Diddy Kong (PM): Difference between revisions
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*{{buff|As with {{PM|Captain Falcon}}, the third hit of Diddy's [[neutral attack]] is now always separated from the rapid hits, so he can either launch foes with the third hit to then [[jab cancel]] and follow up, or rack up damage with the rapid hits against enemies at low percentages.}} | *{{buff|As with {{PM|Captain Falcon}}, the third hit of Diddy's [[neutral attack]] is now always separated from the rapid hits, so he can either launch foes with the third hit to then [[jab cancel]] and follow up, or rack up damage with the rapid hits against enemies at low percentages.}} | ||
*{{buff|Like {{PM|Donkey Kong}}'s, his dash attack now can move off ledges, setting up offstage KOs. It also has increased speed for longer range, and can be canceled in for a long [[DACUS]], improving his ground game.}} | *{{buff|Like {{PM|Donkey Kong}}'s, his dash attack now can move off ledges, setting up offstage KOs. It also has increased speed for longer range, and can be canceled in for a long [[DACUS]], improving his ground game.}} | ||
*{{buff|Up smash | *{{buff|Up smash links much better and is a much stronger kill move while doing 1% less damage.}} | ||
*{{buff|Up tilt does 1% more damage now doing 8%.}} | *{{buff|Up tilt does 1% more damage now doing 8% and is almost as strong as brawl.}} | ||
*{{buff|Foward tilt does 1% more damage now doing 12%.}} | *{{buff|Foward tilt does 1% more damage now doing 12% and has more knockback especially at its sweetspot.}} | ||
*{{buff|Foward smash does 1% more damage now doing 19% and is stronger in knockback.}} | *{{buff|Foward smash does 1% more damage now doing 19% and is stronger in knockback and has less hitlag.}} | ||
*{{buff|Down tilt has eariler [[IASA]] frames and set knockback, leaving foes open against attacks more easily.}} | *{{buff|Down tilt has eariler [[IASA]] frames and set knockback, leaving foes open against attacks more easily.}} | ||
*{{buff|Dash attack does more damage.}} | *{{buff|Back throw is a stronger finisher}} | ||
*{{buff|Up throw does 3% more damage now doing 12%.}} | *{{buff|Jab combo does 2% more damage now doing 9%.}} | ||
*{{buff|Foward air is faster, has more knockback, and has a more semi-spike angle.}} | |||
*{{buff|Back air does 3% more damage now doing 12%.}} | |||
*{{buff|Down air has faster start-up and does more damage and is a stronger meteor.}} | |||
*{{buff|Monkey Flip kick comes out right away when you hold the special button.}} | |||
*{{buff|Bananas when brought has a greater distance and does 2% more damage now doing 6% and trips, and throwing bananas does more damage.}} | |||
*{{buff|Up air does 1% more damage now doing 12%, and has weaker knockback while sending horizontal.}} | |||
*{{buff|Dash attack does more damage while linking very fluidly.}} | |||
*{{buff|Up throw does 3% more damage now doing 12% and is now a kill move.}} | |||
*{{buff|Neutral aerial is considerably stronger, dealing twice the former damage.}} | *{{buff|Neutral aerial is considerably stronger, dealing twice the former damage.}} | ||
*{{buff|The peanuts from [[Peanut Popgun]] now travel in straighter arcs and are much more powerful. A fully charged peanut can travel across the entire distance of Final Destination. Diddy can also [[air dodge]] out of his Peanut Popgun, allowing him to [[waveland]] between shots.}} | *{{buff|The peanuts from [[Peanut Popgun]] now travel in straighter arcs and are much more powerful. A fully charged peanut can travel across the entire distance of Final Destination. Diddy can also [[air dodge]] out of his Peanut Popgun, allowing him to [[waveland]] between shots.}} | ||
*{{buff|[[Monkey Flip]] had its distance increased. Attacking regularly after grabbing now sends opponents upward, leading into aerials at higher percents.}} | *{{buff|[[Monkey Flip]] had its distance increased. Attacking regularly after grabbing now sends opponents upward, leading into aerials at higher percents.}} | ||
*{{buff|[[Rocketbarrel Boost]] has its distance increased. Furthermore, Diddy has more control over both its arc and launch angle allowing for better and trickier recoveries. | *{{buff|[[Rocketbarrel Boost]] has its distance increased. Furthermore, Diddy has more control over both its arc and launch angle allowing for better and trickier recoveries. It can do 21% at full charge and its power is very dramatically increased, making it a viable combo finisher.}} | ||
*{{buff|As Diddy Kong can produce a throwable item, he benefits from from the addition of aerial glide tossing, both in his approach, combo, and movement options, and in his recovery.}} | *{{buff|As Diddy Kong can produce a throwable item, he benefits from from the addition of aerial glide tossing, both in his approach, combo, and movement options, and in his recovery.}} | ||
*{{nerf|The faster falling speeds increase characters' vertical endurances, causing Diddy Kong's moves with already minimal KO potential to be even worse, forcing him to rack up ludicrous amounts of damage.}} | *{{nerf|The faster falling speeds increase characters' vertical endurances, causing Diddy Kong's moves with already minimal KO potential to be even worse, forcing him to rack up ludicrous amounts of damage.}} | ||
*{{nerf|Diddy Kong can no longer infinite opponents with his [[Banana Peel (move)|Banana]]s, as tripping can now be [[tech]]ed.}} | *{{nerf|Diddy Kong can no longer infinite opponents with his [[Banana Peel (move)|Banana]]s, as tripping can now be [[tech]]ed.}} | ||
*{{nerf|Up tilt has its IASA frames later.}} | |||
*{{nerf|Monkey Flip attack does 3% less damage now doing and the kick does 2% less damage now doing 12%.}} | |||
*{{nerf|Down throw does 1% less damage now doing 8%.}} | |||
*{{nerf|Foward throw has slightly less kill potential.}} | |||
*{{nerf|Back air has less knockback growth.}} | |||
*{{change|His up [[taunt]] has been replaced with a juggling animation, possibly as a reference to his idle animation in Donkey Kong Country 2. Diddy will continue to juggle as long as the taunt button is held. His old up taunt is moved to his down taunt.}} | *{{change|His up [[taunt]] has been replaced with a juggling animation, possibly as a reference to his idle animation in Donkey Kong Country 2. Diddy will continue to juggle as long as the taunt button is held. His old up taunt is moved to his down taunt.}} | ||
*{{change|For his side taunt, Diddy now leans his head forward and puts a hand in his mouth with a burly expression, as if trying to contain his laughter from a foe (using the same SFX as the original side taunt).}} | *{{change|For his side taunt, Diddy now leans his head forward and puts a hand in his mouth with a burly expression, as if trying to contain his laughter from a foe (using the same SFX as the original side taunt).}} |
Revision as of 16:26, April 7, 2014
Diddy Kong in Project M and Project+ | |
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Universe | Donkey Kong |
Base game appearance | Brawl |
Moveset inspiration | Diddy Kong (SSBB) |
Diddy Kong is a playable character in the Brawl mod Project M. He comes from the Donkey Kong series of games, and has been modified from his Brawl format.
Attributes
Diddy Kong is a quick, unwieldy fighter, able to rack up quick damage, combo well and make use of setups with his bananas. The ability to produce banana peels unlocks many techniques with Diddy Kong. The peels cause opponents hit by them or who walk over them to trip, making them fantastic tools for approaching, heckling, or setting up traps to extend combos. Diddy Kong can use his jab combo to transition into other moves or aerial combos. He is adept at gimping opponents with his refined Monkey Flip, his dash attack, and his dair. Peanut Popgun can now be used more liberally, as the gun shoots further and stronger. Diddy's aerials are solid for comboing, and the same stands for his tilts and up smash.
However, Diddy cannot kill easily. His smashes are all very weak, with his forward smash (the most powerful) not killing until 100% or more on some characters, even when fully charged. This can lead to opponents surviving far longer than they should, and makes gimping opponents almost a necessity. In addition, his recovery options are somewhat limited. Rocketbarrel Boost flies in a mostly linear fashion, making it easy to block out for some characters.
Changes from Brawl to PM
Diddy Kong received noticeable buffs from Brawl to PM to fit with the Melee physics.
- As with Captain Falcon, the third hit of Diddy's neutral attack is now always separated from the rapid hits, so he can either launch foes with the third hit to then jab cancel and follow up, or rack up damage with the rapid hits against enemies at low percentages.
- Like Donkey Kong's, his dash attack now can move off ledges, setting up offstage KOs. It also has increased speed for longer range, and can be canceled in for a long DACUS, improving his ground game.
- Up smash links much better and is a much stronger kill move while doing 1% less damage.
- Up tilt does 1% more damage now doing 8% and is almost as strong as brawl.
- Foward tilt does 1% more damage now doing 12% and has more knockback especially at its sweetspot.
- Foward smash does 1% more damage now doing 19% and is stronger in knockback and has less hitlag.
- Down tilt has eariler IASA frames and set knockback, leaving foes open against attacks more easily.
- Back throw is a stronger finisher
- Jab combo does 2% more damage now doing 9%.
- Foward air is faster, has more knockback, and has a more semi-spike angle.
- Back air does 3% more damage now doing 12%.
- Down air has faster start-up and does more damage and is a stronger meteor.
- Monkey Flip kick comes out right away when you hold the special button.
- Bananas when brought has a greater distance and does 2% more damage now doing 6% and trips, and throwing bananas does more damage.
- Up air does 1% more damage now doing 12%, and has weaker knockback while sending horizontal.
- Dash attack does more damage while linking very fluidly.
- Up throw does 3% more damage now doing 12% and is now a kill move.
- Neutral aerial is considerably stronger, dealing twice the former damage.
- The peanuts from Peanut Popgun now travel in straighter arcs and are much more powerful. A fully charged peanut can travel across the entire distance of Final Destination. Diddy can also air dodge out of his Peanut Popgun, allowing him to waveland between shots.
- Monkey Flip had its distance increased. Attacking regularly after grabbing now sends opponents upward, leading into aerials at higher percents.
- Rocketbarrel Boost has its distance increased. Furthermore, Diddy has more control over both its arc and launch angle allowing for better and trickier recoveries. It can do 21% at full charge and its power is very dramatically increased, making it a viable combo finisher.
- As Diddy Kong can produce a throwable item, he benefits from from the addition of aerial glide tossing, both in his approach, combo, and movement options, and in his recovery.
- The faster falling speeds increase characters' vertical endurances, causing Diddy Kong's moves with already minimal KO potential to be even worse, forcing him to rack up ludicrous amounts of damage.
- Diddy Kong can no longer infinite opponents with his Bananas, as tripping can now be teched.
- Up tilt has its IASA frames later.
- Monkey Flip attack does 3% less damage now doing and the kick does 2% less damage now doing 12%.
- Down throw does 1% less damage now doing 8%.
- Foward throw has slightly less kill potential.
- Back air has less knockback growth.
- His up taunt has been replaced with a juggling animation, possibly as a reference to his idle animation in Donkey Kong Country 2. Diddy will continue to juggle as long as the taunt button is held. His old up taunt is moved to his down taunt.
- For his side taunt, Diddy now leans his head forward and puts a hand in his mouth with a burly expression, as if trying to contain his laughter from a foe (using the same SFX as the original side taunt).
- Original down taunt is now an idle pose.
- One of Diddy's victory poses now involves him wearing sunglasses while dancing around to the music playing on his beatbox.
Revisions
2.6b
- Down-Tilt deals a bit more overall knockback
- Up-Smash's hits link into each other more reliably
- Forward-Aerial's initial hit damage and knockback adjusted so that it doesn't send very far at low percents but scales more rapidly with higher percent
- Back-Aerial sends farther at low percents
- Down-Aerial's upper (sourspot) hitbox deals slightly more damage
- Dash-Grab box has an extra active frame and its total duration is increased slightly
- Turn-Grab range increased, and grabs slightly later to match other Turn Grab speeds
- Up-Throw clank bug from Brawl that caused him to freeze up fixed
- Neutral-B can be airdodged out of a couple frames earlier
- Side-B kick timing window now exists during the beginning portion of the move (startup + first 7 frames of grab). Once this window passes Diddy is unable to kick and continues the grab
- Up-B initial hit deals increased knockback
- Grounded glide-toss moves Diddy significantly farther
- Side-B Jump Throw angle slightly forward. Diddy leaps a bit shorter lower in height but now has an air dodge window as he goes airborne
- Footstool height reduced
- Forward-Tilt's hip hitbox removed. Arm (sourspot) hitbox damage matches the fist (sweetspot) but still retains a higher angle and less knockback
- Forward-Aerial's lingering hit knockback reduced overall
- Side-B's tilt/smash distances reduced and more noticeably vary in length. The tilt input sends Diddy at a much shorter distance than the smash input
- Side-B kick hitbox deals less damage and its knockback scales higher with percent
- Side-B Attack Throw ("A" or "B" Input from grab) knockback lowered.
- Up-B landing lag increased
- Diddy falls a bit faster while charging Up-B in the air
- Up-B's grounded startup now matches the aerial startup (7 frames) and no longer has invincibility
- Up-B damage decreases throughout the boost's duration
- Up-B's loose barrel moves 20% slower and deals slightly less damage
- Thrown Banana hitboxes are now clankable
- Dash-Attack now has multiple hits and sends at a lower angle. No interrupt window when done on the ground but still retains the no-lag feature when landing from the aerial version.
- Neutral-Aerial's initial hit angle is slightly higher
- Up-Aerial sends at a lower angle and damage no longer depends on leg hitbox positioning
- Banana knockback (air and grounded) is now weight dependent. Opponents are knocked away at different lengths depending on their individual weight properties (lighter characters are knocked farther than heavier characters, essentially)
- Throwing a banana downward (while grounded) near an opponent's feet will cause them to trip instead of being hit
3.0
- Shield size increased
- Jab angles and damage adjusted to better link into each other. Final jab (the kick) knockback increased
- Dash-Attack's hitboxes link more reliably and have had their sizes increased slightly. Grounded version can be interrupted earlier
- Forward-Tilt's hitbox sizes increased slightly. Forward and high versions have their damages increased slightly
- Up-Smash's hits link more reliably
- Diddy steps more forward on the second hit of Forward Smash. The first hit's knockback and timing changed to better link into the farther-reaching second hit
- Forward-Air's base knockback increased slightly
- Down-Air's active frames activate slightly earlier
- Neutral-B (Peanut Popgun): Air Dodge window activates slightly earlier
- Up-B (RocketBarrel Boost): Grounded startup reduced. Increase in damage from charging made slightly faster. Meteor hitbox more accurately reflects the blast graphic effects
- Down-B (Banana Toss): Grounded banana hits induce the trip effect and retain weight-dependent knockback. Aerial banana hit knockback slightly increased
- Down-Throw base knockback lowered but has higher knockback growth. Damage redone to be a two-hit move
- Up-Throw sends up and slightly forward
- Side-B (Monkey Flip): Tilt version now sends the same distance as the Smash version. You can now however hold back while jumping to shorten your overall distance. Attack ("A") Throw's trajectory moved inward slightly. Jump-Throw knockback growth and damage increased significantly, and Diddy's jump height has been reduced
3.02
- Fixed a bug where the sound effect for Diddy's shades breaking would play whenever he was hit after the shades were already broken
Moveset
Up to date as of [version].
Name | Damage | Description | |
---|---|---|---|
Neutral attack | Combo Swat | 3%, 2%, 4%, then 1% each infinite | |
Forward tilt | Lean Punch | 12% | |
Up tilt | Jump Swipe | 8% | |
Down tilt | Low Clap | 8% | |
Dash attack | Cartwheel | 3 hits of 4% (12% total) | |
Forward smash | Spinning Punch | 5% then 14% (19% total) | |
Up smash | Fliparound | 3% (hits 1 and 2), 9% (3rd hit); 15% total | |
Down smash | Breakdance Kick | 16% (front), 13% (back) | |
Neutral aerial | Air Cartwheel | 12% (clean), 9% (late) | |
Forward aerial | Two-Legged Kick | 14% (clean), 9% (late) | |
Back aerial | Rear Kick | 12% (foot), 11% (body) | |
Up aerial | Flip Kick | 12% (clean), 8% (late) | |
Down aerial | Two-Fisted Pound | 15% (sweetspot), 14% (sourspot) | |
Grab | — | ||
Pummel | Headbutt | 3% | |
Forward throw | Toss | 11% | |
Back throw | Rear Toss | 10% | |
Up throw | Vertical Kick | 12% | |
Down throw | Ground Bounce | 8% | |
Floor attack (front) | Spin Swipe | 6% | |
Floor attack (back) | Swirl Kick | 6% | |
Floor attack (trip) | Spin Kick | 5% | |
Edge attack (fast) | Quick Flick | 8% | |
Edge attack (slow) | Slow Kick | 10% | |
Neutral special | Peanut Popgun | 5-17% | Diddy Kong pulls out his peanut popgun and fires a peanut. Can be charged |
Side special | Monkey Flip | 12% (grab), 7% (air kick) | |
Up special | Rocketbarrel Boost | 10-21% | |
Down special | Banana Peel | 8% (dash thrown), 6% (thrown), 5% (dropped) | |
Final Smash | Rocketbarrel Barrage | 8% then 15% (per shot fired), 18% (contact), 20% (ending blast) |
In competitive play
Notable players
Palette swaps
Diddy Kong's palette swaps remain unchanged from Brawl.
External links
Playable characters in Project M and Project+ | |
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Playable characters | Bowser (Giga Bowser) · Captain Falcon · Charizard · Diddy Kong · Donkey Kong · Falco · Fox · Ganondorf · Ice Climbers · Ike · Ivysaur · Jigglypuff · King Dedede · Kirby · Knuckles · Link · Lucario · Lucas · Luigi · Mario · Marth · Meta Knight · Mewtwo · Mr. Game & Watch · Ness · Olimar · Peach · Pikachu · Pit · R.O.B. · Roy · Samus · Sheik · Snake · Sonic · Squirtle · Toon Link · Wario (Wario-Man) · Wolf · Yoshi · Zelda · Zero Suit Samus |