzee screeches that were used in both ''Brawl'' and ''Smash 4''. | ||
==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]] | With the exception of the third method, Diddy Kong must then be defeated on [[Kongo Falls]]. | ||
== | ==Changes from ''[[Super Smash Bros. 4]]''== | ||
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. | |||
Diddy Kong | 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. | ||
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 | |||
===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.}} | |||
===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).}} | |||
===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).}} | |||
===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.}} | |||
===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%).}} | |||
{{ | ===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== | ||
Diddy Kong has been significantly buffed in game updates. | |||
'''{{GameIcon|ssbu}} {{SSBU|2.0.0}}''' | '''{{GameIcon|ssbu}} {{SSBU|2.0.0}}''' | ||
{{ | *{{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}}''' | ||
{{ | *{{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}}''' | ||
{{ | *{{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}}''' | ||
{{ | *{{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.}} | ||
==Moveset== | ==Moveset== | ||
*Diddy Kong can [[Crawling|crawl]], [[wall cling]], and [[wall jump]]. | *Diddy Kong can [[Crawling|crawl]], [[wall cling]], and [[wall jump]]. | ||
{{MovesetTable | {{MovesetTable | ||
|game=SSBU | |game=SSBU | ||
|neutralcount=3 | |neutralcount=3 | ||
|neutralname= | |neutralname= | ||
|neutral1dmg=2% | |neutral1dmg=2% | ||
|neutral2dmg=1.5% | |neutral2dmg=1.5% | ||
|neutral3dmg=4% | |neutral3dmg=4% | ||
|neutraldesc= | |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= | |ftiltname= | ||
|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. Can be angled upwards or downwards. | ||
|utiltname= | |utiltname= | ||
|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. | ||
|dtiltname=Hand Clap | |dtiltname=Hand Clap | ||
|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 percentage, including down tilt to up smash as a notorious KO confirm. | ||
|dashname= | |dashname= | ||
|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= | |fsmashname= | ||
|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 killing power. However, it is easily punished if missed. Often only used in combination with his [[Banana Peel (move)|banana peel]]. | ||
|usmashname= | |usmashname= | ||
|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. | ||
|dsmashname= | |dsmashname= | ||
|dsmashdmg={{ChargedSmashDmgSSBU|12}} (hit 1), {{ChargedSmashDmgSSBU|15}} (hit 2) | |dsmashdmg={{ChargedSmashDmgSSBU|12}} (hit 1), {{ChargedSmashDmgSSBU|15}} (hit 2) | ||
|dsmashdesc= | |dsmashdesc=Diddy Kong performs a [https://en.wikipedia.org/wiki/Flare_(acrobatic_move) flare], kicking in front and then behind himself. | ||
|nairname= | |nairname= | ||
|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 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 | |fairname=Screw Kick | ||
|fairdmg={{ShortHopDmgSSBU|10}} (clean), {{ShortHopDmgSSBU|8}} (late) | |fairdmg={{ShortHopDmgSSBU|10}} (clean), {{ShortHopDmgSSBU|8}} (late) | ||
|fairdesc= | |fairdesc=Diddy Kong does a dropkick while spinning. | ||
|bairname= | |bairname= | ||
|bairdmg={{ShortHopDmgSSBU|9}} | |bairdmg={{ShortHopDmgSSBU|9}} | ||
|bairdesc= | |bairdesc=Diddy Kong does a reverse spin kick behind himself. | ||
|uairname= | |uairname= | ||
|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) but the animation is faster with its duration unchanged, causing it to have a blindspot in front of Diddy. | ||
|dairname= | |dairname= | ||
|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 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= | |grabname= | ||
|grabdesc= | |grabdesc=Diddy Kong reaches out in front of himself. | ||
|pummelname= | |pummelname= | ||
|pummeldmg=1% | |pummeldmg=1% | ||
|pummeldesc=A headbutt | |pummeldesc=A headbutt. | ||
|fthrowname= | |fthrowname= | ||
|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]]. | ||
|bthrowname= | |bthrowname= | ||
|bthrowdmg=12% | |bthrowdmg=12% | ||
|bthrowdesc= | |bthrowdesc=Diddy Kong tosses his opponent backwards. Diddy Kong's strongest and most damaging throw, KOing middleweights around 130%. | ||
|uthrowname= | |uthrowname= | ||
|uthrowdmg=1% (hit), 4% (throw) | |uthrowdmg=1% (hit), 4% (throw) | ||
|uthrowdesc= | |uthrowdesc=Diddy Kong throws his opponent up and handstand kicks them. | ||
|dthrowname= | |dthrowname= | ||
|dthrowdmg=7% | |dthrowdmg=7% | ||
|dthrowdesc= | |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= | |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 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= | |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 | |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= | |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= | |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= | |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= | |fsdmg=0.5% (startup loop), 2.5% (per collision), 20% (final hit), 15% (collateral final hit), 10% (explosion) | ||
|fsdesc= | |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. | ||
}} | }} | ||
===[[On-screen appearance]]=== | ===[[On-screen appearance]]=== | ||
Bursts out of a [[DK Barrel]] and claps his hands above his head. | |||
===[[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''': | *'''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 | *Scratches his rump, gets down on all fours, and shakes his fur. | ||
* | *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> | ||
===[[Victory pose]]s=== | ===[[Victory pose]]s=== | ||
*'''Left:''' Shoots | *'''Left:''' Shoots the air with his Peanut Popguns, rolls towards the camera, and fires one more shot. | ||
*'''Up:''' | *'''Up:''' Spins with his Rocket Barrels then faces the screen, dancing with hands on his head and chin. | ||
*'''Right:''' | *'''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 | ==In competitive play== | ||
=== | ===Notable players=== | ||
<!-- | <!--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.'' | |||
'' | *{{Sm|Dakpo|USA}} - One of the best Diddy Kong players in the world. Placed 13th at {{Trn|Low Tier City 7}} and 17th at {{Trn|Ultimatum}}. | ||
*{{Sm|JJROCKETS|South Korea}} - The best Diddy Kong player in South Korea. Placed 1st at {{Trn|Gamebookr's Mid-Year Smash Tournament}} and 9th at {{Trn|Uprising 2019}}. | |||
*{{Sm| | *{{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| | *{{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| | *{{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| | *{{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| | |||
=={{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 ''{{ | 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||{{ | |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||{{ | |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||{{ | |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||{{ | |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||{{ | |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||{{ | |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}} | |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. | ||
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 ( | 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| | | [[File:Diddy Kong SSBU.png|center|108x108px]] | ||
| {{SSBU|Diddy Kong}} | |||
|{{ | | {{color|#17ba17|Grab}} | ||
|9,000 | | 9,000 | ||
| | | [[Kongo Jungle]] ([[Ω form]]) | ||
|''{{SSBUMusicLink|Donkey Kong|Stickerbush Symphony}}'' | | ''{{SSBUMusicLink|Donkey Kong|Stickerbush Symphony}}'' | ||
|} | |} | ||
{{ | {{-}} | ||
==[[Spirit]]== | ==[[Spirit]]s== | ||
Diddy Kong's | 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> | ||
Spirits diddy kong.png|135. '''''Diddy Kong''''' | |||
</gallery> | </gallery> | ||
</center> | </center> | ||
==In Spirit | ==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 | ||
|- | |- | ||
! style="width:5%;"|No. | ! style="width:5%;"|No. | ||
Line 387: | Line 399: | ||
! Conditions | ! Conditions | ||
! Music | ! Music | ||
|- | |- | ||
|147 | |147 | ||
|{{ | |[[File:Lanky Kong Spirit.png|center|64x64px]] | ||
|''Donkey Kong'' | |{{anchor|Lanky Kong}}Lanky Kong | ||
|•{{SSBU|Diddy Kong}} Team {{Head|Diddy Kong|g=SSBU|s=20px|cl=Blue}} | |''Donkey Kong series'' | ||
| | |•{{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 | ||
|{{ | |[[File:Tiny Kong.png|center|64x64px]] | ||
|''Donkey Kong'' | |{{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}} | ||
| | |[[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 | |•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 | ||
|{{ | |[[File:Squitter the Spider.png|center|64x64px]] | ||
|''Donkey Kong'' | |{{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}} | ||
| | |[[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 | ||
|{{ | |[[File:TikiTak.PNG|center|64x64px]] | ||
|''Donkey Kong'' | |{{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'' | ||
| | |•{{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 | ||
|{{ | |[[File:Octorok.png|center|64x64px]] | ||
|''The Legend of Zelda'' | |{{anchor|Octorok}}Octorok | ||
|•{{SSBU|Diddy Kong}} Team {{Head|Diddy Kong|g=SSBU|s=20px|cl=Green}}×4 | |''The Legend of Zelda series'' | ||
| | |•{{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 | ||
|{{ | |[[File:Deku Link.png|center|64x64px]] | ||
|''The Legend of Zelda'' | |{{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}} | ||
| | |[[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 | ||
|{{ | |[[File:Ukiki Spirit.png|center|64x64px]] | ||
|''Yoshi'' | |{{anchor|Ukiki}}Ukiki | ||
|•{{SSBU|Diddy Kong}} Team {{Head|Diddy Kong|g=SSBU|s=20px|cl=Pink}}×4 | |''Yoshi series'' | ||
| | |•{{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]] | ||
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|•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 | ||
|{{ | |[[File:Andrew Oikonny spirit.png|center|64x64px]] | ||
|''Star Fox'' | |{{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}} | ||
| | |[[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 | ||
|{{ | |{{anchor|Dash Bowman}}[[File:DashBowman.png|center|64x64px]] | ||
|''Star Fox'' | |{{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}} | ||
| | |[[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 | ||
| | |[[File:Salsa Spirit.png|center|64x64px]] | ||
|'' | |Salsa | ||
|•{{SSBU|Diddy Kong}} {{Head|Diddy Kong|g=SSBU|s=20px|cl=Blue}}<br>•{{SSBU|Wario}} {{Head|Wario|g=SSBU|s=20px|cl= | |''Earthbound series'' | ||
| | |•{{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 | ||
| | |[[File:Leif.png|center|64x64px]] | ||
|''Animal Crossing'' | |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}} | ||
| | |[[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 | ||
| | |[[File:Dee Jay Spirit.png|center|64x64px]] | ||
|''Street Fighter'' | |Dee Jay | ||
|•{{SSBU|Diddy Kong}} {{Head|Diddy Kong|g=SSBU|s=20px|cl=White}} | |''Street Fighter series'' | ||
| | |•{{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 | ||
|{{ | |{{anchor|Goku & Chao}}[[File:Goku & Chao.png|center|64x64px]] | ||
|''Famicom Mukashibanashi'' | |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}} | ||
| | |[[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| | |{{SSBUMusicLink|Nintendo|Yūyūki Medley}} | ||
|- | |- | ||
|1,239 | |1,239 | ||
|{{ | |{{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) | ||
| | |[[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| | |{{SSBUMusicLink|Nintendo|PERFORMANCE}} | ||
|- | |- | ||
|1,338 | |1,338 | ||
|{{ | |{{anchor|Tooty}}[[File:Tooty Spirit.png|center|64x64px]] | ||
|''Banjo-Kazooie'' | |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}} | ||
| | |[[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}} | ||
|} | |} | ||
===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 | ||
|{{ | |[[File:Barrel Train Spirit.png|center|64x64px]] | ||
|''Mario Kart'' | |{{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}} | ||
| | |[[File:SpiritTypeShield.png|20px|center|Shield]] | ||
|3,500 | |3,500 | ||
|[[Spirit Train]] | |[[Spirit Train]] | ||
|•Item: | |•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 | ||
|{{ | |[[File:Funky Kong Spirit.png|center|64x64px]] | ||
|''Donkey Kong'' | |{{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}} | ||
| | |[[File:SpiritTypeNeutral.png|20px|center|Neutral]] | ||
|9,000 | |9,000 | ||
|{{SSB|Kongo Jungle}} | |{{SSB|Kongo Jungle}} | ||
|•Item: | |•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 | ||
|{{ | |[[File:Dixiekong.png|center|64x64px]] | ||
|''Donkey Kong'' | |{{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}} | ||
| | |[[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| | |{{SSBUMusicLink|Donkey Kong|Stickerbush Symphony}} | ||
|{{s|mariowiki|Diddy Kong}} | |{{s|mariowiki|Diddy Kong}} | ||
|- | |- | ||
|912 | |912 | ||
|{{ | |{{anchor|Roll Caskett}}[[File:Roll Caskett Spirit.png|center|64x64px]] | ||
|''Mega Man Legends'' | |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}} | ||
| | |[[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| | |{{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 | ||
| | |[[File:Fleature.png|center|64x64px]] | ||
|''Castlevania'' | |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}} | ||
| | |[[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 | ||
|{{ | |{{anchor|Donbe & Hikari}}[[File:Donbe hikari.png|center|64x64px]] | ||
|''Famicom Mukashibanashi'' | |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}} | ||
| | |[[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| | |{{SSBUMusicLink|Nintendo|Shin Onigashima Medley}} | ||
|[https://nintendo.fandom.com/wiki/Shin_Onigashima Matsunosuke] | |[https://nintendo.fandom.com/wiki/Shin_Onigashima Matsunosuke] | ||
|} | |} | ||
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)# | |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. | ||
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| | 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> | ||
=== | ===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 | *Diddy Kong is the only character of the ''Mario'' sub-universes not to appear in Kirby's Classic Mode. | ||
*Diddy Kong, Marth, and Lucina are tied as the lightest fighters who are not considered lightweights. | |||
* | *Diddy Kong and Bayonetta are the only characters who face Ridley in an alternate costume in Classic Mode. | ||
* | *{{uv|Yoshi}} and {{uv|Star Fox}} are the only "Original 8" universes to not be represented in Diddy Kong's Classic Mode route. | ||
{{ | |||
{{SSBUCharacters}} | {{SSBUCharacters}} |