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|availability = [[Unlockable character|Unlockable]] | |availability = [[Unlockable character|Unlockable]] | ||
|tier = S- | |tier = S- | ||
|ranking = | |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]]. | ||
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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 ''[[Super Smash Bros. Brawl]]'' and ''[[Super Smash Bros. 4]]'' instead of being voiced by Katsumi Suzuki. | ||
Diddy Kong is currently ranked | 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 | 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}}. | 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}}. | ||
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Despite very strong strengths, Diddy isn't without his weaknesses. His two main flaws are a lackluster disadvantage state and predictable recovery. Monkey Flip, while fast, can be extremely predictable when used in a disadvantagous position, as it is Diddy's main way of getting out of juggle situations, due to his horrible air mobility. Diddy especially suffers when the opponent is able to consistently keep him in disadvantage state, not allowing banana to be pulled. This can snowball in some matchups, making it extremely hard to catch up to the opponent if diddy is not able to get his gameplan started. Diddy's other main weakness, his recovery, is arguably worse however. Monkey Flip has respectable distance and safety when the kick version is used, but has some endlag and also doesn't allow him to use Rocketbarrel Boost afterwards. Rocketbarrel Boost itself grants Diddy a relatively long ranged recovery option, the drawback being that it leaves Diddy wide open for attacks. If diddy is hit out of the Rocketbarrel Boost with a weak move he will become helpless and slowly fall to his death, making it easy to gimp him. Diddy Kong also suffers from a lack of range, though this is somewhat offset by his banana, which provides him with a fast and transcendent projectile. | Despite very strong strengths, Diddy isn't without his weaknesses. His two main flaws are a lackluster disadvantage state and predictable recovery. Monkey Flip, while fast, can be extremely predictable when used in a disadvantagous position, as it is Diddy's main way of getting out of juggle situations, due to his horrible air mobility. Diddy especially suffers when the opponent is able to consistently keep him in disadvantage state, not allowing banana to be pulled. This can snowball in some matchups, making it extremely hard to catch up to the opponent if diddy is not able to get his gameplan started. Diddy's other main weakness, his recovery, is arguably worse however. Monkey Flip has respectable distance and safety when the kick version is used, but has some endlag and also doesn't allow him to use Rocketbarrel Boost afterwards. Rocketbarrel Boost itself grants Diddy a relatively long ranged recovery option, the drawback being that it leaves Diddy wide open for attacks. If diddy is hit out of the Rocketbarrel Boost with a weak move he will become helpless and slowly fall to his death, making it easy to gimp him. Diddy Kong also suffers from a lack of range, though this is somewhat offset by his banana, which provides him with a fast and transcendent projectile. | ||
Diddy Kong falls into a quick, bait and punish heavy playstyle. He must control the neutral game with his banana and great ground moves, capitalising on his opponents' mistakes by repeatedly getting them offstage or juggling them to rack up damage. Diddy can use his fast and non-committal down tilt to set up for kills at high percent or use his banana to set up for a smash attack, ending the opponents' stock even earlier. However, players must be smart in how they use his Banana Peel, as the opponent could potentially hinder his options by taking it away from him and also exploiting his linear recovery. | Diddy Kong falls into a quick, bait and punish heavy playstyle. He must control the neutral game with his banana and great ground moves, capitalising on his opponents' mistakes by repeatedly getting them offstage or juggling them to rack up damage. Diddy can use his fast and non-committal down tilt to set up for kills at high percent or use his banana to set up for a smash attack, ending the opponents' stock even earlier. However, players must be smart in how they use his Banana Peel, as the opponent could potentially hinder his options by taking it away from him and also exploiting his linear recovery. | ||
==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 nerfed significantly in the transition to ''Ultimate'', though he would later receive significant buffs in various updates to compensate. Ultimately, | Diddy Kong was one of the most dominant characters in [[Diddy Kong (SSBB)|both of his]] [[Diddy Kong (SSB4)|first appearances]] thanks to his useful moves and the ability to produce items, namely {{b|Banana Peel|move}}s, which grant him an amazing control of the neutral game. Even after receiving nerfs in game updates in ''SSB4'', Diddy would continue dominating other characters, ending his run in top tier (3rd out of 58 characters). Most likely owing to his overwhelming success, Diddy Kong was initially nerfed significantly in the transition to ''Ultimate'', though he would later receive significant buffs in various updates to compensate. Ultimately, Diddy Kong is considered to be slightly nerfed overall. | ||
Diddy's neutral game has been toned down due to many of his staple moves being worsened in various ways. [[Up tilt|Up]] and [[down tilt]]s, [[down smash]], [[forward aerial]]'s late hit, [[up aerial]], and [[grab]] all have less range, making it harder for Diddy to take advantage of these moves at their highest range. Banana Peels cannot be grabbed as quickly due to him releasing one at a higher arc, and they have a cooldown before they can be produced again after disappearing. [[Rocketbarrel Boost]] travels a drastically shorter distance when fully charged, and the charge time itself was reduced by a third, worsening his already vulnerable recovery when hit very far offstage. Diddy is also lighter, making him easier to KO. | 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 | 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. | 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 | His special moveset has also been improved in a number of ways. [[Monkey Flip]] has reduced startup lag and much more range, which when coupled with the changes to jostle mechanics greatly improve its utility as an offensive tool. [[Peanut Popgun]] has faster startup, deals more damage and charges significantly faster. Rocketbarrel Boost goes further when uncharged and makes Diddy fall much slower during the charge period, slightly improving his recovery overall. Finally, Banana Peels benefit from the item's tweaked natural properties: they now possess transcendent priority, making them unable to trade with attacks and thus riskier to pick up; and they can now be thrown twice at opponents before disappearing (though this does potentially give opponents more opportunities to use the item against Diddy). Finally, in terms of gameplay changes, the universal increase in mobility benefits Diddy, as his already fast mobility has been further improved, allowing him to keep up with the rest of the cast. | ||
Overall, Diddy Kong's nerfs 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 | 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. | ||
{{SSB4 to SSBU changelist|char=Diddy Kong}} | {{SSB4 to SSBU changelist|char=Diddy Kong}} | ||
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|neutral2dmg=1.5% | |neutral2dmg=1.5% | ||
|neutral3dmg=4% | |neutral3dmg=4% | ||
|neutraldesc= | |neutraldesc=Two alternating inward slaps, followed by an outward sidekick. Holding the attack button will have Diddy repeat the first hit. The first 2 hits can [[lock]]. | ||
|ftiltname=Double Arm ({{ja|ダブルアーム|Daburu Āmu}}) | |ftiltname=Double Arm ({{ja|ダブルアーム|Daburu Āmu}}) | ||
|ftiltdmg=10% (clean), 7% (late) | |ftiltdmg=10% (clean), 7% (late) | ||
|ftiltdesc= | |ftiltdesc=Leans to his side and thrusts both of his arms forward in a double punch. It can be angled upwards or downwards. | ||
|utiltname=Overhead Slap ({{ja|オーバーヘッドスラップ|Ōbāheddo Surappu}}) | |utiltname=Overhead Slap ({{ja|オーバーヘッドスラップ|Ōbāheddo Surappu}}) | ||
|utiltdmg=6% | |utiltdmg=6% | ||
|utiltdesc= | |utiltdesc=Swats the air above him with a slap in a similar fashion to an uppercut. Hits quite quickly and can combo into most of Diddy's aerial attacks at low to mid percent ranges. It can also kill at around 160%. | ||
|dtiltname=Hand Clap ({{ja|ハンドクラップ|Hando Kurappu}}) | |dtiltname=Hand Clap ({{ja|ハンドクラップ|Hando Kurappu}}) | ||
|dtiltdmg=5.5% | |dtiltdmg=5.5% | ||
|dtiltdesc= | |dtiltdesc=A low clap in front of himself while crouching. An extremely versatile combo starter, as it can combo into a variety of moves at nearly any realistic percentage, including down tilt to up smash as a KO confirm. | ||
|dashname=Rolling Slap ({{ja|ローリングスラップ|Rōringu Surappu}}) | |dashname=Rolling Slap ({{ja|ローリングスラップ|Rōringu Surappu}}) | ||
|dashdmg=2% (hits 1 and 2), 3% (hit 3) | |dashdmg=2% (hits 1 and 2), 3% (hit 3) | ||
|dashdesc=Diddy Kong | |dashdesc=Diddy Kong's signature {{s|mariowiki|Cartwheel}} attack from ''{{s|mariowiki|Donkey Kong Country}}'', concluding with a double-handed ground-slap. The final hit has largely vertical knockback and can combo into aerials at low to mid percent ranges. | ||
|fsmashname=Slap & Beat ({{ja|スラップ&ビート|Surappu & Bīto}}) | |fsmashname=Slap & Beat ({{ja|スラップ&ビート|Surappu & Bīto}}) | ||
|fsmashdmg={{ChargedSmashDmgSSBU|5}} (hit 1), {{ChargedSmashDmgSSBU|11}}/{{ChargedSmashDmgSSBU|9}} (hit 2) | |fsmashdmg={{ChargedSmashDmgSSBU|5}} (hit 1), {{ChargedSmashDmgSSBU|11}}/{{ChargedSmashDmgSSBU|9}} (hit 2) | ||
|fsmashdesc= | |fsmashdesc=Jumps forward while spinning, and performs an open-handed slap followed by a spinning back fist with his opposite arm. The first hit combos into the second, which has good knockback and KO power. However, it is easily punishable if whiffed or on shield. Often only used in combination with his [[Banana Peel (move)|banana peel]]. | ||
|usmashname=Triple Attack ({{ja|トリプルアタック|Toripu Atakku}}) | |usmashname=Triple Attack ({{ja|トリプルアタック|Toripu Atakku}}) | ||
|usmashdmg={{ChargedSmashDmgSSBU|2.5}} (hits 1 and 2), {{ChargedSmashDmgSSBU|6}} (hit 3) | |usmashdmg={{ChargedSmashDmgSSBU|2.5}} (hits 1 and 2), {{ChargedSmashDmgSSBU|6}} (hit 3) | ||
|usmashdesc= | |usmashdesc=Leaps upward and performs a stationary cartwheel, attacking upwards with an open-handed slap, a reverse heel kick, and an uppercut. It is the fastest up smash in the game, coming out on frame 5. However, it is somewhat weak, not KOing until around 130%. It is mostly used as a follow-up from down tilt or as a close-range out-of-shield option. | ||
|dsmashname=Turning Leg ({{ja|ターニングレッグ|Tāningu Reggu}}) | |dsmashname=Turning Leg ({{ja|ターニングレッグ|Tāningu Reggu}}) | ||
|dsmashdmg={{ChargedSmashDmgSSBU|12}} (hit 1), {{ChargedSmashDmgSSBU|15}} (hit 2) | |dsmashdmg={{ChargedSmashDmgSSBU|12}} (hit 1), {{ChargedSmashDmgSSBU|15}} (hit 2) | ||
|dsmashdesc= | |dsmashdesc=A {{iw|wikipedia|flare|acrobatic move}}, kicking in front and then behind himself. A fast smash attack with respectable power, KOing opponents at around 110% at the ledge. The back hit is stronger than the front hit KOing around 10% sooner. | ||
|nairname=Diddy Roll ({{ja|ディディーロール|Didī Rōru}}) | |nairname=Diddy Roll ({{ja|ディディーロール|Didī Rōru}}) | ||
|nairdmg={{ShortHopDmgSSBU|6}} | |nairdmg={{ShortHopDmgSSBU|6}} | ||
|nairdesc= | |nairdesc=An aerial cartwheel, similar to his dash attack. Very high ending lag, so much so that Diddy should avoid using this move offstage. However, it does a low amount of vertical knockback, which makes it an excellent combo starter on landing. It can combo into all of Diddy's aerials (even down aerial, which can KO at around 50% if done by the ledge). Additionally, it has a very generous autocancel window, being able to do so in a short hop fast fall. | ||
|fairname=Screw Kick ({{ja|スクリューキック|Sukuryū Kikku}}) | |fairname=Screw Kick ({{ja|スクリューキック|Sukuryū Kikku}}) | ||
|fairdmg={{ShortHopDmgSSBU|10}} (clean), {{ShortHopDmgSSBU|8}} (late) | |fairdmg={{ShortHopDmgSSBU|10}} (clean), {{ShortHopDmgSSBU|8}} (late) | ||
|fairdesc= | |fairdesc=A dropkick while spinning. Comes out very fast with a long hitbox duration, generous autocancel window and great range, making it one of Diddy's core spacing tools. It is moderately powerful, KOing at around 145% at the edge. However, it has a bit of ending lag, making it unable to combo into itself unless landing with it. It is often considered one of the best forward aerials in the game due to its combination of speed, range, power and safety. | ||
|bairname=Quick Backspin ({{ja|クイックバックスピン|Kuikki Bakkusupin}}) | |bairname=Quick Backspin ({{ja|クイックバックスピン|Kuikki Bakkusupin}}) | ||
|bairdmg={{ShortHopDmgSSBU|9}} | |bairdmg={{ShortHopDmgSSBU|9}} | ||
|bairdesc= | |bairdesc=A reverse spin kick behind himself. Has very low start-up and ending lag, allowing it to be used twice in one short hop and combo into itself at low to mid percents. It also has decent range and KO power killing at around 130% at the edge, although it is somewhat weak compared to other moves of its type. | ||
|uairname=Turn Kick ({{ja|ターンキック|Tān Kikku}}) | |uairname=Turn Kick ({{ja|ターンキック|Tān Kikku}}) | ||
|uairdmg={{ShortHopDmgSSBU|7}} | |uairdmg={{ShortHopDmgSSBU|7}} | ||
|uairdesc= | |uairdesc=An overhead kick in an arc. Tied for the fastest in the game (frame 4 startup) with good coverage above and behind Diddy. However, it posseses a blindspot in front of Diddy, making it unable to hit most characters in a rising up air. Despite its hitbox issues, it is a great juggling tool, as it has above average base knockback, giving it strong combo potential at low percents and KO Potential at higher percents. | ||
|dairname=Hammer Meteor Knuckle ({{ja|ハンマーメテオナックル|Hanmā Meteo Nakkuru}}) | |dairname=Hammer Meteor Knuckle ({{ja|ハンマーメテオナックル|Hanmā Meteo Nakkuru}}) | ||
|dairdmg={{ShortHopDmgSSBU|13}} (fists), {{ShortHopDmgSSBU|10}} (arms) | |dairdmg={{ShortHopDmgSSBU|13}} (fists), {{ShortHopDmgSSBU|10}} (arms) | ||
|dairdesc= | |dairdesc=Swings both arms downward in a double ax-handle punch. A strong [[meteor smash]] and Diddy's strongest aerial overall, though it is also his slowest. It has a large auto-cancel window at the beginning of the attack before the hitbox starts, which makes it a good tool for landing provided that the move is inputted shortly before touching the ground. It can also jab lock opponents at low percent ranges. It also combos into his other aerials on landing. | ||
|grabname=Grab ({{ja|つかみ|Tsukami}}) | |grabname=Grab ({{ja|つかみ|Tsukami}}) | ||
|grabdesc= | |grabdesc=Reaches out in front of himself. | ||
|pummelname=Grab Headbutt ({{ja|つかみヘッドバット|Tsukami Heddobatto}}) | |pummelname=Grab Headbutt ({{ja|つかみヘッドバット|Tsukami Heddobatto}}) | ||
|pummeldmg=1% | |pummeldmg=1% | ||
|pummeldesc=A headbutt. | |pummeldesc=A headbutt. Fast but weak. | ||
|fthrowname=Rock Throw ({{ja|ロックスルー|Rokku Surū}}) | |fthrowname=Rock Throw ({{ja|ロックスルー|Rokku Surū}}) | ||
|fthrowdmg=9% | |fthrowdmg=9% | ||
|fthrowdesc= | |fthrowdesc=Tosses his opponent forwards. The throw is based on Diddy Kong's barrel toss animation from ''Donkey Kong Country''. Diddy's second strongest throw, KOing middleweights around 156% at the edge of [[Final Destination]]. It also has low ending lag, which allows it to combo into dash attack, forward- and back aerial at very low percentages. | ||
|bthrowname=Back Rock Throw ({{ja|バックロックスルー|Bakku Rokku Surū}}) | |bthrowname=Back Rock Throw ({{ja|バックロックスルー|Bakku Rokku Surū}}) | ||
|bthrowdmg=12% | |bthrowdmg=12% | ||
|bthrowdesc= | |bthrowdesc=Tosses his opponent backward. Diddy's strongest and most damaging throw, KOing middleweights around 140% at the edge of [[Final Destination]]. | ||
|uthrowname=Grab Kick ({{ja|グラブキック|Gurabu Kikku}}) | |uthrowname=Grab Kick ({{ja|グラブキック|Gurabu Kikku}}) | ||
|uthrowdmg=1% (hit), 4% (throw) | |uthrowdmg=1% (hit), 4% (throw) | ||
|uthrowdesc= | |uthrowdesc=Throws his opponent up and handstand kicks them. It works as a good combo starter at a wide range of percents and can even potentially set up KO confirms into up aerial in specific circumstances. However, it deals low damage and knockback, being unable to kill even at very high percent. | ||
|dthrowname=Leap Frog ({{ja|リープフロッグ|Rīpu Furoggu}}) | |dthrowname=Leap Frog ({{ja|リープフロッグ|Rīpu Furoggu}}) | ||
|dthrowdmg=7% | |dthrowdmg=7% | ||
|dthrowdesc= | |dthrowdesc=Throws the opponent onto the ground and hops over them. This is among his best combo starters, as it has extremely low ending lag and low knockback. It can set up into back aerial, forward aerial and up aerial very reliably depending on the opponent's DI, and can continue this string, especially on platforms. It can be used as a kill confirm into back air at the edge at around 110%, and into up aerial for the "Hoo Hah" KO confirm at around 90%-145% depending on weight, rage, and DI. However, the timing is somewhat strict. | ||
|floorfname= | |floorfname= | ||
|floorfdmg=7% | |floorfdmg=7% | ||
|floorfdesc= | |floorfdesc=Gets up and kicks on both sides. | ||
|floorbname= | |floorbname= | ||
|floorbdmg=7% | |floorbdmg=7% | ||
|floorbdesc= | |floorbdesc=Gets up and kicks on both sides. | ||
|floortname= | |floortname= | ||
|floortdmg=5% | |floortdmg=5% | ||
|floortdesc= | |floortdesc=Gets up and kicks on both sides. | ||
|edgename= | |edgename= | ||
|edgedmg=9% | |edgedmg=9% | ||
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|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=Shoots a peanut from his Popgun. A safe projectile attack that is rather useful in neutral. It can also be canceled in the air if the shield button is held before inputting the special button, which is useful for [[B-reversing]] to make Diddy's movement harder to predict. The peanuts have the property of items and can be caught and thrown. The peanuts also bounce off of opponents and solid surfaces, but they lose their hitbox afterward. The longer Diddy charges the attack, the farther and quicker the peanut will fly. If Diddy overcharges the attack, however, it will cause a very powerful explosion that leaves him vulnerable but possesses massive knockback, being his most reliable option out of a shield break. | ||
|ssname=Monkey Flip | |ssname=Monkey Flip | ||
|ssdmg=14% (clean mid-air kick), 12% (mid midair kick), 10% (late midair kick), 1% (grab loop), 3% (grab attack, hit 1), 7% (grab attack, hit 2), 3% (jump attack, hit 1), 8% (jump attack, hit 2) | |ssdmg=14% (clean mid-air kick), 12% (mid midair kick), 10% (late midair kick), 1% (grab loop), 3% (grab attack, hit 1), 7% (grab attack, hit 2), 3% (jump attack, hit 1), 8% (jump attack, hit 2) | ||
|ssdesc= | |ssdesc=Performs a back-flipping forward leap that has him cling onto an opponent. Inputting the move as a smash attack increases the distance of the jump. Once he has clung onto the opponent, he will continuously scratch them. During this time, he can perform an action depending on what button is pressed: pressing the attack or special move button will cause Diddy to attack them with a double-handed chop and then leap away, while pressing the jump button will cause him to perform a pseudo footstool jump, which can [[meteor smash]] at high percentages. If the attack or special button is pressed during the jump, Diddy will attack with a flying kick instead of latching on to his opponent. However, if Diddy chooses to use the flying kick he will not be able to use his [[Rocketbarrel Boost|rocketbarrel pack]] unless he touches the ground first, making it a risky option offstage. This move is very useful in the neutral to pressure shielding opponents alongside Banana Peel. | ||
|usname=Rocketbarrel Boost | |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=Charges his rocket barrel pack from ''Donkey Kong 64'' in a powerful attack. Can potentially fly very far and very fast when charged, however hitting a surface, or being hit, will make Diddy lose his rocket barrels before falling a huge distance while being unable to perform any action, often falling too far to survive. Diddy will also take recoil damage for hitting a surface. It travels significantly more horizontal/diagonal distance than it does vertically. | ||
|dspage=Banana_Peel_(move) | |dspage=Banana_Peel_(move) | ||
|dsname=Banana Peel | |dsname=Banana Peel | ||
|dsdmg=3.8%~5.3% | |dsdmg=3.8%~5.3% | ||
|dsdesc= | |dsdesc=Tosses a [[Banana Peel]] over his shoulder and into the air to have it fall onto the ground. Grounded opponents who touch the peel while on the ground or are hit by the peel when thrown will slip and [[trip]] on the floor. An integral part of Diddy's kit, as it allows him to take control of the stage, extend and create combos, set up KOs, easily punish missed attacks from his opponents even if they are spaced properly, and otherwise dominate the neutral game. A held banana also serves as one of the best [[out of shield]] options in the game when thrown. Only one banana peel can exist at one time, and it disappears when hit by an opponent or when thrown twice. | ||
|fsname=Hyper Rocketbarrel | |fsname=Hyper Rocketbarrel | ||
|fsdmg=1% (startup loop), 2% (per collision), 20% (final hit), 15% (collateral final hit), 10% (launch/ending explosion) | |fsdmg=1% (startup loop), 2% (per collision), 20% (final hit), 15% (collateral final hit), 10% (launch/ending explosion) | ||
|fsdesc= | |fsdesc=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. | ||
}} | }} | ||
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===[[Taunt]]s=== | ===[[Taunt]]s=== | ||
*'''Up taunt''': Tosses his cap in the air and has it land on his head. This is a reference to his victory pose in ''Donkey Kong Country'' after he defeats a boss or wins in a {{s|mariowiki|Bonus Area}}. | *'''Up taunt''': Tosses his cap in the air and has it land on his head. This is a reference to his victory pose in ''Donkey Kong Country'' after he defeats a boss or wins in a {{s|mariowiki|Bonus Area}}. | ||
*'''Side taunt''': Angrily does a playful fighter's stance while | *'''Side taunt''': Angrily does a playful fighter's stance while bellowing, 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> | ||
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===[[Idle pose]]s=== | ===[[Idle pose]]s=== | ||
*Scratches his | *Scratches his rear, gets down on all fours, and shakes his fur. | ||
* | *Joyfully jumps in place twice. | ||
<gallery> | <gallery> | ||
SSBUDiddyKongIdle1.gif|Diddy Kong's first idle pose. | SSBUDiddyKongIdle1.gif|Diddy Kong's first idle pose. | ||
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==In [[competitive play]]== | ==In [[competitive play]]== | ||
===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 --> | ||
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''See also: [[:Category:Diddy Kong players (SSBU)]]'' | ''See also: [[:Category:Diddy Kong players (SSBU)]]'' | ||
*{{Sm|Aaron|USA|p=Florida}} - | *{{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 | *{{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| | *{{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. | |||
*{{Sm| | |||
===Tier placement and history=== | |||
Upon ''[[Ultimate]]''{{'}}s release, top professionals immediately noticed Diddy Kong's weaknesses, which include inconsistent KO'ing at higher percent and his greatly nerfed recovery. As such, many of Diddy Kong's best from ''[[Smash 4]]'', most notably {{Sm|MVD}} and {{Sm|Zinoto}}, dropped him in favor of other characters. Fortunately, Diddy Kong eventually received buffs to his kit that compensated his KO issues and improved his recovery while dedicated players further optimized Diddy Kong's moveset, eventually leading to the discovery of his "Pyramid Scheme" infinite, which allowed Diddy Kong to trap opponents on a platform using [[Banana Peel (move)|Banana Peels]]. This allowed dedicated players such as {{Sm|Dakpo}} and {{Sm|Aaron|p=Florida}} to see some success in tournament, with Dakpo notably defeating Glutonny at {{Trn|GENESIS 7}} with the infinite. Even so, Diddy Kong's representation remained average, and although a few top players viewed him as a high-tier, the general consensus considered him as a mid-tier. | |||
The online metagame further shifted Diddy Kong's metagame in a positive direction. Although a later patch removed the Pyramid Scheme infinite, the same patch granted Diddy Kong additional buffs that improved some of his hitboxes and frame data. In addition, Diddy Kong representation began improving, thanks to Aaron's improving results and {{Sm|Tweek}} picking the character as his new main, with both players showcasing Diddy Kong's strong control over the neutral game thanks to Banana Peel setups and combos. This momentum continued into the offline metagame, with Tweek winning several major and supermajor events, Aaron becoming a top 100 player, and the rise of other Diddy Kong players, including {{Sm|Etsuji}}, who dropped Lucina for Diddy Kong in 2021; and {{Sm|Ryuoh}}, who became Japan's best Diddy Kong player following Etsuji's retirement. As such, Diddy Kong's representation since 2021 had remained above-average, with the character frequently ranking in the top 15 in terms of representation, and he is often considered to be a top-tier character. This is reflected in his placements on the tier list: he was ranked 12th on the first tier list as a top-tier character and rose to 9th on the second tier list, remaining in the S- tier. | |||
=={{SSBU|Classic Mode}}: Hey, Little Buddy!== | =={{SSBU|Classic Mode}}: Hey, Little Buddy!== | ||
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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| | SSBUWebsiteDonkeyKong3.jpg|Taunting with Donkey Kong on Great Bay, holding a [[Banana Gun]]. | ||
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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*Barring a few small differences, Diddy Kong's ''Ultimate'' artwork is essentially a mirrored version of his artwork in ''Brawl''. | *Barring a few small differences, Diddy Kong's ''Ultimate'' artwork is essentially a mirrored version of his artwork in ''Brawl''. | ||
*Oddly, Diddy Kong's stock icon does not change his fur and skin color to match the costume. | *Oddly, Diddy Kong's stock icon does not change his fur and skin color to match the costume. | ||
*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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