Project M

Diddy Kong (PM): Difference between revisions

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==Moveset==
==Moveset==
Up to date as of version 3.5.
Up to date as of version 3.6.


{|class="wikitable"
{|class="wikitable"
! !!Name!!Damage!!Description
! colspan=2| !!Name!!Damage!!Description
|-
|-
!Neutral attack
! colspan=2 rowspan=4 | Neutral attack
| || 3% (hit 1), 2% (hit 2), 4% (hit 3), 1-2% (hit 3 loop) || 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.
| rowspan=4 | || 3% || rowspan=4 | Slaps forward twice, turns around to quickly kick the foe, and proceeds to repeatedly whip them with his tail. First hit can set-up a grab if [[Jab cancel|jab-canceled]] or even a [[Buffer|buffered]] down smash.
|-
|-
!Forward tilt
|2%
| || 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
|4%
| || 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
|1-2% (loop)
| || 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.  
|-
! rowspan="3" | Forward tilt || ↗
| rowspan="3" | || 13% (arms), 10% (body) || rowspan="3" | Leans to the side and thrusts both of his arms forward in a double punch. This attack can be angled up or down.
|-
!→
|12% (arms), 9% (body)
|-
!↘
|11% (arms), 8% (body)
|-
! colspan=2| Up tilt
| || 8% || Swats in the air above him with a slap. Quick and can combine with other attacks. This move can be used to [[juggle]] at low percentages.
|-
! colspan=2| Down tilt
| || 8% || Claps forward while crouching. Extremely useful for racking up damage at low percentages.  
<!--Crawl attack-->
<!--Crawl attack-->
|-
|-
!Dash attack
! colspan=2| Dash attack
| || 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.
| || 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
! colspan=2| Forward smash
| || {{ChargedSmashDmgSSBM|4}} (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.
| || {{ChargedSmashDmgSSBM|4}} (hit 1), {{ChargedSmashDmgSSBM|14}} (hit 2) || Spins and punches forward, followed by a second punch. The first hit deals no knockback, which makes it easier to land the second hit. When fully charged and both hits connect, it can KO at 85% on lightweights and 92% on heavyweights.
|-
|-
!Up smash
! colspan=2| Up smash
| || {{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.
| || {{ChargedSmashDmgSSBM|2}} (hits 1-2), {{ChargedSmashDmgSSBM|11}} (hit 3) || 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
! colspan=2| Down smash
| || {{ChargedSmashDmgSSBM|16}} (hit 1), {{ChargedSmashDmgSSBM|13}} (hit 2) || Performs a sweeping kick. It has less knockback than his forward smash and sends enemies at a more horizontal angle.
| || Front: {{ChargedSmashDmgSSBM|14}} (body) {{ChargedSmashDmgSSBM|16}} (leg)<br/>Back: {{ChargedSmashDmgSSBM|12}} (body), {{ChargedSmashDmgSSBM|13}} (leg) || Performs a sweeping kick. It has less knockback than his forward smash and sends enemies at a more horizontal angle.
|-
|-
!Neutral aerial
! colspan=2| Neutral aerial
| || 13% (clean), 9% (late) || Sticks out hands and feet and spins. Only hits once with decent knockback. Looks similar to his dash attack.
| || 13% (clean), 9% (late) || Does an aerial cartwheel similar to his dash attack. Has decent knockback.
|-
|-
!Forward aerial
! colspan=2| Forward aerial
| || 15% (clean), 11% (late) || Kicks both feet forward. Diddy Kong's strongest aerial, a great edge-guarding 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.
| || 15% (clean), 11% (late) || Kicks both feet forward while spinning. Diddy Kong's strongest aerial, a great [[edge-guarding]] 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
! colspan=2| Back aerial
| || 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.  
| || 12% (foot), 11% (body) || Thrusts his leg backward and performs a single spin. His fastest aerial, a great option for spacing whether a short hop is used or not.  
|-
|-
!Up aerial
! colspan=2| Up aerial
| || 12% (clean), 8% (late) || An overhead flip kick. Decent knockback, fairly fast.
| || 12% (clean), 8% (late) || Does an overhead flip kick. Decent knockback, fairly fast.
|-
|-
!Down aerial
! colspan=2| Down aerial
| || 15% (sweetspot), 14% (sourspot) || Punches both arms down, meteor smashing powerfully as soon as it connects, but with some start-up lag.
| || 15% (fists), 14% (arms) || Swings both his arms downward in a double axe-handle punch. A powerful [[meteor smash]].
<!--Grab aerial-->
<!--Grab aerial-->
|-
|-
!Grab
! colspan=2| Grab
| || &mdash; || Grabs the enemy with both of his hands.
| || &mdash; ||
|-
|-
!Pummel
! colspan=2| Pummel
| || 3% || Headbutts his target, angled from the side of his body. Hits almost instantly.
| || 3% || Headbutts his target, angled from the side of his body. Hits almost instantly.
|-
|-
!Forward throw
! colspan=2| Forward throw
| || 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.
| || 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
! colspan=2| Back throw
| || 10% || Tosses opponent backward, very similar to his f-throw in that it is useful for getting opponents offstage.  
| || 10% || Tosses opponent backward, very similar to his f-throw in that it is useful for getting opponents offstage.  
|-
|-
!Up throw
! colspan=2| Up throw
| || 3% (hit), 7% (throw) (10% total) || Throws opponent up and kicks them. Is a decent option for getting opponents into the air. It's his strongest throw.
| || 3% (hit 1), 7% (throw) || Throws opponent up and kicks them. Is a decent option for getting opponents into the air. It's his strongest throw.
|-
|-
!Down throw
! colspan=2| Down throw
| || 5% (hit), 3% (throw) (8% total) || 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.
| || 5% (hit 1), 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)
! colspan=2| Floor attack (front)
| || 6% || Gets up and kicks to both sides.
| || 6% || Gets up and slaps both sides.
|-
|-
!Floor attack (back)
! colspan=2| Floor attack (back)
| || 6% || Gets up and kicks to both sides.
| || 6% || Gets up and kicks both sides.
|-
|-
!Floor attack (trip)
! colspan=2| Floor attack (trip)
| || 5% || Another two kicks to either side.
| || 5% || Gets up and kicks both sides.
|-
|-
!Edge attack (fast)
! colspan=2| Edge attack (fast)
| || 6% (tail far), 8% (tail close) || Spinning tail slap.
| || 6% (tail far), 8% (tail close) || Quickly gets up and does a spinning tail slap.
|-
|-
!Edge attack (slow)
! colspan=2| Edge attack (slow)
| || 10% || Short kick.
| || 10% || Slowly gets up and sticks his left foot out.
|-
|-
!Neutral special
! colspan=2| 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.
| [[Peanut Popgun]] || 5-18% (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, dealing 5% recoil damage, and will stun Diddy Kong for a second.
|-
|-
!Side special
! colspan=2| Side special
| [[Monkey Flip]] || 12% (kick clean), 7% (kick late), 5% (grab attack hit 1), 7% (grab attack hit 2), 5% (jump attack hit 1), 7% (jump attack hit 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").  
| [[Monkey Flip]] || 12% (kick clean), 7% (kick late), 5% (grab attack hit 1), 7% (grab attack hit 2), 5% (jump attack hit 1), 7% (jump attack hit 2), 5% (release) || 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. 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
! colspan=2| 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.
| [[Rocketbarrel Boost]] || 11-20% (launch), 10% (flight early), 8% (flight late), 1-3% (explosion) || 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
! colspan=2| Down special
| [[Banana Peel_(move)|Banana Peel]] || 3% (hand) || Pops a banana peel into the air.
| [[Banana Peel_(move)|Banana Peel]] || 3% (hand) || Pops a banana peel into the air.
|-
|-
!Final Smash
! colspan=2| Final Smash
| [[Rocketbarrel Barrage]] || 8% (peanuts), 15% (peanuts explosion), 18% (contact), 20% (ending explosion) || Diddy Kong flies around shooting explosive peanuts.
| [[Rocketbarrel Barrage]] || 8% (peanuts), 15% (peanuts explosion), 18% (contact), 20% (ending explosion) || Diddy Kong flies around on his rocketbarrels, shooting peanuts everywhere. Puts Diddy Kong into a [[helpless]] state when ended in the air.
|}
|}



Revision as of 17:41, August 31, 2015

Diddy Kong
in Project M and Project+
Diddy Kong SSBB.jpg
DKSymbol.svg
Universe Donkey Kong
Base game appearance Brawl
Moveset inspiration Diddy Kong (SSBB)
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 some nerfs, but mostly gained noticeable buffs from Brawl to PM to fit with the Melee physics.

Aesthetics

  • 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 previous 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 Original down taunt is now an idle pose.
  • Change One of Diddy's victory poses now involves him wearing sunglasses while dancing around to the music playing on his beatbox.

Attributes

  • Buff Diddy Kong now benefits from from the addition of aerial glide tossing, both in his approach, combo, and movement options, and in his recovery.
  • Nerf Diddy's accelerated falling speed was increased making him more susceptible to chain grabs.

Ground Attacks

  • Buff 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.
  • Buff 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.
  • Buff Forward smash does slightly more damage and is stronger in knockback and has less hitlag.
  • Buff Up smash links much better and is a stronger KO move.
  • Buff Down smash has slightly stronger knockback.
  • Buff 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.
  • Nerf Up tilt has its IASA frames later.
  • Nerf Up smash deals slighty lower damage.

Aerial Attacks

  • Buff Forward air is faster, has more knockback, and has a more semi-spike angle.
  • Buff Back air does more damage.
  • Buff Down aerial has faster start-up, does more damage, and has a stronger meteor smash.
  • Buff Up aerial does slightly more damage and has weaker but horizontal knockback.
  • Buff Neutral aerial is considerably stronger, dealing twice the former damage.
  • Nerf Back aerial has less KO power.
  • Nerf Forward aerial sourspot does less damage.

Grabs and Throws

  • Buff Back throw has slightly more KO potential.
  • Buff Up throw does more damage and is now a KO move.
  • Buff Pummel does slightly more damage.
  • Nerf Down throw does slightly less damage.
  • Nerf Forward throw has slightly less KO potential.

Special Moves

  • Buff 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.
  • Buff Bananas when thrown have greater distance and does more 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 Kong can also air dodge out of his Peanut Popgun, allowing him to waveland between shots.
  • 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.
  • Nerf Diddy Kong can no longer infinite trip opponents with his Bananas, as tripping can now be teched.
  • Nerf Monkey Flip's attack and kick both do less damage.
  • Nerf Only one banana can be out at a time.

Revisions

v2.6b

  • Buff Down tilt deals a bit more overall knockback
  • Buff Up smash's hits link into each other more reliably
  • Buff 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
  • Buff Back aerial sends farther at low percents
  • Buff Down erial's upper (sourspot) hitbox deals slightly more damage
  • Buff Dash grab box has an extra active frame and its total duration is increased slightly
  • Buff Turn grab range increased, and grabs slightly later to match other Turn Grab speeds
  • Buff Up throw clank bug from Brawl that caused him to freeze up fixed
  • Buff Neutral B can be airdodged out of a couple frames earlier
  • Buff 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
  • Buff Up B initial hit deals increased knockback
  • Buff Grounded glide-toss moves Diddy significantly farther
  • Buff 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
  • Nerf Footstool height reduced
  • Nerf Forward tilt's hip hitbox removed. Arm (sourspot) hitbox damage matches the fist (sweetspot) but still retains a higher angle and less knockback
  • Nerf Forward aerial's lingering hit knockback reduced overall
  • Nerf 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
  • Nerf Side B kick hitbox deals less damage and its knockback scales higher with percent
  • Nerf Side B Attack Throw ("A" or "B" Input from grab) knockback lowered.
  • Nerf Up B landing lag increased
  • Nerf Diddy falls a bit faster while charging Up B in the air
  • Nerf Up B's grounded startup now matches the aerial startup (7 frames) and no longer has invincibility
  • Nerf Up B damage decreases throughout the boost's duration
  • Nerf Up B's loose barrel moves 20% slower and deals slightly less damage
  • Nerf Thrown Banana hitboxes are now clankable
  • Change 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.
  • Change Neutral aerial's initial hit angle is slightly higher
  • Change Up aerial sends at a lower angle and damage no longer depends on leg hitbox positioning
  • Change 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)
  • Change Throwing a banana downward (while grounded) near an opponent's feet will cause them to trip instead of being hit

v3.0

  • Buff Shield size increased
  • Buff Jab angles and damage adjusted to better link into each other. Final jab (the kick) knockback increased
  • Buff Dash attack's hitboxes link more reliably and have had their sizes increased slightly. Grounded version can be interrupted earlier
  • Buff Forward tilt's hitbox sizes increased slightly. Forward and high versions have their damages increased slightly
  • Buff Up smash's hits link more reliably
  • Buff 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
  • Buff Forward air's base knockback increased slightly
  • Buff Down air's active frames activate slightly earlier
  • Buff Neutral B (Peanut Popgun): Air Dodge window activates slightly earlier
  • Buff Up B (RocketBarrel Boost): Grounded startup reduced. Increase in damage from charging made slightly faster. Meteor hitbox more accurately reflects the blast graphic effects
  • Buff Down B (Banana Toss): Grounded banana hits induce the trip effect and retain weight-dependent knockback. Aerial banana hit knockback slightly increased
  • Change Down throw base knockback lowered but has higher knockback growth. Damage redone to be a two-hit move
  • Change Up throw sends up and slightly forward
  • Change 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

  • Change 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

  • Buff Rocketbarrel Boost charges much faster.
    • Buff Its damage has also been increased.
    • Nerf However, Diddy's falling speed is higher when using the move.
    • Nerf It also has more endlag.
  • Buff Forward tilt deals more damage when angled upwards.
    • Buff It now has a hitbox on Diddy's body that deals slightly less damage.
  • Buff Forward aerial deals more damage.
  • Nerf The base knockback of Diddy's up smash has been lowered.
    • Nerf It also has more endlag.
  • Nerf Diddy's neutral aerial has been weakened overall.
    • Buff It deals slightly more damage.
  • Nerf Down aerial has a slightly smaller hitbox.
  • Nerf Up throw deals less damage.
    • Nerf It also has more endlag.
  • Nerf Monkey Flip has more endlag.
    • Nerf It also has more endlag landing or kicking.
  • Nerf The number of Banana Peels that can be on the stage at once has been reduced from 2 to 1.
  • Change The damage from the first two hits of Diddy's up smash has been lessened, but the last hit gives more damage to compensate.
  • Change The rocketbarrels no longer explode whenever it hits a character/stage. Instead, it will explode after 3 seconds of being detached.

v3.6 Beta

  • Buff Frame moved from between hits of forward smash to before the attack to prevent opponents from escaping second hit.
    • Nerf First hit of forward smash deals less damage.
  • Change Up special barrel movement reverted to Brawl's iteration of the move.
    • Buff The hitboxes have been modified to protect Diddy Kong's recovery somewhat.

Moveset

Up to date as of version 3.6.

Name Damage Description
Neutral attack 3% Slaps forward twice, turns around to quickly kick the foe, and proceeds to repeatedly whip them with his tail. First hit can set-up a grab if jab-canceled or even a buffered down smash.
2%
4%
1-2% (loop)
Forward tilt 13% (arms), 10% (body) Leans to the side and thrusts both of his arms forward in a double punch. This attack can be angled up or down.
12% (arms), 9% (body)
11% (arms), 8% (body)
Up tilt 8% Swats in the air above him with a slap. Quick and can combine with other attacks. This move can be used to juggle at low percentages.
Down tilt 8% Claps forward while crouching. Extremely useful for racking up damage at low percentages.
Dash attack 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 4% (hit 1), 14% (hit 2) Spins and punches forward, followed by a second punch. The first hit deals no knockback, which makes it easier to land the second hit. When fully charged and both hits connect, it can KO at 85% on lightweights and 92% on heavyweights.
Up smash 2% (hits 1-2), 11% (hit 3) 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 Front: 14% (body) 16% (leg)
Back: 12% (body), 13% (leg)
Performs a sweeping kick. It has less knockback than his forward smash and sends enemies at a more horizontal angle.
Neutral aerial 13% (clean), 9% (late) Does an aerial cartwheel similar to his dash attack. Has decent knockback.
Forward aerial 15% (clean), 11% (late) Kicks both feet forward while spinning. Diddy Kong's strongest aerial, a great edge-guarding 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 12% (foot), 11% (body) Thrusts his leg backward and performs a single spin. His fastest aerial, a great option for spacing whether a short hop is used or not.
Up aerial 12% (clean), 8% (late) Does an overhead flip kick. Decent knockback, fairly fast.
Down aerial 15% (fists), 14% (arms) Swings both his arms downward in a double axe-handle punch. A powerful meteor smash.
Grab
Pummel 3% Headbutts his target, angled from the side of his body. Hits almost instantly.
Forward throw 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 10% Tosses opponent backward, very similar to his f-throw in that it is useful for getting opponents offstage.
Up throw 3% (hit 1), 7% (throw) Throws opponent up and kicks them. Is a decent option for getting opponents into the air. It's his strongest throw.
Down throw 5% (hit 1), 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) 6% Gets up and slaps both sides.
Floor attack (back) 6% Gets up and kicks both sides.
Floor attack (trip) 5% Gets up and kicks both sides.
Edge attack (fast) 6% (tail far), 8% (tail close) Quickly gets up and does a spinning tail slap.
Edge attack (slow) 10% Slowly gets up and sticks his left foot out.
Neutral special Peanut Popgun 5-18% (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, dealing 5% recoil damage, and will 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 hit 1), 7% (jump attack hit 2), 5% (release) 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. 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), 1-3% (explosion) 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 on his rocketbarrels, shooting peanuts everywhere. Puts Diddy Kong into a helpless state when ended in the air.

In competitive play

Notable players

Alternate costumes

Diddy Kong's alternate costumes remain unchanged from Brawl, except for a new orange costume that makes him look like Funky Kong in the Donkey Kong Country TV series.

Diddy Kong's alternate costumes in PM
DiddyKongHeadSSBB.png DiddyKongHeadYellowSSBB.png DiddyKongHeadPinkSSBB.png DiddyKongHeadPurpleSSBB.png DiddyKongHeadGreenSSBB.png DiddyKongHeadBlueSSBB.png DiddyKongHeadOrangePM.png

Trivia

  • Diddy Kong was the only character in Project M that didn't have an alternate costume or any new recolorings prior to the 3.6 Beta.
    • This still applies to Wario, but it's impossible to give him a new costume as he has 12 different ones.

External links