Diddy Kong (PM): Difference between revisions
mNo edit summary |
mNo edit summary |
||
Line 126: | Line 126: | ||
==Moveset== | ==Moveset== | ||
Up to date as of | Up to date as of version 3.5. | ||
{|class="wikitable" | {|class="wikitable" | ||
Line 132: | Line 132: | ||
|- | |- | ||
!Neutral attack | !Neutral attack | ||
| Combo Swat || 3%, 2%, 4%, | | Combo Swat ||3%, 2%, 4%, 2%/1% (loop/tip) || Slaps twice, then turns around and kicks with one foot and keeps it raised, while repeatedly hitting by lashing his tail out. First hit can set-up a grab if jab-canceled or even a buffered down smash. | ||
|- | |- | ||
!Forward tilt | !Forward tilt | ||
| Lean Punch ||12%|| Places both arms together above his head. Stands on one foot, leaning to the side and punching with both fists together above his head. | | Lean Punch ||13%/10% (high/body), 12%/9% (mid/body), 11%/8% (low/body) || Places both arms together above his head. Stands on one foot, leaning to the side and punching with both fists together above his head. Can be angled. | ||
|- | |- | ||
!Up tilt | !Up tilt | ||
| Jump Swipe ||8%|| Swats in the air above him with a slap. Quick and can combine with other attacks. This can be used to juggle at low damage percentages. | | Jump Swipe ||8% || Swats in the air above him with a slap. Quick and can combine with other attacks. This can be used to juggle at low damage percentages. | ||
|- | |- | ||
!Down tilt | !Down tilt | ||
| Low Clap ||8%|| While crouching, slaps forward. Combos well into more down tilts and even a down smash. Extremely useful for racking up damage at low percentages. | | Low Clap ||8% || While crouching, slaps forward. Combos well into more down tilts and even a down smash. Extremely useful for racking up damage at low percentages. | ||
<!--Crawl attack--> | <!--Crawl attack--> | ||
|- | |- | ||
!Dash attack | !Dash attack | ||
| Cartwheel || | | Cartwheel ||9% (clean), 5% (late) || Does a cartwheel spin, resembling the one from the Donkey Kong Country games. A great move due to having almost absolutely no ending lag and combines well with his up smash or up tilt. Can also go off edges and platforms. | ||
|- | |- | ||
!Forward smash | !Forward smash | ||
| Spinning Punch ||{{ChargedSmashDmgSSBM|5}} | | Spinning Punch ||{{ChargedSmashDmgSSBM|5}} (hit 1), {{ChargedSmashDmgSSBM|14}} (hit 2) ({{ChargedSmashDmgSSBM|19}} total) || Spins, slapping forward twice. The first hit has no knockback, comboing into the second hit, although this can be escaped rather easily. When fully charged and both hits connect, it can KO at 92% on heavyweights and 85% on lightweights. | ||
|- | |- | ||
!Up smash | !Up smash | ||
| Fliparound || {{ChargedSmashDmgSSBM| | | Fliparound ||{{ChargedSmashDmgSSBM|2}} (hits 1-2), {{ChargedSmashDmgSSBM|11}} (hit 3) ({{ChargedSmashDmgSSBM|15}} total) || Hops a little and does a sort of cartwheel, hitting three times with extremely low knockback that doesn't KO until 115%. Fills in combos and can rack up damage easily. | ||
|- | |- | ||
!Down smash | !Down smash | ||
| Breakdance Kick || {{ChargedSmashDmgSSBM|16}} (front), {{ChargedSmashDmgSSBM|13}} (back) || Performs a sweeping kick. It has less knockback than his forward smash and sends enemies at a more horizontal angle. | | Breakdance Kick ||{{ChargedSmashDmgSSBM|16}} (front), {{ChargedSmashDmgSSBM|13}} (back) || Performs a sweeping kick. It has less knockback than his forward smash and sends enemies at a more horizontal angle. | ||
|- | |- | ||
!Neutral aerial | !Neutral aerial | ||
| Air Cartwheel || | | Air Cartwheel ||13% (clean), 9% (late) || Sticks out hands and feet and spins. Only hits once with decent knockback, making it a sex kick. Looks similar to his dash attack. | ||
|- | |- | ||
!Forward aerial | !Forward aerial | ||
| Two-Legged Kick || | | Two-Legged Kick ||15% (clean), 11% (late) || Kicks both feet forward. Diddy Kong's strongest aerial, a great edgeguarding option, and a good move to use in a short hop (though a bair is quicker and better for spacing). On the edge at above 100%, edge drop -> jump -> fair is considered one of the best options available. | ||
|- | |- | ||
!Back aerial | !Back aerial | ||
| Rear Kick || 12% (foot), 11% (body) || Sticks leg out and spins it behind him. His fastest aerial, a great option for spacing whether a short hop is used or not. | | Rear Kick ||12% (foot), 11% (body) || Sticks leg out and spins it behind him. His fastest aerial, a great option for spacing whether a short hop is used or not. | ||
|- | |- | ||
!Up aerial | !Up aerial | ||
| Flip Kick || 12% (clean), 8% (late) || An overhead flip kick. Decent knockback, fairly fast. | | Flip Kick ||12% (clean), 8% (late) || An overhead flip kick. Decent knockback, fairly fast. | ||
|- | |- | ||
!Down aerial | !Down aerial | ||
| Two-Fisted Pound || 15% (sweetspot), 14% (sourspot) || Punches both arms down, meteor smashing powerfully as soon as it connects, but with some start-up lag. | | Two-Fisted Pound ||15% (sweetspot), 14% (sourspot) || Punches both arms down, meteor smashing powerfully as soon as it connects, but with some start-up lag. | ||
<!--Grab aerial--> | <!--Grab aerial--> | ||
|- | |- | ||
Line 176: | Line 176: | ||
|- | |- | ||
!Pummel | !Pummel | ||
| Headbutt || 3% || Headbutts his target, angled from the side of his body. Hits almost instantly. | | Headbutt ||3% || Headbutts his target, angled from the side of his body. Hits almost instantly. | ||
|- | |- | ||
!Forward throw | !Forward throw | ||
| Toss || 11% || Tosses opponent forward. Based on how Diddy Kong would throw barrels in Donkey Kong Country. Best used to get opponents offstage to set up an edgeguard, can combo into an fair. | | Toss ||11% || Tosses opponent forward. Based on how Diddy Kong would throw barrels in Donkey Kong Country. Best used to get opponents offstage to set up an edgeguard, can combo into an fair. | ||
|- | |- | ||
!Back throw | !Back throw | ||
| Rear Toss || 10% || Tosses opponent backward, very similar to his f-throw in that it is useful for getting opponents offstage. | | Rear Toss ||10% || Tosses opponent backward, very similar to his f-throw in that it is useful for getting opponents offstage. | ||
|- | |- | ||
!Up throw | !Up throw | ||
| Vertical Kick || | | Vertical Kick ||3% (hit), 7% (throw) (10% total) || Throws opponent up and kicks them. Is a decent option for getting opponents into the air. It is his strongest throw. | ||
|- | |- | ||
!Down throw | !Down throw | ||
| Ground Bounce || | | Ground Bounce ||5% (hit), 3% (throw) || Performs a leapfrog-like manoeuvre and throws the opponent underneath him. Has fair backwards knockback. Can be followed up by multiple moves and is a good combo starter. | ||
|- | |- | ||
!Floor attack (front) | !Floor attack (front) | ||
| Spin Swipe || 6% || Gets up and kicks to both sides. | | Spin Swipe ||6% || Gets up and kicks to both sides. | ||
|- | |- | ||
!Floor attack (back) | !Floor attack (back) | ||
| Swirl Kick || 6% || Gets up and kicks to both sides. | | Swirl Kick ||6% || Gets up and kicks to both sides. | ||
|- | |- | ||
!Floor attack (trip) | !Floor attack (trip) | ||
| Spin Kick || 5% || Another two kicks to either side. | | Spin Kick ||5% || Another two kicks to either side. | ||
|- | |- | ||
!Edge attack (fast) | !Edge attack (fast) | ||
| Quick Flick || 8% || Spinning tail slap. | | Quick Flick ||6% (tail far), 8% (tail close) || Spinning tail slap. | ||
|- | |- | ||
!Edge attack (slow) | !Edge attack (slow) | ||
| Slow Kick || 10% || Short kick. | | Slow Kick ||10% || Short kick. | ||
|- | |- | ||
!Neutral special | !Neutral special | ||
| Peanut Popgun || 5-17% || Diddy Kong pulls out his peanut popgun and fires a peanut. Can be charged, but if charged for too long the popgun will explode and stun Diddy Kong for a second. | | Peanut Popgun ||5-17% (peanuts), 20% (explosion) || Diddy Kong pulls out his peanut popgun and fires a peanut. Can be charged, but if charged for too long the popgun will explode and stun Diddy Kong for a second. | ||
|- | |- | ||
!Side special | !Side special | ||
| Monkey Flip || 12% (grab), 7% ( | | Monkey Flip ||12% (kick clean), 7% (kick late), 5% (grab attack hit 1), 7% (grab attack hit 2), 5% (jump attack hits 1-2) || A sideways hop, which grabs opponents and can be kicked out of. Can be used to gain some extra recovery distance. If Diddy jumps off the opponent in the air, it can set for a neutral aerial immediately after. If the special move button is pressed after the flip, Diddy will kick, being a great combo move that can lead into a fair if a midair jump is available. However, if the kick is used, Rocketbarrel Boost cannot be used until landing. An impractical sacrificial KO is possible with this move by using it in the air and falling to the lower blast line with the opponent (referred to as "Diddycide"). | ||
|- | |- | ||
!Up special | !Up special | ||
| Rocketbarrel Boost || 10 | | Rocketbarrel Boost ||11-20% (launch), 10% (flight early), 8% (flight late) || Diddy Kong charges up his barrels and launches himself upwards. Can be angled with the Control Stick (but not by much if the move is uncharged). Diddy's primary recovery move, but leaves him vulnerable during the charging and can also self-stage spike on stages such as Final Destination. If Diddy is attacked out of the move, the barrels will fly around and can damage opponents. | ||
|- | |- | ||
!Down special | !Down special | ||
| Banana Peel || | | Banana Peel ||3% (hand) || Pops a banana peel into the air. | ||
|- | |- | ||
!Final Smash | !Final Smash | ||
| Rocketbarrel Barrage || 8% | | Rocketbarrel Barrage ||8% (peanuts), 15% (peanuts explosion), 18% (contact), 20% (ending explosion) || Diddy Kong flies around shooting explosive peanuts. | ||
|} | |} | ||
Revision as of 20:56, March 13, 2015
Diddy Kong in Project M and Project+ | |
---|---|
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 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 Kong finds it difficult to close out stocks, and lacks ways to quickly and reliably finish off opponents. This can lead to opponents surviving much longer, 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 disrupt for some characters.
Changes from Brawl to PM
Diddy Kong received noticeable buffs from Brawl to PM to fit with the Melee physics.
- Jab combo does more damage and 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.
- Forward tilt has more knockback, especially at its sweetspot, and up tilt does slightly more damage while down tilt has earlier IASA frames and set knockback, leaving foes open against attacks more easily.
- Forward smash does slightly more damage and is stronger in knockback and has less hitlag.
- Up smash links much better and is a stronger KO move.
- Down smash has slightly stronger knockback.
- Forward air is faster, has more knockback, and has a more semi-spike angle.
- Back air does more damage.
- Down aerial has faster start-up, does more damage, and has a stronger meteor smash.
- Up aerial does slightly more damage and has weaker but horizontal knockback.
- Neutral aerial is considerably stronger, dealing twice the former damage.
- Back throw has slightly more KO potential.
- Up throw does more damage and is now a KO move.
- Pummel does slightly more damage.
- Monkey Flip had its distance increased. Attacking regularly after grabbing now sends opponents upward, leading into aerials at higher percents and the kick comes out right away when you hold the special button and has more knockback.
- Bananas when thrown have greater distance and does more 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 Kong can also air dodge out of his Peanut Popgun, allowing him to waveland between shots.
- 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.
- Diddy Kong now benefits from from the addition of aerial glide tossing, both in his approach, combo, and movement options, and in his recovery.
- Dash attack does more damage, and hits connect more smoothly. 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 tilt has its IASA frames later.
- Up smash deals slighty lower damage.
- Back aerial has less KO power.
- Forward aerial sourspot does less damage.
- Down throw does slightly less damage.
- Forward throw has slightly less KO potential.
- Diddy Kong can no longer infinite trip opponents with his Bananas, as tripping can now be teched.
- Monkey Flip's attack and kick both do less damage.
- 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 previous 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
v2.6b
- 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 erial'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
v3.0
- 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
v3.02
- Fixed a bug where the sound effect for Diddy's shades breaking would play whenever he was hit after the shades were already broken
v3.5
- Rocketbarrel Boost charges much faster.
- Its damage has also been increased.
- However, Diddy's falling speed is higher when using the move.
- It also has more endlag.
- Forward tilt deals more damage when angled upwards.
- It now has a hitbox on Diddy's body that deals slightly less damage.
- The base knockback of Diddy's up smash has been lowered.
- It also has more endlag.
- Diddy's neutral aerial has been weakened overall.
- It deals slightly more damage.
- Forward aerial deals more damage.
- Down aerial has a slightly smaller hitbox.
- Up throw deals less damage.
- It also has more endlag.
- Monkey Flip has more endlag.
- It also has more endlag landing or kicking.
- The number of Banana Peels that can be on the stage at once has been reduced from 2 to 1.
- The damage from the first two hits of Diddy's up smash has been lessened, but the last hit gives more damage to compensate.
- The rocketbarrels no longer explode whenever it hits a character/stage. Instead, it will explode after 3 seconds of being detached.
Moveset
Up to date as of version 3.5.
Name | Damage | Description | |
---|---|---|---|
Neutral attack | Combo Swat | 3%, 2%, 4%, 2%/1% (loop/tip) | Slaps twice, then turns around and kicks with one foot and keeps it raised, while repeatedly hitting by lashing his tail out. First hit can set-up a grab if jab-canceled or even a buffered down smash. |
Forward tilt | Lean Punch | 13%/10% (high/body), 12%/9% (mid/body), 11%/8% (low/body) | Places both arms together above his head. Stands on one foot, leaning to the side and punching with both fists together above his head. Can be angled. |
Up tilt | Jump Swipe | 8% | Swats in the air above him with a slap. Quick and can combine with other attacks. This can be used to juggle at low damage percentages. |
Down tilt | Low Clap | 8% | While crouching, slaps forward. Combos well into more down tilts and even a down smash. Extremely useful for racking up damage at low percentages. |
Dash attack | Cartwheel | 9% (clean), 5% (late) | Does a cartwheel spin, resembling the one from the Donkey Kong Country games. A great move due to having almost absolutely no ending lag and combines well with his up smash or up tilt. Can also go off edges and platforms. |
Forward smash | Spinning Punch | 5% (hit 1), 14% (hit 2) (19% total) | Spins, slapping forward twice. The first hit has no knockback, comboing into the second hit, although this can be escaped rather easily. When fully charged and both hits connect, it can KO at 92% on heavyweights and 85% on lightweights. |
Up smash | Fliparound | 2% (hits 1-2), 11% (hit 3) (15% total) | Hops a little and does a sort of cartwheel, hitting three times with extremely low knockback that doesn't KO until 115%. Fills in combos and can rack up damage easily. |
Down smash | Breakdance Kick | 16% (front), 13% (back) | Performs a sweeping kick. It has less knockback than his forward smash and sends enemies at a more horizontal angle. |
Neutral aerial | Air Cartwheel | 13% (clean), 9% (late) | Sticks out hands and feet and spins. Only hits once with decent knockback, making it a sex kick. Looks similar to his dash attack. |
Forward aerial | Two-Legged Kick | 15% (clean), 11% (late) | Kicks both feet forward. Diddy Kong's strongest aerial, a great edgeguarding option, and a good move to use in a short hop (though a bair is quicker and better for spacing). On the edge at above 100%, edge drop -> jump -> fair is considered one of the best options available. |
Back aerial | Rear Kick | 12% (foot), 11% (body) | Sticks leg out and spins it behind him. His fastest aerial, a great option for spacing whether a short hop is used or not. |
Up aerial | Flip Kick | 12% (clean), 8% (late) | An overhead flip kick. Decent knockback, fairly fast. |
Down aerial | Two-Fisted Pound | 15% (sweetspot), 14% (sourspot) | Punches both arms down, meteor smashing powerfully as soon as it connects, but with some start-up lag. |
Grab | — | Grabs the enemy with both of his hands. | |
Pummel | Headbutt | 3% | Headbutts his target, angled from the side of his body. Hits almost instantly. |
Forward throw | Toss | 11% | Tosses opponent forward. Based on how Diddy Kong would throw barrels in Donkey Kong Country. Best used to get opponents offstage to set up an edgeguard, can combo into an fair. |
Back throw | Rear Toss | 10% | Tosses opponent backward, very similar to his f-throw in that it is useful for getting opponents offstage. |
Up throw | Vertical Kick | 3% (hit), 7% (throw) (10% total) | Throws opponent up and kicks them. Is a decent option for getting opponents into the air. It is his strongest throw. |
Down throw | Ground Bounce | 5% (hit), 3% (throw) | Performs a leapfrog-like manoeuvre and throws the opponent underneath him. Has fair backwards knockback. Can be followed up by multiple moves and is a good combo starter. |
Floor attack (front) | Spin Swipe | 6% | Gets up and kicks to both sides. |
Floor attack (back) | Swirl Kick | 6% | Gets up and kicks to both sides. |
Floor attack (trip) | Spin Kick | 5% | Another two kicks to either side. |
Edge attack (fast) | Quick Flick | 6% (tail far), 8% (tail close) | Spinning tail slap. |
Edge attack (slow) | Slow Kick | 10% | Short kick. |
Neutral special | Peanut Popgun | 5-17% (peanuts), 20% (explosion) | Diddy Kong pulls out his peanut popgun and fires a peanut. Can be charged, but if charged for too long the popgun will explode and stun Diddy Kong for a second. |
Side special | Monkey Flip | 12% (kick clean), 7% (kick late), 5% (grab attack hit 1), 7% (grab attack hit 2), 5% (jump attack hits 1-2) | A sideways hop, which grabs opponents and can be kicked out of. Can be used to gain some extra recovery distance. If Diddy jumps off the opponent in the air, it can set for a neutral aerial immediately after. If the special move button is pressed after the flip, Diddy will kick, being a great combo move that can lead into a fair if a midair jump is available. However, if the kick is used, Rocketbarrel Boost cannot be used until landing. An impractical sacrificial KO is possible with this move by using it in the air and falling to the lower blast line with the opponent (referred to as "Diddycide"). |
Up special | Rocketbarrel Boost | 11-20% (launch), 10% (flight early), 8% (flight late) | Diddy Kong charges up his barrels and launches himself upwards. Can be angled with the Control Stick (but not by much if the move is uncharged). Diddy's primary recovery move, but leaves him vulnerable during the charging and can also self-stage spike on stages such as Final Destination. If Diddy is attacked out of the move, the barrels will fly around and can damage opponents. |
Down special | Banana Peel | 3% (hand) | Pops a banana peel into the air. |
Final Smash | Rocketbarrel Barrage | 8% (peanuts), 15% (peanuts explosion), 18% (contact), 20% (ending explosion) | Diddy Kong flies around shooting explosive peanuts. |
In competitive play
Notable players
Alternate costumes
Diddy Kong's alternate costumes remain unchanged from Brawl.
Trivia
- Diddy Kong is the only character in Project M that doesn't have an alternate costume or any new recolorings.
- This also applies to Wario, but it's impossible to give him a new costume as he has 12 different ones.
External links
Playable characters in Project M and Project+ | |
---|---|
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 |