Super Smash Bros. Ultimate

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|availability = [[Unlockable character|Unlockable]]
|availability = [[Unlockable character|Unlockable]]
|tier = S-
|ranking = 9
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{{cquote|''Donkey Kong's trusty partner Diddy Kong uses his light weight and agility to get around quickly! For his Final Smash, Diddy takes to the air with his Rocketbarrel while firing his popguns. The final hit is seriously powerful!''|cite=[https://www.smashbros.com/en_US/blog/ Super Smash Blog]|source=[[Super Smash Bros. Ultimate Official Site]]}}
'''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]]'', officially confirmed on June 12th, 2018. 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 #36.


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


==How to unlock==
==How to unlock==
Complete one of the following:
Complete one of the following:
*Play [[VS. match]]es, with Diddy Kong being the 37th character to be unlocked.
*Play [[VS. match]]es, with Diddy Kong being the 37th character to be unlocked.
*Clear {{SSBU|Classic Mode}} with {{SSBU|Donkey Kong}} or any character in his unlock tree, being the seventh character unlocked after {{SSBU|Greninja}}.
*Clear {{SSBU|Classic Mode}} with {{SSBU|Donkey Kong}} or any character in his unlock tree, being the 7th character unlocked after {{SSBU|Greninja}}.
*Have Diddy Kong join the player's party in [[World of Light]].
*Have Diddy Kong join the player's party in [[World of Light]].
With the exception of the third method, Diddy Kong must then be defeated on [[Kongo Falls]].
With the exception of the third method, Diddy Kong must then be defeated on [[Kongo Falls]]. In World of Light, he is fought on the [[Ω form]] of {{SSB|Kongo Jungle}}.
 
==Attributes==
Diddy Kong is a small [[weight|middleweight]] with typical attributes for his weight class; he has very fast [[dash]],  [[run]], and [[walk]] speeds, which allows him to move on the ground very well. In contrast, his air mobility is rather lacking, as his [[air speed]] and [[air acceleration]] are both below average. Overall, while Diddy outspeeds many characters on the ground, his air game is rather clunky due to his lackluster air attributes.
 
Similar to other characters of his weight and size, Diddy Kong has very fast frame data, which allows him to throw out a flurry of moves at his opponent while still being able to chase them with his strong grounded mobility. In fact, nearly all of his moves, with the exception of his forward smash, down aerial, and special moves, come out before frame 10, with many of them also having low endlag. Thanks to these attributes, Diddy has a strong, flexible combo game, allowing him to use multiple different moves to string into each other and continually pressure his opponent even if they escape his combos, as he has multiple ways to keep them in a disadvantageous position.
 
Another important aspect of Diddy's combo game is his excellent selection of combo starters, which lets him start combos reliably both in the air and on the ground and also lets him create mix-ups and play unpredictably. One of his main combo starters is from a grab, as both his down and up throws have low endlag and send at great angles for immediate follow-ups, as down throw can lead into a forward or back aerial and up throw can lead into any of his aerials except for down aerial. Up throw also has potential KO setups into up aerial, although these are inconsistent and unreliable. His dash attack has a long duration and extremely low endlag and sends the opponent upwards, which lets Diddy follow up with an up, back or forward aerial. His neutral aerial has a long lasting hitbox and can lead into another aerial from low to high percents, with the late hit being particularly useful at high percents due to its lower knockback. Diddy's up and down tilts are both excellent combo starters themselves, with the latter having the ability to KO confirm into an up-smash at high percents. Additionally, all of Diddy's aerials except for neutral and up aerial can lead into a grab when landed on grounded opponents thanks to their low knockback and landing lag.
 
Diddy's special moveset also comes with several unique options. His neutral special, [[Peanut Popgun]], is a small projectile with low range and knockback when uncharged. It is useful for pestering the opponent in the neutral game and can be charged, giving it extreme power when fully charged, although it has extremely high lag, doesn't shoot at a distance, and its charge cannot be saved like other chargeable projectiles(such as Samus' [[Charge Shot]]). He can also cancel charging the move by shielding, dodging, or spotdodging. His side special, [[Monkey Flip]], has Diddy leap forward and will act as a command grab when landed on the opponent or will be a fast kick if the player presses the attack button again during the duration of the move. Due to its fast speed and decent distance, low endlag, and ability to edge-cancel off platforms or the ledge of the stage, it can be used as both a movement option and a way to approach, as its speed can compensate for his poor air mobility. It can also be used for horizontal recovery. His up special, [[Rocketbarrel Boost]], is Diddy's main vertical recovery option. Uncharged, the move has unremarkable distance, but when fully charged, it moves much faster and travels much further. However, this requires Diddy to stay in place while charging the move in the air, leaving him highly vulnerable to gimps or edgeguards. The move also has a unique property in that if the opponent hits Diddy while using the move, the barrels will fly off and will irregularly move around, with the player having a small amount of control over their trajectory before they lose control. This gives him a useful, although niche stage-controlling option and the barrels will deal high damage and knockback when landed on an opponent. Lastly, Diddy's down special, [[Banana Peel]] is his most useful special and one of his best moves. It has him pull out a Banana Peel over himself, which can be picked up and thrown by both Diddy and his opponent. If Diddy places it down before the opponent could grab it, then they will be tripped by it if they attempt to pick it up. This lets Diddy land almost any attack he wants on his opponent if he times it before the tripping animation is done and allows for a plethora of combo options and even KO confirms into his smash attacks. Thanks to its ease of use and low commitment due to him only having to throw it at the opponent for it to work, it is integral to his kit and lets him punish missed attacks, have a strong advantage in the neutral game, create extremely long combos, and take control of the stage. He can also use a held banana as an excellent out-of-shield option when thrown. The only true downside to his Banana Peel is that the opponent can also catch and throw it just like he can, which allows them to use it against Diddy and take away one of his most important tools. Additionally, only one Banana Peel can be used at a time and it disappears when hit by an opponent or thrown twice.
 
Despite very strong strengths, Diddy isn't without his weaknesses. His two main flaws are a lackluster disadvantage state and predictable recovery. Monkey Flip, while fast, can be extremely predictable when used in a disadvantagous position, as it is Diddy's main way of getting out of juggle situations, due to his horrible air mobility. Diddy especially suffers when the opponent is able to consistently keep him in disadvantage state, not allowing banana to be pulled. This can snowball in some matchups, making it extremely hard to catch up to the opponent if diddy is not able to get his gameplan started. Diddy's other main weakness, his recovery, is arguably worse however. Monkey Flip has respectable distance and safety when the kick version is used, but has some endlag and also doesn't allow him to use Rocketbarrel Boost afterwards. Rocketbarrel Boost itself grants Diddy a relatively long ranged recovery option, the drawback being that it leaves Diddy wide open for attacks. If diddy is hit out of the Rocketbarrel Boost with a weak move he will become helpless and slowly fall to his death, making it easy to gimp him. Diddy Kong also suffers from a lack of range, though this is somewhat offset by his banana, which provides him with a fast and transcendent projectile.
 
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]]''==
Having been one of the most notorious top tier fighters in early ''[[Super Smash Bros. 4]]'' and remaining a dominant top-tier character throughout the game's lifespan, Diddy Kong was nerfed from his ''SSB4'' iteration. His Monkey Flip most notably travels a shorter distance, which worsens his overall movement and neutral. Banana also has more startup lag, making it harder for him to instantly grab bananas after he pulls one out. Down tilt was also nerfed which prevents Diddy from being able to combo into up smash and combo off of the move reliably. His up aerial, which was a notorious move in Smash 4, now has a smaller hitbox. His grab game was also toned down, as his grab now has more startup, endlag, and his combo throws have either more endlag or more knockback, which significantly hinders their combo potential. His up special also travels a shorter distance, which nerfs his recovery. Diddy Kong also suffers from having less weight.
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.


He did get some notable buffs, however. Diddy's already impressive mobility was improved as his initial dash, run speed, walk speed, and airspeed are significantly better. Diddy also slightly benefits from the game's mechanics as his aerials have less ending lag).  
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]].


Diddy Kong's nerfs seem to outweigh his buffs, making him worse than his iteration in Smash 4, but to what extent is currently unknown due to his below-average results in Ultimate's Early Metagame. {{Sm|ZeRo}} only uses him as a counterpick and {{Sm|MVD}}, {{Sm|Zinoto}} and {{Sm|Nietono}} have dropped him in favor of other characters.
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.


===Aesthetics===
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.
*{{change|As with all [[veteran]]s returning from ''SSB4'', Diddy Kong's model features a more subdued color scheme. Like {{SSBU|Donkey Kong}}, his fur is less detailed than the previous installment.}}
*{{change|Diddy Kong is more expressive. His hat also appears to be "looser" around his head, popping off slightly while performing many actions.}}
*{{change|Diddy Kong now faces more towards the screen. As a result, his stance, moveset, and animations are now mirrored.}}
*{{change|Up taunt has an altered ending animation. Diddy Kong now fixes his hat as it lands crooked on his head.}}


===Attributes===
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.  
*{{buff|Like all characters, Diddy Kong's [[jumpsquat]] animation now takes three frames to complete (down from 4).}}
*{{buff|Diddy Kong [[run]]s faster (1.824 → 2.006).}}
**{{buff|Diddy Kong's initial [[dash]] is significantly faster (1.7 → 2.09).}}
*{{buff|Diddy Kong [[walk]]s faster (1.25 → 1.313).}}
*{{buff|Diddy Kong's [[air speed]] is higher (0.88 → 0.924).}}
*{{change|Diddy Kong is [[weight|lighter]] (93 → 90). This makes him less susceptible to combos at the expense of worse endurance.}}


===Ground attacks===
{{SSB4 to SSBU changelist|char=Diddy Kong}}
*[[Neutral attack]]:
**{{buff|Neutral attack no longer has a multi-jab and instead finishes with a quick side kick. This makes the move much more consistent.}}
***{{nerf|The loss of the multi-jab hurts its overall damage potential.}}
**{{buff|The first hit can now be held for a consecutive jab.}}
**{{buff|The third hit of neutral attack has less startup (frame 9 → 5).}}
*[[Forward tilt]]
**{{nerf|Forward tilt deals less knockback, diminishing its KO potential.}}
*[[Up tilt]]
**{{buff|Up tilt has less ending lag (FAF 33 → 30).}}
*[[Down tilt]]:
**{{nerf|Down tilt has greater knockback, reducing its combo potential at higher percents while still failing to KO at realistic percentages.}}
*[[Dash attack]]:
**{{buff|Dash attack has less ending lag (FAF 46 → 43).}}
<!--*{{buff|Dash attack's hitboxes have a longer active window}} (confirmation needed)-->
**{{buff|Since opponents can no longer run each other, dash attack can no longer accidentally whiff at extremely close ranges.}}
*[[Down smash]]:
**{{nerf|Down smash has more startup lag (5 → 8).}}
**{{buff|The first hit deals more knockback.}}


===Aerial Attacks===
==Update history==
*{{buff|All aerials have less landing lag (Neutral: 13 frames → 8, Forward: 26 → 16, Back: 12 → 7, Up: 21 → 13, Down: 30 → 17).}}
Due to the engine changes and the direct nerfs to his most useful tools in the transition from ''Smash 4'' to ''Ultimate'', which overall significantly hindered his viability, Diddy Kong was buffed significantly via game updates. Update 2.0.0 only brought one, but substantial change to his neutral aerial; the move now autocancels significantly earlier. Update 3.0.0 also granted Diddy Kong with some worthwhile buffs. His dash attack is now faster overall with less startup on all of its hitboxes and the move ends slightly sooner. However, the first hitbox now lasts only one frame instead of two due to a frame speed multiplier being used without proper compensation. On the flipside, his forward tilt gained late hitboxes, overall increasing the move's hitbox duration. His down smash was made stronger, his neutral aerial now has bigger hitboxes and his up aerial deals more damage without fully compensated knockback, making the move much stronger.
*[[Neutral aerial]]:
**{{buff|Neutral aerial [[auto-cancel]]s significantly earlier (frame 59 → 27).}}
*[[Forward aerial]]:
**{{change|[[Forward aerial]] has an altered animation where Diddy Kong does not spin as much.}}
*[[Up aerial]]:
**{{nerf|Up aerial has less range in front of Diddy Kong.}}
**{{buff|Up aerial has less ending lag (FAF 39 → 37).}}


===Throws/other attacks===
Update 3.1.0 was the biggest patch for Diddy Kong, bringing him many plentiful and noteworthy buffs. The second hit of his neutral attack now connects more reliably into the first hit. The final hit of up smash was made stronger and the move now connects much better overall. His up aerial was buffed once more with less startup and ending lag. His down aerial also received similar buffs, with less startup and a shorter overall duration. Peanut Popgun also was graced with considerable buffs, with every charge instead of the max level dealing more damage. The move also charges much faster overall. And finally, his once previously weak recovery, Rocketbarrel Boost, was given two buffs. Diddy Kong now falls slower while charging the move (only applies to the first charge) and the move now flies higher after charging.  
*{{change|Diddy Kong now uses one hand to grab instead of both.}}
*{{change|Diddy Kong now has a surprised/shocked expression if he misses his grab.}}
*{{change|[[Pummel]] has a altered animation. Diddy Kong no longer hops off the ground while pummeling.}}
*{{nerf|Pummel deals less damage (2% → 1%).}}
**{{nerf|Standing grab has increased startup (frame 6 → 7).}}
**{{nerf|Standing grab and dash grab have increased ending lag.}}
**{{nerf|Up Throw has more ending lag, and slightly more knockback, which reduces its combo potential.}}


===Special Moves===
After a small buff intangibility buff in update 7.0.0, Diddy Kong was buffed once more in update 8.0.0. His forward tilt now launches opponents at a lower angle, the fist hitboxes were made bigger, and the late hitboxes added in update 3.0.0 now lasts two frames longer, further increasing the move's hitbox duration. The second hit of dash attack now links more reliably into the third hit, with the aforementioned hit now having larger hitboxes. Down smash now has two frames less startup on both hits and a shorter duration overall, making the move end sooner. And finally, the clean hit of his forward aerial has bigger hitboxes.  
*[[Peanut Popgun]]:
**{{change|Diddy Kong's animation for Peanut Popgun is now mirrored, and can now fire with both his left and right hand.}}
**{{buff|Peanut Popgun has less startup (17 → 15)}}
**{{change|Peanuts will now bounce once upon hitting the ground, and float upwards before exploding if it hits an opponent. These animations are aesthetic.}}
*[[Monkey Flip]]:
**{{nerf|Monkey Flip travels a shorter distance.}}
**{{buff|Monkey Flip's grab "pummel" now has him scratch his opponent quickly instead of simply latching on and doing damage. The scratches are faster than the previous pummel while doing the same amount of damage, increasing its damage output.}}
**{{buff|Monkey Flip's throw has significantly more knockback growth, now being capable of KOing at reasonable percents onstage.}}
*[[Rocketbarrel Boost]]:
**{{buff|Grounded Rocketbarrel Boost now gains weak [[heavy armor]]. It is only sufficient for tanking extremely weak hits, such as the first two hits of most neutral attacks.}}
**{{buff|When knocked off of Diddy Kong, the Rocketbarrel Pack's trajectory can now be somewhat controlled by the player. Depending on the held direction, the pack will move in that direction, though it is still very random and inconsistent.}}
**{{nerf|The effect of charging Rocketbarrel Boost has been significantly reduced, to the point where fully charging the move results in gaining less height overall than using the move uncharged.}}
*{{b|Banana Peel|move}}:
**{{change|Banana Peel has a snappier animation.}}
**{{change|Diddy Kong appears to throw the Banana Peel much higher than before.}}
**{{change|If the Banana Peel is thrown at an opponent once with the respective peel, it no longer disappears until thrown at again, allowing Diddy Kong to quickly pick it up again and reuse it. However, this also means his opponents can do the same when it is out.}}
***{{buff|This change indirectly allows Diddy Kong to setup infinite combos on most characters on platforms.}}
*[[Final Smash]]:
**{{buff|[[Hyper Rocketbarrel]], Diddy Kong's new Final Smash, functions differently from [[Rocketbarrel Barrage]]. Diddy Kong now flies through the stage in an erratic fashion to punch his trapped opponents. The final hit is where Diddy Kong does a delayed, aimed punch, dealing heavy knockback. Diddy Kong then lands and deactivates his Rocketbarrel Pack at the spot where he first used the move.}}


==Update history==
While Diddy was mostly buffed, he has also received two notable nerfs to his Banana Peel, thanks to update 8.0.0 and once more in update 11.0.0, it now takes longer for Diddy to respawn another Banana. As a result, all of his infinite banana combos are obsolete, though this change is negligible to his gameplay outside of the infinite.
'''{{GameIcon|ssbu}} 2.0.0'''
 
*{{buff|Neutral air autocancels earlier (frame 50 → 27). It is now early enough to buffer short hop and fastfall with no landing lag.}}
Overall, Diddy Kong was one of the most buffed characters in ''Ultimate'', going from a mid-tier to a high tier, debatably top tier character. While Diddy Kong is still weaker than his ''Brawl'' and ''Smash 4'' incarnation, he is still a character that should not be underestimated and continues to receive good placements in tournaments.
*{{bugfix|Monkey Flip release glitch has been fixed.}}
 
'''{{GameIcon|ssbu}} {{SSBU|2.0.0}}'''
{{UpdateList (SSBU)/2.0.0|char=Diddy Kong}}
 
'''{{GameIcon|ssbu}} {{SSBU|3.0.0}}'''
{{UpdateList (SSBU)/3.0.0|char=Diddy Kong}}
 
'''{{GameIcon|ssbu}} {{SSBU|3.1.0}}'''
{{UpdateList (SSBU)/3.1.0|char=Diddy Kong}}
 
'''{{GameIcon|ssbu}} {{SSBU|4.0.0}}'''
{{UpdateList (SSBU)/4.0.0|char=Diddy Kong}}
 
'''{{GameIcon|ssbu}} {{SSBU|7.0.0}}'''
{{UpdateList (SSBU)/7.0.0|char=Diddy Kong}}
 
'''{{GameIcon|ssbu}} {{SSBU|8.0.0}}'''
{{UpdateList (SSBU)/8.0.0|char=Diddy Kong}}
 
'''{{GameIcon|ssbu}} {{SSBU|11.0.0}}'''
{{UpdateList (SSBU)/11.0.0|char=Diddy Kong}}


==Moveset==
==Moveset==
*Diddy Kong can [[Crawling|crawl]], [[wall cling]], and [[wall jump]].
*Diddy Kong can [[Crawling|crawl]], [[wall cling]], and [[wall jump]].
''For a gallery of Diddy Kong's hitboxes, see [[Diddy Kong (SSBU)/Hitboxes|here]].''
{{MovesetTable
{{MovesetTable
|game=SSBU
|game=SSBU
|neutralcount=3
|neutralcount=3
|neutralname=&nbsp;
|neutralname=Right Flap ({{ja|ライトフラップ|Raito Furappu}}) / Left Flap ({{ja|レフトフラップ|Refuto Furappu}}) / Foot Push ({{ja|フットプッシュ|Futto Pusshu}})
|neutral1dmg=2%
|neutral1dmg=2%
|neutral2dmg=1.5%
|neutral2dmg=1.5%
|neutral3dmg=4%
|neutral3dmg=4%
|neutraldesc=Diddy Kong does two alternating inward slaps, followed by an outward side kick. Holding the attack button will have Diddy Kong repeat the first hit. The first 2 hits can [[lock]].
|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=&nbsp;
|ftiltname=Double Arm ({{ja|ダブルアーム|Daburu Āmu}})
|ftiltdmg=10%
|ftiltdmg=10% (clean), 7% (late)
|ftiltdesc=Diddy Kong leans to the side and thrusts both of his arms forward in a double punch. Can be angled upwards or downwards.
|ftiltdesc=Leans to his side and thrusts both of his arms forward in a double punch. It can be angled upwards or downwards.
|utiltname=&nbsp;
|utiltname=Overhead Slap ({{ja|オーバーヘッドスラップ|Ōbāheddo Surappu}})
|utiltdmg=6%
|utiltdmg=6%
|utiltdesc=Diddy Kong swats in the air above him with a slap in a similar fashion to an uppercut. Hits quite quickly and can combo into most of Diddy Kong's aerial attacks at low to mid percent ranges.
|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
|dtiltname=Hand Clap ({{ja|ハンドクラップ|Hando Kurappu}})
|dtiltdmg=5.5%
|dtiltdmg=5.5%
|dtiltdesc=Diddy Kong claps in front of himself while crouching.
|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=&nbsp;
|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 performs his signature {{s|mariowiki|Cartwheel}} attack from ''{{s|mariowiki|Donkey Kong Country}}'', concluding with a double-handed ground-slap. The final hit has largely vertical knockback and can combo into aerials at low to mid percent ranges.
|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=&nbsp;
|fsmashname=Slap & Beat ({{ja|スラップ&ビート|Surappu & Bīto}})
|fsmashdmg={{ChargedSmashDmgSSBU|5}} (hit 1), {{ChargedSmashDmgSSBU|11}} (hit 2)
|fsmashdmg={{ChargedSmashDmgSSBU|5}} (hit 1), {{ChargedSmashDmgSSBU|11}}/{{ChargedSmashDmgSSBU|9}} (hit 2)
|fsmashdesc=Diddy Kong jumps forward while spinning, and performs an open-handed slap followed by a spinning back fist with his opposite arm. The first hit combos into the second, which has good knockback and killing power. However, it is easily punished if missed. Often only used in combination with his [[Banana Peel (move)|banana peel]].
|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=&nbsp;
|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=Diddy Kong leaps upward and performs a stationary cartwheel, attacking upwards with an open-handed slap, a reverse heel kick, and an uppercut.
|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=&nbsp;
|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=Diddy Kong performs a [https://en.m.wikipedia.org/wiki/Flare_(acrobatic_move) flare], kicking in front and then behind himself.
|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=&nbsp;
|nairname=Diddy Roll ({{ja|ディディーロール|Didī Rōru}})
|nairdmg={{ShortHopDmgSSBU|6}}
|nairdmg={{ShortHopDmgSSBU|6}}
|nairdesc=Diddy Kong does an aerial cartwheel similar to his dash attack. Very high ending lag, so much so that Diddy Kong  should avoid using this move offstage. However, it deals a low amount of vertical knockback, which can lead to potential [[footstool_jump|footstools]] or aerial follow ups (though due to changes regarding footstooling, it is no longer an always-guaranteed option), giving it usage as a combo extender.
|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
|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=Diddy Kong does a dropkick while spinning.
|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=&nbsp;
|bairname=Quick Backspin ({{ja|クイックバックスピン|Kuikki Bakkusupin}})
|bairdmg={{ShortHopDmgSSBU|9}}
|bairdmg={{ShortHopDmgSSBU|9}}
|bairdesc=Diddy Kong does a reverse spin kick behind himself.
|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=&nbsp;
|uairname=Turn Kick ({{ja|ターンキック|Tān Kikku}})
|uairdmg={{ShortHopDmgSSBU|6}}
|uairdmg={{ShortHopDmgSSBU|7}}
|uairdesc=Diddy Kong performs an overhead kick in an arc.
|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=&nbsp;
|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=Diddy Kong swings both arms downward in a double axe-handle punch. A strong [[meteor smash]] and Diddy Kong's strongest aerial overall, though it is also his slowest. It has a large auto-cancel window at the beginning of the attack before the hitbox starts, which makes it a good tool for landing provided that you input the move shortly before touching the ground. It can also jab lock opponents at low percent ranges.
|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=&nbsp;
|grabname=Grab ({{ja|つかみ|Tsukami}})
|grabdesc=Diddy Kong reaches out in front of himself.
|grabdesc=Reaches out in front of himself.
|pummelname=&nbsp;
|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=
|fthrowname=Rock Throw ({{ja|ロックスルー|Rokku Surū}})
|fthrowdmg=9%
|fthrowdmg=9%
|fthrowdesc=Diddy Kong tosses his opponent forwards. The throw is based on Diddy Kong's barrel toss animation from ''Donkey Kong Country''.
|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=
|bthrowname=Back Rock Throw ({{ja|バックロックスルー|Bakku Rokku Surū}})
|bthrowdmg=12%
|bthrowdmg=12%
|bthrowdesc=Diddy Kong tosses his opponent backwards. Diddy Kong's strongest and most damaging throw, KOing middleweights around 130%.
|bthrowdesc=Tosses his opponent backward. Diddy's strongest and most damaging throw, KOing middleweights around 140% at the edge of [[Final Destination]].
|uthrowname=
|uthrowname=Grab Kick ({{ja|グラブキック|Gurabu Kikku}})
|uthrowdmg=1% (hit), 4% (throw)
|uthrowdmg=1% (hit), 4% (throw)
|uthrowdesc=Diddy Kong throws his opponent up and handstand kicks them.
|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=
|dthrowname=Leap Frog ({{ja|リープフロッグ|Rīpu Furoggu}})
|dthrowdmg=7%
|dthrowdmg=7%
|dthrowdesc=Diddy Kong throws the opponent onto the ground and hops over them. Can lead into aerial attacks from low to mid percent ranges
|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=&nbsp;
|floorfname=&nbsp;
|floorfdmg=7%
|floorfdmg=7%
|floorfdesc=Diddy Kong gets up and kicks on both sides.
|floorfdesc=Gets up and kicks on both sides.
|floorbname=&nbsp;
|floorbname=&nbsp;
|floorbdmg=7%
|floorbdmg=7%
|floorbdesc=Diddy Kong gets up and kicks on both sides.
|floorbdesc=Gets up and kicks on both sides.
|floortname=&nbsp;
|floortname=&nbsp;
|floortdmg=5%
|floortdmg=5%
|floortdesc=Diddy Kong gets up and kicks on both sides.
|floortdesc=Gets up and kicks on both sides.
|edgename=&nbsp;
|edgename=&nbsp;
|edgedmg=9%
|edgedmg=9%
|edgedesc=A spinning tail slap.
|edgedesc=A spinning tail slap.
|nsname=Peanut Popgun
|nsname=Peanut Popgun
|nsdmg=2~14.9% (peanuts), 23% (explosion)
|nsdmg=4.8%-13.8% (peanuts), 3% (close range), 23% (explosion)
|nsdesc=Diddy Kong shoots a peanut from his Popgun. A safe projectile attack that is rather useful in neutral. It can also be canceled in the air if the shield button is held before inputting the special button, which is useful for [[B-reversing]] to make Diddy Kong's movement harder to predict. The peanuts have the property of items, and can be caught and thrown. The peanuts also bounce off of opponents and solid surfaces, but they lose their hitbox afterwards.
|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.
The longer Diddy Kong charges the attack, the farther and quicker the peanut will fly. If Diddy Kong overcharges the attack, however, it will cause a very powerful explosion that leaves him vulnerable but possesses massive knockback.
|ssname=Monkey Flip
|ssname=Monkey Flip
|ssdmg=14% (clean midair 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=Diddy Kong performs a back-flipping forward leap that has him cling onto an opponent. Inputting the move as a smash attack increases the distance of the jump. Once he has clung onto the opponent, he will continuously scratch them. During this time, he can perform an action depending on what button is pressed: pressing the attack or special move button will cause Diddy Kong to attack them with a double-handed chop them and then leap away, while pressing the jump button will cause him to perform a pseudo footstool jump, which can [[meteor smash]] at high percentages. If the attack or special button is pressed during the jump, Diddy Kong will attack with a flying kick instead of latching on to his opponent. However, if Diddy Kong chooses to use the flying kick he will not be able to use his [[Rocketbarrel Boost|rocketbarrel pack]] unless he touches the ground first, making it a risky option offstage.  
|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); 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=Diddy Kong charges his rocketbarrel pack from ''Donkey Kong 64'' in a powerful attack. Can potentially fly very far and very fast when charged, however hitting a surface, or being hit, will make Diddy Kong lose his rocketbarrels before falling a huge distance while being unable to perform any action, often falling too far to survive. Diddy Kong will also take recoil damage for hitting a surface.
|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)
|dsname=Banana Peel
|dsname=Banana Peel
|dsdmg=N/A
|dsdmg=3.8%~5.3%
|dsdesc=Diddy Kong tosses a [[Banana Peel]] over his shoulder and into the air to have it fall onto the ground. Grounded opponents who touch the peel while on the ground or are hit by the peel when thrown will slip and [[trip]] on the floor. An integral part of Diddy Kong’s kit, as it allows him to take control of the stage, extend and create combos, set up kills, easily punish missed attacks from his opponents even if they are spaced properly, and otherwise dominate the neutral game. A held banana also serves as one of the best [[out of shield]] options in the game when thrown. Only one banana peel can exist at one time, and it disappears when hit by an opponent or when thrown twice.
|dsdesc=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=0.5% (startup loop), 2.5% (per collision), 20% (final hit), 15% (collateral final hit), 10% (explosion)
|fsdmg=1% (startup loop), 2% (per collision), 20% (final hit), 15% (collateral final hit), 10% (launch/ending explosion)
|fsdesc=Diddy Kong activates his Rocketbarrel Pack and flies up. He then dashes across the screen in multiple directions, dealing damage to whoever he touches. After a while, he will lock on to whatever opponent has taken the most damage, and unleash one final dash attack that launches the targeted opponent, as well as any other nearby opponents. After this last attack, Diddy Kong descends back to his original position. His Rocketbarrel Pack explodes before he lands, which damages nearby opponents.
|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.
}}
}}
===Stats===
{{Attributes
| cast=89
| weight=90 | rweight=61-63
| dash=2.09 | rdash=18-24
| run=2.006 | rrun=21
| walk=1.313 | rwalk=12
| trac=0.093 | rtrac=70-71
| airfric=0.008 | rairfric=57-66
| air=0.924 | rair=76-77
| baseaccel=0 | rbaseaccel=88-89
| addaccel=0.05 | raddaccel=53-64
| gravity=0.125 | rgravity=13-14
| fall=1.75 | rfall=24-25
| ff=2.8 | rff=24-25
| jumpsquat=3 | rjumpsquat=1-88
| jumpheight=41.21 | rjumpheight=5
| shorthop=19.9 | rshorthop=5
| djump=41.21 | rdjump=11
| ellag=4 | rellag=2-75
}}
===[[Announcer]] call===
{{audio|Needs announcer calls from other languages.}}
<gallery>
Diddy Kong English Announcer SSB4-SSBU.wav|English/Japanese/Chinese
Diddy Kong French Announcer SSBU.wav|French
Diddy Kong French EU Announcer SSBU.wav|French (PAL)
Diddy Kong Russian Announcer SSBU.wav|Russian
</gallery>''
===[[On-screen appearance]]===
*Bursts out of a [[DK Barrel]] and claps his hands above his head.
<gallery>
DiddyKongOnScreenAppearanceSSBU.gif|Diddy Kong's on-screen appearance
</gallery>
===[[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}}.
*'''Side taunt''': Angrily does a  fighter's stance while bellowing, asserting his dominance.
*'''Down taunt''': Claps his hands above his head four times, switching feet in the process.
<gallery>
SSBUDiddyKongTaunt1.gif|Diddy Kong's up taunt.
SSBUDiddyKongTaunt2.gif|Diddy Kong's side taunt.
SSBUDiddyKongTaunt3.gif|Diddy Kong's down taunt.
</gallery>
===[[Idle pose]]s===
*Scratches his rear, gets down on all fours, and shakes his fur.
*Joyfully jumps in place twice.
<gallery>
SSBUDiddyKongIdle1.gif|Diddy Kong's first idle pose.
SSBUDiddyKongIdle2.gif|Diddy Kong's second idle pose.
</gallery>
===[[Crowd cheer]]===
<div class="tabber">
<div class="tabbertab" title="English, Japanese/Chinese, Italian, Dutch, French">
{| class="wikitable" border="1" cellpadding="4" cellspacing="1"
|-
!{{{name|}}}
!Cheer (English)
!Cheer (Japanese/Chinese)
!Cheer (Italian)
!Cheer (Dutch)
!Cheer (French)
|-
! scope="row"|Cheer
|[[File:Diddy Kong Cheer English SSB4 SSBU.ogg|center]]||[[File:Diddy Kong Cheer Japanese SSB4 SSBU.ogg|center]]||[[File:Diddy Kong Cheer Italian SSB4 SSBU.ogg|center]]||[[File:Diddy Kong Cheer Dutch SSBU.ogg|center]]||{{NTSC}} [[File:Diddy Kong Cheer French NTSC SSBU.ogg|center]] <br> {{PAL}} [[File:Diddy Kong Cheer French PAL SSBU.ogg|center]]
|-
! scope="row"|Description
|Did - dy Kong! || Diddy Kong! || Diiii - ddy Koooo - ong! *clap 4 times* || Di - ddy! Diddy Kong! || Di - ddy Kong!
|}
</div>
<div class="tabbertab" title="German, Spanish, Russian, Korean">
{| class="wikitable" border="1" cellpadding="4" cellspacing="1"
|-
!{{{name|}}}
!Cheer (German)
!Cheer (Spanish)
!Cheer (Russian)
!Cheer (Korean)
|-
! scope="row"|Cheer
|[[File:Diddy Kong Cheer German SSBU.ogg|center]]||{{NTSC}} [[File:Diddy Kong Cheer Spanish NTSC SSB4 SSBU.ogg|center]] <br> {{PAL}} [[File:Diddy Kong Cheer Spanish PAL SSBU.ogg|center]]||[[File:Diddy Kong Cheer Russian SSBU.ogg|center]]||[[File:Diddy Kong Cheer Korean SSBU.ogg|center]]
|-
! scope="row"|Description
|Diddy Kong! || Diddy Kong! Cha - cha - cha! || Diddy Kong! *clap 2 times* || Di - ddy Kong!
|}
</div>
</div>
===[[Victory pose]]s===
===[[Victory pose]]s===
*Shoots the air with his Peanut Popguns, roll towards the camera and shoots near it.
*'''Left:''' Shoots 3 times with his Peanut Popguns (first with the right, then with the left, then the right again). Afterwards rolls towards the camera, and fires one more shot from his left Peanut Popgun.
*Spins with his Rocket Barrels then faces the screen, dancing with hands on his head and chin.
*'''Up:''' Rises from the ground with his Rocket Barrels. After doing a spin, he dismounts from them, causing them to fly away. Upon landing, he then faces the screen, dancing with hands on his head and chin.
*Does a small dance, then holds still in a breakdance-like pose, clapping his feet together.
*'''Right:''' Performs an inverted spin kick, followed by a slap, and then he slams both of his hands on the ground, performing a front flip. He ends up balancing on his hand in a breakdance-like pose, clapping his feet together.
[[File:DKUniverseTheme.ogg|thumb|A cover of the short track that plays in ''{{s|mariowiki|Donkey Kong Country}}'' and subsequent games whenever a playable Kong defeated a boss or completed a bonus game.]]
[[File:DKUniverseTheme.ogg|thumb|A cover of the short track that plays in ''{{s|mariowiki|Donkey Kong Country}}'' and subsequent games whenever a playable Kong defeated a boss or completed a bonus game.]]
<gallery>
<gallery>
Line 209: Line 286:
DiddyKongVictoryPose3SSBU.gif
DiddyKongVictoryPose3SSBU.gif
</gallery>
</gallery>
==In [[competitive play]]==
===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 -->
''See also: [[:Category:Diddy Kong players (SSBU)]]''
*{{Sm|Aaron|USA|p=Florida}} - The second-best Diddy Kong in North America, peaking at 30th on the [[UltRank 2022]]. His best performances have been at large regionals and superregionals events, which includes winning {{Trn|Almost Pro}} over {{Sm|Light|p=Connecticut}} and {{Sm|Kola}}, placing 2nd at {{Trn|Riptide 2023}} defeating {{Sm|MuteAce}}, and placing 3rd at {{Trn|Shine 2023}}. In addition, his best results at majors include placing 7th at {{Trn|Get On My Level 2022}} and defeating {{Sm|Sparg0}} at {{Trn|Super Smash Con 2023}}.
*{{Sm|Dakpo|USA}} - One of the earliest notable Diddy Kong players best known for upsetting {{Sm|Glutonny}} at {{Trn|GENESIS 7}} using the "Pyramid Scheme" technique, placing 25th overall. He had also placed 2nd at {{Trn|DreamHack Anaheim 2020}}, placed 13th at {{Trn|Low Tier City 7}}, and defeated {{Sm|Kola}} at {{Trn|2GG: Kongo Saga}}. Although he has since been overshadowed by other Diddy Kong players, he remains a notable Diddy Kong player in the newer metagame, including placing 3rd at {{Trn|DreamHack Dallas 2023}} defeating {{Sm|Lima}}.
*{{Sm|Etsuji|Japan}} - Although best known for his {{SSBU|Lucina}} in the early metagame, he picked up Diddy Kong in the post-online metagame and was the best Diddy Kong player in Japan from 2021 to mid-2022, most notably placing 5th at {{Trn|Maesuma TOP 8}} defeating {{Sm|Asimo}} and {{Sm|ProtoBanham}} and placing 7th at {{Trn|Kagaribi 5}}. He retired following Maesuma TOP 8, and has made sporadic tournament appearances with more mixed results.
*{{Sm|Ryuoh|Japan}} - The best Diddy Kong player in Japan since mid-2022, peaking at 62nd on the [[LumiRank 2023]] and regularly placing well at {{Trn|Sumabato|series}} events, most notably placing 3rd at {{Trn|Sumabato SP 42}} and {{Trn|Sumabato SP 43}}, defeating {{Sm|Asimo}} and {{Sm|Doramigi}} in the former and {{Sm|Yoshidora}} in the latter. At a major level, he is most known for placing 7th at {{Trn|Kowloon 12 with Kagaribi}}, with wins over {{Sm|Raru}}, {{Sm|KEN}}, {{Sm|Snow}}, {{Sm|Toriguri}} and {{Sm|Akakikusu}}, the best run from a Diddy Kong player that isn't Tweek.
*{{Sm|Tweek|USA}} - One of the greatest ''Ultimate'' players of all-time who began using Diddy Kong in the online metagame. He has won several majors with Diddy Kong, including {{Trn|Smash Ultimate Summit 3}}, {{Trn|Luminosity Makes BIG Moves 2024}}, and {{Trn|Get On My Level X}}, and is the only Diddy Kong player who has won a major.
===Tier placement and history===
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!==
In Diddy Kong's path, he serves as the "little buddy" to the hero of various Nintendo franchises and fights the respective villains or final bosses. In the penultimate stage he finally teams up with his true partner, Donkey Kong, to defeat their nemesis King K. Rool. Donkey Kong is also Diddy Kong's partner for the final fight against Master Hand and Crazy Hand. The title originated from the manual of ''{{iw|mariowiki|Donkey Kong Country}}'' and was popularized by the ''{{iw|mariowiki|Donkey Kong Country|television series}}'' TV series; Diddy Kong is also referred to as Donkey Kong's "little buddy" in games such as ''Brawl'' and ''{{s|mariowiki|Donkey Kong Country Returns}}''.
[[File:SSBU Congratulations Diddy Kong.png|thumb|Diddy Kong's congratulations screen.]]
In Diddy Kong's path, he serves as the "little buddy" to the hero of various Nintendo franchises and fights the respective villains or final bosses. In the penultimate stage he finally teams up with his true partner, Donkey Kong, to defeat their nemesis King K. Rool. Donkey Kong is also Diddy Kong's partner for the final fight against Master Hand and Crazy Hand. The title originated from the manual of ''{{iw|mariowiki|Donkey Kong Country}}'' and was popularized by the ''{{iw|mariowiki|Donkey Kong Country|television series}}'' TV series; Diddy Kong is also referred to as Donkey Kong's "little buddy" in games such as ''Brawl'' and ''{{iw|mariowiki|Donkey Kong Country Returns}}''.


{|class="wikitable sortable" style="text-align:center"
{|class="wikitable" style="text-align:center"
!Round!!Opponent!!Stage!!Music!!Notes
!Round!!Opponent!!Stage!!Music!!Notes
|-
|-
|1||{{SSBU|Bowser}} and {{SSBU|Bowser Jr.}}||[[Princess Peach's Castle]]||King Bowser - Super Mario Bros. 3||{{SSBU|Mario}} is a CPU ally.
|1||{{CharHead|Bowser|SSBU|hsize=20px}} and {{CharHead|Bowser Jr.|SSBU|hsize=20px}}||[[Princess Peach's Castle]]||''{{SSBUMusicLink|Super Mario Bros.|King Bowser - Super Mario Bros. 3}}''||{{CharHead|Mario|SSBU|hsize=20px}} is a CPU ally.
|-
|-
|2||Meta {{SSBU|Ridley}} and {{SSBU|Dark Samus}}||[[Norfair]]||Nemesis Ridley||{{SSBU|Zero Suit Samus}} is a CPU ally.
|2||{{CharHead|Ridley|SSBU|hsize=20px|color=Meta}} and {{CharHead|Dark Samus|SSBU|hsize=20px}}||[[Norfair]]||''{{SSBUMusicLink|Metroid|Nemesis Ridley}}''||{{CharHead|Zero Suit Samus|SSBU|hsize=20px}} is a CPU ally.
|-
|-
|3||{{SSBU|Ganondorf}}||[[Unova Pokémon League]]||Death Mountain||{{SSBU|Zelda}} is a CPU ally.
|3||{{CharHead|Ganondorf|SSBU|hsize=20px}}||[[Unova Pokémon League]] ([[Battlefield form]])||''{{SSBUMusicLink|The Legend of Zelda|Death Mountain}}''||{{CharHead|Zelda|SSBU|hsize=20px}} is a CPU ally. The stage references Ganon's Castle.
|-
|-
|4||{{SSBU|Mewtwo}}||[[Spear Pillar]]||Battle! (Dialga/Palkia) / Spear Pillar||{{SSBU|Pokémon Trainer}} is a CPU ally.
|4||{{CharHead|Mewtwo|SSBU|hsize=20px}}||[[Spear Pillar]]||''{{SSBUMusicLink|Pokémon|Battle! (Dialga/Palkia) / Spear Pillar}}''||{{CharHead|Pokémon Trainer|SSBU|hsize=20px}} is a CPU ally.
|-
|-
|5||{{SSBU|King Dedede}} and {{SSBU|Meta Knight}}||[[Fountain of Dreams]]||King Dedede's Theme (Brawl)||{{SSBU|Kirby}} is a CPU ally.
|5||{{CharHead|King Dedede|SSBU|hsize=20px}} and {{CharHead|Meta Knight|SSBU|hsize=20px}}||[[Fountain of Dreams]]||''{{SSBUMusicLink|Kirby|King Dedede's Theme (Brawl)}}''||{{CharHead|Kirby|SSBU|hsize=20px}} is a CPU ally.
|-
|-
|6||{{SSBU|King K. Rool}}||[[Jungle Japes]]||King K. Rool / Ship Deck 2||{{SSBU|Donkey Kong}} is a CPU ally.
|6||{{CharHead|King K. Rool|SSBU|hsize=20px}}||[[Jungle Japes]]||''{{SSBUMusicLink|Donkey Kong|King K. Rool / Ship Deck 2}}''||{{CharHead|Donkey Kong|SSBU|hsize=20px}} is a CPU ally.
|-
|-
|colspan="5"|Bonus Stage
|colspan="5"|[[Bonus Stage]]
|-
|-
|Final||{{SSBU|Master Hand}} and {{SSBU|Crazy Hand}}||{{SSBU|Final Destination}}||Master Hand / Crazy Hand||Donkey Kong is a CPU ally.
|Final||{{SSBU|Master Hand}} and {{SSBU|Crazy Hand}}||{{SSBU|Final Destination}}||''{{SSBUMusicLink|Super Smash Bros.|Master Hand / Crazy Hand}}''||{{Head|Donkey Kong|g=SSBU|s=20px}} Donkey Kong is a CPU ally.
|}
|}
[[Credits]] roll after completing Classic Mode. Completing it as Diddy Kong has ''{{SSBUMusicLink|Donkey Kong|Stickerbush Symphony}}'' accompany the credits.
{{clr}}


==Role in [[World of Light]]==
==Role in [[World of Light]]==
[[File:WoL-36DiddyKong.jpg|thumb|Finding Diddy Kong in World of Light|left]]
Diddy Kong was among the fighters that were summoned to fight the army of [[Master Hand]]s.
Diddy Kong was among the fighters that were summoned to fight the army of [[Master Hand]]s.


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


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


===Fighter Battle===
===Fighter Battle===
{|class="wikitable sortable" style="width:100%;"
{|class="wikitable" style="width:100%;"
|-
|-
! style="width:5%;"|No.
!style="width:5%;"|No.
! style="width:5%;"|Image
!style="width:5%;"|Image
! Name
!Name
! Type
!Type
! Power
!Power
! Stage
!Stage
! Music
!Music
|-
|-
| 36
|36
| [[File:Diddy Kong SSBU.png|center|108x108px]]
|[[File:Diddy Kong SSBU.png|center|64x64px]]
| {{SSBU|Diddy Kong}}
|Diddy Kong
| {{color|#17ba17|Grab}}
|{{SpiritType|Grab}} <center>{{color|#17ba17|Grab}}</center>
| 9,000
|9,000
| [[Kongo Jungle]] ([[Ω form]])
|{{SSB|Kongo Jungle}} ([[Ω form]])
| ''{{SSBUMusicLink|Donkey Kong|Stickerbush Symphony}}''
|''{{SSBUMusicLink|Donkey Kong|Stickerbush Symphony}}''
|}
|}
{{-}}
{{clr}}


==[[Spirit]]s==
==[[Spirit]]==
Diddy Kong's Fighter Spirit can be obtained by completing [[Classic Mode]]. It is also available periodically for purchase in the shop for 500 coins. Unlocking Diddy Kong in World of Light allows the player to preview the spirit below in the Spirit List under the name "???". As a Fighter Spirit, it cannot be used in Spirit Battles and is purely aesthetic. Each Fighter Spirit has an alternate version that replaces them with their artwork in ''Ultimate''.
Diddy Kong's fighter spirit can be obtained by completing {{SSBU|Classic Mode}} as Diddy Kong. It is also available periodically for purchase in the shop for 300 Gold, but only after Diddy Kong has been unlocked. Unlocking Diddy Kong in World of Light allows the player to preview the spirit below in the Spirit List under the name "???". As a fighter spirit, it cannot be used in Spirit Battles and is purely aesthetic. His fighter spirit has an alternate version that replaces it with his artwork in ''Ultimate''.


<center>
<center>
<gallery>
<gallery>
Spirits diddy kong.png|135. '''''Diddy Kong'''''
SSBU spirit Diddy Kong.png|135. '''''Diddy Kong'''''
</gallery>
</gallery>
</center>
</center>


==In Spirit battles==
==In Spirit Battles==
===As the main opponent===
===As the main opponent===
{|class="wikitable sortable" style="width:100%;"
{|class="wikitable sortable" style="width:100%;"
|-
! colspan=4|Spirit
! colspan=3|Spirit
! colspan=7|Battle parameters
! colspan=7|Battle parameters
! colspan=1|Inspiration
|-
|-
! style="width:5%;"|No.
! style="width:5%;"|No.
! style="width:5%;"|Image
! style="width:5%;"|Image
! Name
! Name
! Series
! Enemy Fighter(s)
! Enemy Fighter(s)
! style="width:5%;"|Type
! style="width:5%;"|Type
Line 287: Line 388:
! Conditions
! Conditions
! Music
! Music
! Character
|-
|-
|147
|147
|[[File:Lanky Kong Spirit.png|center|64x64px]]
|{{SpiritTableName|Lanky Kong|size=64}}
|{{anchor|Lanky Kong}}Lanky Kong
|''Donkey Kong'' Series
|•{{SSBU|Diddy Kong}} Team {{Head|Diddy Kong|g=SSBU|s=20px|cl=Blue}} (x6)
|•{{SSBU|Diddy Kong}} Team {{Head|Diddy Kong|g=SSBU|s=20px|cl=Blue}}×6
|{{color|#17ba17|Grab}}
|{{SpiritType|Grab}}
|3,900
|3,900
|[[Kongo Falls]]
|[[Kongo Falls]]
Line 298: Line 400:
|•The enemy is easily distracted by items<br>•Defeat an army of fighters
|•The enemy is easily distracted by items<br>•Defeat an army of fighters
|{{SSBUMusicLink|Donkey Kong|DK Rap}}
|{{SSBUMusicLink|Donkey Kong|DK Rap}}
|
|-
|-
|148
|148
|[[File:Tiny Kong.png|center|64x64px]]
|{{SpiritTableName|Tiny Kong|size=64}}
|{{anchor|Tiny Kong}}Tiny Kong
|''Donkey Kong'' Series
|•{{SSBU|Diddy Kong}} {{Head|Diddy Kong|g=SSBU|s=20px|cl=Blue}}
|•{{SSBU|Diddy Kong}} {{Head|Diddy Kong|g=SSBU|s=20px|cl=Blue}}
|{{color|#17ba17|Grab}}
|{{SpiritType|Grab}}
|9,500
|9,500
|[[Jungle Japes]]
|[[Jungle Japes]]
|•Tiny<br>•Hazard: Low Gravity<br>•Hazard: Heavy Wind
|•Tiny<br>•Hazard: Low Gravity<br>•Hazard: Heavy Wind
|•Dangerously high winds are in effect<br>•Timed battle<br>•Gravity is reduced
|•Dangerously high winds are in effect<br>•Timed battle (1:00)<br>•Gravity is reduced
|{{SSBUMusicLink|Donkey Kong|DK Rap}}
|{{SSBUMusicLink|Donkey Kong|DK Rap}}
|
|-
|-
|155
|155
|[[File:Squitter the Spider.png|center|64x64px]]
|{{SpiritTableName|Squitter|size=64}}
|{{anchor|Squitter}}Squitter
|''Donkey Kong'' Series
|•{{SSBU|Diddy Kong}} {{Head|Diddy Kong|g=SSBU|s=20px|cl=Pink}}
|•{{SSBU|Diddy Kong}} {{Head|Diddy Kong|g=SSBU|s=20px|cl=Pink}}
|{{color|#17ba17|Grab}}
|{{SpiritType|Grab}}
|3,600
|3,600
|[[Jungle Japes]]
|[[Jungle Japes]]
Line 320: Line 424:
|•You have reduced move speed
|•You have reduced move speed
|{{SSBUMusicLink|Donkey Kong|Ice Cave Chant}}
|{{SSBUMusicLink|Donkey Kong|Ice Cave Chant}}
|
|-
|-
|165
|165
|[[File:TikiTak.PNG|center|64x64px]]
|{{SpiritTableName|Tiki Tak Tribe|size=64}}
|{{anchor|Tiki Tak Tribe}}Tiki Tak Tribe
|''Donkey Kong'' Series
|•{{SSBU|Diddy Kong}} Team (x4) ({{Head|Diddy Kong|g=SSBU|s=20px|cl=Green}}{{Head|Diddy Kong|g=SSBU|s=20px|cl=Blue}}{{Head|Diddy Kong|g=SSBU|s=20px|cl=Yellow}}{{Head|Diddy Kong|g=SSBU|s=20px|cl=Cyan}}
|•{{SSBU|Diddy Kong}} Team {{Head|Diddy Kong|g=SSBU|s=20px|cl=Green}}{{Head|Diddy Kong|g=SSBU|s=20px|cl=Blue}}{{Head|Diddy Kong|g=SSBU|s=20px|cl=Yellow}}{{Head|Diddy Kong|g=SSBU|s=20px|cl=Cyan}}
|{{color|#796581|Neutral}}
|{{SpiritType|Neutral}}
|1,700
|1,700
|[[Kongo Falls]]
|[[Kongo Falls]]
Line 331: Line 436:
|•Take your strongest team into this no-frills battle
|•Take your strongest team into this no-frills battle
|{{SSBUMusicLink|Donkey Kong|Jungle Hijinxs}}
|{{SSBUMusicLink|Donkey Kong|Jungle Hijinxs}}
|
|-
|-
|179
|179
|[[File:Octorok.png|center|64x64px]]
|{{SpiritTableName|Octorok|size=64}}
|{{anchor|Octorok}}Octorok
|''The Legend of Zelda'' Series
|•{{SSBU|Diddy Kong}} Team {{Head|Diddy Kong|g=SSBU|s=20px|cl=Green}} (×4)
|•{{SSBU|Diddy Kong}} Team {{Head|Diddy Kong|g=SSBU|s=20px|cl=Green}}×4
|{{color|#17ba17|Grab}}
|{{SpiritType|Grab}}
|1,800
|1,800
|[[Great Bay]]
|[[Great Bay]]
Line 342: Line 448:
|•The enemy's neutral special has increased power<br>•The enemy favors neutral specials
|•The enemy's neutral special has increased power<br>•The enemy favors neutral specials
|{{SSBUMusicLink|The Legend of Zelda|Termina Field}}
|{{SSBUMusicLink|The Legend of Zelda|Termina Field}}
|
|-
|-
|207
|207
|[[File:Deku Link.png|center|64x64px]]
|{{SpiritTableName|Deku Link|size=64}}
|{{anchor|Deku Link}}Deku Link
|''The Legend of Zelda'' Series
|•{{SSBU|Diddy Kong}} {{Head|Diddy Kong|g=SSBU|s=20px|cl=Green}}
|•{{SSBU|Diddy Kong}} {{Head|Diddy Kong|g=SSBU|s=20px|cl=Green}}
|{{color|#17ba17|Grab}}
|{{SpiritType|Grab}}
|3,700
|3,700
|[[Distant Planet]] ([[Battlefield form]])
|[[Distant Planet]] ([[Battlefield form]])
Line 353: Line 460:
|•The enemy favors neutral specials<br>•Certain items will appear in large numbers after a little while<br>•The enemy is easily distracted by items
|•The enemy favors neutral specials<br>•Certain items will appear in large numbers after a little while<br>•The enemy is easily distracted by items
|{{SSBUMusicLink|The Legend of Zelda|Saria's Theme}}
|{{SSBUMusicLink|The Legend of Zelda|Saria's Theme}}
|
|-
|-
|320
|320
|[[File:Ukiki Spirit.png|center|64x64px]]
|{{SpiritTableName|Ukiki|size=64}}
|{{anchor|Ukiki}}Ukiki
|''Yoshi'' Series
|•{{SSBU|Diddy Kong}} Team {{Head|Diddy Kong|g=SSBU|s=20px|cl=Pink}} (×4)
|•{{SSBU|Diddy Kong}} Team {{Head|Diddy Kong|g=SSBU|s=20px|cl=Pink}}×4
|{{color|#17ba17|Grab}}
|{{SpiritType|Grab}}
|2,000
|2,000
|[[Yoshi's Story]]
|[[Yoshi's Story]]
Line 364: Line 472:
|•The enemy becomes more powerful after eating
|•The enemy becomes more powerful after eating
|{{SSBUMusicLink|Yoshi|Obstacle Course - Yoshi's Island}}
|{{SSBUMusicLink|Yoshi|Obstacle Course - Yoshi's Island}}
|
|-
|-
|397
|397
|[[File:Andrew Oikonny spirit.png|center|64x64px]]
|{{SpiritTableName|Andrew Oikonny|link=y|size=64}}
|{{anchor|Andrew Oikonny}}[[Andrew Oikonny]]
|''Star Fox'' Series
|•{{SSBU|Diddy Kong}} {{Head|Diddy Kong|g=SSBU|s=20px|cl=White}}
|•{{SSBU|Diddy Kong}} {{Head|Diddy Kong|g=SSBU|s=20px|cl=White}}
|{{color|#17ba17|Grab}}
|{{SpiritType|Grab}}
|1,700
|1,700
|[[Corneria]]
|[[Corneria]]
Line 375: Line 484:
|•The enemy has increased attack power when the enemy's at high damage
|•The enemy has increased attack power when the enemy's at high damage
|{{SSBUMusicLink|Star Fox|Star Wolf (Brawl)}}
|{{SSBUMusicLink|Star Fox|Star Wolf (Brawl)}}
|
|-
|-
|406
|406
|{{anchor|Dash Bowman}}[[File:DashBowman.png|center|64x64px]]
|{{SpiritTableName|Dash Bowman|iw=lylatwiki|size=64}}
|{{anchor|Dash Bowman}}{{s|lylatwiki|Dash Bowman}}
|''Star Fox'' Series
|•{{SSBU|Diddy Kong}} {{Head|Diddy Kong|g=SSBU|s=20px|cl=White}}<br>•{{SSBU|Fox}} {{Head|Fox|g=SSBU|s=20px|cl=Black}}
|•{{SSBU|Diddy Kong}} {{Head|Diddy Kong|g=SSBU|s=20px|cl=White}}<br>•{{SSBU|Fox}} {{Head|Fox|g=SSBU|s=20px|cl=Black}}
|{{color|#796581|Neutral}}
|{{SpiritType|Neutral}}
|1,500
|1,500
|[[Corneria]] ([[Battlefield form]])
|[[Corneria]] ([[Battlefield form]])
Line 386: Line 496:
|•Defeat the main fighter to win<br>•Reinforcements will appear during the battle
|•Defeat the main fighter to win<br>•Reinforcements will appear during the battle
|{{SSBUMusicLink|Star Fox|Return to Corneria - Star Fox Zero}}
|{{SSBUMusicLink|Star Fox|Return to Corneria - Star Fox Zero}}
|
|-
|-
|586
|586
|[[File:Salsa Spirit.png|center|64x64px]]
|{{SpiritTableName|Salsa|size=64}}
|Salsa
|''EarthBound'' Series
|•{{SSBU|Diddy Kong}} {{Head|Diddy Kong|g=SSBU|s=20px|cl=Blue}}<br>•{{SSBU|Wario}} {{Head|Wario|g=SSBU|s=20px|cl=ClassicRed}}
|•{{SSBU|Diddy Kong}} {{Head|Diddy Kong|g=SSBU|s=20px|cl=Blue}}<br>•{{SSBU|Wario}} {{Head|Wario|g=SSBU|s=20px|cl=Red}}
|{{color|#17ba17|Grab}}
|{{SpiritType|Grab}}
|1,700
|1,700
|[[Gerudo Valley]] ([[Battlefield form]])
|[[Gerudo Valley]] ([[Battlefield form]])
Line 397: Line 508:
|•The enemy favors special moves
|•The enemy favors special moves
|{{SSBUMusicLink|EarthBound|Mother 3 Love Theme}}
|{{SSBUMusicLink|EarthBound|Mother 3 Love Theme}}
|
|-
|-
|861
|861
|[[File:Leif.png|center|64x64px]]
|{{SpiritTableName|Leif (Animal Crossing)|size=64}}
|Leif (Animal Crossing)
|''Animal Crossing'' Series
|•{{SSBU|Diddy Kong}} {{Head|Diddy Kong|g=SSBU|s=20px|cl=Green}}
|•{{SSBU|Diddy Kong}} {{Head|Diddy Kong|g=SSBU|s=20px|cl=Green}}
|{{color|#dc1029|Attack}}
|{{SpiritType|Attack}}
|3,500
|3,500
|{{SSBB|Yoshi's Island}}
|{{SSBB|Yoshi's Island}}
Line 408: Line 520:
|•The enemy is easily distracted by items
|•The enemy is easily distracted by items
|{{SSBUMusicLink|Animal Crossing|Title Theme - Animal Crossing}}
|{{SSBUMusicLink|Animal Crossing|Title Theme - Animal Crossing}}
|
|-
|-
|992
|992
|[[File:Dee Jay Spirit.png|center|64x64px]]
|{{SpiritTableName|Dee Jay|size=64}}
|Dee Jay
|''Street Fighter'' Series
|•{{SSBU|Diddy Kong}} {{Head|Diddy Kong|g=SSBU|s=20px|cl=White}} (x3)
|•{{SSBU|Diddy Kong}} {{Head|Diddy Kong|g=SSBU|s=20px|cl=White}}×3 (50 HP)
|{{color|#17ba17|Grab}}
|{{SpiritType|Grab}}
|1,600
|1,600
|[[Wuhu Island]] (Frisbee Dog Park)
|[[Wuhu Island]] (Frisbee Dog Park)
Line 419: Line 532:
|•[[Stamina battle]]<br>•The enemy favors side specials<br>•All fighters have reduced jump power
|•[[Stamina battle]]<br>•The enemy favors side specials<br>•All fighters have reduced jump power
|{{SSBUMusicLink|Street Fighter|Dee Jay Stage Type B}}
|{{SSBUMusicLink|Street Fighter|Dee Jay Stage Type B}}
|
|-
|-
|1,139
|1,139
|{{anchor|Goku & Chao}}[[File:Goku & Chao.png|center|64x64px]]
|{{SpiritTableName|Goku & Chao|customname=[https://nintendo.fandom.com/wiki/Goku Goku] & [https://nintendo.fandom.com/wiki/Chao_(Yūyūki) Chao]|size=64}}
|Goku & Chao
|''Famicom Mukashibanashi'' Series
|•{{SSBU|Diddy Kong}} {{Head|Diddy Kong|g=SSBU|s=20px|cl=White}}<br>•{{SSBU|Villager}} {{Head|Villager|g=SSBU|s=20px|cl=Blue}}
|•{{SSBU|Diddy Kong}} {{Head|Diddy Kong|g=SSBU|s=20px|cl=White}}<br>•{{SSBU|Villager}} {{Head|Villager|g=SSBU|s=20px|cl=Blue}}
|{{color|#18aef5|Shield}}
|{{SpiritType|Shield}}
|1,600
|1,600
|[[Town and City]]
|[[Town and City]]
|•Item: [[Golden Hammer]]
|•Item: [[Golden Hammer]]
|•Reinforcements will appear during the battle<br>•The enemy is easily distracted by items
|•Reinforcements will appear during the battle<br>•The enemy is easily distracted by items
|{{SSBUMusicLink|Nintendo|Yūyūki Medley}}
|{{SSBUMusicLink|Other|Yūyūki Medley}}
|[https://nintendo.fandom.com/wiki/Goku Goku]
|-
|-
|1,239
|1,239
|{{anchor|Prince Saruno}}[[File:Prince Saruno Spirit.png|center|64x64px]]
|{{SpiritTableName|Prince Saruno|size=64}}
|Prince Saruno
|''Tsukutte Utau: Saru Band''
|•{{SSBU|Diddy Kong}} Team {{Head|Diddy Kong|g=SSBU|s=20px|cl=Pink}} (×4)
|•{{SSBU|Diddy Kong}} Team {{Head|Diddy Kong|g=SSBU|s=20px|cl=Pink}}×4
|{{color|#dc1029|Attack}}
|{{SpiritType|Attack}}
|2,000
|2,000
|[[New Donk City Hall]]
|[[New Donk City Hall]]
|•Defense ↑<br>•Item: [[Banana Peel]]
|•Defense ↑<br>•Item: [[Banana Peel]]
|•The enemy has increased defense after a little while
|•The enemy has increased defense after a little while
|{{SSBUMusicLink|Nintendo|PERFORMANCE}}
|{{SSBUMusicLink|Other|PERFORMANCE}}
|
|-
|1,338
|{{SpiritTableName|Tooty|size=64}}
|''Banjo-Kazooie'' Series
|•{{SSBU|Diddy Kong}} {{Head|Diddy Kong|g=SSBU|s=20px|cl=Pink}}<br>•{{SSBU|Banjo & Kazooie}} {{Head|Banjo & Kazooie|g=SSBU|s=20px}}
|{{SpiritType|Neutral}}
|3,500
|[[Spiral Mountain]]
|N/A
|•Defeat the main fighter to win<br>•The enemy shields often<br>•Magic attacks aren't as effective against the enemy
|{{SSBUMusicLink|Banjo-Kazooie|Main Theme - Banjo-Kazooie}}
|
|-
|1,369
|{{SpiritTableName|Grookey, Scorbunny, & Sobble|size=64}}
|''Pokémon'' Series
|•{{SSBU|Diddy Kong}} {{Head|Diddy Kong|g=SSBU|s=20px|cl=Green}}<br>•Bunny {{SSBU|Incineroar}} {{Head|Incineroar|g=SSBU|s=20px|cl=White}}<br>•{{SSBU|Squirtle}} {{Head|Squirtle|g=SSBU|s=20px}}
|{{SpiritType|Attack}}
|9,600
|[[Onett]] ([[Battlefield form]])
|N/A
|•The enemy has increased attack power when badly damaged<br>•Reinforcements will appear during the battle<br>•The enemy starts the battle with a [[Lip's Stick]]
|{{SSBUMusicLink|Pokémon|Road to Viridian City - Pokémon Red / Pokémon Blue}}
|{{pkmn|Grookey}}
|}
|}


===As a minion===
===As a minion===
{|class="wikitable sortable" style="width:100%;"
{|class="wikitable sortable" style="width:100%;"
|-
! colspan=4|Spirit
! colspan=3|Spirit
! colspan=7|Battle parameters
! colspan=7|Battle parameters
! colspan=1|Inspiration
! colspan=1|Inspiration
Line 453: Line 592:
! style="width:5%;"|Image
! style="width:5%;"|Image
! Name
! Name
! Series
! Enemy Fighter(s)
! Enemy Fighter(s)
! style="width:5%;"|Type
! style="width:5%;"|Type
Line 463: Line 603:
|-
|-
|82
|82
|[[File:Barrel Train Spirit.png|center|64x64px]]
|{{SpiritTableName|Barrel Train|size=64}}
|{{anchor|Barrel Train}}Barrel Train
|''Mario Kart'' Series
|•{{SSBU|Donkey Kong}} {{Head|Donkey Kong|g=SSBU|s=20px|cl=Black}}<br>•{{SSBU|Diddy Kong}} {{Head|Diddy Kong|g=SSBU|s=20px|cl=Yellow}}
|•{{SSBU|Donkey Kong}} {{Head|Donkey Kong|g=SSBU|s=20px|cl=Black}}<br>•{{SSBU|Diddy Kong}} {{Head|Diddy Kong|g=SSBU|s=20px|cl=Yellow}}
|{{color|#18aef5|Shield}}
|{{SpiritType|Shield}}
|3,500
|3,500
|[[Spirit Train]]
|[[Spirit Train]]
|•Item: {{b|Bullet Bill|item}}
|•Item: [[Bullet Bill]]
|•The enemy can deal damage by dashing into you<br>•The enemy has increased attack power<br>•The enemy has increased move speed
|•The enemy can deal damage by dashing into you<br>•The enemy has increased attack power<br>•The enemy has increased move speed
|{{SSBUMusicLink|Mario Kart|Rainbow Road - Mario Kart: Double Dash!!}}
|{{SSBUMusicLink|Mario Kart|Rainbow Road - Mario Kart: Double Dash!!}}
|
|{{s|mariowiki|Diddy Kong}}
|-
|-
|141
|141
|[[File:Funky Kong Spirit.png|center|64x64px]]
|{{SpiritTableName|Funky Kong|size=64}}
|{{anchor|Funky Kong}}Funky Kong
|''Donkey Kong'' Series
|•{{SSBU|Captain Falcon}} {{Head|Captain Falcon|g=SSBU|s=20px|cl=Blue}}<br>•{{SSBU|Diddy Kong}} {{Head|Diddy Kong|g=SSBU|s=20px|cl=White}}<br>•{{SSBU|Donkey Kong}} {{Head|Donkey Kong|g=SSBU|s=20px|cl=Yellow}}
|•{{SSBU|Captain Falcon}} {{Head|Captain Falcon|g=SSBU|s=20px|cl=Blue}}<br>•{{SSBU|Diddy Kong}} {{Head|Diddy Kong|g=SSBU|s=20px|cl=White}}<br>•{{SSBU|Donkey Kong}} {{Head|Donkey Kong|g=SSBU|s=20px|cl=Yellow}}
|{{color|#796581|Neutral}}
|{{SpiritType|Neutral}}
|9,000
|9,000
|{{SSB|Kongo Jungle}}
|{{SSB|Kongo Jungle}}
|•Item: {{b|Bullet Bill|item}}
|•Item: [[Bullet Bill]]
|•The enemy is easily distracted by items
|•The enemy is easily distracted by items
|{{SSBUMusicLink|Donkey Kong|Funky's Fugue}}
|{{SSBUMusicLink|Donkey Kong|Funky's Fugue}}
|Diddy Kong
|{{s|mariowiki|Diddy Kong}}
|-
|-
|145
|145
|[[File:Dixiekong.png|center|64x64px]]
|{{SpiritTableName|Dixie Kong|link=y|size=64}}
|{{anchor|Dixie Kong}}[[Dixie Kong]]
|''Donkey Kong'' Series
|•{{SSBU|Isabelle}} {{Head|Isabelle|g=SSBU|s=20px|cl=Pink}}<br>•{{SSBU|Diddy Kong}} {{Head|Diddy Kong|g=SSBU|s=20px|cl=Pink}}
|•{{SSBU|Isabelle}} {{Head|Isabelle|g=SSBU|s=20px|cl=Pink}}<br>•{{SSBU|Diddy Kong}} {{Head|Diddy Kong|g=SSBU|s=20px|cl=Pink}}
|{{color|#17ba17|Grab}}
|{{SpiritType|Grab}}
|9,100
|9,100
|[[Jungle Japes]]
|[[Jungle Japes]]
|•Item: [[Banana Peel]]
|•Item: [[Banana Peel]]
|•The enemy is easily distracted by items
|•The enemy is easily distracted by items
|{{SSBUMusicLink|Donkey Kong|Stickerbush Symphony}}
|{{SSBUMusicLink|Donkey Kong|Swinger Flinger}}
|Diddy Kong
|{{s|mariowiki|Diddy Kong}}
|-
|-
|912
|912
|{{anchor|Roll Caskett}}[[File:Roll Caskett Spirit.png|center|64x64px]]
|{{SpiritTableName|Roll Caskett|size=64}}
|Roll Caskett
|''Mega Man Legends'' Series
|•{{SSBU|Isabelle}} {{Head|Isabelle|g=SSBU|s=20px|cl=Red}}<br>•{{SSBU|Diddy Kong}} {{Head|Diddy Kong|g=SSBU|s=20px|cl=White}}
|•{{SSBU|Isabelle}} {{Head|Isabelle|g=SSBU|s=20px|cl=Red}}<br>•{{SSBU|Diddy Kong}} {{Head|Diddy Kong|g=SSBU|s=20px|cl=White}}
|{{color|#18aef5|Shield}}
|{{SpiritType|Shield}}
|3,700
|3,700
|[[Pilotwings]]
|[[Pilotwings]]
|•Item: [[Hocotate Bomb]]
|•Item: [[Hocotate Bomb]]
|•Take your strongest team into this no-frills battle
|•Take your strongest team into this no-frills battle
|{{SSBUMusicLink|Nintendo|Light Plane (for 3DS / Wii U)}}
|{{SSBUMusicLink|Other|Light Plane (for 3DS / Wii U)}}
|Data
|[https://megaman.fandom.com/wiki/Data Data]
|-
|-
|1,070
|1,070
|[[File:Fleature.png|center|64x64px]]
|{{SpiritTableName|The Creature & Flea Man|size=64}}
|The Creature & Flea Man
|''Castlevania'' Series
|•Giant {{SSBU|Mii Brawler}} {{Head|Mii Brawler|g=SSBU|s=20px}} (Hockey Mask, Business Outfit)<br>•{{SSBU|Diddy Kong}} {{Head|Diddy Kong|g=SSBU|s=20px|cl=Yellow}}
|•Giant {{SSBU|Mii Brawler}} {{Head|Mii Brawler|g=SSBU|s=20px}} (Moveset [[Shot Put|1]][[Suplex|3]][[Thrust Uppercut|3]][[Counter Throw|3]], Hockey Mask, Business Outfit, Low Voice Type 11)<br>•{{SSBU|Diddy Kong}} {{Head|Diddy Kong|g=SSBU|s=20px|cl=Yellow}}
|{{color|#18aef5|Shield}}
|{{SpiritType|Shield}}
|4,500
|4,500
|[[Dracula's Castle]] ([[Battlefield form]])
|[[Dracula's Castle]] ([[Battlefield form]])
Line 520: Line 660:
|•The floor is electrified<br>•The enemy is giant
|•The floor is electrified<br>•The enemy is giant
|{{SSBUMusicLink|Castlevania|Out of Time}}
|{{SSBUMusicLink|Castlevania|Out of Time}}
|Flea Man
|[https://castlevania.fandom.com/wiki/Flea_Man Flea Man]
|-
|-
|1,130
|1,130
|{{anchor|Donbe & Hikari}}[[File:Donbe hikari.png|center|64x64px]]
|{{SpiritTableName|Donbe & Hikari|customname=[https://nintendo.fandom.com/wiki/Donbe Donbe] & [https://nintendo.fandom.com/wiki/Hikari Hikari]|size=64}}
|Donbe & Hikari
|''Famicom Mukashibanashi'' Series
|•{{SSBU|Young Link}} {{Head|Young Link|g=SSBU|s=20px|cl=Cyan}}<br>•{{SSBU|Villager}} {{Head|Villager|g=SSBU|s=20px|cl=Pink}}<br>•{{SSBU|Falco}} {{Head|Falco|g=SSBU|s=20px|cl=Orange}}<br>•{{SSBU|Diddy Kong}} {{Head|Diddy Kong|g=SSBU|s=20px|cl=Blue}}<br>•{{SSBU|Duck Hunt}} {{Head|Duck Hunt|g=SSBU|s=20px|cl=Tan}}
|•{{SSBU|Young Link}} {{Head|Young Link|g=SSBU|s=20px|cl=Cyan}}<br>•{{SSBU|Villager}} {{Head|Villager|g=SSBU|s=20px|cl=Pink}}<br>•{{SSBU|Falco}} {{Head|Falco|g=SSBU|s=20px|cl=Orange}}<br>•{{SSBU|Diddy Kong}} {{Head|Diddy Kong|g=SSBU|s=20px|cl=Blue}}<br>•{{SSBU|Duck Hunt}} {{Head|Duck Hunt|g=SSBU|s=20px|cl=Tan}}
|{{color|#796581|Neutral}}
|{{SpiritType|Neutral}}
|3,500
|3,500
|{{b|Duck Hunt|stage}} (hazards off)
|{{b|Duck Hunt|stage}} (hazards off)
|N/A
|N/A
|•Defeat an army of fighters
|•Defeat an army of fighters
|{{SSBUMusicLink|Nintendo|Shin Onigashima Medley}}
|{{SSBUMusicLink|Other|Shin Onigashima Medley}}
|
|[https://nintendo.fandom.com/wiki/Shin_Onigashima Matsunosuke]
|-
|1,396
|{{SpiritTableName|Goda|size=64}}
|''River City'' Series
|•{{SSBU|Donkey Kong}} {{Head|Donkey Kong|g=SSBU|s=20px|cl=Green}}<br>•{{SSBU|Diddy Kong}} {{Head|Diddy Kong|g=SSBU|s=20px|cl=Yellow}}
|{{SpiritType|Neutral}}
|2,000
|[[Onett]]
|•Item: Battering Types
|•Defeat the main fighter to win<br>•The enemy's side special has increased power<br>•The enemy favors side specials
|{{SSBUMusicLink|Other|Golden Forest}}
|Godai
|}
|}


Line 538: Line 690:
{|style="margin:1em auto 1em auto;text-align:center"
{|style="margin:1em auto 1em auto;text-align:center"
|-
|-
|colspan=8|[[File:Diddy Kong Palette (SSBU).png|link=Palette swap (SSBU)#Mario|1000px]]
|colspan=8|[[File:Diddy Kong Palette (SSBU).png|link=Palette swap (SSBU)#Diddy Kong|1000px]]
|-
|-
|{{Head|Diddy Kong|g=SSBU|s=50px}}
|{{Head|Diddy Kong|g=SSBU|s=50px}}
Line 553: Line 705:
<gallery>
<gallery>
SSBU Diddy Kong Number.png|Diddy Kong's fighter card.
SSBU Diddy Kong Number.png|Diddy Kong's fighter card.
Diddy Kong unlock notice SSBU.jpg|Diddy Kong's unlock notice.
SSBUWebsiteDiddyKong1.jpg|Diddy Kong [[taunting]] on [[Kongo Falls]].
SSBUWebsiteDiddyKong1.jpg|Diddy Kong [[taunting]] on [[Kongo Falls]].
SSBUWebsiteDiddyKong2.jpg|Striking {{SSBU|Kirby}} with [[Monkey Flip]] on [[The Great Cave Offensive]].
SSBUWebsiteDiddyKong2.jpg|Striking {{SSBU|Kirby}} with [[Monkey Flip]] on [[The Great Cave Offensive]].
Line 560: Line 713:
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|With D.K. on Great Bay.
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]].
</gallery>
</gallery>


===Character Showcase Video===
===Fighter Showcase Video===
{{#widget:YouTube|id=AjywYr-fuqY}}
{{#widget:YouTube|id=AjywYr-fuqY}}


==Trivia==
==Trivia==
*Diddy Kong's blog mentions his Final Smash utilizing his popguns. However, his new Final Smash, [[Hyper Rocketbarrel]], no longer utilizes the popguns he wielded like in [[Rocketbarrel Barrage]].
*Diddy Kong's blog mentions his Final Smash utilizing his popguns. However, his new Final Smash, [[Hyper Rocketbarrel]], no longer utilizes the popguns he wielded like in [[Rocketbarrel Barrage]].
*Diddy Kong and {{SSBU|Toon Link}} are the only characters who gain a CPU ally in every round of their Classic Mode (excluding the Bonus Game).
*Barring a few small differences, Diddy Kong's ''Ultimate'' artwork is essentially a mirrored version of his artwork in ''Brawl''.
*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}}
Line 575: Line 735:
[[Category:Diddy Kong (SSBU)| ]]
[[Category:Diddy Kong (SSBU)| ]]
[[Category:Spirits]]
[[Category:Spirits]]
[[es:Diddy Kong (SSBU)]]

Latest revision as of 23:14, December 18, 2024

This article is about Diddy Kong's appearance in Super Smash Bros. Ultimate. For the character in other contexts, see Diddy Kong.
Diddy Kong
in Super Smash Bros. Ultimate
Diddy Kong SSBU.png
DKSymbol.svg
Universe Donkey Kong
Other playable appearances in Brawl
in SSB4

Availability Unlockable
Final Smash Hyper Rocketbarrel
Tier S- (9)
Diddy Kong (SSBU)

Diddy Kong (ディディーコング, Diddy Kong) is a playable character in Super Smash Bros. Ultimate. He was officially confirmed on June 12th, 2018 alongside 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 #36.

Diddy Kong once again retains his realistic chimpanzee screeches that were used in both Super Smash Bros. Brawl and Super Smash Bros. 4 instead of being voiced by Katsumi Suzuki.

Diddy Kong 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 Cloud at 2nd/3rd out of 54, and is technically his lowest placement in the series. Diddy Kong possesses many strengths that are core to his gameplan. He has a strong neutral with his signature item being the Banana Peel. It offers him an extensive and flexible array of options at his disposal, using it for combos or setups into KOs or edgeguards. His small size makes him generally hard to hit or pin down. Diddy Kong also has good frame data on his moves, allowing him to box out his opponents with ease. He also possesses a command grab which can also be a burst option in Monkey Flip to condition foes to shield.

Despite these strengths, Diddy Kong has some weaknesses. For example, since his Banana is an item, opponents can use it against him, allowing for their own combo or KO confirm on Diddy. Diddy Kong also does not have many reliable ways to secure stocks at high percents if his opponents are past KO confirm percentages, which is further exacerbated by his light stature as he cannot take advantage of rage as effectively, making him rely on stray hits. Finally, his recovery is relatively exploitable as if he gets hit during Rocketbarrel Boost, he is in a lot of endlag until he can recover again.

Overall, while Diddy has a lot of strengths to contend with the best of the best, he has some weaknesses that can be exploited from players who know the matchup. He has seen strong tournament results from most notably Tweek, who has won several majors with him, and other players, such as Aaron and Ryuoh.

How to unlock[edit]

Complete one of the following:

With the exception of the third method, Diddy Kong must then be defeated on Kongo Falls. In World of Light, he is fought on the Ω form of Kongo Jungle.

Attributes[edit]

Diddy Kong is a small middleweight with typical attributes for his weight class; he has very fast dash, run, and walk speeds, which allows him to move on the ground very well. In contrast, his air mobility is rather lacking, as his air speed and air acceleration are both below average. Overall, while Diddy outspeeds many characters on the ground, his air game is rather clunky due to his lackluster air attributes.

Similar to other characters of his weight and size, Diddy Kong has very fast frame data, which allows him to throw out a flurry of moves at his opponent while still being able to chase them with his strong grounded mobility. In fact, nearly all of his moves, with the exception of his forward smash, down aerial, and special moves, come out before frame 10, with many of them also having low endlag. Thanks to these attributes, Diddy has a strong, flexible combo game, allowing him to use multiple different moves to string into each other and continually pressure his opponent even if they escape his combos, as he has multiple ways to keep them in a disadvantageous position.

Another important aspect of Diddy's combo game is his excellent selection of combo starters, which lets him start combos reliably both in the air and on the ground and also lets him create mix-ups and play unpredictably. One of his main combo starters is from a grab, as both his down and up throws have low endlag and send at great angles for immediate follow-ups, as down throw can lead into a forward or back aerial and up throw can lead into any of his aerials except for down aerial. Up throw also has potential KO setups into up aerial, although these are inconsistent and unreliable. His dash attack has a long duration and extremely low endlag and sends the opponent upwards, which lets Diddy follow up with an up, back or forward aerial. His neutral aerial has a long lasting hitbox and can lead into another aerial from low to high percents, with the late hit being particularly useful at high percents due to its lower knockback. Diddy's up and down tilts are both excellent combo starters themselves, with the latter having the ability to KO confirm into an up-smash at high percents. Additionally, all of Diddy's aerials except for neutral and up aerial can lead into a grab when landed on grounded opponents thanks to their low knockback and landing lag.

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

Despite very strong strengths, Diddy isn't without his weaknesses. His two main flaws are a lackluster disadvantage state and predictable recovery. Monkey Flip, while fast, can be extremely predictable when used in a disadvantagous position, as it is Diddy's main way of getting out of juggle situations, due to his horrible air mobility. Diddy especially suffers when the opponent is able to consistently keep him in disadvantage state, not allowing banana to be pulled. This can snowball in some matchups, making it extremely hard to catch up to the opponent if diddy is not able to get his gameplan started. Diddy's other main weakness, his recovery, is arguably worse however. Monkey Flip has respectable distance and safety when the kick version is used, but has some endlag and also doesn't allow him to use Rocketbarrel Boost afterwards. Rocketbarrel Boost itself grants Diddy a relatively long ranged recovery option, the drawback being that it leaves Diddy wide open for attacks. If diddy is hit out of the Rocketbarrel Boost with a weak move he will become helpless and slowly fall to his death, making it easy to gimp him. Diddy Kong also suffers from a lack of range, though this is somewhat offset by his banana, which provides him with a fast and transcendent projectile.

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[edit]

Diddy Kong was one of the most dominant characters in both of his first appearances thanks to his useful moves and the ability to produce items, namely Banana Peels, 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 and down tilts, down smash, forward aerial's late hit, up aerial, and grab all have less range, making it harder for Diddy to take advantage of these moves at their highest range. Banana Peels cannot be grabbed as quickly due to him releasing one at a higher arc, and they have a cooldown before they can be produced again after disappearing. Rocketbarrel Boost travels a drastically shorter distance when fully charged, and the charge time itself was reduced by a third, worsening his already vulnerable recovery when hit very far offstage. Diddy is also lighter, making him easier to KO.

Further exacerbating these nerfs, the universal changes hinder Diddy overall. The reduced shieldstun for items and increased lag on grabs 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 and down smash attacks.

His special moveset has also been improved in a number of ways. Monkey Flip has reduced startup lag and much more range, which when coupled with the changes to jostle mechanics greatly improve its utility as an offensive tool. Peanut Popgun has faster startup, deals more damage and charges significantly faster. Rocketbarrel Boost goes further when uncharged and makes Diddy fall much slower during the charge period, slightly improving his recovery overall. Finally, Banana Peels benefit from the item's tweaked natural properties: they now possess transcendent priority, making them unable to trade with attacks and thus riskier to pick up; and they can now be thrown twice at opponents before disappearing (though this does potentially give opponents more opportunities to use the item against Diddy). Finally, in terms of gameplay changes, the universal increase in mobility benefits Diddy, as his already fast mobility has been further improved, allowing him to keep up with the rest of the cast.

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.

Aesthetics[edit]

  • Change Due to the aesthetic used in Ultimate, Diddy Kong's model features a more subdued color scheme. Like Donkey Kong, his fur is less detailed and appears flatter. The fabric of his hat and shirt has subtle detail, and his facial proportions have been tweaked.
  • Change Diddy Kong faces the foreground at an angle, instead of facing directly forward. In addition, most of his animations are mirrored while some are slightly altered. However, he reverts to his previous idle animation while holding a small item.
  • Change Diddy Kong is more expressive, he appears angry during his up and down throw as well as grabbing onto a ledge.
  • Change Diddy Kong's hat has greater independent physics; it appears to be "looser" around his head, popping off slightly while performing many actions.
  • Change Up taunt has an altered ending animation. Diddy Kong now fixes his hat as it lands crooked on his head.

Attributes[edit]

  • Buff Like all characters, Diddy Kong's jumpsquat animation takes 3 frames to complete (down from 4).
  • Buff Diddy Kong runs faster (1.824 → 2.006).
    • Buff His initial dash is significantly faster (1.7 → 2.09).
  • Buff Diddy Kong walks faster (1.25 → 1.313).
  • Buff Diddy Kong's air speed is higher (0.88 → 0.924).
  • Buff Diddy Kong's traction is much higher (0.0484 → 0.093).
  • Nerf Diddy Kong is lighter (93 → 90), worsening his endurance.
  • Nerf Forward roll grants less intangibility (frames 4-15 → 4-14) and has more ending lag (FAF 28 → 29).
  • Nerf Back roll has more ending lag (FAF 28 → 34).
  • Buff Spot dodge has less ending lag (FAF 26 → 24).
  • Nerf Spot dodge has more startup and grants less intangibility (frame 2-16 → 3-14).
  • Buff Air dodge grants more intangibility (frames 2-26 → 2-27).
  • Nerf Air dodge has significantly more ending lag (FAF 32 → 45).

Ground attacks[edit]

  • Neutral attack:
    • Buff The first and second hits have significantly less ending lag (FAF 34 → 20 (hit 1), 37 → 21 (hit 2)), no longer being among the slowest to interrupt.
    • Buff The first and second hits have altered angles (105°/78°/45° (hit 1), 100°/78°/45° (hit 2) → 361°/180°) and knockback (16/18/24 set/100 scaling → 25/20 base/25/15 scaling (hit 1), 20 base/25/15 scaling (hit 2)) to keep opponents on the ground and closer to Diddy Kong, akin to other neutral attacks. This allows them to connect better and jab lock.
    • Buff The first hit transitions into the second hit faster (frame 9 → 6), which transitions into the third hit faster (frame 9 → 7). The third hit also has less startup lag (frame 9 → 5).
    • Buff The first hit can be held for a consecutive jab.
    • Change The infinite portion has been removed; the third hit instead launches at a different angle (90°/85°/60° → 361°) and no longer deals set knockback (25/37 set/100 scaling → 60 base/80 scaling).
      • Buff This makes the neutral attack much more consistent, no longer risking opponents escaping it before the final hit and punishing Diddy Kong. The third hit also has less ending lag compared to the previous neutral infinite's finisher (FAF 39 → 35).
      • Nerf However, the move deals much less damage overall as a result, despite all three hits having their damage values increased (1.2% → 2% (hit 1), 1.2% → 1.5% (hit 2), 2% → 4% (hit 3)). The third hit is also weaker compared to the previous neutral infinite's finisher, no longer KOing under 300% from the center of Final Destination.
    • Nerf All hits have a shorter hitbox duration (2 frames → 1 frame).
    • Change All hits have a higher hitlag multiplier (1× → 1.6× (hit 1), 1.2× (hit 2), 2× (hit 3)).
    • Change The third hit has an altered animation, being a side kick rather than a back kick.
  • Forward tilt:
    • Buff Forward tilt's arm hitboxes have a longer duration (1 frame → 2 frames), and the hand hitboxes retain full damage for longer before transitioning to sourspots (1 frame → 3 frames), improving the consistency of both the range and damage output of the move.
    • Buff The late hit has a longer duration (11-13 → 13-16).
    • Buff The hitboxes on Diddy Kong's fists are larger (2.7u → 3.8u).
    • Buff It sends opponents at a lower angle (361° → 35°), improving its ability to set up tech chases and edgeguards, and improving its KO potential.
    • Change Forward tilt has more base knockback (10 → 60), but less knockback scaling (100 → 60). This increases its safety on hit at low percents, but reduces its KO potential at high percents, and removes its ability to lock.
  • Up tilt:
    • Buff Up tilt has less ending lag (FAF 33 → 30), improving its combo potential.
    • Nerf It has an altered animation where Diddy Kong does not leap as high, decreasing its vertical range. It can no longer hit opponents on the middle platforms in Battlefield.
  • Down tilt:
    • Nerf Down tilt's farthest hitbox is noticeably smaller (4.2u → 3u), reducing its range.
      • Change It is also lower down (Y offset: 2.25 → 1.8).
  • Dash attack:
    • Buff Dash attack has less startup (frame 9/18/24 → 8/16/22) and ending lag (FAF 46 → 41), improving its combo potential.
    • Buff Due to the changes to jostle mechanics, it can no longer whiff if initiated too close to an opponent.
    • Buff The first and second hits have lower hitlag multipliers (1× → 0.5× (hit 1), 0.8× (hit 2)) and an additional hitbox, as well as different launch angles for aerial opponents, with the second and hit's also being larger (3.5u → 4u). The second hit also uses different set knockback values (55/40/70 → 45/45/70) and the third hit has a larger hitbox (4.5u → 5.5u), allowing the move to connect more reliably.
    • Buff The second and third hits have a longer hitbox duration (1 frame → 2 frames).
    • Change The third hit launches at a slightly higher angle (78° → 83°).
    • Change Diddy Kong sports an angry expression at the third hit.
  • Forward smash:
    • Buff The first hit uses different angles (90°/60°/30° → 10°/45°/80°/22° (clean), 0° (late)) and set knockback values (28/35/42 → 20/35/25/42 (clean), 20 (late)), as well as weight-independent knockback, allowing it to connect more reliably into the second hit.
    • Buff The second hit has one frame less startup (frame 22 → 21).
      • Nerf However, its total duration remains unchanged, giving it one frame more ending lag.
  • Up smash:
    • Buff The first and second hits have received various changes to their angles and set knockback, and the second hit uses weight-independent knockback like the first, allowing the move to connect more reliably.
    • Buff The third hit deals more knockback (50 base/129 scaling → 55/131).
  • Down smash:
    • Buff Down smash deals more knockback (40 base/72 scaling → 46/77 (hit 1), 35 base → 38 (hit 2)).
    • Buff The second hit has less startup (frame 16 → 12).
      • Nerf However, it has a shorter hitbox duration (frames 16-18 → frame 12), with its total duration not fully compensated, giving it more ending lag (FAF 53 → 51).
    • Nerf Both hits have two hitboxes instead of three, which are smaller, significantly reducing its range (4u/4u/5u → 3.9u/3.3u).
    • Nerf The first hit has slightly more startup (frame 6 → 7).

Aerial attacks[edit]

  • Buff All aerials have less landing lag (13 frames → 8 (neutral), 26 → 16 (forward), 12 → 7 (back), 21 → 9 (up), 28 → 17 (down)).
  • Neutral aerial:
    • Buff Neutral aerial has regained its much faster auto-cancel window from Brawl (frame 59 → 27), allowing it to auto-cancel in a short hop fast fall once again.
    • Buff It has noticeably larger hitboxes (2u → 3.5u).
  • Forward aerial:
    • Buff Forward aerial's early hit has noticeably larger hitboxes (4u → 5u).
    • Nerf Forward aerial's late hit has much smaller hitboxes (5u → 2.7u).
    • Change It has an altered animation where Diddy Kong does not spin as much.
  • Up aerial:
    • Buff Up aerial has less ending lag (FAF 39 → 36), matching its ending lag from SSB4 prior to update 1.0.8. This allows it to combo slightly better into itself.
    • Buff It deals more damage (6% → 7%) with only base knockback compensated (64 → 57), slightly improving its KO potential.
    • Nerf Up aerial has an altered animation where Diddy's attacking foot is positioned higher up on frame 4 (with the move's hitbox timing and duration unchanged), noticeably reducing the move's horizontal range in front of Diddy Kong, especially against grounded opponents.
  • Down aerial:
    • Buff Down aerial has less startup (frame 17 → 15), with its total duration reduced as well (FAF 49 → 47).
    • Buff The removal of teching for grounded meteor smashes improves down aerial's combo potential onstage, compounded further by its reduced landing lag.

Throws and other attacks[edit]

  • Grabs:
    • Nerf All grabs have more startup (frame 6 → 7 (standing), 8 → 10 (dash), 9 → 11 (pivot)) and ending lag (FAF 32 → 37 (standing), 39 → 45 (dash), 37 → 40 (pivot)).
    • Nerf All grabs have less range (Z2 offset: 8.3u → 7.8u (standing), 9.9u → 9.5u (dash), 13.9u → 13.6u (pivot)).
    • Change Diddy Kong uses one hand to grab instead of both. He also has a surprised expression if he misses his grab.
  • Pummel:
    • Buff Pummel deals more hitlag (4 frames → 11), but has less startup (frame 2 → 1) and significantly less ending lag (FAF 17 → 7), shortening its effective duration.
    • Nerf It deals less damage (2% → 1%).
    • Change It has an altered animation where Diddy Kong no longer hops off the ground while pummeling.
  • Up throw:
    • Buff Up throw has less ending lag (FAF 28 → 27).
      • Nerf However, the faster knockback physics hinder up throw's combo potential at high percents despite this, no longer having a KO setup into up aerial unless initiated at the top platform of Battlefield.
  • Down throw:
    • Buff Diddy Kong releases opponents from down throw later (frame 19 → 22). While this does make it easier to DI, this also improves its combo potential, as its total duration was unchanged.
  • Edge attack:
    • Buff Edge attack deals more damage (7% → 9%).

Special moves[edit]

  • Peanut Popgun:
    • Buff Peanut Popgun has less startup lag (frame 18 → 16) and charges much faster (frame 120 → 94 (full charge), 123 → 97 (explosion)).
      • Nerf However, its total duration remains unchanged, giving it more ending lag.
    • Buff It has gained a melee hitbox that deals 3%, increasing its utility at point blank range by allowing it to rack up more damage and negate reflectors.
    • Buff The peanuts deal more damage (3.6%-12% → 4.8%-13.8%).
    • Change Diddy Kong's animation for Peanut Popgun is mirrored, and he can fire with either his left or right hand.
    • Change Peanuts bounce once upon hitting the ground, and float upwards before exploding upon hitting an opponent, although these animations are only aesthetic.
  • Monkey Flip:
    • Buff Monkey Flip has less startup lag (frame 20 → 18).
    • Buff The grab has more horizontal range (Z offset: 3u/2u → 4.5u/4u).
    • Change The jump attack now immobilises the opponent for exactly 20 frames if the move does not cause tumble, regardless of hitstun, increasing the stun time if hitstun is lower than 20 frames, but lowering it if hitstun is between 20 and 32 frames.
    • Nerf It has more ending lag (FAF 44 → 48).
    • Change The grab's automatic pummel has Diddy Kong repeatedly scratch the opponent instead of simply latching onto them.
  • Rocketbarrel Boost:
    • Buff Rocketbarrel Boost's clean hit has larger hitboxes (3.5u → 4u).
    • Buff The uncharged boost is larger (initial speed: 2.2 → 3.1).
    • Nerf The additional boost per frame of charge is smaller (0.031 → 0.019).
    • Nerf Its maximum charge time has been significantly reduced (90 frames → 60), combined with the previous change, this significantly reduces the height of the fully charged version to the point where it barely grants more distance than the uncharged version if used while falling, hindering Diddy Kong's recovery.
    • Nerf The boost multiplier when used in the air is lower (1.12× → 1.05×), and thus the height gained when using the move in the air isn't increased as much compared to when used on the ground, further reducing the distance it travels in the air.
  • Banana Peel:
    • Buff The Banana Peel can hit opponents twice before disappearing rather than only once, bouncing off in a high arc on the first hit. This allows Diddy Kong to pick it up and throw it again, but shielding opponents can likewise punish Diddy Kong and steal the Banana Peel, leaving him more disadvantaged. However, it drastically improves the moves combo potential.
    • Buff The Banana Peel now has transcendent priority making it phase through other hitboxes. This allows it to be used much more effectively for spacing and edgeguarding, as it can combo into down air when z dropped at the ledge.
    • Nerf Diddy Kong throws the banana in a higher arc, causing it to take longer for him to pick up.
    • Nerf The amount of time that must pass before Diddy Kong can generate another banana peel is much higher (12 frames → 85). This makes the move more restrictive, and more importantly prevents Diddy Kong from exploiting the new Banana Peel properties to perform an infinite.
    • Change The move has a snappier animation.
  • Final Smash:
    • Change Diddy Kong has a new Final Smash, Hyper Rocketbarrel, which functions differently from Rocketbarrel Barrage. Diddy Kong generates a Special Rocketbarrel Pack, multiplys himself, and flies across the stage in all directions, attacking his trapped opponents. The final hit is where Diddy Kong does a delayed, aimed attack, dealing heavy knockback to opponents he attacked the most. Diddy Kong then lands at the spot he blasted off from.

Update history[edit]

Due to the engine changes and the direct nerfs to his most useful tools in the transition from Smash 4 to Ultimate, which overall significantly hindered his viability, Diddy Kong was buffed significantly via game updates. Update 2.0.0 only brought one, but substantial change to his neutral aerial; the move now autocancels significantly earlier. Update 3.0.0 also granted Diddy Kong with some worthwhile buffs. His dash attack is now faster overall with less startup on all of its hitboxes and the move ends slightly sooner. However, the first hitbox now lasts only one frame instead of two due to a frame speed multiplier being used without proper compensation. On the flipside, his forward tilt gained late hitboxes, overall increasing the move's hitbox duration. His down smash was made stronger, his neutral aerial now has bigger hitboxes and his up aerial deals more damage without fully compensated knockback, making the move much stronger.

Update 3.1.0 was the biggest patch for Diddy Kong, bringing him many plentiful and noteworthy buffs. The second hit of his neutral attack now connects more reliably into the first hit. The final hit of up smash was made stronger and the move now connects much better overall. His up aerial was buffed once more with less startup and ending lag. His down aerial also received similar buffs, with less startup and a shorter overall duration. Peanut Popgun also was graced with considerable buffs, with every charge instead of the max level dealing more damage. The move also charges much faster overall. And finally, his once previously weak recovery, Rocketbarrel Boost, was given two buffs. Diddy Kong now falls slower while charging the move (only applies to the first charge) and the move now flies higher after charging.

After a small buff intangibility buff in update 7.0.0, Diddy Kong was buffed once more in update 8.0.0. His forward tilt now launches opponents at a lower angle, the fist hitboxes were made bigger, and the late hitboxes added in update 3.0.0 now lasts two frames longer, further increasing the move's hitbox duration. The second hit of dash attack now links more reliably into the third hit, with the aforementioned hit now having larger hitboxes. Down smash now has two frames less startup on both hits and a shorter duration overall, making the move end sooner. And finally, the clean hit of his forward aerial has bigger hitboxes.

While Diddy was mostly buffed, he has also received two notable nerfs to his Banana Peel, thanks to update 8.0.0 and once more in update 11.0.0, it now takes longer for Diddy to respawn another Banana. As a result, all of his infinite banana combos are obsolete, though this change is negligible to his gameplay outside of the infinite.

Overall, Diddy Kong was one of the most buffed characters in Ultimate, going from a mid-tier to a high tier, debatably top tier character. While Diddy Kong is still weaker than his Brawl and Smash 4 incarnation, he is still a character that should not be underestimated and continues to receive good placements in tournaments.

Super Smash Bros. Ultimate 2.0.0

  • Buff Neutral aerial autocancels earlier (frame 50 → 27). It is now early enough to buffer short hop and fastfall with no landing lag.
  • Bug fix Monkey Flip release glitch has been fixed.

Super Smash Bros. Ultimate 3.0.0

  • Buff Dash attack has less startup lag (frame 9/18/24 → 8/16/22) with identical ending lag, shortening its duration (FAF 43 → 41).
  • Buff Forward tilt has a new late hit on frames 13-14 that deals less damage (10% → 7%) but increases its duration overall.
  • Buff Down smash deals more knockback (Hit 1: 40 base/72 scaling → 46/77; hit 2: 35 base → 38).
  • Buff Neutral aerial has more range (2u/2u/2u/2u → 3.5u/3.5u/3.5u/3.5u).
  • Buff Up aerial deals more damage (6% → 7%) with base knockback not fully compensated (64 → 57).

Super Smash Bros. Ultimate 3.1.0

  • Buff Neutral attack 2 has more range and connects more reliably from neutral attack 1.
  • Change Dash attack's final hit sends at a slightly more vertical angle (78° → 83°).
  • Buff Up smash's hits connect more reliably.
  • Buff Up smash's final hit deals more knockback (50 base/129 scaling → 55/131).
  • Buff Up aerial has less ending (FAF 37 → 36) and landing lag (13 frames → 9).
  • Buff Down aerial has less startup lag (frame 17 → 15) with identical ending lag, shortening its duration (FAF 49 → 47).
  • Buff Peanut Popgun's peanut projectile deals more damage (with shield damage compensated: 0 → -1) (3.3%-15% → 4.3%-13.8%) and charges faster (max charge: frame 121 → 94, explosion startup: 123 → 97).
    • Nerf However, they deal less damage at full charge (15% → 13.8%).
  • Buff Diddy Kong falls slower while charging Rocketbarrel Boost.
  • Buff Rocketbarrel Boost travels more vertical distance when charged.
  • Buff Hyper Rocketbarrel's explosion and jet at the start deal more damage (total: 7% → 16%).
  • Nerf Hyper Rocketbarrel's tackle deals less damage (2.5% → 2%).
  • Nerf Hyper Rocketbarrel's final tackle deals slightly less overall knockback (135 base/47 scaling → 115/58).

Super Smash Bros. Ultimate 4.0.0

  • Bug fix The glitch that resulted Rocketbarrel Boost to disappear instantaneous when hit by a certain move (ex. Palutena's neutral aerial) during the release has been fixed.

Super Smash Bros. Ultimate 7.0.0

  • Buff Diddy Kong's right arm is briefly intangible when activating his shield.

Super Smash Bros. Ultimate 8.0.0

  • Forward tilt:
    • Buff The move launches at a lower angle (45° → 35°), improving its ability to set up tech-chases and edgeguards.
    • Buff The hitboxes on Diddy Kong's fists are larger (2.7u → 3.8u).
    • Buff The late hit has a longer duration (frames 13-14 → 13-16).
  • Dash attack:
    • Buff The second hit has more consistent set knockback (55/40/70 → 45/45/70), allowing it to link more reliably into the third hit.
    • Buff The third hit has a larger hitbox (4.5u → 5.5u).
  • Down smash:
    • Buff The move has less startup (frame 9/14 → 7/12), with its total duration reduced as well (FAF 52 → 50).
    • Buff The second hit has a longer duration (frame 14 → frames 12-13).
  • Buff Forward aerial's clean hit has larger hitboxes (4u → 5u).
  • Bug fix Rocketbarrel Boost no longer launches Diddy Kong at an unusually high speed if he is hit during the charge frames.
  • Nerf The time until Diddy Kong can produce another Banana Peel after releasing the previous one has been significantly extended (12 frames → 61), removing his "pyramid scheme" infinite combo.

Super Smash Bros. Ultimate 11.0.0

  • Nerf Banana Peel takes 24 frames longer to throw after having thrown a previous one. This removes all remaining infinites.

Moveset[edit]

For a gallery of Diddy Kong's hitboxes, see here.

Note: All numbers are listed as base damage, without the 1v1 multiplier.

  Name Damage Description
Neutral attack Right Flap (ライトフラップ) / Left Flap (レフトフラップ) / Foot Push (フットプッシュ) 2% 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.
1.5%
4%
Forward tilt Double Arm (ダブルアーム) 10% (clean), 7% (late) Leans to his side and thrusts both of his arms forward in a double punch. It can be angled upwards or downwards.
Up tilt Overhead Slap (オーバーヘッドスラップ) 6% 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%.
Down tilt Hand Clap (ハンドクラップ) 5.5% 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.
Dash attack Rolling Slap (ローリングスラップ) 2% (hits 1 and 2), 3% (hit 3) Diddy Kong's signature Cartwheel attack from 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.
Forward smash Slap & Beat (スラップ&ビート) 5% (hit 1), 11%/9% (hit 2) 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.
Up smash Triple Attack (トリプルアタック) 2.5% (hits 1 and 2), 6% (hit 3) 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.
Down smash Turning Leg (ターニングレッグ) 12% (hit 1), 15% (hit 2) A flare, 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.
Neutral aerial Diddy Roll (ディディーロール) 6% 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.
Forward aerial Screw Kick (スクリューキック) 10% (clean), 8% (late) 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.
Back aerial Quick Backspin (クイックバックスピン) 9% 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.
Up aerial Turn Kick (ターンキック) 7% 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.
Down aerial Hammer Meteor Knuckle (ハンマーメテオナックル) 13% (fists), 10% (arms) 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.
Grab Grab (つかみ) Reaches out in front of himself.
Pummel Grab Headbutt (つかみヘッドバット) 1% A headbutt. Fast but weak.
Forward throw Rock Throw (ロックスルー) 9% 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.
Back throw Back Rock Throw (バックロックスルー) 12% Tosses his opponent backward. Diddy's strongest and most damaging throw, KOing middleweights around 140% at the edge of Final Destination.
Up throw Grab Kick (グラブキック) 1% (hit), 4% (throw) 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.
Down throw Leap Frog (リープフロッグ) 7% 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.
Forward roll
Back roll
Spot dodge
Air dodge
Techs
Floor attack (front)
Floor getups (front)
  7% Gets up and kicks on both sides.
Floor attack (back)
Floor getups (back)
  7% Gets up and kicks on both sides.
Floor attack (trip)
Floor getups (trip)
  5% Gets up and kicks on both sides.
Edge attack
Edge getups
  9% A spinning tail slap.
Neutral special Peanut Popgun 4.8%-13.8% (peanuts), 3% (close range), 23% (explosion) 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.
Side special Monkey Flip 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) 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 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.
Up special Rocketbarrel Boost 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) 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.
Down special Banana Peel 3.8%~5.3% 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.
Final Smash Hyper Rocketbarrel 1% (startup loop), 2% (per collision), 20% (final hit), 15% (collateral final hit), 10% (launch/ending explosion) 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.

Stats[edit]

Stats Weight Dash speed Walk speed Traction Air friction Air speed Air acceleration Gravity Falling speed Jumpsquat Jump height Double jump height Empty landing Lag
Value 90 2.09 – Initial dash
2.006 – Run
1.313 0.093 0.008 0.924 0 – Base
0.05 – Additional
0.125 1.75 – Base
2.8Fast-fall
3 41.21 - Base
19.9 - Short hop
41.21 4

Announcer call[edit]

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On-screen appearance[edit]

  • Bursts out of a DK Barrel and claps his hands above his head.

Taunts[edit]

  • 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 Bonus Area.
  • Side taunt: Angrily does a fighter's stance while bellowing, asserting his dominance.
  • Down taunt: Claps his hands above his head four times, switching feet in the process.

Idle poses[edit]

  • Scratches his rear, gets down on all fours, and shakes his fur.
  • Joyfully jumps in place twice.

Crowd cheer[edit]

Cheer (English) Cheer (Japanese/Chinese) Cheer (Italian) Cheer (Dutch) Cheer (French)
Cheer
NTSC

PAL
Description Did - dy Kong! Diddy Kong! Diiii - ddy Koooo - ong! *clap 4 times* Di - ddy! Diddy Kong! Di - ddy Kong!
Cheer (German) Cheer (Spanish) Cheer (Russian) Cheer (Korean)
Cheer
NTSC

PAL
Description Diddy Kong! Diddy Kong! Cha - cha - cha! Diddy Kong! *clap 2 times* Di - ddy Kong!

Victory poses[edit]

  • Left: Shoots 3 times with his Peanut Popguns (first with the right, then with the left, then the right again). Afterwards rolls towards the camera, and fires one more shot from his left Peanut Popgun.
  • Up: Rises from the ground with his Rocket Barrels. After doing a spin, he dismounts from them, causing them to fly away. Upon landing, he then faces the screen, dancing with hands on his head and chin.
  • Right: Performs an inverted spin kick, followed by a slap, and then he slams both of his hands on the ground, performing a front flip. He ends up balancing on his hand in a breakdance-like pose, clapping his feet together.
A cover of the short track that plays in Donkey Kong Country and subsequent games whenever a playable Kong defeated a boss or completed a bonus game.

In competitive play[edit]

Most historically significant players[edit]

See also: Category:Diddy Kong players (SSBU)

Tier placement and history[edit]

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 MVD and 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 Peels. This allowed dedicated players such as Dakpo and Aaron to see some success in tournament, with Dakpo notably defeating Glutonny at 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 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 Etsuji, who dropped Lucina for Diddy Kong in 2021; and 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.

Classic Mode: Hey, Little Buddy![edit]

Diddy Kong's congratulations screen.

In Diddy Kong's path, he serves as the "little buddy" to the hero of various Nintendo franchises and fights the respective villains or final bosses. In the penultimate stage he finally teams up with his true partner, Donkey Kong, to defeat their nemesis King K. Rool. Donkey Kong is also Diddy Kong's partner for the final fight against Master Hand and Crazy Hand. The title originated from the manual of Donkey Kong Country and was popularized by the Donkey Kong Country TV series; Diddy Kong is also referred to as Donkey Kong's "little buddy" in games such as Brawl and Donkey Kong Country Returns.

Round Opponent Stage Music Notes
1 Bowser (SSBU) Bowser and Bowser Jr. (SSBU) Bowser Jr. Princess Peach's Castle King Bowser - Super Mario Bros. 3 Mario (SSBU) Mario is a CPU ally.
2 Ridley (SSBU) Ridley and Dark Samus (SSBU) Dark Samus Norfair Nemesis Ridley Zero Suit Samus (SSBU) Zero Suit Samus is a CPU ally.
3 Ganondorf (SSBU) Ganondorf Unova Pokémon League (Battlefield form) Death Mountain Zelda (SSBU) Zelda is a CPU ally. The stage references Ganon's Castle.
4 Mewtwo (SSBU) Mewtwo Spear Pillar Battle! (Dialga/Palkia) / Spear Pillar Pokémon Trainer (SSBU) Pokémon Trainer is a CPU ally.
5 King Dedede (SSBU) King Dedede and Meta Knight (SSBU) Meta Knight Fountain of Dreams King Dedede's Theme (Brawl) Kirby (SSBU) Kirby is a CPU ally.
6 King K. Rool (SSBU) King K. Rool Jungle Japes King K. Rool / Ship Deck 2 Donkey Kong (SSBU) Donkey Kong is a CPU ally.
Bonus Stage
Final Master Hand and Crazy Hand Final Destination Master Hand / Crazy Hand Donkey Kong (SSBU) Donkey Kong is a CPU ally.

Credits roll after completing Classic Mode. Completing it as Diddy Kong has Stickerbush Symphony accompany the credits.

Role in World of Light[edit]

Finding Diddy Kong in World of Light

Diddy Kong was among the fighters that were summoned to fight the army of Master Hands.

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

To find Diddy Kong, the player must access the DK Island sub-area reminiscent of the first Donkey Kong Country game, where he's found right at the end.

Fighter Battle[edit]

No. Image Name Type Power Stage Music
36
Diddy Kong SSBU.png
Diddy Kong
Grab
Grab
9,000 Kongo Jungle (Ω form) Stickerbush Symphony

Spirit[edit]

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

In Spirit Battles[edit]

As the main opponent[edit]

Spirit Battle parameters Inspiration
No. Image Name Series Enemy Fighter(s) Type Power Stage Rules Conditions Music Character
147
SSBU spirit Lanky Kong.png
Lanky Kong Donkey Kong Series Diddy Kong Team Diddy Kong (SSBU)×6
Grab
3,900 Kongo Falls •Item: Bananas •The enemy is easily distracted by items
•Defeat an army of fighters
DK Rap
148
SSBU spirit Tiny Kong.png
Tiny Kong Donkey Kong Series Diddy Kong Diddy Kong (SSBU)
Grab
9,500 Jungle Japes •Tiny
•Hazard: Low Gravity
•Hazard: Heavy Wind
•Dangerously high winds are in effect
•Timed battle (1:00)
•Gravity is reduced
DK Rap
155
SSBU spirit Squitter.png
Squitter Donkey Kong Series Diddy Kong Diddy Kong (SSBU)
Grab
3,600 Jungle Japes •Move Speed ↓ •You have reduced move speed Ice Cave Chant
165
SSBU spirit Tiki Tak Tribe.png
Tiki Tak Tribe Donkey Kong Series Diddy Kong Team Diddy Kong (SSBU)Diddy Kong (SSBU)Diddy Kong (SSBU)Diddy Kong (SSBU)
Neutral
1,700 Kongo Falls N/A •Take your strongest team into this no-frills battle Jungle Hijinxs
179
SSBU spirit Octorok.png
Octorok The Legend of Zelda Series Diddy Kong Team Diddy Kong (SSBU)×4
Grab
1,800 Great Bay N/A •The enemy's neutral special has increased power
•The enemy favors neutral specials
Termina Field
207
SSBU spirit Deku Link.png
Deku Link The Legend of Zelda Series Diddy Kong Diddy Kong (SSBU)
Grab
3,700 Distant Planet (Battlefield form) •Item Tidal Wave
•Item: Lip's Stick
•The enemy favors neutral specials
•Certain items will appear in large numbers after a little while
•The enemy is easily distracted by items
Saria's Theme
320
from the game's files
Ukiki Yoshi Series Diddy Kong Team Diddy Kong (SSBU)×4
Grab
2,000 Yoshi's Story •Item: Food •The enemy becomes more powerful after eating Obstacle Course - Yoshi's Island
397
SSBU spirit Andrew Oikonny.png
Andrew Oikonny Star Fox Series Diddy Kong Diddy Kong (SSBU)
Grab
1,700 Corneria •Attack Power ↑ •The enemy has increased attack power when the enemy's at high damage Star Wolf (Brawl)
406
SSBU spirit Dash Bowman.png
Dash Bowman Star Fox Series Diddy Kong Diddy Kong (SSBU)
Fox Fox (SSBU)
Neutral
1,500 Corneria (Battlefield form) N/A •Defeat the main fighter to win
•Reinforcements will appear during the battle
Return to Corneria - Star Fox Zero
586
Salsa Spirit
Salsa EarthBound Series Diddy Kong Diddy Kong (SSBU)
Wario Wario (SSBU)
Grab
1,700 Gerudo Valley (Battlefield form) •Item: Banana Peel •The enemy favors special moves Mother 3 Love Theme
861
Leif
Leif (Animal Crossing) Animal Crossing Series Diddy Kong Diddy Kong (SSBU)
Attack
3,500 Yoshi's Island •Item: Timer •The enemy is easily distracted by items Title Theme - Animal Crossing
992
SSBU spirit Dee Jay.png
Dee Jay Street Fighter Series Diddy Kong Diddy Kong (SSBU)×3 (50 HP)
Grab
1,600 Wuhu Island (Frisbee Dog Park) •Jump Power ↓ Stamina battle
•The enemy favors side specials
•All fighters have reduced jump power
Dee Jay Stage Type B
1,139
SSBU spirit Goku & Chao.png
Goku & Chao Famicom Mukashibanashi Series Diddy Kong Diddy Kong (SSBU)
Villager Villager (SSBU)
Shield
1,600 Town and City •Item: Golden Hammer •Reinforcements will appear during the battle
•The enemy is easily distracted by items
Yūyūki Medley Goku
1,239
from the game's files
Prince Saruno Tsukutte Utau: Saru Band Diddy Kong Team Diddy Kong (SSBU)×4
Attack
2,000 New Donk City Hall •Defense ↑
•Item: Banana Peel
•The enemy has increased defense after a little while PERFORMANCE
1,338
SSBU spirit Tooty.png
Tooty Banjo-Kazooie Series Diddy Kong Diddy Kong (SSBU)
Banjo & Kazooie Banjo & Kazooie (SSBU)
Neutral
3,500 Spiral Mountain N/A •Defeat the main fighter to win
•The enemy shields often
•Magic attacks aren't as effective against the enemy
Main Theme - Banjo-Kazooie
1,369
SSBU spirit Grookey, Scorbunny, & Sobble.png
Grookey, Scorbunny, & Sobble Pokémon Series Diddy Kong Diddy Kong (SSBU)
•Bunny Incineroar Incineroar (SSBU)
Squirtle Squirtle (SSBU)
Attack
9,600 Onett (Battlefield form) N/A •The enemy has increased attack power when badly damaged
•Reinforcements will appear during the battle
•The enemy starts the battle with a Lip's Stick
Road to Viridian City - Pokémon Red / Pokémon Blue Grookey

As a minion[edit]

Spirit Battle parameters Inspiration
No. Image Name Series Enemy Fighter(s) Type Power Stage Rules Conditions Music Character
82
SSBU spirit Barrel Train.png
Barrel Train Mario Kart Series Donkey Kong Donkey Kong (SSBU)
Diddy Kong Diddy Kong (SSBU)
Shield
3,500 Spirit Train •Item: Bullet Bill •The enemy can deal damage by dashing into you
•The enemy has increased attack power
•The enemy has increased move speed
Rainbow Road - Mario Kart: Double Dash!! Diddy Kong
141
SSBU spirit Funky Kong.png
Funky Kong Donkey Kong Series Captain Falcon Captain Falcon (SSBU)
Diddy Kong Diddy Kong (SSBU)
Donkey Kong Donkey Kong (SSBU)
Neutral
9,000 Kongo Jungle •Item: Bullet Bill •The enemy is easily distracted by items Funky's Fugue Diddy Kong
145
SSBU spirit Dixie Kong.png
Dixie Kong Donkey Kong Series Isabelle Isabelle (SSBU)
Diddy Kong Diddy Kong (SSBU)
Grab
9,100 Jungle Japes •Item: Banana Peel •The enemy is easily distracted by items Swinger Flinger Diddy Kong
912
SSBU spirit Roll Caskett.png
Roll Caskett Mega Man Legends Series Isabelle Isabelle (SSBU)
Diddy Kong Diddy Kong (SSBU)
Shield
3,700 Pilotwings •Item: Hocotate Bomb •Take your strongest team into this no-frills battle Light Plane (for 3DS / Wii U) Data
1,070
SSBU spirit The Creature & Flea Man.png
The Creature & Flea Man Castlevania Series •Giant Mii Brawler Mii Brawler (SSBU) (Moveset 1333, Hockey Mask, Business Outfit, Low Voice Type 11)
Diddy Kong Diddy Kong (SSBU)
Shield
4,500 Dracula's Castle (Battlefield form) •Hazard: Zap Floor •The floor is electrified
•The enemy is giant
Out of Time Flea Man
1,130
donbe hikari
Donbe & Hikari Famicom Mukashibanashi Series Young Link Young Link (SSBU)
Villager Villager (SSBU)
Falco Falco (SSBU)
Diddy Kong Diddy Kong (SSBU)
Duck Hunt Duck Hunt (SSBU)
Neutral
3,500 Duck Hunt (hazards off) N/A •Defeat an army of fighters Shin Onigashima Medley Matsunosuke
1,396
SSBU spirit Goda.png
Goda River City Series Donkey Kong Donkey Kong (SSBU)
Diddy Kong Diddy Kong (SSBU)
Neutral
2,000 Onett •Item: Battering Types •Defeat the main fighter to win
•The enemy's side special has increased power
•The enemy favors side specials
Golden Forest Godai

Alternate costumes[edit]

Palette swap (SSBU)
Diddy Kong (SSBU) Diddy Kong (SSBU) Diddy Kong (SSBU) Diddy Kong (SSBU) Diddy Kong (SSBU) Diddy Kong (SSBU) Diddy Kong (SSBU) Diddy Kong (SSBU)

Gallery[edit]

Fighter Showcase Video[edit]

Trivia[edit]

  • Diddy Kong's blog mentions his Final Smash utilizing his popguns. However, his new Final Smash, Hyper Rocketbarrel, no longer utilizes the popguns he wielded like in Rocketbarrel Barrage.
  • Diddy Kong and Toon Link are the only characters who gain a CPU ally in every round of their Classic Mode (excluding the Bonus Game).
  • Barring a few small differences, Diddy Kong's Ultimate artwork is essentially a mirrored version of his artwork in Brawl.
  • Oddly, Diddy Kong's stock icon does not change his fur and skin color to match the costume.
  • If Diddy Kong air grabs an Assist Trophy and uses Banana Peel, he will throw the Assist Trophy and it will be activated, bypassing the otherwise required animation of lifting the item to activate it.[1]

References[edit]