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|ssbgame2 = SSB4
|ssbgame2 = SSB4
|availability = [[Unlockable character|Unlockable]]
|availability = [[Unlockable character|Unlockable]]
|tier = S-
|ranking = 9
}}
}}
'''Diddy Kong''' ({{ja|ディディーコング|Didī Kongu}}, ''Diddy Kong'') is a playable character in ''[[Super Smash Bros. Ultimate]]''. He was officially confirmed on June 12th, 2018 alongside {{SSBU|Olimar}} and the rest of the returning roster. Unlike his previous appearances in the ''Super Smash Bros.'' series, Diddy Kong is now an unlockable character instead of a starter character. Diddy Kong is classified as [[Fighter number|Fighter #36]].
'''Diddy Kong''' ({{ja|ディディーコング|Didī Kongu}}, ''Diddy Kong'') is a playable character in ''[[Super Smash Bros. Ultimate]]''. He was officially confirmed on June 12th, 2018 alongside {{SSBU|Olimar}} and the rest of the returning roster. Unlike his previous appearances in the ''Super Smash Bros.'' series, Diddy Kong is now an unlockable character instead of a starter character. Diddy Kong is classified as [[Fighter number|Fighter #36]].


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


==How to unlock==
==How to unlock==
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*Clear {{SSBU|Classic Mode}} with {{SSBU|Donkey Kong}} or any character in his unlock tree, being the 7th character unlocked after {{SSBU|Greninja}}.
*Clear {{SSBU|Classic Mode}} with {{SSBU|Donkey Kong}} or any character in his unlock tree, being the 7th character unlocked after {{SSBU|Greninja}}.
*Have Diddy Kong join the player's party in [[World of Light]].
*Have Diddy Kong join the player's party in [[World of Light]].
With the exception of the third method, Diddy Kong must then be defeated on [[Kongo Falls]]. In World of Light, he is fought on the [[Ω form]] of {{SSB|Kongo Jungle}}.
With the exception of the third method, Diddy Kong must then be defeated on [[Kongo Falls]].


==Attributes==
==Attributes==
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Diddy's special moveset also comes with several unique options. His neutral special, [[Peanut Popgun]], is a small projectile with low range and knockback when uncharged. It is useful for pestering the opponent in the neutral game and can be charged, giving it extreme power when fully charged, although it has extremely high lag, doesn't shoot at a distance, and its charge cannot be saved like other chargeable projectiles(such as Samus' [[Charge Shot]]). He can also cancel charging the move by shielding, dodging, or spotdodging. His side special, [[Monkey Flip]], has Diddy leap forward and will act as a command grab when landed on the opponent or will be a fast kick if the player presses the attack button again during the duration of the move. Due to its fast speed and decent distance, low endlag, and ability to edge-cancel off platforms or the ledge of the stage, it can be used as both a movement option and a way to approach, as its speed can compensate for his poor air mobility. It can also be used for horizontal recovery. His up special, [[Rocketbarrel Boost]], is Diddy's main vertical recovery option. Uncharged, the move has unremarkable distance, but when fully charged, it moves much faster and travels much further. However, this requires Diddy to stay in place while charging the move in the air, leaving him highly vulnerable to gimps or edgeguards. The move also has a unique property in that if the opponent hits Diddy while using the move, the barrels will fly off and will irregularly move around, with the player having a small amount of control over their trajectory before they lose control. This gives him a useful, although niche stage-controlling option and the barrels will deal high damage and knockback when landed on an opponent. Lastly, Diddy's down special, [[Banana Peel]] is his most useful special and one of his best moves. It has him pull out a Banana Peel over himself, which can be picked up and thrown by both Diddy and his opponent. If Diddy places it down before the opponent could grab it, then they will be tripped by it if they attempt to pick it up. This lets Diddy land almost any attack he wants on his opponent if he times it before the tripping animation is done and allows for a plethora of combo options and even KO confirms into his smash attacks. Thanks to its ease of use and low commitment due to him only having to throw it at the opponent for it to work, it is integral to his kit and lets him punish missed attacks, have a strong advantage in the neutral game, create extremely long combos, and take control of the stage. He can also use a held banana as an excellent out-of-shield option when thrown. The only true downside to his Banana Peel is that the opponent can also catch and throw it just like he can, which allows them to use it against Diddy and take away one of his most important tools. Additionally, only one Banana Peel can be used at a time and it disappears when hit by an opponent or thrown twice.
Diddy's special moveset also comes with several unique options. His neutral special, [[Peanut Popgun]], is a small projectile with low range and knockback when uncharged. It is useful for pestering the opponent in the neutral game and can be charged, giving it extreme power when fully charged, although it has extremely high lag, doesn't shoot at a distance, and its charge cannot be saved like other chargeable projectiles(such as Samus' [[Charge Shot]]). He can also cancel charging the move by shielding, dodging, or spotdodging. His side special, [[Monkey Flip]], has Diddy leap forward and will act as a command grab when landed on the opponent or will be a fast kick if the player presses the attack button again during the duration of the move. Due to its fast speed and decent distance, low endlag, and ability to edge-cancel off platforms or the ledge of the stage, it can be used as both a movement option and a way to approach, as its speed can compensate for his poor air mobility. It can also be used for horizontal recovery. His up special, [[Rocketbarrel Boost]], is Diddy's main vertical recovery option. Uncharged, the move has unremarkable distance, but when fully charged, it moves much faster and travels much further. However, this requires Diddy to stay in place while charging the move in the air, leaving him highly vulnerable to gimps or edgeguards. The move also has a unique property in that if the opponent hits Diddy while using the move, the barrels will fly off and will irregularly move around, with the player having a small amount of control over their trajectory before they lose control. This gives him a useful, although niche stage-controlling option and the barrels will deal high damage and knockback when landed on an opponent. Lastly, Diddy's down special, [[Banana Peel]] is his most useful special and one of his best moves. It has him pull out a Banana Peel over himself, which can be picked up and thrown by both Diddy and his opponent. If Diddy places it down before the opponent could grab it, then they will be tripped by it if they attempt to pick it up. This lets Diddy land almost any attack he wants on his opponent if he times it before the tripping animation is done and allows for a plethora of combo options and even KO confirms into his smash attacks. Thanks to its ease of use and low commitment due to him only having to throw it at the opponent for it to work, it is integral to his kit and lets him punish missed attacks, have a strong advantage in the neutral game, create extremely long combos, and take control of the stage. He can also use a held banana as an excellent out-of-shield option when thrown. The only true downside to his Banana Peel is that the opponent can also catch and throw it just like he can, which allows them to use it against Diddy and take away one of his most important tools. Additionally, only one Banana Peel can be used at a time and it disappears when hit by an opponent or thrown twice.


Despite very strong strengths, Diddy isn't without his weaknesses. His two main flaws are a lackluster disadvantage state and predictable recovery. Monkey Flip, while fast, can be extremely predictable when used in a disadvantagous position, as it is Diddy's main way of getting out of juggle situations, due to his horrible air mobility. Diddy especially suffers when the opponent is able to consistently keep him in disadvantage state, not allowing banana to be pulled. This can snowball in some matchups, making it extremely hard to catch up to the opponent if diddy is not able to get his gameplan started. Diddy's other main weakness, his recovery, is arguably worse however. Monkey Flip has respectable distance and safety when the kick version is used, but has some endlag and also doesn't allow him to use Rocketbarrel Boost afterwards. Rocketbarrel Boost itself grants Diddy a relatively long ranged recovery option, the drawback being that it leaves Diddy wide open for attacks. If diddy is hit out of the Rocketbarrel Boost with a weak move he will become helpless and slowly fall to his death, making it easy to gimp him. Diddy Kong also suffers from a lack of range, though this is somewhat offset by his banana, which provides him with a fast and transcendent projectile.
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 horrbile 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 snowballl 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 trancendent 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]]''==
Diddy Kong was one of the most dominant characters in [[Diddy Kong (SSBB)|both of his]] [[Diddy Kong (SSB4)|first appearances]] thanks to his useful moves and the ability to produce items, namely {{b|Banana Peel|move}}s, which grant him an amazing control of the neutral game. Even after receiving nerfs in game updates in ''SSB4'', Diddy would continue dominating other characters, ending his run in top tier (3rd out of 58 characters). Most likely owing to his overwhelming success, Diddy Kong was initially nerfed significantly in the transition to ''Ultimate'', though he would later receive significant buffs in various updates to compensate. Ultimately, Diddy Kong is considered to be slightly nerfed overall.  
Likely due to his top tier status in ''[[Super Smash Bros. 4]]'' (3rd out of 58), Diddy Kong has received a mix of buffs and nerfs in the transition to ''Ultimate'' but he was nerfed overall. 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. Some of his moves also have reduced range, most notably [[down tilt]], [[up tilt]], [[up aerial]], [[forward aerial]]'s late hit, and [[down smash]] all of which were a staple part of Diddy's gameplay making it harder for him to take advantage of them. Additionally, [[Rocketbarrel Boost]] travels a drastically shorter distance when fully charged, and the charge time itself was reduced by a third worsening his already vulnerable recovery when hit very far offstage. Further exacerbating these nerfs, the universal changes hinder Diddy overall, as the reduced [[shieldstun]] for items 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. He also suffers from the universal increase in jump speed, as he can no longer reliably hit small characters with his [[back aerial]] from a rising [[short hop]]. Lastly, Diddy's [[weight]] has been lowered, making him even easier to KO.
 
Diddy's neutral game has been toned down due to many of his staple moves being worsened in various ways. [[Up tilt|Up]] and [[down tilt]]s, [[down smash]], [[forward aerial]]'s late hit, [[up aerial]], and [[grab]] all have less range, making it harder for Diddy to take advantage of these moves at their highest range. Banana Peels cannot be grabbed as quickly due to him releasing one at a higher arc, and they have a cooldown before they can be produced again after disappearing. [[Rocketbarrel Boost]] travels a drastically shorter distance when fully charged, and the charge time itself was reduced by a third, worsening his already vulnerable recovery when hit very far offstage. Diddy is also lighter, making him easier to KO.
 
Further exacerbating these nerfs, the universal changes hinder Diddy overall. The reduced [[shieldstun]] for items and increased lag on [[grab]]s weaken his approach and defensive game with Banana Peel; the latter change is compounded by the nerfs to his grabs' range. The faster knockback physics reduce his [[up throw]]'s combo potential, no longer having reliable combos or KO setups at high percents. He also suffers from the universal increase in jump speed, as he can no longer reliably hit small characters with his [[back aerial]] from a rising [[short hop]].
 
Despite this, Diddy Kong has also received notable buffs to help compensate, some of which have been received through game updates. His [[neutral attack]] no longer has an infinite portion, which decreases its damage potential but allows it to connect much more reliably, improving its overall consistency and utility as a close range option. Some of his moves have more range and/or reduced lag that increases their combo ability, namely [[neutral aerial]] (which can now autocancel from a SHFF) forward aerial's clean hit, [[dash attack]], up tilt, [[down aerial]], and [[down throw]], the latter working better as an alternative to his up throw at lower percents. A few of Diddy's moves also have more power, such as his [[up smash|up]] and down smash attacks.


His special moveset has also been improved in a number of ways. [[Monkey Flip]] has reduced startup lag and much more range, which when coupled with the changes to jostle mechanics greatly improve its utility as an offensive tool. [[Peanut Popgun]] has faster startup, deals more damage and charges significantly faster. Rocketbarrel Boost goes further when uncharged and makes Diddy fall much slower during the charge period, slightly improving his recovery overall. Finally, Banana Peels benefit from the item's tweaked natural properties: they now possess transcendent priority, making them unable to trade with attacks and thus riskier to pick up; and they can now be thrown twice at opponents before disappearing (though this does potentially give opponents more opportunities to use the item against Diddy). Finally, in terms of gameplay changes, the universal increase in mobility benefits Diddy, as his already fast mobility has been further improved, allowing him to keep up with the rest of the cast.
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 more range and/or reduced lag that increases their combo ability, namely forward aerial's clean hit, [[dash attack]], up tilt, [[down aerial]], and [[down throw]], the latter working better as an alternative to his up throw at lower percents. His special moveset has also been improved in a number of ways, namely [[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 less startup lag, deals more damage and charges significantly faster and [[Rocketbarrel Boost]] goes further when uncharged and makes Diddy Kong fall much slower during the charge period, slightly improving his recovery overall. 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. However, these buffs do not fully compensate for the nerfs to more crucial aspects of Diddy's moveset.


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 outweigh his buffs, making him worse than his iteration in ''Smash 4''. During ''Ultimate''{{'}}s early metagame, his overall perception was negative, since notable ''Smash 4'' Diddy Kong players such as {{Sm|MVD}}, {{Sm|Zinoto}} and {{Sm|Nietono}} dropped him in favor of other characters, and he suffered from minimal tournament representation at the time. However, game updates (most notably patch {{SSBU|3.1.0}} and {{SSBU|8.0.0}}) have meaningfully buffed Diddy to a more substantial degree; furthermore, Diddy has started to show signs of competitive success thanks to the efforts of {{sm|Dakpo}}, who placed 13th at {{Trn|Low Tier City 7}} and 25th at {{Trn|GENESIS 7}}. Other players such as {{Sm|Tweek}}, {{Sm|Aaron}}, {{Sm|Rivers}}, and {{Sm|Twinkle}} have also shown that Diddy still has potential to be a strong pick for tournaments. As a result, Diddy Kong is considered to be a high or even top-tier character.


{{SSB4 to SSBU changelist|char=Diddy Kong}}
{{SSB4 to SSBU changelist|char=Diddy Kong}}


==Update history==
==Update history==
Due to the engine changes and the direct nerfs to his most useful tools in the transition from ''Smash 4'' to ''Ultimate'', which overall significantly hindered his viability, Diddy Kong was buffed significantly via game updates. Update 2.0.0 only brought one, but substantial change to his neutral aerial; the move now autocancels significantly earlier. Update 3.0.0 also granted Diddy Kong with some worthwhile buffs. His dash attack is now faster overall with less startup on all of its hitboxes and the move ends slightly sooner. However, the first hitbox now lasts only one frame instead of two due to a frame speed multiplier being used without proper compensation. On the flipside, his forward tilt gained late hitboxes, overall increasing the move's hitbox duration. His down smash was made stronger, his neutral aerial now has bigger hitboxes and his up aerial deals more damage without fully compensated knockback, making the move much stronger.
Due to the engine changes and the direct nerfs to his most useful tools in the transition from ''Smash 4'' to ''Ultimate'', which overall significantly hindered his viability, Diddy Kong has been buffed significantly via game updates. However, he has also received two nerfs to his Banana Peel, making it take longer to respawn another Banana. As a result, all of his infinite banana combos are obsolete, though this change is negligible to his gameplay outside of the infinite.
 
Update 3.1.0 was the biggest patch for Diddy Kong, bringing him many plentiful and noteworthy buffs. The second hit of his neutral attack now connects more reliably into the first hit. The final hit of up smash was made stronger and the move now connects much better overall. His up aerial was buffed once more with less startup and ending lag. His down aerial also received similar buffs, with less startup and a shorter overall duration. Peanut Popgun also was graced with considerable buffs, with every charge instead of the max level dealing more damage. The move also charges much faster overall. And finally, his once previously weak recovery, Rocketbarrel Boost, was given two buffs. Diddy Kong now falls slower while charging the move (only applies to the first charge) and the move now flies higher after charging.
 
After a small buff intangibility buff in update 7.0.0, Diddy Kong was buffed once more in update 8.0.0. His forward tilt now launches opponents at a lower angle, the fist hitboxes were made bigger, and the late hitboxes added in update 3.0.0 now lasts two frames longer, further increasing the move's hitbox duration. The second hit of dash attack now links more reliably into the third hit, with the aforementioned hit now having larger hitboxes. Down smash now has two frames less startup on both hits and a shorter duration overall, making the move end sooner. And finally, the clean hit of his forward aerial has bigger hitboxes.
 
While Diddy was mostly buffed, he has also received two notable nerfs to his Banana Peel, thanks to update 8.0.0 and once more in update 11.0.0, it now takes longer for Diddy to respawn another Banana. As a result, all of his infinite banana combos are obsolete, though this change is negligible to his gameplay outside of the infinite.
 
Overall, Diddy Kong was one of the most buffed characters in ''Ultimate'', going from a mid-tier to a high tier, debatably top tier character. While Diddy Kong is still weaker than his ''Brawl'' and ''Smash 4'' incarnation, he is still a character that should not be underestimated and continues to receive good placements in tournaments.  


'''{{GameIcon|ssbu}} {{SSBU|2.0.0}}'''
'''{{GameIcon|ssbu}} {{SSBU|2.0.0}}'''
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|game=SSBU
|game=SSBU
|neutralcount=3
|neutralcount=3
|neutralname=Right Flap ({{ja|ライトフラップ|Raito Furappu}}) / Left Flap ({{ja|レフトフラップ|Refuto Furappu}}) / Foot Push ({{ja|フットプッシュ|Futto Pusshu}})
|neutralname= 
|neutral1dmg=2%
|neutral1dmg=2%
|neutral2dmg=1.5%
|neutral2dmg=1.5%
|neutral3dmg=4%
|neutral3dmg=4%
|neutraldesc=Two alternating inward slaps, followed by an outward sidekick. Holding the attack button will have Diddy repeat the first hit. The first 2 hits can [[lock]].
|neutraldesc=Diddy Kong does two alternating inward slaps, followed by an outward 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= 
|ftiltdmg=10% (clean), 7% (late)
|ftiltdmg=10% (clean), 7% (late)
|ftiltdesc=Leans to his side and thrusts both of his arms forward in a double punch. It can be angled upwards or downwards.
|ftiltdesc=Diddy Kong leans to the side and thrusts both of his arms forward in a double punch. It can be angled upwards or downwards.
|utiltname=Overhead Slap ({{ja|オーバーヘッドスラップ|Ōbāheddo Surappu}})
|utiltname= 
|utiltdmg=6%
|utiltdmg=6%
|utiltdesc=Swats the air above him with a slap in a similar fashion to an uppercut. Hits quite quickly and can combo into most of Diddy's aerial attacks at low to mid percent ranges. It can also kill at around 160%.
|utiltdesc=Diddy Kong swats in the air above him with a slap in a similar fashion to an uppercut. Hits quite quickly and can combo into most of Diddy Kong's aerial attacks at low to mid percent ranges. It can also kill at around 160%.
|dtiltname=Hand Clap ({{ja|ハンドクラップ|Hando Kurappu}})
|dtiltname=Hand Clap
|dtiltdmg=5.5%
|dtiltdmg=5.5%
|dtiltdesc=A low clap in front of himself while crouching. An extremely versatile combo starter, as it can combo into a variety of moves at nearly any realistic percentage, including down tilt to up smash as a KO confirm.
|dtiltdesc=Diddy Kong claps in front of himself while crouching. An extremely versatile combo starter, as it can combo into a variety of moves at nearly any realistic percentage, including down tilt to up smash as a KO confirm.
|dashname=Rolling Slap ({{ja|ローリングスラップ|Rōringu Surappu}})
|dashname= 
|dashdmg=2% (hits 1 and 2), 3% (hit 3)
|dashdmg=2% (hits 1 and 2), 3% (hit 3)
|dashdesc=Diddy Kong's signature {{s|mariowiki|Cartwheel}} attack from ''{{s|mariowiki|Donkey Kong Country}}'', concluding with a double-handed ground-slap. The final hit has largely vertical knockback and can combo into aerials at low to mid percent ranges.
|dashdesc=Diddy Kong performs his signature {{s|mariowiki|Cartwheel}} attack from ''{{s|mariowiki|Donkey Kong Country}}'', concluding with a double-handed ground-slap. The final hit has largely vertical knockback and can combo into aerials at low to mid percent ranges.
|fsmashname=Slap & Beat ({{ja|スラップ&ビート|Surappu & Bīto}})
|fsmashname= 
|fsmashdmg={{ChargedSmashDmgSSBU|5}} (hit 1), {{ChargedSmashDmgSSBU|11}}/{{ChargedSmashDmgSSBU|9}} (hit 2)
|fsmashdmg={{ChargedSmashDmgSSBU|5}} (hit 1), {{ChargedSmashDmgSSBU|11}}/{{ChargedSmashDmgSSBU|9}} (hit 2)
|fsmashdesc=Jumps forward while spinning, and performs an open-handed slap followed by a spinning back fist with his opposite arm. The first hit combos into the second, which has good knockback and KO power. However, it is easily punishable if whiffed or on shield. Often only used in combination with his [[Banana Peel (move)|banana peel]].
|fsmashdesc=Diddy Kong jumps forward while spinning, and performs an open-handed slap followed by a spinning back fist with his opposite arm. The first hit combos into the second, which has good knockback and KO power. However, it is easily punishable if whiffed or on shield. Often only used in combination with his [[Banana Peel (move)|banana peel]].
|usmashname=Triple Attack ({{ja|トリプルアタック|Toripu Atakku}})
|usmashname= 
|usmashdmg={{ChargedSmashDmgSSBU|2.5}} (hits 1 and 2), {{ChargedSmashDmgSSBU|6}} (hit 3)
|usmashdmg={{ChargedSmashDmgSSBU|2.5}} (hits 1 and 2), {{ChargedSmashDmgSSBU|6}} (hit 3)
|usmashdesc=Leaps upward and performs a stationary cartwheel, attacking upwards with an open-handed slap, a reverse heel kick, and an uppercut. It is the fastest up smash in the game, coming out on frame 5. However, it is somewhat weak, not KOing until around 130%. It is mostly used as a follow-up from down tilt or as a close-range out-of-shield option.
|usmashdesc=Diddy Kong leaps upward and performs a stationary cartwheel, attacking upwards with an open-handed slap, a reverse heel kick, and an uppercut. It is the fastest up smash in the game, coming out on frame 5. However, it is somewhat weak, not KOing until around 130%. It is mostly used as a follow-up from down tilt or as a close-range out-of-shield option.
|dsmashname=Turning Leg ({{ja|ターニングレッグ|Tāningu Reggu}})
|dsmashname= 
|dsmashdmg={{ChargedSmashDmgSSBU|12}} (hit 1), {{ChargedSmashDmgSSBU|15}} (hit 2)
|dsmashdmg={{ChargedSmashDmgSSBU|12}} (hit 1), {{ChargedSmashDmgSSBU|15}} (hit 2)
|dsmashdesc=A {{iw|wikipedia|flare|acrobatic move}}, kicking in front and then behind himself. A fast smash attack with respectable power, KOing opponents at around 110% at the ledge. The back hit is stronger than the front hit KOing around 10% sooner.
|dsmashdesc=Diddy Kong performs a {{iw|wikipedia|flare|acrobatic move}}, kicking in front and then behind himself. A fast smash attack with respectable power, KOing opponents at around 110% at the ledge. The back hit is stronger than the front hit KOing around 10% sooner.
|nairname=Diddy Roll ({{ja|ディディーロール|Didī Rōru}})
|nairname= 
|nairdmg={{ShortHopDmgSSBU|6}}
|nairdmg={{ShortHopDmgSSBU|6}}
|nairdesc=An aerial cartwheel, similar to his dash attack. Very high ending lag, so much so that Diddy should avoid using this move offstage. However, it does a low amount of vertical knockback, which makes it an excellent combo starter on landing. It can combo into all of Diddy's aerials (even down aerial, which can KO at around 50% if done by the ledge). Additionally, it has a very generous autocancel window, being able to do so in a short hop fast fall.
|nairdesc=Diddy Kong does an aerial cartwheel similar to his dash attack. Very high ending lag, so much so that Diddy Kong should avoid using this move offstage. However, it does a low amount of vertical knockback, which makes it an excellent combo starter on landing. It can combo into all of Diddy's aerials (even down aerial, which can KO at around 50% if done by the ledge). Additionally, it has a very generous autocancel window, being able to do so in a short hop fast fall.
|fairname=Screw Kick ({{ja|スクリューキック|Sukuryū Kikku}})
|fairname=Screw Kick
|fairdmg={{ShortHopDmgSSBU|10}} (clean), {{ShortHopDmgSSBU|8}} (late)
|fairdmg={{ShortHopDmgSSBU|10}} (clean), {{ShortHopDmgSSBU|8}} (late)
|fairdesc=A dropkick while spinning. Comes out very fast with a long hitbox duration, generous autocancel window and great range, making it one of Diddy's core spacing tools. It is moderately powerful, KOing at around 145% at the edge. However, it has a bit of ending lag, making it unable to combo into itself unless landing with it. It is often considered one of the best forward aerials in the game due to its combination of speed, range, power and safety.
|fairdesc=Diddy Kong does a dropkick while spinning. Comes out very fast with a long hitbox duration, generous autocancel window and great range, making it one of Diddy's core spacing tools. It is moderately powerful, KOing at around 145% at the edge. However, it has a bit of ending lag, making it unable to combo into itself unless landing with it. It is often considered one of the best forward aerials in the game due to its combination of speed, range, power and safety.
|bairname=Quick Backspin ({{ja|クイックバックスピン|Kuikki Bakkusupin}})
|bairname= 
|bairdmg={{ShortHopDmgSSBU|9}}
|bairdmg={{ShortHopDmgSSBU|9}}
|bairdesc=A reverse spin kick behind himself. Has very low start-up and ending lag, allowing it to be used twice in one short hop and combo into itself at low to mid percents. It also has decent range and KO power killing at around 130% at the edge, although it is somewhat weak compared to other moves of its type.
|bairdesc=Diddy Kong does a reverse spin kick behind himself. Has very low start-up and ending lag, allowing it to be used twice in one short hop and combo into itself at low to mid percents. It also has decent range and KO power killing at around 130% at the edge, although it is somewhat weak compared to other moves of its type.
|uairname=Turn Kick ({{ja|ターンキック|Tān Kikku}})
|uairname= 
|uairdmg={{ShortHopDmgSSBU|7}}
|uairdmg={{ShortHopDmgSSBU|7}}
|uairdesc=An overhead kick in an arc. Tied for the fastest in the game (frame 4 startup) with good coverage above and behind Diddy. However, it posseses a blindspot in front of Diddy, making it unable to hit most characters in a rising up air. Despite its hitbox issues, it is a great juggling tool, as it has above average base knockback, giving it strong combo potential at low percents and KO Potential at higher percents.
|uairdesc=Diddy Kong performs an overhead kick in an arc. Tied for the fastest in the game (frame 4 startup) with good coverage above and behind Diddy. However, it posseses a blindspot in front of Diddy, making it unable to hit most characters in a rising up air. Despite its hitbox issues, it is a great juggling tool, as it has above average base knockback, giving it strong combo potential at low percents and KO Potential at higher percents.
|dairname=Hammer Meteor Knuckle ({{ja|ハンマーメテオナックル|Hanmā Meteo Nakkuru}})
|dairname= 
|dairdmg={{ShortHopDmgSSBU|13}} (fists), {{ShortHopDmgSSBU|10}} (arms)
|dairdmg={{ShortHopDmgSSBU|13}} (fists), {{ShortHopDmgSSBU|10}} (arms)
|dairdesc=Swings both arms downward in a double ax-handle punch. A strong [[meteor smash]] and Diddy's strongest aerial overall, though it is also his slowest. It has a large auto-cancel window at the beginning of the attack before the hitbox starts, which makes it a good tool for landing provided that the move is inputted shortly before touching the ground. It can also jab lock opponents at low percent ranges. It also combos into his other aerials on landing.
|dairdesc=Diddy Kong swings both arms downward in a double ax-handle punch. A strong [[meteor smash]] and Diddy Kong's strongest aerial overall, though it is also his slowest. It has a large auto-cancel window at the beginning of the attack before the hitbox starts, which makes it a good tool for landing provided that the move is inputted shortly before touching the ground. It can also jab lock opponents at low percent ranges. It also combos into his other aerials on landing.
|grabname=Grab ({{ja|つかみ|Tsukami}})
|grabname= 
|grabdesc=Reaches out in front of himself.
|grabdesc=Diddy Kong reaches out in front of himself.
|pummelname=Grab Headbutt ({{ja|つかみヘッドバット|Tsukami Heddobatto}})
|pummelname= 
|pummeldmg=1%
|pummeldmg=1%
|pummeldesc=A headbutt. Fast but weak.
|pummeldesc=A headbutt.
|fthrowname=Rock Throw ({{ja|ロックスルー|Rokku Surū}})
|fthrowname=
|fthrowdmg=9%
|fthrowdmg=9%
|fthrowdesc=Tosses his opponent forwards. The throw is based on Diddy Kong's barrel toss animation from ''Donkey Kong Country''. Diddy's second strongest throw, KOing middleweights around 156% at the edge of [[Final Destination]]. It also has low ending lag, which allows it to combo into dash attack, forward- and back aerial at very low percentages.
|fthrowdesc=Diddy Kong tosses his opponent forwards. The throw is based on Diddy Kong's barrel toss animation from ''Donkey Kong Country''. Diddy Kong's second strongest throw, KOing middleweights around 156% at the edge of [[Final Destination]]. 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=
|bthrowdmg=12%
|bthrowdmg=12%
|bthrowdesc=Tosses his opponent backward. Diddy's strongest and most damaging throw, KOing middleweights around 140% at the edge of [[Final Destination]].
|bthrowdesc=Diddy Kong tosses his opponent backward. Diddy Kong's strongest and most damaging throw, KOing middleweights around 140% at the edge of [[Final Destination]] .
|uthrowname=Grab Kick ({{ja|グラブキック|Gurabu Kikku}})
|uthrowname=
|uthrowdmg=1% (hit), 4% (throw)
|uthrowdmg=1% (hit), 4% (throw)
|uthrowdesc=Throws his opponent up and handstand kicks them. It works as a good combo starter at a wide range of percents and can even potentially set up KO confirms into up aerial in specific circumstances. However, it deals low damage and knockback, being unable to kill even at very high percent.
|uthrowdesc=Diddy Kong throws his opponent up and handstand kicks them. It works as a good combo starter at a wide range of percents and can even potentially set up KO confirms into up aerial in specific circumstances. However, it deals low damage and knockback, being unable to kill even at very high percent.
|dthrowname=Leap Frog ({{ja|リープフロッグ|Rīpu Furoggu}})
|dthrowname=
|dthrowdmg=7%
|dthrowdmg=7%
|dthrowdesc=Throws the opponent onto the ground and hops over them. This is among his best combo starters, as it has extremely low ending lag and low knockback. It can set up into back aerial, forward aerial and up aerial very reliably depending on the opponent's DI, and can continue this string, especially on platforms. It can be used as a kill confirm into back air at the edge at around 110%, and into up aerial for the "Hoo Hah" KO confirm at around 90%-145% depending on weight, rage, and DI. However, the timing is somewhat strict.
|dthrowdesc=Diddy Kong throws the opponent onto the ground and hops over them. This is among his best combo starters, as it has extremely low ending lag and low knockback. It can set up into back aerial, forward aerial and up aerial very reliably depending on the opponent's DI, and can continue this string, especially on platforms. It can be used as a kill confirm into back air at the edge at around 110%, and into up aerial for the "Hoo Hah" KO confirm at around 90%-145% depending on weight, rage, and DI. However, the timing is somewhat strict.
|floorfname= 
|floorfname= 
|floorfdmg=7%
|floorfdmg=7%
|floorfdesc=Gets up and kicks on both sides.
|floorfdesc=Diddy Kong gets up and kicks on both sides.
|floorbname= 
|floorbname= 
|floorbdmg=7%
|floorbdmg=7%
|floorbdesc=Gets up and kicks on both sides.
|floorbdesc=Diddy Kong gets up and kicks on both sides.
|floortname= 
|floortname= 
|floortdmg=5%
|floortdmg=5%
|floortdesc=Gets up and kicks on both sides.
|floortdesc=Diddy Kong gets up and kicks on both sides.
|edgename= 
|edgename= 
|edgedmg=9%
|edgedmg=9%
Line 167: Line 145:
|nsname=Peanut Popgun
|nsname=Peanut Popgun
|nsdmg=4.8%-13.8% (peanuts), 3% (close range), 23% (explosion)
|nsdmg=4.8%-13.8% (peanuts), 3% (close range), 23% (explosion)
|nsdesc=Shoots a peanut from his Popgun. A safe projectile attack that is rather useful in neutral. It can also be canceled in the air if the shield button is held before inputting the special button, which is useful for [[B-reversing]] to make Diddy's movement harder to predict. The peanuts have the property of items and can be caught and thrown. The peanuts also bounce off of opponents and solid surfaces, but they lose their hitbox afterward. The longer Diddy charges the attack, the farther and quicker the peanut will fly. If Diddy overcharges the attack, however, it will cause a very powerful explosion that leaves him vulnerable but possesses massive knockback, being his most reliable option out of a shield break.
|nsdesc=Diddy Kong shoots a peanut from his Popgun. A safe projectile attack that is rather useful in neutral. It can also be canceled in the air if the shield button is held before inputting the special button, which is useful for [[B-reversing]] to make Diddy Kong's movement harder to predict. The peanuts have the property of items and can be caught and thrown. The peanuts also bounce off of opponents and solid surfaces, but they lose their hitbox afterward. The longer Diddy Kong charges the attack, the farther and quicker the peanut will fly. If Diddy Kong overcharges the attack, however, it will cause a very powerful explosion that leaves him vulnerable but possesses massive knockback.
|ssname=Monkey Flip
|ssname=Monkey Flip
|ssdmg=14% (clean mid-air kick), 12% (mid midair kick), 10% (late midair kick), 1% (grab loop), 3% (grab attack, hit 1), 7% (grab attack, hit 2), 3% (jump attack, hit 1), 8% (jump attack, hit 2)
|ssdmg=14% (clean mid-air kick), 12% (mid midair kick), 10% (late midair kick), 1% (grab loop), 3% (grab attack, hit 1), 7% (grab attack, hit 2), 3% (jump attack, hit 1), 8% (jump attack, hit 2)
|ssdesc=Performs a back-flipping forward leap that has him cling onto an opponent. Inputting the move as a smash attack increases the distance of the jump. Once he has clung onto the opponent, he will continuously scratch them. During this time, he can perform an action depending on what button is pressed: pressing the attack or special move button will cause Diddy to attack them with a double-handed chop and then leap away, while pressing the jump button will cause him to perform a pseudo footstool jump, which can [[meteor smash]] at high percentages. If the attack or special button is pressed during the jump, Diddy will attack with a flying kick instead of latching on to his opponent. However, if Diddy chooses to use the flying kick he will not be able to use his [[Rocketbarrel Boost|rocketbarrel pack]] unless he touches the ground first, making it a risky option offstage. This move is very useful in the neutral to pressure shielding opponents alongside Banana Peel.
|ssdesc=Diddy Kong performs a back-flipping forward leap that has him cling onto an opponent. Inputting the move as a smash attack increases the distance of the jump. Once he has clung onto the opponent, he will continuously scratch them. During this time, he can perform an action depending on what button is pressed: pressing the attack or special move button will cause Diddy Kong to attack them with a double-handed chop 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. 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=Charges his rocket barrel pack from ''Donkey Kong 64'' in a powerful attack. Can potentially fly very far and very fast when charged, however hitting a surface, or being hit, will make Diddy lose his rocket barrels before falling a huge distance while being unable to perform any action, often falling too far to survive. Diddy will also take recoil damage for hitting a surface. It travels significantly more horizontal/diagonal distance than it does vertically.
|usdesc=Diddy Kong charges his rocket barrel pack from ''Donkey Kong 64'' in a powerful attack. Can potentially fly very far and very fast when charged, however hitting a surface, or being hit, will make Diddy Kong lose his rocket barrels before falling a huge distance while being unable to perform any action, often falling too far to survive. Diddy Kong will also take recoil damage for hitting a surface. It travels significantly more horizontal/diagonal distance than it does vertically.
|dspage=Banana_Peel_(move)
|dspage=Banana_Peel_(move)
|dsname=Banana Peel
|dsname=Banana Peel
|dsdmg=3.8%~5.3%
|dsdmg=3.8%~5.3%
|dsdesc=Tosses a [[Banana Peel]] over his shoulder and into the air to have it fall onto the ground. Grounded opponents who touch the peel while on the ground or are hit by the peel when thrown will slip and [[trip]] on the floor. An integral part of Diddy's kit, as it allows him to take control of the stage, extend and create combos, set up KOs, easily punish missed attacks from his opponents even if they are spaced properly, and otherwise dominate the neutral game. A held banana also serves as one of the best [[out of shield]] options in the game when thrown. Only one banana peel can exist at one time, and it disappears when hit by an opponent or when thrown twice.
|dsdesc=Diddy Kong tosses a [[Banana Peel]] over his shoulder and into the air to have it fall onto the ground. Grounded opponents who touch the peel while on the ground or are hit by the peel when thrown will slip and [[trip]] on the floor. An integral part of Diddy Kong’s kit, as it allows him to take control of the stage, extend and create combos, set up KOs, easily punish missed attacks from his opponents even if they are spaced properly, and otherwise dominate the neutral game. A held banana also serves as one of the best [[out of shield]] options in the game when thrown. Only one banana peel can exist at one time, and it disappears when hit by an opponent or when thrown twice.
|fsname=Hyper Rocketbarrel
|fsname=Hyper Rocketbarrel
|fsdmg=1% (startup loop), 2% (per collision), 20% (final hit), 15% (collateral final hit), 10% (launch/ending explosion)
|fsdmg=1% (startup loop), 2% (per collision), 20% (final hit), 15% (collateral final hit), 10% (launch/ending explosion)
|fsdesc=Activates his Rocketbarrel Pack and flies up. He then dashes across the screen in multiple directions, doing damage to whoever he touches. After a while, he will lock on to whatever opponent has taken the most damage and unleash one final dash attack that launches the targeted opponent, as well as any other nearby opponents. After this last attack, Diddy descends back to his original position. His Rocketbarrel Pack explodes before he lands, which damages nearby opponents.
|fsdesc=Diddy Kong activates his Rocketbarrel Pack and flies up. He then dashes across the screen in multiple directions, doing damage to whoever he touches. After a while, he will lock on to whatever opponent has taken the most damage and unleash one final dash attack that launches the targeted opponent, as well as any other nearby opponents. After this last attack, Diddy Kong descends back to his original position. His Rocketbarrel Pack explodes before he lands, which damages nearby opponents.
}}
 
===Stats===
 
{{Attributes
| cast=89
| weight=90 | rweight=61-63
| dash=2.09 | rdash=18-24
| run=2.006 | rrun=21
| walk=1.313 | rwalk=12
| trac=0.093 | rtrac=70-71
| airfric=0.008 | rairfric=57-66
| air=0.924 | rair=76-77
| baseaccel=0 | rbaseaccel=88-89
| addaccel=0.05 | raddaccel=53-64
| gravity=0.125 | rgravity=13-14
| fall=1.75 | rfall=24-25
| ff=2.8 | rff=24-25
| jumpsquat=3 | rjumpsquat=1-88
| jumpheight=41.21 | rjumpheight=5
| shorthop=19.9 | rshorthop=5
| djump=41.21 | rdjump=11
}}
}}
===[[Announcer]] call===
{{audio|Needs announcer calls from other languages.}}
<gallery>
Diddy Kong English Announcer SSB4-SSBU.wav|English/Japanese/Chinese
Diddy Kong French Announcer SSBU.wav|French
Diddy Kong French EU Announcer SSBU.wav|French (PAL)
Diddy Kong Russian Announcer SSBU.wav|Russian
</gallery>''
===[[On-screen appearance]]===
===[[On-screen appearance]]===
*Bursts out of a [[DK Barrel]] and claps his hands above his head.
*Bursts out of a [[DK Barrel]] and claps his hands above his head.
Line 222: Line 168:
===[[Taunt]]s===
===[[Taunt]]s===
*'''Up taunt''': Tosses his cap in the air and has it land on his head. This is a reference to his victory pose in ''Donkey Kong Country'' after he defeats a boss or wins in a {{s|mariowiki|Bonus Area}}.
*'''Up taunt''': Tosses his cap in the air and has it land on his head. This is a reference to his victory pose in ''Donkey Kong Country'' after he defeats a boss or wins in a {{s|mariowiki|Bonus Area}}.
*'''Side taunt''': Angrily does a playful fighter's stance while bellowing, trying to assert his dominance.
*'''Side taunt''': Angrily does a playful fighter's stance while growling, 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 177:


===[[Idle pose]]s===
===[[Idle pose]]s===
*Scratches his rear, gets down on all fours, and shakes his fur.
*Scratches his rump, gets down on all fours, and shakes his fur.
*Joyfully jumps in place twice.
*Jumps in place twice.
<gallery>
<gallery>
SSBUDiddyKongIdle1.gif|Diddy Kong's first idle pose.
SSBUDiddyKongIdle1.gif|Diddy Kong's first idle pose
SSBUDiddyKongIdle2.gif|Diddy Kong's second idle pose.
SSBUDiddyKongIdle2.gif|Diddy Kong's second idle pose
</gallery>
</gallery>


Line 286: Line 232:
</gallery>
</gallery>


==In [[competitive play]]==
==In competitive play==
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}} and even {{Sm|Tweek}} believe that he is overrated and is a high tier at best.
 
 
===Most historically significant players===
===Most historically significant players===
<!--This character has a ten player limit for this section. Before adding and/or removing a player, read these guidelines: https://www.ssbwiki.com/SmashWiki:Notability#%22Most_historically_significant_players%22_guidelines -->
<!--This character has a ten player limit for this section. Before adding and/or removing a player, read these guidelines: https://www.ssbwiki.com/SmashWiki:Notability#%22Most_historically_significant_players%22_guidelines -->


''See also: [[:Category:Diddy Kong players (SSBU)]]''
''Any number following the Smasher name indicates placement on the [[Fall 2019 PGRU]], which recognizes the official top 50 players in the world in [[Super Smash Bros. Ultimate]] from July 13th, 2019 to December 15th, 2019.''
 
*{{Sm|Aaron|USA|p=Florida}} - The second-best Diddy Kong in North America, peaking at 30th on the [[UltRank 2022]]. His best performances have been at large regionals and superregionals events, which includes winning {{Trn|Almost Pro}} over {{Sm|Light|p=Connecticut}} and {{Sm|Kola}}, placing 2nd at {{Trn|Riptide 2023}} defeating {{Sm|MuteAce}}, and placing 3rd at {{Trn|Shine 2023}}. In addition, his best results at majors include placing 7th at {{Trn|Get On My Level 2022}} and defeating {{Sm|Sparg0}} at {{Trn|Super Smash Con 2023}}.
*{{Sm|Dakpo|USA}} - One of the earliest notable Diddy Kong players best known for upsetting {{Sm|Glutonny}} at {{Trn|GENESIS 7}} using the "Pyramid Scheme" technique, placing 25th overall. He had also placed 2nd at {{Trn|DreamHack Anaheim 2020}}, placed 13th at {{Trn|Low Tier City 7}}, and defeated {{Sm|Kola}} at {{Trn|2GG: Kongo Saga}}. Although he has since been overshadowed by other Diddy Kong players, he remains a notable Diddy Kong player in the newer metagame, including placing 3rd at {{Trn|DreamHack Dallas 2023}} defeating {{Sm|Lima}}.
*{{Sm|Etsuji|Japan}} - Although best known for his {{SSBU|Lucina}} in the early metagame, he picked up Diddy Kong in the post-online metagame and was the best Diddy Kong player in Japan from 2021 to mid-2022, most notably placing 5th at {{Trn|Maesuma TOP 8}} defeating {{Sm|Asimo}} and {{Sm|ProtoBanham}} and placing 7th at {{Trn|Kagaribi 5}}. He retired following Maesuma TOP 8, and has made sporadic tournament appearances with more mixed results.
*{{Sm|Ryuoh|Japan}} - The best Diddy Kong player in Japan since mid-2022, peaking at 62nd on the [[LumiRank 2023]] and regularly placing well at {{Trn|Sumabato|series}} events, most notably placing 3rd at {{Trn|Sumabato SP 42}} and {{Trn|Sumabato SP 43}}, defeating {{Sm|Asimo}} and {{Sm|Doramigi}} in the former and {{Sm|Yoshidora}} in the latter. At a major level, he is most known for placing 7th at {{Trn|Kowloon 12 with Kagaribi}}, with wins over {{Sm|Raru}}, {{Sm|KEN}}, {{Sm|Snow}}, {{Sm|Toriguri}} and {{Sm|Akakikusu}}, the best run from a Diddy Kong player that isn't Tweek.
*{{Sm|Tweek|USA}} - One of the greatest ''Ultimate'' players of all-time who began using Diddy Kong in the online metagame. He has won several majors with Diddy Kong, including {{Trn|Smash Ultimate Summit 3}}, {{Trn|Luminosity Makes BIG Moves 2024}}, and {{Trn|Get On My Level X}}, and is the only Diddy Kong player who has won a major.


===Tier placement and history===
''See also: [[:Category:Diddy Kong professionals (SSBU)]]''
Upon ''[[Ultimate]]''{{'}}s release, top professionals immediately noticed Diddy Kong's weaknesses, which include inconsistent KO'ing at higher percent and his greatly nerfed recovery. As such, many of Diddy Kong's best from ''[[Smash 4]]'', most notably {{Sm|MVD}} and {{Sm|Zinoto}}, dropped him in favor of other characters. Fortunately, Diddy Kong eventually received buffs to his kit that compensated his KO issues and improved his recovery while dedicated players further optimized Diddy Kong's moveset, eventually leading to the discovery of his "Pyramid Scheme" infinite, which allowed Diddy Kong to trap opponents on a platform using [[Banana Peel (move)|Banana Peels]]. This allowed dedicated players such as {{Sm|Dakpo}} and {{Sm|Aaron|p=Florida}} to see some success in tournament, with Dakpo notably defeating Glutonny at {{Trn|GENESIS 7}} with the infinite. Even so, Diddy Kong's representation remained average, and although a few top players viewed him as a high-tier, the general consensus considered him as a mid-tier.


The online metagame further shifted Diddy Kong's metagame in a positive direction. Although a later patch removed the Pyramid Scheme infinite, the same patch granted Diddy Kong additional buffs that improved some of his hitboxes and frame data. In addition, Diddy Kong representation began improving, thanks to Aaron's improving results and {{Sm|Tweek}} picking the character as his new main, with both players showcasing Diddy Kong's strong control over the neutral game thanks to Banana Peel setups and combos. This momentum continued into the offline metagame, with Tweek winning several major and supermajor events, Aaron becoming a top 100 player, and the rise of other Diddy Kong players, including {{Sm|Etsuji}}, who dropped Lucina for Diddy Kong in 2021; and {{Sm|Ryuoh}}, who became Japan's best Diddy Kong player following Etsuji's retirement. As such, Diddy Kong's representation since 2021 had remained above-average, with the character frequently ranking in the top 15 in terms of representation, and he is often considered to be a top-tier character. This is reflected in his placements on the tier list: he was ranked 12th on the first tier list as a top-tier character and rose to 9th on the second tier list, remaining in the S- tier.
*{{Sm|Aaron|USA|p=Florida}} - One of the best Diddy Kong players in the world. Placed 1st at {{Trn|Ursa Minor 4}}, 5th at both {{Trn|Shell Shock}} and {{Trn|CEO Dreamland 2020}}, 49th at {{Trn|Frostbite 2020}} with wins over {{Sm|Kome}}, {{Sm|Goblin}}, and {{Sm|Raffi-X}}. Currently ranked 3rd on the [[Central Florida Power Rankings#Super Smash Bros. Ultimate|Central Florida Ultimate Power Rankings]].
*{{Sm|Dakpo|USA}} - One of the best Diddy Kong players in the world. 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$}}, and {{Sm|ANTi}}. Currently ranked 4th in the [[Las Vegas Power Rankings]].
*{{Sm|Firehao|Chile}} - One of the best Diddy Kong players in Chile. Co-mains Diddy along with {{SSBU|Snake}}. Placed  1st at {{Trn|Iwanna Torneo Nacional!}}, 5th at {{Trn|Smash Chile - Civil War}} and 49th at {{Trn|2GG: Kongo Saga}} with wins over  {{Sm|Lui$}}, {{Sm|Frido}} and {{Sm|VinS}}. Currently ranked 2nd on the [[Chilean Power Rankings]].
*{{Sm|Jansen|Japan}} - One of the best Diddy Kong players in Japan. Placed 13th at {{Trn|Karisuma SP 7}}, 17th at {{Trn|Karisuma SP 6}}, and 25th at {{Trn|Mēsuma}} with wins over {{Sm|Kotatsu}}, {{Sm|Rizeo}},and {{Sm|Uto}}.
*{{Sm|JJROCKETS|South Korea}} - The best Diddy Kong player in South Korea. Placed 1st at both {{Trn|Gamebookr's Mid-Year Smash Tournament}} and {{Trn|REV Major 2019}}, and 9th at {{Trn|Uprising 2019}} with wins over {{Sm|LynZle}}, {{Sm|Regerets}}, and {{Sm|XIFL}}. Currently ranked 4th on the [[South Korean Power Rankings#Super Smash Bros. Ultimate|South Korean Smash Ultimate Power Rankings]].
*{{Sm|Legit|USA}} - One of the best Diddy Kong players in the world. 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|Manda|France}} - One of the best Diddy Kong players in Europe. Placed 7th at both {{Trn|Le Colossel de M3R}} and {{Trn|TWELVE I - 2020}}, 9th at {{Trn|TWELVE II - 2021}}, 17th at {{Trn|Valhalla III}}, and 49th at {{Trn|Ultimate Fighting Arena 2019}} with wins over players like {{Sm|Griffith}}, {{Sm|Ogey}}, and {{Sm|Young Eevey}}.
*{{Sm|Rivers|USA}} - Has a strong Diddy Kong secondary and is considered one of the best Diddy Kong players in the world. Placed 2nd at {{Trn|Play With Heart}} and 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|Tweek|USA}} (#3) - The best Diddy Kong player in the world. Placed 1st at {{Trn|Momentous}}, {{Trn|The Comeback}}, and {{Trn|Smash Ultimate Summit 3}} as well as 2nd at both {{Trn|2GG: Kongo Saga}} and {{Trn|Riptide}}.


=={{SSBU|Classic Mode}}: Hey, Little Buddy!==
=={{SSBU|Classic Mode}}: Hey, Little Buddy!==
[[File:SSBU Congratulations Diddy Kong.png|thumb|Diddy Kong's congratulations screen.]]
[[File:SSBU Congratulations Diddy Kong.png|thumb|right|Diddy Kong's congratulations screen.]]
In Diddy Kong's path, he serves as the "little buddy" to the hero of various Nintendo franchises and fights the respective villains or final bosses. In the penultimate stage he finally teams up with his true partner, Donkey Kong, to defeat their nemesis King K. Rool. Donkey Kong is also Diddy Kong's partner for the final fight against Master Hand and Crazy Hand. The title originated from the manual of ''{{iw|mariowiki|Donkey Kong Country}}'' and was popularized by the ''{{iw|mariowiki|Donkey Kong Country|television series}}'' TV series; Diddy Kong is also referred to as Donkey Kong's "little buddy" in games such as ''Brawl'' and ''{{iw|mariowiki|Donkey Kong Country Returns}}''.
In Diddy Kong's path, he serves as the "little buddy" to the hero of various Nintendo franchises and fights the respective villains or final bosses. In the penultimate stage he finally teams up with his true partner, Donkey Kong, to defeat their nemesis King K. Rool. Donkey Kong is also Diddy Kong's partner for the final fight against Master Hand and Crazy Hand. The title originated from the manual of ''{{iw|mariowiki|Donkey Kong Country}}'' and was popularized by the ''{{iw|mariowiki|Donkey Kong Country|television series}}'' TV series; Diddy Kong is also referred to as Donkey Kong's "little buddy" in games such as ''Brawl'' and ''{{iw|mariowiki|Donkey Kong Country Returns}}''.


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|2||{{CharHead|Ridley|SSBU|hsize=20px|color=Meta}} and {{CharHead|Dark Samus|SSBU|hsize=20px}}||[[Norfair]]||''{{SSBUMusicLink|Metroid|Nemesis Ridley}}''||{{CharHead|Zero Suit Samus|SSBU|hsize=20px}} is a CPU ally.
|2||{{CharHead|Ridley|SSBU|hsize=20px|color=Meta}} and {{CharHead|Dark Samus|SSBU|hsize=20px}}||[[Norfair]]||''{{SSBUMusicLink|Metroid|Nemesis Ridley}}''||{{CharHead|Zero Suit Samus|SSBU|hsize=20px}} is a CPU ally.
|-
|-
|3||{{CharHead|Ganondorf|SSBU|hsize=20px}}||[[Unova Pokémon League]] ([[Battlefield form]])||''{{SSBUMusicLink|The Legend of Zelda|Death Mountain}}''||{{CharHead|Zelda|SSBU|hsize=20px}} is a CPU ally. The stage references Ganon's Castle.
|3||{{CharHead|Ganondorf|SSBU|hsize=20px}}||[[Unova Pokémon League]] ([[Battlefield form]])||''{{SSBUMusicLink|The Legend of Zelda|Death Mountain}}''||{{CharHead|Zelda|SSBU|hsize=20px}} is a CPU ally.
|-
|-
|4||{{CharHead|Mewtwo|SSBU|hsize=20px}}||[[Spear Pillar]]||''{{SSBUMusicLink|Pokémon|Battle! (Dialga/Palkia) / Spear Pillar}}''||{{CharHead|Pokémon Trainer|SSBU|hsize=20px}} is a CPU ally.
|4||{{CharHead|Mewtwo|SSBU|hsize=20px}}||[[Spear Pillar]]||''{{SSBUMusicLink|Pokémon|Battle! (Dialga/Palkia) / Spear Pillar}}''||{{CharHead|Pokémon Trainer|SSBU|hsize=20px}} is a CPU ally.
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Diddy Kong was among the fighters that were summoned to fight the army of [[Master Hand]]s.
Diddy Kong was among the fighters that were summoned to fight the army of [[Master Hand]]s.


During the opening cutscene, Diddy Kong was present on the cliffside when [[Galeem]] unleashed its beams of light. He attempted to fly away with {{SSBU|Rosalina & Luma}} using his [[Rocketbarrel Boost|Rocketbarrel Pack]], but a beam of light hit him and he was vaporized and placed under Galeem's imprisonment along with the other fighters, excluding {{SSBU|Kirby}}.
During the opening cutscene, Diddy Kong was present on the cliffside when [[Galeem]] unleashed its beams of light. He attempted to fly away with {{SSBU|Rosalina & Luma}} using his activated [[Rocketbarrel Boost|Rocketbarrel Pack]], but a beam of light hit him and he was vaporized and placed under Galeem's imprisonment along with the other fighters, excluding {{SSBU|Kirby}}.


To find Diddy Kong, the player must access the [[DK Island (World of Light)|DK Island]] sub-area reminiscent of the first ''Donkey Kong Country'' game, where he's found right at the end.
To find Diddy Kong, the player must access the [[DK Island (World of Light)|DK Island]] sub-area reminiscent of the first ''Donkey Kong Country'' game, where he's found right at the end.
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|''{{SSBUMusicLink|Donkey Kong|Stickerbush Symphony}}''
|''{{SSBUMusicLink|Donkey Kong|Stickerbush Symphony}}''
|}
|}
{{clr}}
{{-}}


==[[Spirit]]==
==[[Spirit]]==
Diddy Kong's fighter spirit can be obtained by completing {{SSBU|Classic Mode}}. It is also available periodically for purchase in the shop for 300 Gold, but only after Diddy Kong has been unlocked. Unlocking Diddy Kong in World of Light allows the player to preview the spirit below in the Spirit List under the name "???". As a fighter spirit, it cannot be used in Spirit Battles and is purely aesthetic. His fighter spirit has an alternate version that replaces it with his artwork in ''Ultimate''.
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>
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</center>
</center>


==In Spirit Battles==
==In Spirit battles==
===As the main opponent===
===As the main opponent===
{|class="wikitable sortable" style="width:100%;"
{|class="wikitable sortable" style="width:100%;"
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SSBUWebsiteDiddyKong6.jpg|Tossing a {{b|Banana Peel|move}} on [[Great Bay]].
SSBUWebsiteDiddyKong6.jpg|Tossing a {{b|Banana Peel|move}} on [[Great Bay]].
SSBUWebsite16.jpg|Taunting with {{SSBU|Donkey Kong}} on [[Distant Planet]].
SSBUWebsite16.jpg|Taunting with {{SSBU|Donkey Kong}} on [[Distant Planet]].
SSBUWebsiteDonkeyKong3.jpg|Taunting with Donkey Kong on Great Bay, holding a [[Banana Gun]].
SSBUWebsiteDonkeyKong3.jpg|With D.K. on Great Bay.
SSBUWebsiteAlolanExeggutor1.jpg|[[Wall clinging]] onto [[Alolan Exeggutor]] with {{SSBU|Bayonetta}} on [[Big Blue]].
SSBUWebsiteAlolanExeggutor1.jpg|[[Wall clinging]] onto [[Alolan Exeggutor]] with {{SSBU|Bayonetta}} on [[Big Blue]].
SSBUWebsiteMarshadow1.jpg|Diddy Kong and {{SSBU|Lucas}} being attacked by [[Marshadow]] on the [[Bridge of Eldin]].
SSBUWebsiteMarshadow1.jpg|Diddy Kong and {{SSBU|Lucas}} being attacked by [[Marshadow]] on the [[Bridge of Eldin]].
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==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's Classic Mode route is vaguely similar to {{SSBU|Zelda}}'s, as both characters fight villains and/or final bosses of various series for opponents.
*Diddy Kong and {{SSBU|Toon Link}} are the only characters who gain a CPU ally in every round of their Classic Mode (excluding the Bonus Game).
*Diddy Kong and {{SSBU|Toon Link}} are the only characters who gain a CPU ally in every round of their Classic Mode (excluding the Bonus Game).
*Barring a few small differences, Diddy Kong's ''Ultimate'' artwork is essentially a mirrored version of his artwork in ''Brawl''.
*Barring a few small differences, Diddy Kong's ''Ultimate'' artwork is essentially a mirrored version of his artwork for ''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 color to match the costume.
*If Diddy Kong [[air grab]]s an [[Assist Trophy]] and uses {{b|Banana Peel|move}}, he will throw the Assist Trophy and it will be activated, bypassing the otherwise required animation of lifting the item to activate it.<ref>[https://www.youtube.com/watch?v=VWnUQVcEEBw&t=184 It took OVER 5 YEARS for this Glitch to be discovered! [SMASH REVIEW 281<nowiki>]</nowiki>]</ref>
 
==References==
{{reflist}}


{{SSBUCharacters}}
{{SSBUCharacters}}

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