Super Smash Bros. Brawl

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{{disambig2|Diddy Kong's appearance in ''Super Smash Bros. Brawl''|other uses|Diddy Kong}}
{{disambig2|Diddy Kong's appearance in ''Super Smash Bros. Brawl''|other uses|Diddy Kong}}
{{Infobox Character
{{Infobox Character
|name         = Diddy Kong  
|name = Diddy Kong
|image       = [[File:Diddy Kong SSBB.jpg|250px|Diddy Kong]]
|image = [[File:Diddy Kong SSBB.jpg|250px]]
|game         = SSBB
|game = SSBB
|ssbgame1 = SSB4
|ssbgame2 = SSBU
|availability = [[Starter character|Starter]]
|availability = [[Starter character|Starter]]
|tier         = A+
|tier = A+
|ranking     = 4}}
|ranking = 4
'''Diddy Kong''' ({{ja|ディディーコング}}, ''Didī Kongu''), commonly known as just '''Diddy''', is a character for ''[[Super Smash Bros. Brawl]]''. He is unique, distinct among the cast for his charm and gaiety. Unlike in most ''Donkey Kong'' games and ''Mario'' spinoffs, where Diddy Kong has a cartoonish voice, Brawl has him using a high-pitched chimpanzee-like voice. He is also the first playable character to be introduced from the ''Donkey Kong'' universe since the [[Super Smash Bros.|original game]], much like [[Lucas]]' appearance from the [[EarthBound (universe)|''EarthBound'' universe]].
}}
'''Diddy Kong''' ({{ja|ディディーコング|Didī Kongu}}, ''Diddy Kong'') is a playable character in ''[[Super Smash Bros. Brawl]]'', confirmed on August 22, 2007. He is unique, distinct among the cast for his charm and gaiety. Unlike in most ''Donkey Kong'' games and ''Mario'' spin-offs, where Diddy Kong has a cartoonish voice, ''Brawl'' has him using a realistic high-pitched chimpanzee voice (sampled from the commonly used "Chimpanzee Screeche PE026201" stock sound effect) rather than being voiced by {{s|mariowiki|Chris Sutherland}} or {{s|wikipedia|Katsumi Suzuki}}, who first voiced Diddy in ''Mario Power Tennis''. He is also the first playable character to be introduced from the ''Donkey Kong'' universe since the [[Super Smash Bros.|original game]].
 
He ranks 4th on the [[tier list]]. This is mainly because of his ability to throw {{b|Banana Peel|move}}s that give him great control of the ground and great setup and damage-racking potential (by attacking opponents that have slipped on them), as well as providing good defense, making them one of the best projectiles in the game, giving him a very strong control of the ground. Additionally, he has quick attack speed, good mobility, a solid [[down aerial]] [[meteor smash]], good [[grab]] range, and powerful throws, which aid in his ability to control the stage. However, his primary [[recovery]] move, [[Rocketbarrel Boost]], travels in a predictable fashion, is easily [[edgehog]]ged, and can be stopped by stage lips. Additionally, his few KO moves, while fast and reliable when fresh, stale quickly and are largely dependent on his Banana Peels for a setup. Diddy Kong has excellent matchups, having only three slightly unfavorable, and has very strong tournament results.


He currently ranks 4th on the [[tier list]] (the highest-ranked of any ''Mario'' character including sub-series characters). This is, of course, thanks to his solid [[Banana Peel (move)|Bananas]] that give him great control of the ground and great setup and damage-racking potential (by attacking opponents that have slipped on them), as well as providing good defense, making them one of the best projectiles in the game, giving him a very strong control of the ground. Additionally, he has quick attack speed, good mobility, a solid [[down aerial]] [[meteor smash]], good [[grab]] range, and powerful throws, which aid in his ability to control the stage. However, his primary [[recovery]] move travels in a linear fashion, is easily [[edgehog]]ged, and can be stopped by stage lips. Additionally, his few KO moves, while fast and reliable when fresh, stale quickly and are largely dependent on his Banana Peels for a setup. Regardless of the flaws, Diddy Kong has excellent matchups, having very few disadvantageous matchups, and has very strong tournament results.
==Attributes==
==Attributes==
Diddy Kong is a quick, mid-lightweight character. He is capable of [[wall cling]]ing and [[crawl]]ing. Diddy Kong has a sliding [[Dash attack canceled up smash|DACUS]], which racks up a lot of damage. Many of his attacks have good speed and have decent power to back them. His KO power is low due to his few KO moves and a general weakness in his smashes, which [[Stale move negation|stale]] very quickly if he uses them too much for racking damage, which forces a reliance on meteor smashes for early KOs.
Diddy Kong is a quick, middleweight character. He is capable of [[wall cling]]ing and [[crawl]]ing. Many of his attacks have good speed and have decent power to back them. His KO power is low due to his few KO moves and a general weakness in his smashes, which [[Stale move negation|stale]] very quickly if he uses them too much for racking damage, which forces a reliance on meteor smashes for early KOs.
 
Diddy also has two projectiles: his [[Peanut Popgun]] and {{b|Banana Peel|move}}s. Peanut Popgun, while not particularly strong, is a decent mid-range move for racking up easy damage. In comparison, his Banana Peels, which have the property of tripping opponents, form a much more integral part of his metagame, as they combo well into his other moves, and allow him to setup KOs. The [[glide toss]] option provided by the Banana Peels is invaluable, as it allows Diddy to rapidly approach and retreat. If an opponent is tripped by a thrown Banana Peel, Diddy can follow up with another glide tossed Banana to continue the combo, and end with a down or forward smash for a KO. In conjunction with his quick dash attack, large grab range, and powerful throws, Bananas provide Diddy with excellent ground options and stage control. Banana Peels can also help him escape certain chaingrabs, such as {{SSBB|King Dedede}}'s, and certain grab releases. However, as Banana Peels are items, they can be used against Diddy even by opponents without [[reflection|reflectors]].
 
Diddy's other special moves [[Monkey Flip]] and [[Rocketbarrel Boost]] contributes to his above average recovery. Besides being a useful move to rack up damage, Monkey Flip can be used as a [[meteor smash]] if Diddy uses its grab option in midair (it can also be used as a [[sacrificial KO]], but this is not useful because the meteor smash is much more reliable and safer); it also can be used to gain horizontal distance in tandem with [[Rocketbarrel Boost]] to make up for Diddy's poor air speed. Diddy will not be able to use [[Rocketbarrel Boost]] if he uses Monkey Flip's attack option in midair, but he will retain his midair jump. The former move provides great vertical distance if sufficiently charged, but it leaves Diddy vulnerable while charging, and he needs to charge to move left or right at all. Potential edgeguarders will still have to watch out for the meteor hitbox on the bottom of Rocketbarrel Boost, as well as the rocketbarrels themselves, which function as powerful explosive projectiles if the attack is interrupted after releasing the charge. Diddy's [[barrel jump]] can also improve his recovery, acting like a second midair jump while Rocketbarrel Boost can still be used.


Diddy also has two projectiles: his [[Peanut Popgun]] and [[Banana Peel (move)|Banana Peel]]s. Peanut Popgun, while not particularly strong, is a decent mid-range move for racking up easy damage. In comparison, his Banana Peels, which have the property of tripping opponents, form a much more integral part of his metagame, as they combo well into his other moves, and allow him to setup KOs. The [[glide toss]] option provided by the Banana Peels is invaluable, as it allows Diddy to rapidly approach and retreat. If an opponent is tripped by a thrown Banana Peel, Diddy can follow up with another glide tossed Banana to continue the combo, and end with a down or forward smash for a KO. In conjunction with his quick dash attack, large grab range, and powerful throws, Bananas provide Diddy with excellent ground options and stage control. Banana Peels can also help him escape certain chaingrabs, such as {{SSBB|King Dedede}}'s, and certain grab releases. However, as Banana Peels are items, they can be used against Diddy even by opponents without [[reflection|reflectors]].
Diddy possesses a decent aerial game. His forward aerial has above average knockback and surprising range, making it a viable KO move and useful for edgeguarding, though it has the most landing lag out of all of his aerials. His back aerial, up aerial, and neutral aerial are all relatively fast, with the former being another decent option for edgeguarding and a very quick way to grab bananas in midair, though the latter is rarely used in competitive play. His down aerial is a solid meteor smash (similar to {{SSBB|Wolf}}'s down aerial) with some startup lag.


Diddy's other special moves [[Monkey Flip]] and [[Rocketbarrel Boost]] comprise his above average recovery. Besides being a useful move to rack up damage, Monkey Flip can be used as a [[meteor smash]] if Diddy uses its grab option in midair (it can also be used as a [[sacrificial KO]], but this is not useful because the meteor smash is much more reliable and safer); it also can be used to gain horizontal distance in tandem with [[Rocketbarrel Boost]] to make up for Diddy's poor air speed. Diddy will not be able to use [[Rocketbarrel Boost]] if he uses Monkey Flip's attack option in midair, but he will retain his midair jump. The former move provides great vertical distance if sufficiently charged, but it leaves Diddy vulnerable while charging, and he needs to charge to move left or right at all. Potential edgeguarders will still have to watch out for the meteor hitbox on the bottom of Rocketbarrel Boost, as well as the rocketbarrels themselves, which function as powerful explosive projectiles if the attack is interrupted after releasing the charge. Diddy's [[barrel jump]] can also improve his recovery, acting like a second midair jump while Rocketbarrel Boost can still be used.
In summary, Diddy Kong is a fast, medium-weight character with agile moves that combo well from his versatile Banana Peels. His KO power is poor, forcing a reliance on racking up a very large amount damage in order to KO, and he generally relies on his bananas to set up KOs. On counterpick stages, his Banana Peels are not as useful as on [[neutral stages]], making it more difficult for a Diddy player to win a set if they do not win the first match.


Diddy possess a decent aerial game. His forward aerial has above average knockback and surprising range, making it a viable KO move and useful for edgeguarding, though it has the most landing lag out of all of his aerials. His back aerial, up aerial, and neutral aerial are all relatively fast, with the former being another decent option for edgeguarding and a very quick way to grab bananas in midair, though the latter is rarely used in competitive play. His down aerial is a solid meteor smash (similar to {{SSBB|Wolf}}'s down aerial) with some startup lag.
==Moveset==
''For a gallery of Diddy Kong's hitboxes, see [[Diddy Kong (SSBB)/Hitboxes|here]].''<br>
''For a more detailed information regarding Diddy Kong's moveset and attack hitboxes, see [[Diddy Kong (SSBB)/Moveset|this page]].''
{{MovesetTable
|game=SSBB
|neutralcount=3
|neutralinf=y
|neutralname=&nbsp;
|neutral1dmg=3%
|neutral2dmg=2%
|neutral3dmg=2%
|neutralinfdmg=1-2%
|neutraldesc=Diddy Kong slaps forward twice, turns around to quickly kick the foe, and proceeds to repeatedly whip them with his tail. The first hit can set-up a grab if [[jab cancel|jab-cancel]]led or even a buffered down smash.
|ftiltname=&nbsp;
|ftiltdmg=11% (fists), 9% (arms), 8% (body)
|ftiltdesc=Diddy Kong leans to the side and thrusts both of his arms forward in a double punch. This attack can be angled upwards or downwards. It can KO at 161% from the center of Final Destination.
|utiltname=&nbsp;
|utiltdmg=7%
|utiltdesc=Diddy Kong swats in the air above him with a slap. This move can be used to juggle at low percents and can KO at 159%.
|dtiltname=&nbsp;
|dtiltdmg=7%
|dtiltdesc=Diddy Kong, claps forward while crouching. Extremely useful for racking up damage at low percentages.
|dashname=&nbsp;
|dashdmg=3% (hit 1), 2% (hit 2), 4% (hit 3)
|dashdesc=Diddy Kong performs a cartwheel from ''{{s|mariowiki|Donkey Kong Country}}''. The first hit of the move [[spike]]s opponents, making it easier to land all three hits.
|fsmashname=&nbsp;
|fsmashdmg={{ChargedSmashDmgSSBB|5}} (hit 1), {{ChargedSmashDmgSSBB|13}} (hit 2)
|fsmashdesc=Diddy Kong spins and punches forward, followed by a second punch. The first hit deals no knockback, which makes it easier to land the second hit. The second hit deals [[shield damage]]. KOs at 122% when uncharged and 79% when fully charged.
|usmashname=&nbsp;
|usmashdmg={{ChargedSmashDmgSSBB|5}} (hits 1-2), {{ChargedSmashDmgSSBB|6}} (hit 3)
|usmashdesc=Diddy Kong hops a little and does a sort of cartwheel, hitting three times with extremely low knockback (weakest up smash in the game in terms of knockback). Fills in combos, can rack up damage easily.
|dsmashname=&nbsp;
|dsmashdmg={{ChargedSmashDmgSSBB|16}} (front), {{ChargedSmashDmgSSBB|12}} (back)
|dsmashdesc=Diddy Kong performs a sweeping kick. It has less knockback than his forward smash, but it's still his most reliable smash attack. KOs at 126% when uncharged and 85% when fully charged.
|nairname=&nbsp;
|nairdmg=6%
|nairdesc=Diddy Kong does an aerial cartwheel similar to his dash attack. Can KO at around 170% if used near the upper blast line.
|fairname=&nbsp;
|fairdmg=14% (clean), 11% (late)
|fairdesc=Diddy Kong kicks both feet forward while spinning, similar to [[Mario]] and [[Luigi]]'s old forward aerial in ''[[Super Smash Bros.]]'' KOs Mario at 142% from the center of Final Destination.
|bairname=&nbsp;
|bairdmg=9%
|bairdesc=Diddy Kong thrusts his leg backward and spins it behind him. Good knockback, though it won't gain KO power until past 170%.
|uairname=&nbsp;
|uairdmg=11%
|uairdesc=Diddy Kong does an overhead flip kick. Fairly fast with decent knockback, and it can KO at 162%.
|dairname=&nbsp;
|dairdmg=12%
|dairdesc=Diddy Kong swings both arms downward in a double axe-handle punch. A strong [[meteor smash]].
|grabname=&nbsp;
|grabdesc=Diddy Kong grabs his opponent with both of his hands.
|pummelname=&nbsp;
|pummeldmg=2%
|pummeldesc=Diddy Kong headbutts his target, angled from the side of his body.
|fthrowname=&nbsp;
|fthrowdmg=11%
|fthrowdesc=Diddy Kong tosses his opponent forwards. The throw is based on Diddy Kong's barrel toss animation from ''Donkey Kong Country''.
|bthrowname=&nbsp;
|bthrowdmg=10%
|bthrowdesc=Diddy Kong tosses his opponent backward, very similar to his f-throw in that it is useful for getting opponents offstage.
|uthrowname=&nbsp;
|uthrowdmg=4% (hit 1), 5% (throw)
|uthrowdesc=Diddy Kong throws his opponent up and handstand kicks them.
|dthrowname=&nbsp;
|dthrowdmg=9%
|dthrowdesc=Diddy Kong performs a leapfrog-like manoeuvre and throws the opponent underneath him. Has fair backwards knockback. Has little utility and almost no follow-ups available.
|floorfname=&nbsp;
|floorfdmg=6%
|floorfdesc=Diddy Kong gets up and slaps both sides.
|floorbname=&nbsp;
|floorbdmg=6%
|floorbdesc=Diddy Kong gets up and kicks both sides.
|floortname=&nbsp;
|floortdmg=5%
|floortdesc=Diddy Kong gets up and kicks both sides.
|edgefname=&nbsp;
|edgefdmg=8% (tail base), 6% (tail tip)
|edgefdesc=Diddy Kong quickly gets up and does a spinning tail slap.
|edgesname=&nbsp;
|edgesdmg=10%
|edgesdesc=Diddy Kong slowly gets up and sticks his left foot out.
|nsname=Peanut Popgun
|nsdmg=3-18%
|nsdesc=Diddy Kong pulls out his peanut popgun and fires a peanut. Can be charged, but if charged for too long the popgun will explode, and will stun Diddy Kong for a second. If the peanuts don't hit anyone, they fall on the floor, breaking open, revealing a small peanut shell inside. The shell can be eaten to heal a small percent of damage.
|ssname=Monkey Flip
|ssdmg=14% (kick hip), 12% (kick knee), 10% (kick foot), 5% (grab attack hit 1), 5% (grab attack hit 2), 5% (jump attack hit 1), 5% (jump attack hit 2), 2% (release)
|ssdesc=Diddy Kong performs a sideways hop that has the potential to launch Diddy onto an opponent's face if timed correctly. Can perform a flying kick with another button press. Can also be used to gain some extra [[recovery]] distance.
|usname=Rocketbarrel Boost
|usdmg=10% (launch clean), 8% (launch late), 1-3% (rocketbarrels), 18% (rocketbarrels explosion)
|usdesc=Diddy Kong charges his rocketbarrels from ''{{s|mariowiki|Donkey Kong 64}}'' in a powerful attack. Can potentially fly very far and very fast, but hitting a surface will make Diddy Kong lose his rocketbarrels and will fall [[helpless]]ly. Diddy Kong will take 5% damage for hitting a surface.
|dsname=Banana Peel
|dspage=Banana Peel (move)
|dsdmg=4-6% (banana)
|dsdesc=Diddy Kong tosses a [[Banana Peel]] into the air to have it fall onto the ground. Opponents who touch the peel will slip and [[trip]]. Up to two banana peels can be thrown at a time and work amazingly in tandem with Diddy Kong's [[glide toss]]. They are considered one of the best projectiles in the game due to their incredible utility both offensively and defensively.
|fsname=Rocketbarrel Barrage
|fsdmg=8% (peanuts), 15% (peanuts explosion), 18% (contact), 20% (ending explosion)
|fsdesc=Diddy Kong flies around on his rocketbarrels, shooting peanuts everywhere. Puts Diddy Kong into a [[helpless]] state when ended in the air.
}}


In summary, Diddy Kong is a fast, medium-weight character with agile moves that combo well from his versatile Banana Peels. His KO power is poor, forcing a reliance on racking up a very large amount damage in order to KO, and he generally relies on his bananas to set up KOs. On counterpick stages, his Banana Peels are not as useful as on [[neutral stages]], making it more difficult for a Diddy player to win a set if they do not win the first match.  
===Stats===
{{technical data|Needs short hop and double jump heights}}
{{Attributes
|cast      = 39
|weight    = 93
|rweight    = 23
|dash      = 1.7
|rdash      = 8-11
|run        = 1.721
|rrun      = 9
|walk      = 1.25
|rwalk      = 8
|trac      = 0.0484
|rtrac      = 32-33
|airfric    = 0.01
|rairfric  = 17-21
|air        = 0.8272
|rair      = 32
|baseaccel  = 0.0
|rbaseaccel = 37-39
|addaccel  = 0.05
|raddaccel  = 26-30
|gravity    = 0.092
|rgravity  = 10
|fall      = 1.43
|rfall      = 15-16
|ff        = 2.002
|rff        = 14-15
|jumpsquat  = 4
|rjumpsquat = 1-10
|jumpheight = 41.22019565
|rjumpheight= 4
|shorthop  = ?
|rshorthop  = ?
|djump      = ?
|rdjump    = ?
}}


===''Brawl'' manual description===
===[[Announcer]] call===
''"[[DK]]'s buddy toys with foes using nimble acrobatic moves."''
{{audio|Needs announcer calls from other languages.}}
<gallery>
Diddy Kong English Announcer SSBB.wav|English/Japanese
</gallery>


==Moveset==
===[[Wii Remote selection sound]]===
{|class="wikitable" align="center" style="text-align:center;background:#e7bfbf;border:solid #ff7f7f 2px;"
{{SelectSound|char=Diddy Kong|desc=Taps the ground and makes a short giggle.}}
|-style="background:#cf7f7f;border-bottom:solid #ff7f7f 2px;"
|&nbsp;
|'''Move'''
|'''Description'''
|colspan="2"|'''Segment'''
|'''Damage'''
|<span class="explain" title="90=straight up, 180=behind">'''Angle'''</span>
|colspan="2"|'''Hit Frames'''
|<span class="explain" title="Base knockback">'''BKB'''</span>
|<span class="explain" title="Knockback growth">'''KBG'''</span>
|<span class="explain" title="Weight-based knockback">'''WBKB'''</span>
|colspan="2"|<span class="explain" title="For applying stickers">'''Type'''</span>
|-
|rowspan="11"|[[Neutral attack]]||rowspan="11"|Combo Swat||rowspan="11"|Slaps twice, then turns around and kicks with one foot and keeps it raised, while repeatedly hitting by lashing his tail out. First hit can set-up a grab if jab-cancel or even a buffered down smash.||rowspan="3"|Hit 1||Hand||rowspan="3"|3%||80||rowspan="3"|3||rowspan="3"|4||rowspan="3"|0||rowspan="3"|100||rowspan="3"|10||rowspan="3"|{{AttackType|type=Hand|effect=Normal|t=3}}
|-
|Arm||60
|-
|Body||*
|-
|rowspan="3"|Hit 2||Hand||rowspan="3"|2%||80||rowspan="3"|11||rowspan="3"|12||rowspan="3"|0||rowspan="3"|100||rowspan="3"|10||rowspan="3"|{{AttackType|type=Hand|effect=Normal|t=3}}
|-
|Arm||60
|-
|Body||*
|-
|rowspan="3"|Hit 3||Foot||rowspan="3"|2%||90||rowspan="3"|24||rowspan="3"|25||rowspan="3"|0||rowspan="3"|100||rowspan="3"|15||rowspan="3"|{{AttackType|type=Foot|effect=Normal|t=3}}
|-
|Leg||85
|-
|Body||80
|-
|rowspan="2"|Infinite||Tail||2%||rowspan="2"|60||rowspan="2" colspan="2"|2, 8, 13,<br>15, 20, 23<br>(24-frame loop)||rowspan="2"|0||rowspan="2"|100||rowspan="2"|8||rowspan="2"|{{AttackType|type=Tail|effect=Normal|t=2}}
|-
|Tip||1%
|-
|rowspan="3"|[[Forward tilt]]||rowspan="3"|Lean Punch||rowspan="3"|Places both arms together above his head. Stands on one foot, leaning to the side and punching with both fists together above his head. Good KO move at high percentages.||colspan="2"|Fists||11%||rowspan="3"|*||rowspan="3"|10||rowspan="3"|13||rowspan="3"|10||rowspan="3"|100||rowspan="3"|0||rowspan="3"|{{AttackType|type=Hand|effect=Normal|t=3}}
|-
|colspan="2"|Arms||9%
|-
|colspan="2"|Body||8%
|-
|[[Up tilt]]||Jump Swipe||colspan="3"|Swats in the air above him with a slap and looks similar to an uppercut. Quick and can combine with other attacks. This can be used to juggle at low damage percentages and KO at very high percentages with higher knockback than his up smash.||7%||80||6||12||28||130||0||{{AttackType|type=Hand|effect=Normal|t=1}}
|-
|rowspan="3"|[[Down tilt]]||rowspan="3"|Low Clap||rowspan="3"|While crouching, slaps forward. Combos well into more down tilts and even a down smash. Extremely useful for racking up damage at low percentages. Has a trip chance of 40%.||colspan="2"|Hands||rowspan="3"|7%||60||rowspan="3"|4||rowspan="3"|6||rowspan="3"|15||rowspan="3"|75||rowspan="3"|0||rowspan="3"|{{AttackType|type=Hand|effect=Normal|t=3}}
|-
|colspan="2"|Arms||50
|-
|colspan="2"|Body||40
|-
|rowspan="4"|[[Dash attack]]||rowspan="4"|Cartwheel||rowspan="4"|Does a cartwheel spin, resembling the one from the ''[[Donkey Kong Country]]'' games. A great move due to having almost absolutely no ending lag and combines well with his up smash.||rowspan="2"|Hit 1||Grounded||rowspan="2"|3%||270||rowspan="2"|9||rowspan="2"|13||rowspan="2"|70||rowspan="4"|50||rowspan="2"|0||rowspan="4"|{{AttackType|type=Foot|effect=Normal|t=4}}
|-
|Aerial||58
|-
|colspan="2"|Hit 2||2%||285||14||18||0||15
|-
|colspan="2"|Hit 3||4%||68||20||23||24||70
|-
|rowspan="8"|[[Up smash]]||rowspan="8"|Fliparound||rowspan="8"|Hops a little and does a sort of cartwheel, hitting three times with extremely low knockback (weakest up smash in the game in terms of knockback). Fills in combos, can rack up damage easily.||rowspan="4"|Hit 1||Hand||rowspan="7"|{{ChargedSmashDmgSSBB|5}}||rowspan="3"|95||rowspan="4"|5||rowspan="4"|7||rowspan="7"|0||30||rowspan="7"|30||rowspan="4"|{{AttackType|type=Hand|effect=Normal|t=4}}
|-
|Elbow||50
|-
|Shoulder||rowspan="2"|70
|-
|Body||90
|-
|rowspan="3"|Hit 2||Foot||rowspan="4"|95||rowspan="3"|11||rowspan="3"|14||30||rowspan="3"|{{AttackType|type=Foot|effect=Normal|t=3}}
|-
|Knee||50
|-
|Hip||rowspan="2"|70
|-
|colspan="2"|Hit 3||{{ChargedSmashDmgSSBB|6}}||18||22||70||0||{{AttackType|type=Foot|effect=Normal|t=1}}
|-
|rowspan="2"|[[Down smash]]||rowspan="2"|Breakdance Kick||rowspan="2"|Performs a sweeping kick. It has less knockback than his forward smash, but it's still his most reliable smash attack.||colspan="2"|Hit 1||{{ChargedSmashDmgSSBB|16}}||rowspan="2"|*||6||7||40||rowspan="2"|72||rowspan="2"|0||rowspan="2"|{{AttackType|type=Foot|effect=Normal|t=2}}
|-
|colspan="2"|Hit 2||{{ChargedSmashDmgSSBB|12}}||15||17||35
|-
|rowspan="7"|[[Forward smash]]||rowspan="7"|Spinning Punch||rowspan="7"|Spins, slapping forward twice. The first hit has no knockback, comboing into the second hit; however this can be escaped rather easily. The second hit does an extra 3 [[shield damage|damage if shielded]]. When fully charged and both hits connect, it can KO at 94%.||rowspan="4"|Hit 1||Hand||rowspan="4"|{{ChargedSmashDmgSSBB|5}}||90||rowspan="4"|12||rowspan="4"|13||rowspan="4"|0||rowspan="4"|100||28||rowspan="7"|{{AttackType|type=Hand|effect=Normal|t=7}}
|-
|Elbow||60||35
|-
|Shoulder||rowspan="2"|30||42
|-
|Body||50
|-
|rowspan="3"|Hit 2||Hand||rowspan="3"|{{ChargedSmashDmgSSBB|13}}||40||rowspan="3"|21||rowspan="3"|23||rowspan="3"|40||rowspan="3"|90||rowspan="3"|0
|-
|Elbow||50
|-
|Arm||60
|-
|rowspan="2"|[[Neutral aerial]]||rowspan="2"|Air Cartwheel||rowspan="2"|Sticks out hands and feet and spins. Only hits once with decent knockback, making it a [[sex kick]]. Looks similar to his dash attack.||colspan="2"|Arms||rowspan="2"|6%||rowspan="2"|80||rowspan="2"|6||rowspan="2"|20||rowspan="2"|60||rowspan="2"|75||rowspan="2"|0||{{AttackType|type=Hand|effect=Normal|t=1}}
|-
|colspan="2"|Legs||{{AttackType|type=Foot|effect=Normal|t=1}}
|-
|rowspan="2"|[[Forward aerial]]||rowspan="2"|Two-Legged Kick||rowspan="2"|Kicks both feet forward. Diddy's strongest aerial, a great [[edgeguarding]] option, and a good move to use in a [[short hop]] (though a bair is quicker and better for [[spacing]]). On the edge at above 100%, edge drop -> jump -> fair is considered one of the best options available.||colspan="2"|Clean||14%||rowspan="2"|*||6||9||rowspan="2"|30||rowspan="2"|80||rowspan="2"|0||rowspan="2"|{{AttackType|type=Foot|effect=Normal|t=2}}
|-
|colspan="2"|Late||11%||10||16
|-
|[[Back aerial]]||Rear Kick||colspan="3"|Sticks leg out and spins it behind him. His fastest aerial, a great option for spacing whether a short hop is used or not. A short hopped bair is useful for quickly picking up bananas; while an [[air dodge]] is usually a better option due to having no [[landing lag]], a bair can knock nearby opponents away.||9%||*||5||8||30||100||0||{{AttackType|type=Foot|effect=Normal|t=1}}
|-
|[[Up aerial]]||Flip Kick||colspan="3"|An overhead flip kick. Decent knockback, fairly fast.||11%||100||3||7||30||90||0||{{AttackType|type=Foot|effect=Normal|t=1}}
|-
|[[Down aerial]]||Two-Fisted Pound||colspan="3"|Punches both arms down, meteor smashing powerfully as soon as it connects, but with some start-up lag.||12%||270||13||15||30||100||0||{{AttackType|type=Hand|effect=Normal|t=1}}
|-
|[[Pummel]]||Headbutt||colspan="3"|Headbutts his target, angled from the side of his body. Hits almost instantly.||2%||*||colspan="2"|2||0||100||40||{{AttackType|type=Head|effect=Normal|t=1}}
|-
|[[Forward throw]]||Toss||colspan="3"|Tosses opponent forward. Strongest throw. Based on how Diddy Kong would throw barrels in ''Donkey Kong Country''. Best used to get opponents offstage to set up an edgeguard, can combo into an fair.||11%||42||colspan="2"|11||69||55||0||{{AttackType|type=Throwing|effect=Normal|t=1}}
|-
|[[Back throw]]||Rear Toss||colspan="3"|Tosses opponent backward, very similar to his f-throw in that it is useful for getting opponents offstage.||10%||38||colspan="2"|9||66||55||0||{{AttackType|type=Throwing|effect=Normal|t=1}}
|-
|rowspan="2"|[[Up throw]]||rowspan="2"|Vertical Kick||rowspan="2"|Throws opponent up and kicks them. Can be comboed with Rocketbarrel Boost, is a decent option for getting opponents into the air. If animation is interrupted by something like a projectile, Diddy Kong will freeze in place.<ref>http://www.smashboards.com/showthread.php?t=178104</ref>||colspan="2"|Hit 1||4%||75||colspan="2"|15||30||100||0||{{AttackType|type=Foot|effect=Normal|t=1}}
|-
|colspan="2"|Throw||5%||87||colspan="2"|16||70||72||0||{{AttackType|type=Throwing|effect=Normal|t=1}}
|-
|[[Down throw]]||Ground Bounce||colspan="3"|Performs a leapfrog-like manoeuvre and throws the opponent underneath him. Has fair backwards knockback. Has little utility and almost no followups available.||9%||130||colspan="2"|11||85||40||0||{{AttackType|type=Throwing|effect=Normal|t=1}}
|-
|rowspan="2"|Floor (back)||rowspan="2"|Swirl Kick||rowspan="2"|Gets up and kicks to both sides.||colspan="2"|Hit 1||rowspan="2"|6%||rowspan="2"|*||16||17||rowspan="2"|80||rowspan="2"|50||rowspan="2"|0||rowspan="2"|{{AttackType|type=Foot|effect=Normal|t=2}}
|-
|colspan="2"|Hit 2||25||26
|-
|rowspan="2"|Floor (front)||rowspan="2"|Spin Swipe||rowspan="2"|Gets up and punches on both sides.||colspan="2"|Hit 1||rowspan="2"|6%||rowspan="2"|*||16||17||rowspan="2"|80||rowspan="2"|50||rowspan="2"|0||rowspan="2"|{{AttackType|type=Hand|effect=Normal|t=2}}
|-
|colspan="2"|Hit 2||26||27
|-
|rowspan="2"|Floor (trip)||rowspan="2"|Spin Kick||rowspan="2"|Another two kicks to either side.||colspan="2"|Hit 1||rowspan="2"|5%||rowspan="2"|*||19||20||rowspan="2"|60||rowspan="2"|50||rowspan="2"|0||rowspan="2"|{{AttackType|type=Foot|effect=Normal|t=2}}
|-
|colspan="2"|Hit 2||27||28
|-
|rowspan="2"|Edge (<100%)||rowspan="2"|Quick Flick||rowspan="2"|Spinning tail slap.||colspan="2"|Base||8%||rowspan="2"|45||rowspan="2"|28||rowspan="2"|30||rowspan="2"|0||rowspan="2"|100||rowspan="2"|110||rowspan="2"|{{AttackType|type=Tail|effect=Normal|t=2}}
|-
|colspan="2"|Tip||6%
|-
|Edge (100%+)||Slow Kick||colspan="3"|Short kick.||10%||*||50||54||0||100||110||{{AttackType|type=Foot|effect=Normal|t=1}}
|-
|rowspan="2"|[[Neutral special move]]||rowspan="2"|[[Peanut Popgun]]||rowspan="2"|Diddy shoots a peanut. Damage depends on either speed or charge level (unknown).||colspan="2"|Shot||1%||rowspan="2"|*||rowspan="2" colspan="2"|&nbsp;||10||100||rowspan="2"|0||{{AttackType|type=Weapon|effect=Normal|t=1}}
|-
|colspan="2"|Thrown||4%||6||20||{{AttackType|type=Weapon|effect=Normal|t=1}}
|-
|rowspan="8"|[[Side special move]]||rowspan="8"|[[Monkey Flip]]||rowspan="8"|A sideways hop, which grabs opponents and can be kicked out of. Can be used to gain some extra [[recovery]] distance. If Diddy jumps off the opponent in the air, they will be meteor smashed weakly. If the special move button is pressed after the flip, Diddy will kick, being a great combo move that can lead into a fair if a midair jump is available. However, if the kick is used, Rocketbarrel Boost cannot be used until landing. An impractical [[sacrificial KO]] is possible with this move by using it in the air and falling to the lower [[blast line]] with the opponent (referred to as "Diddycide"). In the Subspace Emissary, does repeated damage to enemies it passes through instead of grabbing.||colspan="2"|SSE||2%||20||colspan="2"|&nbsp;||0||100||60||{{AttackType|type=Body|effect=Normal|t=1}}
|-
|rowspan="3"|Kick||Hip||14%||rowspan="3"|*||rowspan="3"|4||rowspan="3"|25||rowspan="3"|40||rowspan="3"|50||rowspan="3"|0||rowspan="3"|{{AttackType|type=Foot|effect=Normal|t=3}}
|-
|Knee||12%
|-
|Foot||10%
|-
|colspan="2"|Attack||5%||*||rowspan="2" colspan="2"|&nbsp;||40||75||0||{{AttackType|type=Hand|effect=Normal|t=1}}
|-
|colspan="2"|Attack Release||10%||*||10||80||0||{{AttackType|type=Throwing|effect=Normal|t=1}}
|-
|colspan="2"|Jump Attack||5%||*||rowspan="2" colspan="2"|&nbsp;||30||40||0||{{AttackType|type=Foot|effect=Normal|t=1}}
|-
|colspan="2"|Jump Release||5%||270||25||40||0||{{AttackType|type=Throwing|effect=Bury|t=1}}
|-
|rowspan="6"|[[Up special move]]||rowspan="6"|[[Rocketbarrel Boost]]||rowspan="6"|Diddy charges up his barrels and launches himself upwards. Can be angled with the Control Stick (but not if the move is uncharged). Diddy's primary recovery move, but leaves him vulnerable during the charging and can also [[self-stage spike]] on stages such as {{SSBB|Final Destination}}. If Diddy is attacked out of the move, the barrels will fly around and can damage opponents (they also cannot be blocked). Ramming into opponents with the move sends them on a [[semi-spike]] trajectory.||rowspan="2"|Hit 1||Grounded opponents||rowspan="2"|10%||*||rowspan="2" colspan="2"|1||85||40||rowspan="4"|0||rowspan="4"|{{AttackType|type=Weapon|effect=Flame|t=4}}
|-
|Aerial opponents||271||30||50
|-
|colspan="2"|Hit 2||10%||70||2||8||85||40
|-
|colspan="2"|Hit 3||8%||60||9||31||40||80
|-
|rowspan="2"|Loose barrel||Flying||8%||rowspan="2"|*||rowspan="2" colspan="2"|&nbsp;||40||140||rowspan="2"|0||{{AttackType|type=Typeless|effect=Normal|t=1}}
|-
|Explosion||15%||10||100||{{AttackType|type=Typeless|effect=Flame|t=1}}
|-
|[[Down special move]]||[[Banana Peel (move)|Banana Peel]]||Pops a peel into the air.||colspan="4"|&nbsp;||3||20||colspan="5"|&nbsp;
|-
|rowspan="3"|[[Final Smash]]||rowspan="3"|[[Rocketbarrel Barrage]]||rowspan="3"|Diddy flies around shooting explosive peanuts.||colspan="2"|Ram||18%||30||rowspan="3" colspan="2"|&nbsp;||30||100||rowspan="3"|0||{{AttackType|type=Weapon|effect=Flame|t=1}}
|-
|colspan="2"|Peanut||18%||70||50||60||{{AttackType|type=Explosive|effect=Flame|t=1}}
|-
|colspan="2"|Explosion||20%||70||40||90||{{AttackType|type=Explosive|effect=Flame|t=1}}
|}


===[[On-screen appearance]]===
===[[On-screen appearance]]===
*Breaks out of a DK barrel and claps his hands above him.
{{Appearance
|desc=Breaks out of a DK Barrel and claps his hands above him.
|char=DiddyKong
|game=SSBB}}
 
===[[Taunt]]s===
{{Taunt/SSBB
|char=Diddy
|desc-up=Throws his hat into the air, which lands on his head. This is a reference to his from ''Donkey Kong Country'', after he defeats a boss or wins in a {{s|mariowiki|Bonus Level}}.
|desc-side=Does a playful fighter's stance and cackles threateningly showing his teeth.
|desc-down=Claps his hands four times, changing feet as he does so.}}


===[[Taunts]]===
===[[Idle pose]]===
*Up: Throws his hat into the air, which lands on his head. This is actually his victory pose from DKC, after he defeats a boss or wins in a bonus room.
{{Idle
*Side: Does a playful fighter's stance and cackles threateningly showing his teeth.
|desc-1=Jumps in place.
*Down: Claps his hands four times, changing feet as he does so.
|desc-2=Scratches his rump and shakes his fur.
|image-1=Diddy Kong Idle Pose 1 Brawl.png
|image-2=Diddy Kong Idle Pose 2 Brawl.png}}


===[[Idle pose]]s===
===[[Crowd cheer]]===
*Looks around and briefly twitches. (a reference to ''Donkey Kong Country'')
{{Crowd
*Jumps in place.
|char=Diddy Kong
*Scratches his rump and shakes his fur.
|game=Brawl
|desc-us=Di-ddy Kong!
|desc-jp=Di-ddy Kong!
|pitch-us=Group chant
|pitch-jp=Group chant}}


===[[Victory pose]]s===
===[[Victory pose]]s===
*Does a little dance and claps his feet while standing on one hand.
{{Victory/SSBB
*Shoots the camera lens with his [[Peanut Popgun]].
|victory-theme=DKUniverseTheme.ogg
*Spins around with his [[Rocketbarrel Boost]] and dances.
|victory-desc=A peaceful flourish originating from ''Donkey Kong Country'' that played whenever a Kong defeated a boss or completed a Bonus Level.
 
|desc-up=Spins with his [[Rocketbarrel Boost|Rocket Barrels]], then faces the screen, dancing with his hands on his head and chin.
===[[Crowd|Cheer]]===
|desc-left=Shoots the air with his [[Peanut Popgun]]s, rolls towards the camera, and shoots at the camera.
[[File:Diddy Kong Cheer NTSC Brawl.ogg|thumb|Diddy Kong's NTSC and PAL cheer]]
|desc-right=Does a small dance, then holds still in a breakdance-like pose, clapping his feet together.
Di-ddy Kong!
|char=DiddyKong}}


==In [[competitive play]]==
==In [[competitive play]]==
===Matchups===
{{SSBBMatchupTable|diddykong=yes}}
===Notable players===
===Notable players===
:''See also: [[:Category:Diddy Kong professionals (SSBB)]]''
{{cleanup|[[SmashWiki:Cleanup of the Notable Players sections|To fit these guidelines]]}}
 
:''See also: [[:Category:Diddy Kong players (SSBB)]]''
*{{sm|ADHD|USA}}
*{{Sm|ADHD|USA}} - One of the most nationally dominant players since ''Brawl'''s inception, famed as one of {{Sm|Mew2King}} and {{Sm|ZeRo}}'s most difficult opponents.
*{{sm|Felix|USA}}
*{{Sm|cyve|Germany}} - The best Diddy main and one of the best players in Europe.
*{{sm|Gnes|USA}}
*{{Sm|Felix|USA}} - Although he rarely traveled, he became known for his 3rd place finish at [[MLG Raleigh 2010]].
*{{sm|NinjaLink|USA}}
*{{Sm|Gnes|USA}} - A nationally dominant player in his prime, won the largest-ever ''Brawl'' prize check and the largest in the entire Smash series at the time at [[MLG Dallas 2010]] ($12,500).
*{{sm|Suinoko|Japan}}
*{{Sm|Luigi player|Austria}} - A top Diddy player in Europe.
*{{sm|Zinoto|USA}}
*{{Sm|Nagahari|Japan}} - One of the best Diddy players in Japan.
*{{Sm|NinjaLink|USA}} - Famed for being the first player to defeat {{Sm|Mew2King}} in a tournament set.
*{{Sm|Suinoko|Japan}} - One of the best Diddy players in Japan.
*{{Sm|Zinoto|USA}} - A top Midwestern Diddy player with a 5th place finish at [[SKTAR 2]], famed for his usage of banana infinites.


===Tier placement and history===
===Tier placement and history===
Diddy Kong was initially a high tier character, ranked 11th on the first tier list (September 2008). However, Diddy Kong players such as {{Sm|NinjaLink}} and {{Sm|ADHD}} showed how powerful his Banana Peels were, utilizing them to created damage-racking combos, defense, and stage control, bringing Diddy Kong into the top tiers, with him rising to 7th on the second tier list (January 2009), 5th on the third (June 2009), then 3rd on the fourth and fifth lists before surpassing long-time #2 character {{SSBB|Snake}} by the sixth tier list (July 2011). Though {{SSBB|Olimar}} and the {{SSBB|Ice Climbers}} have since surpassed him, he still remains at 4th place on the eighth (current) tier list, as of April 2013.
Diddy Kong was initially a high tier character, ranked 11th on the first tier list (September 2008). However, Diddy Kong players such as {{Sm|NinjaLink}} and {{Sm|ADHD}} showed how powerful his Banana Peels were, utilizing them to create damage-racking combos, defense, and stage control, bringing Diddy Kong into the top tiers, with him rising to 7th on the second tier list (January 2009), 5th on the third (June 2009), then 3rd on the fourth and fifth lists before surpassing long-time #2 character {{SSBB|Snake}} by the sixth tier list (July 2011). Though {{SSBB|Olimar}} and the {{SSBB|Ice Climbers}} have since surpassed him, he still remains at 4th place on the eighth (current) tier list, as of April 2013.


==Role in the ''[[The Subspace Emissary]]''==
==Role in [[The Subspace Emissary]]==
[[File:Subspace diddykong.PNG|thumb|250px|Diddy Kong in ''[[SSE]]''.]]
When {{SSBB|Donkey Kong}} has three [[Bullet Bill]]s fired at him by the vehicle escaping with his banana hoard, Diddy Kong leaps from behind Donkey Kong and unleashes his [[Peanut Popgun]]s onto the [[Bullet Bill]]s, destroying them. He then joins Donkey Kong in pursuit of their stolen bananas. At one point, after getting their bananas, they encounter {{SSBB|Bowser}}, who aims the Dark Cannon at the two. Donkey Kong, realizing what is about to happen, then [[Giant Punch]]es Diddy Kong, sending him flying away and star KO'd (but he didn't turn into a trophy as Mario and Luigi did). Donkey Kong is shot instead and captured.
When {{SSBB|Donkey Kong}} has three [[Bullet Bill]]s fired at him by the vehicle escaping with his banana hoard, Diddy Kong leaps from behind Donkey Kong and unleashes his [[Peanut Popgun]]s onto the [[Bullet Bill]]s, destroying them. He then joins Donkey Kong in pursuit of their stolen bananas. At one point, after getting their bananas, they encounter {{SSBB|Bowser}}, who aims the Dark Cannon at the two. Donkey Kong, realizing what is about to happen, then [[Giant Punch]]es Diddy Kong, sending him flying away and star KO'd (but he didn't turn into a trophy as Mario and Luigi did). Donkey Kong is shot instead and captured.


Then, Diddy Kong comes out of a forest into [[The Lake]]. When he gets to the lake where a crashed Arwing is seen, [[Rayquaza]] comes out of the water and grabs Diddy Kong. Then {{SSBB|Fox}} jumps out of the Arwing which is now on fire due to an attack from Rayquaza. Fox uses his [[Fox Illusion]] and [[Reflector]] to send Rayquaza back into the lake and save Diddy Kong. Fox then makes a hand signal for Diddy to come with him to fight Rayquaza until it faints. After Rayquaza's defeat, Fox begins to leave, but Diddy drags him along to help rescue DK. They battle a Shadowbug clone of Bowser, but upon defeating it, the real Bowser attacks them and Fox flees, dragging Diddy to safety.
Then, Diddy Kong comes out of a forest into [[The Lake]]. When he gets to the lake where a crashed Arwing is seen, [[Rayquaza]] comes out of the water and grabs Diddy Kong. Then {{SSBB|Fox}} jumps out of the Arwing which is now on fire due to an attack from Rayquaza. Fox uses his [[Fox Illusion]] and [[Reflector]] to send Rayquaza back into the lake and save Diddy Kong. Fox then makes a hand signal for Diddy to come with him to fight Rayquaza until it faints. After Rayquaza's defeat, Fox begins to leave, but Diddy drags him along to help rescue DK. They battle a Shadow bug clone of Bowser, but upon defeating it, the real Bowser attacks them and Fox flees, dragging Diddy to safety.
[[File:Subspace diddykong.PNG|thumb|right|250px|Diddy Kong in ''The Subspace Emissary''.]]


Later, Fox and Diddy get ambushed by Bowser again, who fires a shot at both of them from his Dark Cannon. Diddy is hit and cloned by Shadowbugs, while Fox dodges the shot. {{SSBB|Falco}} arrives just in time and destroys the Dark Cannon, but Bowser gets away in his Koopa Clown Car while the Shadowbug Diddy grows twice its normal size. Fox revives Diddy, who is shocked at what has happened. Diddy Kong and the two Star Fox pilots then fight the Giant Shadowbug Diddy Kong Clone. After the fight, Diddy drags Falco along with him and Fox as they continue through the jungle. Eventually they see Donkey Kong's trophy on a ship in chains. Diddy is mad at this as he, Fox and Falco board the [[Great Fox]].
Later, Fox and Diddy get ambushed by Bowser again, who fires a shot at both of them from his Dark Cannon. Diddy is hit and cloned by Shadow bugs, while Fox dodges the shot. {{SSBB|Falco}} arrives just in time and destroys the Dark Cannon, but Bowser gets away in his Koopa Clown Car while the Shadow bug Diddy grows several times its normal size. Fox revives Diddy, who is shocked at what has happened. Diddy Kong and the two Star Fox pilots then fight the Giant Shadow bug Diddy Kong Clone. After the fight, Diddy drags Falco along with him and Fox as they continue through the jungle. Eventually they see Donkey Kong's trophy on a ship in chains. Diddy is mad at this as he, Fox and Falco board the [[Great Fox]].


After, Diddy Kong is ejected out of Falco's Arwing and shoots peanuts at the Primids on the skiff that has DK's trophy on it. He lands on the skiff while Captain Falcon and Olimar jump to the aid of the little chimp. They revive Donkey, then the Kongs and Captains fight a horde of Primids on the little platform. After they have defeated them, Diddy and Donkey Kong do a little dance as Falcon and Olimar watch. As Falco gives a thumbs-up to Diddy, Diddy makes a "thank-you" screech. The four then head into the Subspace Bomb Factory. Diddy, {{SSBB|Olimar}}, {{SSBB|Donkey Kong}}, and {{SSBB|Captain Falcon}} then attempt to infiltrate the Bomb Factory where they fight their way through various armies of [[Primid]]s, R.O.B. units, and other enemies, they reach where all the bombs are and where the [[Ancient Minister]] is standing in melancholy and coincidentally meeting Samus & Pikachu there, where they earlier entered the Bomb Factory another way.
After, Diddy Kong is ejected out of Falco's Arwing and shoots peanuts at the Primids on the skiff that has DK's trophy on it. He lands on the skiff while Captain Falcon and Olimar jump to the aid of the little chimp. They revive Donkey, then the Kongs and Captains fight a horde of Primids on the little platform. After they have defeated them, Diddy and Donkey Kong do a little dance as Captain Falcon and Olimar watch. As Falco gives a thumbs-up to Diddy, Diddy waves "thank-you". The four then head into the Subspace Bomb Factory. Diddy, DK, {{SSBB|Olimar}}, and {{SSBB|Captain Falcon}} then attempt to infiltrate the Bomb Factory where they fight their way through various armies of [[Primid]]s, R.O.B. units, and other enemies, they reach where all the bombs are and where the [[Ancient Minister]] is standing in melancholy and coincidentally meeting {{SSBB|Samus}} and {{SSBB|Pikachu}} there, where they earlier entered the Bomb Factory another way.


After meeting up with Samus and Pikachu, Diddy Kong tries to stop the [[R.O.B. Squad]] members who are setting off [[Subspace Bomb]]s. He shrieks at R.O.B. to do something, but R.O.B. is melancholy and won't attack his people. Captain Falcon calls his [[Falcon Flyer]] to escape the doomed factory. They all pile into the ship while [[Meta Ridley]] appears. Diddy can be chosen to fight this boss. After Meta Ridley is defeated, Diddy helps the heroes as the continue their journey into Subspace.
After meeting up with Samus and Pikachu, Diddy Kong tries to stop the [[R.O.B. Squad]] members who are setting off [[Subspace Bomb]]s. He shrieks at R.O.B. to do something, but {{SSBB|R.O.B.}} just slumps in sadness. Captain Falcon calls his [[Falcon Flyer]] to escape the doomed factory. They all pile into the ship while [[Meta Ridley]] appears. Diddy can be chosen to fight this boss. After Meta Ridley is defeated, Diddy helps the heroes as the continue their journey into Subspace.


At the entrance to Subspace all the characters (except {{SSBB|Wario}}, {{SSBB|King Dedede}}, {{SSBB|Bowser}}, {{SSBB|Luigi}}, {{SSBB|Ness}}, {{SSBB|Ganondorf}}, {{SSBB|Sonic}} and, to a lesser extent, {{SSBB|Wolf}}, {{SSBB|Toon Link}} and {{SSBB|Jigglypuff}}) are all preparing to invade the subspace. After Ganondorf and Master Hand are defeated by Tabuu, Diddy and the rest of the heroes catch a glimpse of the evil power among them. In a single blow Tabuu defeats all of the characters and turned them into trophies. He is later revived by Kirby, Ness, King Dedede and Luigi and joins them to defeat Tabuu.
At the entrance to Subspace all the characters (except {{SSBB|Wario}}, {{SSBB|King Dedede}}, {{SSBB|Bowser}}, {{SSBB|Luigi}}, {{SSBB|Ness}}, {{SSBB|Ganondorf}}, {{SSBB|Sonic}} and, to a lesser extent, {{SSBB|Wolf}}, {{SSBB|Toon Link}} and {{SSBB|Jigglypuff}}) are all preparing to invade the subspace. After Ganondorf and Master Hand are defeated by Tabuu, Diddy and the rest of the heroes catch a glimpse of the evil power among them. In a single blow Tabuu defeats all of the characters and turned them into trophies. He is later revived by Kirby, Ness, King Dedede and Luigi and joins them to defeat Tabuu, with help from Sonic. After Tabuu's defeat, the pieces of the [[World of Trophies]] return to their original places, except for The Isle of the Ancients, due to the huge number of Subspace Bombs going off simultaneously taking it beyond repair.  


===Playable appearances===
===Playable appearances===
 
*[[The Jungle]]
*4. [[The Jungle]]  
*[[The Lake]]
*6. [[The Lake]]
*[[The Swamp]]
*18. [[The Swamp]]
*[[Outside the Ancient Ruins]]
*20. [[Outside the Ancient Ruins]]
*[[The Subspace Bomb Factory (Part II)]]
*27. [[The Subspace Bomb Factory (Part II)]]  
*[[Entrance to Subspace]]
*28. [[Entrance to Subspace]] (Stage #28)
*[[The Great Maze]] (if rescued in [[Subspace (Part I)]]
*31. [[The Great Maze]] (if rescued in [[Subspace (Part I)]]


===Exclusive stickers===
===Exclusive stickers===
Line 274: Line 259:
*Diddy Kong (''Donkey Kong 64''): Launch power +20
*Diddy Kong (''Donkey Kong 64''): Launch power +20
*Diddy Kong (''Donkey Kong Country''): [Tail] attack +28
*Diddy Kong (''Donkey Kong Country''): [Tail] attack +28
*Diddy Kong (''Mario Hoops 3-on-3!''): [Leg] attack +28
*Diddy Kong (''Mario Hoops 3-on-3''): [Leg] attack +28
*Diddy Kong (''Mario Superstar Baseball''): [Leg] attack +12
*Diddy Kong (''Mario Superstar Baseball''): [Leg] attack +12
*Dixie Kong: Launch resistance +39
*Dixie Kong: Launch resistance +39
Line 296: Line 281:
*Wrinkly Kong: [Battering] resistance +4
*Wrinkly Kong: [Battering] resistance +4


==[[Palette swap (SSBB)#Diddy Kong|Costumes]]==
==In Solo Modes==
[[Image:Diddy Kong Palette (SSBB).png|frame|center|Diddy Kong's alternate costumes in SSBB]]
==={{SSBB|Classic Mode}}===
In Classic Mode, Diddy Kong can appear as an opponent or ally in Stage 2 along with {{SSBB|Yoshi}} and {{SSBB|Donkey Kong}} on {{SSBB|Yoshi's Island}}, [[Rumble Falls]], or [[75m]] (with the latter available if it has been unlocked). Diddy Kong can also appear as an opponent in Stage 11, but only if he hasn't appeared in Stage 2.
 
===[[All-Star Mode]]===
In All-Star Mode, Diddy Kong is fought in Stage 3 alongside {{SSBB|Donkey Kong}} on [[Rumble Falls]] or [[75m]] (with the latter available if it has been unlocked).
 
===[[Event Match]]es===
====Solo Events====
*'''[[Event 7: Diddy Kong Panic]]''': The player controls {{SSBB|Donkey Kong}} and must defeat 15 tiny Diddy Kongs on [[Mario Circuit (SSBB)|Mario Circuit]].
*'''[[Event 9: The Monster Beneath the Earth]]''': {{SSBB|Ike}} must defeat two Diddy Kongs before the reaching the underground section of [[Castle Siege]]. Failing to do so makes the player also face a giant {{SSBB|Donkey Kong}}.
*'''[[Event 20: All-Star Battle x1]]''': Diddy Kong is one of the eight opponents fought in this event along with {{SSBB|Wario}}, {{SSBB|Meta Knight}}, {{SSBB|Pit}}, {{SSBB|Zero Suit Samus}}, {{SSBB|Olimar}}, {{SSBB|Lucas}}, and the {{SSBB|Pokémon Trainer}}.
*'''[[Event 22: Monkeys Unite]]''': The player controls Diddy Kong, who is aided by a giant {{SSBB|Donkey Kong}}, and must defeat {{SSBB|Sheik}} and {{SSBB|Lucario}} on [[Rumble Falls]].
 
====Co-Op Events====
*'''[[Co-Op Event 4: The DK Tag Calamity]]''': Both {{SSBB|Donkey Kong}} and Diddy Kong are tiny and must defeat one Donkey Kong and four Diddy Kongs on Mario Circuit.
*'''[[Co-Op Event 21: The True All-Star Battle]]''': Two players select a character and take on the entire roster on [[Battlefield (SSBB)|Battlefield]]
 
===[[Congratulations_screen#Super_Smash_Bros._Brawl|Ending Images]]===
<center>
<gallery>
Diddy Kong Congratulations Screen Classic Mode Brawl.png|Classic Mode
Diddy Kong Congratulations Screen All-Star Brawl.png|All-Star Mode
</gallery>
</center>
 
==[[Trophies]]==
Diddy Kong's main and [[Final Smash]] trophies can be obtained by clearing {{SSBB|Classic Mode}} and [[All-Star]] mode respectively with Diddy Kong.
 
{{Trophy/Fighter
|name=Diddy Kong
|image=Diddy Kong - Brawl Trophy.png
|mode=Classic
|desc=Donkey Kong's little buddy. He's famous for his quickness and his long tail. He usually plays second banana to DK, but he teamed up with his girlfriend, Dixie, to rescue DK when he got captured. He's spent some time playing music and competing in races, and he's also an expert at using barrels.
|gamelist={{Trophy games|console1=SNES|game1=Donkey Kong Country|console2=N64|game2=Donkey Kong 64}}
|game=Brawl
}}
{{clrl}}
 
{{Trophy/Fighter
|name=Rocketbarrel Barrage
|image=Rocketbarrel Barrage - Brawl Trophy.png
|desc=Diddy Kong's Final Smash. Equipping his rocketbarrels and dual peanut popguns, Diddy can fly around attacking opponents in rapid-fire fashion. He can tilt the barrel jets left or right to control his flight and shoot peanuts straight down, too. This is a technique that tests one's ability to control both movement and attack direction.
|gamelist={{Trophy games|console1=Wii|game1=Super Smash Bros. Brawl}}
|game=Brawl
}}
{{clrl}}
 
==[[Alternate costume (SSBB)#Diddy Kong|Alternate costumes]]==
{|style="margin:1em auto 1em auto;text-align:center"
|-
|colspan=6|[[File:Diddy Kong Palette (SSBB).png]]
|-
|{{Head|Diddy Kong|g=SSBB|s=25px}}
|{{Head|Diddy Kong|g=SSBB|s=25px|cl=Yellow}}
|{{Head|Diddy Kong|g=SSBB|s=25px|cl=Pink}}
|{{Head|Diddy Kong|g=SSBB|s=25px|cl=Purple}}
|{{Head|Diddy Kong|g=SSBB|s=25px|cl=Green}}
|{{Head|Diddy Kong|g=SSBB|s=25px|cl=Blue}}
|}


==Trophy==
==Gallery==
Diddy Kong's trophy is obtained by clearing [[Classic Mode]] with Diddy Kong.
<gallery>
[[File:Diddy Kong - Brawl Trophy.png|100px|thumb|Diddy Kong's trophy in ''Brawl'']]
SSBBDojoDiddyKong1.jpg|[[Taunt]]ing next to {{SSBB|Squirtle}} on [[Pokémon Stadium 2]].
===Description===
SSBBDojoDiddyKong.jpg|Posing on [[Rumble Falls]].
''Donkey Kong's little buddy. He's famous for his quickness and his long tail. He usually plays second banana to DK, but he teamed up with his girlfriend, Dixie, to rescue DK when he got captured. He's spent some time playing music and competing in races, and he's also an expert at using barrels.''
SSBBDojoDiddyKong3.jpg|[[Crouching]] on [[Delfino Plaza]].
{{Trophy games|console1=SNES|game1=Donkey Kong Country|console2=N64|game2=Donkey Kong 64}}
SSBBDojoDiddyKong4.jpg|Using his [[neutral attack]] on {{SSBB|Link}} on [[Smashville]].
</gallery>


==Trivia==
==Trivia==
*Diddy Kong, {{SSBB|Captain Falcon}}, {{SSBB|Ike}}, {{SSBB|King Dedede}} and {{SSBB|Olimar}} are the only characters who use a [[Final Smash]] in the Subspace Emissary (when he attacks the [[Smash Skiff|skiff]] carrying {{SSBB|Donkey Kong}}'s trophy after ejecting from {{SSBB|Falco}}'s Arwing).
*Diddy Kong, {{SSBB|Captain Falcon}}, {{SSBB|Ike}}, {{SSBB|King Dedede}} and {{SSBB|Olimar}} are the only characters who use a [[Final Smash]] in the Subspace Emissary (when he attacks the [[Smash Skiff|skiff]] carrying {{SSBB|Donkey Kong}}'s trophy after ejecting from {{SSBB|Falco}}'s Arwing).
*He is one of the few characters (the others being {{SSBB|Pokémon Trainer}}, {{SSBB|Ice Climbers}} and {{SSBB|Jigglypuff}}) to have a "Defeated/No Contest" pose different from the traditional hand clapping. Instead, in a reference to his defeated pose from ''Donkey Kong Country'', he removes his cap and shakes his head while scratching the back of his scalp.
*He is one of the few characters (the others being {{SSBB|Pokémon Trainer}}, {{SSBB|Ice Climbers}} and {{SSBB|Jigglypuff}}) to have a "Defeated/No Contest" pose different from the traditional hand clapping. Instead, in a reference to his defeated pose from ''Donkey Kong Country'', he removes his cap and shakes his head while scratching the back of his scalp. However, he has a "Defeated/No Contest" pose that has him clap for the winner in the [[Super Smash Bros. 4|next game]].
*In the Subspace Emissary, the Giant False Diddy Kong uses his third costume (which resembles Dixie Kong), unlike other false characters which have their neutral colors.
*In the Subspace Emissary, the Giant False Diddy Kong uses his third costume (which resembles [[Dixie Kong]]), unlike the other false characters which have their neutral colors.
*In the Subspace Emissary, the [[peanut]] shells fired from the [[Peanut Popgun]] do not release edible peanuts upon breaking open unless the player shoots the peanuts at jet bursts of flame.
*In the Subspace Emissary, the [[peanut]] shells fired from the [[Peanut Popgun]] do not release edible peanuts upon breaking open unless the player shoots the peanuts at jet bursts of flame.
*Diddy Kong, {{SSBB|King Dedede}}, {{SSBB|Ness}}, {{SSBB|Mario}} and {{SSBB|R.O.B.}} are the only characters to wear their default costumes when on the red team in [[Team Battle]]s.
*Diddy Kong's voice borrows some sound clips from {{iw|mariowiki|Ukiki}} in '' {{iw|mariowiki|Super Mario 64}}''.
*Diddy Kong's voice borrows some sound clips from the [[mariowiki:Ukiki|Ukiki]] in ''[[mariowiki:Super Mario 64|Super Mario 64]]''.
*Diddy Kong, {{SSBB|Samus}}, {{SSBB|Fox}}, {{SSBB|Pikachu}} and {{SSBB|Lucas}} are the only characters in the Subspace Emissary to fight more than two bosses (excluding boss recreations in The Great Maze). Diddy Kong can be chosen to fight [[Rayquaza]] at [[The Lake]], [[Meta Ridley]] at [[The Subspace Bomb Factory (Part II)]], and [[Tabuu]] in the final battle at Tabuu's Residence.
*Diddy Kong, {{SSBB|Samus}}, {{SSBB|Fox}}, {{SSBB|Pikachu}} and {{SSBB|Lucas}} are the only characters in the Subspace Emissary to fight more than 2 bosses (excluding boss re-creations in the Great Maze). Diddy Kong can be chosen to fight [[Rayquaza]] at [[The Lake]], [[Meta Ridley]] at [[The Subspace Bomb Factory (Part II)]], and [[Tabuu]] in the final battle at Tabuu's Residence.
*Going frame-by-frame on Diddy's up-inputted victory pose, one can see that the Rocketbarrel Pack simply shrinks down to nothing, rather than flying away.


==External links==
==External links==
*[http://www.smashbros.com/wii/en_us/characters/diddykong.html Diddy Kong's page at Smash Bros DOJO!!]
*[http://www.smashbros.com/wii/en_us/characters/diddykong.html Diddy Kong's page at Smash Bros DOJO!!]
*[http://www.smashboards.com/showthread.php?t=239113# Diddy Kong Character Guide on SWF]
*[https://smashboards.com/threads/diddy-kong-character-playing-guide.168711/ Diddy Kong Character Guide on SmashBoards]
*[http://www.youtube.com/watch?v=pDE9kKzj9F8&feature=related Diddy Kong's hitbox size of each of his moves]
*[http://www.youtube.com/watch?v=pDE9kKzj9F8 Diddy Kong's hitbox size of each of his moves]
*[http://www.youtube.com/watch?v=pPmfYiuCCY4&feature=feedu Diddy Kong's Moves - History Behind ''Super Smash Bros. Brawl'', by CrappyCaptureDevice (main video)] [http://www.youtube.com/watch?v=EQcWOPivz2U (addendum)]
*[http://www.youtube.com/watch?v=pPmfYiuCCY4 Diddy Kong's Moves - History Behind ''Super Smash Bros. Brawl'', by CrappyCaptureDevice (main video)] [http://www.youtube.com/watch?v=EQcWOPivz2U (addendum)]


==References==
{{reflist}}
{{SSBBCharacters}}
{{SSBBCharacters}}
{{Donkey Kong universe}}
{{Donkey Kong universe}}
[[Category:Donkey Kong universe]]
[[Category:Diddy Kong (SSBB)| ]]
[[Category:Diddy Kong (SSBB)]]
[[Category:Trophies (SSBB)]]
[[es:Diddy Kong (SSBB)]]

Latest revision as of 01:20, October 13, 2024

This article is about Diddy Kong's appearance in Super Smash Bros. Brawl. For other uses, see Diddy Kong.
Diddy Kong
in Super Smash Bros. Brawl
Diddy Kong SSBB.jpg
DKSymbol.svg
Universe Donkey Kong
Other playable appearances in SSB4
in Ultimate

Availability Starter
Final Smash Rocketbarrel Barrage
Tier A+ (4)
Diddy Kong (SSBB)

Diddy Kong (ディディーコング, Diddy Kong) is a playable character in Super Smash Bros. Brawl, confirmed on August 22, 2007. He is unique, distinct among the cast for his charm and gaiety. Unlike in most Donkey Kong games and Mario spin-offs, where Diddy Kong has a cartoonish voice, Brawl has him using a realistic high-pitched chimpanzee voice (sampled from the commonly used "Chimpanzee Screeche PE026201" stock sound effect) rather than being voiced by Chris Sutherland or Katsumi Suzuki, who first voiced Diddy in Mario Power Tennis. He is also the first playable character to be introduced from the Donkey Kong universe since the original game.

He ranks 4th on the tier list. This is mainly because of his ability to throw Banana Peels that give him great control of the ground and great setup and damage-racking potential (by attacking opponents that have slipped on them), as well as providing good defense, making them one of the best projectiles in the game, giving him a very strong control of the ground. Additionally, he has quick attack speed, good mobility, a solid down aerial meteor smash, good grab range, and powerful throws, which aid in his ability to control the stage. However, his primary recovery move, Rocketbarrel Boost, travels in a predictable fashion, is easily edgehogged, and can be stopped by stage lips. Additionally, his few KO moves, while fast and reliable when fresh, stale quickly and are largely dependent on his Banana Peels for a setup. Diddy Kong has excellent matchups, having only three slightly unfavorable, and has very strong tournament results.

Attributes[edit]

Diddy Kong is a quick, middleweight character. He is capable of wall clinging and crawling. Many of his attacks have good speed and have decent power to back them. His KO power is low due to his few KO moves and a general weakness in his smashes, which stale very quickly if he uses them too much for racking damage, which forces a reliance on meteor smashes for early KOs.

Diddy also has two projectiles: his Peanut Popgun and Banana Peels. Peanut Popgun, while not particularly strong, is a decent mid-range move for racking up easy damage. In comparison, his Banana Peels, which have the property of tripping opponents, form a much more integral part of his metagame, as they combo well into his other moves, and allow him to setup KOs. The glide toss option provided by the Banana Peels is invaluable, as it allows Diddy to rapidly approach and retreat. If an opponent is tripped by a thrown Banana Peel, Diddy can follow up with another glide tossed Banana to continue the combo, and end with a down or forward smash for a KO. In conjunction with his quick dash attack, large grab range, and powerful throws, Bananas provide Diddy with excellent ground options and stage control. Banana Peels can also help him escape certain chaingrabs, such as King Dedede's, and certain grab releases. However, as Banana Peels are items, they can be used against Diddy even by opponents without reflectors.

Diddy's other special moves Monkey Flip and Rocketbarrel Boost contributes to his above average recovery. Besides being a useful move to rack up damage, Monkey Flip can be used as a meteor smash if Diddy uses its grab option in midair (it can also be used as a sacrificial KO, but this is not useful because the meteor smash is much more reliable and safer); it also can be used to gain horizontal distance in tandem with Rocketbarrel Boost to make up for Diddy's poor air speed. Diddy will not be able to use Rocketbarrel Boost if he uses Monkey Flip's attack option in midair, but he will retain his midair jump. The former move provides great vertical distance if sufficiently charged, but it leaves Diddy vulnerable while charging, and he needs to charge to move left or right at all. Potential edgeguarders will still have to watch out for the meteor hitbox on the bottom of Rocketbarrel Boost, as well as the rocketbarrels themselves, which function as powerful explosive projectiles if the attack is interrupted after releasing the charge. Diddy's barrel jump can also improve his recovery, acting like a second midair jump while Rocketbarrel Boost can still be used.

Diddy possesses a decent aerial game. His forward aerial has above average knockback and surprising range, making it a viable KO move and useful for edgeguarding, though it has the most landing lag out of all of his aerials. His back aerial, up aerial, and neutral aerial are all relatively fast, with the former being another decent option for edgeguarding and a very quick way to grab bananas in midair, though the latter is rarely used in competitive play. His down aerial is a solid meteor smash (similar to Wolf's down aerial) with some startup lag.

In summary, Diddy Kong is a fast, medium-weight character with agile moves that combo well from his versatile Banana Peels. His KO power is poor, forcing a reliance on racking up a very large amount damage in order to KO, and he generally relies on his bananas to set up KOs. On counterpick stages, his Banana Peels are not as useful as on neutral stages, making it more difficult for a Diddy player to win a set if they do not win the first match.

Moveset[edit]

For a gallery of Diddy Kong's hitboxes, see here.
For a more detailed information regarding Diddy Kong's moveset and attack hitboxes, see this page.

  Name Damage Description
Neutral attack   3% Diddy Kong slaps forward twice, turns around to quickly kick the foe, and proceeds to repeatedly whip them with his tail. The first hit can set-up a grab if jab-cancelled or even a buffered down smash.
2%
2%
1-2%
Forward tilt   11% (fists), 9% (arms), 8% (body) Diddy Kong leans to the side and thrusts both of his arms forward in a double punch. This attack can be angled upwards or downwards. It can KO at 161% from the center of Final Destination.
Up tilt   7% Diddy Kong swats in the air above him with a slap. This move can be used to juggle at low percents and can KO at 159%.
Down tilt   7% Diddy Kong, claps forward while crouching. Extremely useful for racking up damage at low percentages.
Dash attack   3% (hit 1), 2% (hit 2), 4% (hit 3) Diddy Kong performs a cartwheel from Donkey Kong Country. The first hit of the move spikes opponents, making it easier to land all three hits.
Forward smash   5% (hit 1), 13% (hit 2) Diddy Kong spins and punches forward, followed by a second punch. The first hit deals no knockback, which makes it easier to land the second hit. The second hit deals shield damage. KOs at 122% when uncharged and 79% when fully charged.
Up smash   5% (hits 1-2), 6% (hit 3) Diddy Kong hops a little and does a sort of cartwheel, hitting three times with extremely low knockback (weakest up smash in the game in terms of knockback). Fills in combos, can rack up damage easily.
Down smash   16% (front), 12% (back) Diddy Kong performs a sweeping kick. It has less knockback than his forward smash, but it's still his most reliable smash attack. KOs at 126% when uncharged and 85% when fully charged.
Neutral aerial   6% Diddy Kong does an aerial cartwheel similar to his dash attack. Can KO at around 170% if used near the upper blast line.
Forward aerial   14% (clean), 11% (late) Diddy Kong kicks both feet forward while spinning, similar to Mario and Luigi's old forward aerial in Super Smash Bros. KOs Mario at 142% from the center of Final Destination.
Back aerial   9% Diddy Kong thrusts his leg backward and spins it behind him. Good knockback, though it won't gain KO power until past 170%.
Up aerial   11% Diddy Kong does an overhead flip kick. Fairly fast with decent knockback, and it can KO at 162%.
Down aerial   12% Diddy Kong swings both arms downward in a double axe-handle punch. A strong meteor smash.
Grab   Diddy Kong grabs his opponent with both of his hands.
Pummel   2% Diddy Kong headbutts his target, angled from the side of his body.
Forward throw   11% Diddy Kong tosses his opponent forwards. The throw is based on Diddy Kong's barrel toss animation from Donkey Kong Country.
Back throw   10% Diddy Kong tosses his opponent backward, very similar to his f-throw in that it is useful for getting opponents offstage.
Up throw   4% (hit 1), 5% (throw) Diddy Kong throws his opponent up and handstand kicks them.
Down throw   9% Diddy Kong performs a leapfrog-like manoeuvre and throws the opponent underneath him. Has fair backwards knockback. Has little utility and almost no follow-ups available.
Forward roll
Back roll
Spot dodge
Air dodge
Techs
Floor attack (front)
Floor getups (front)
  6% Diddy Kong gets up and slaps both sides.
Floor attack (back)
Floor getups (back)
  6% Diddy Kong gets up and kicks both sides.
Floor attack (trip)
Floor getups (trip)
  5% Diddy Kong gets up and kicks both sides.
Edge attack (fast)
Edge getups (fast)
  8% (tail base), 6% (tail tip) Diddy Kong quickly gets up and does a spinning tail slap.
Edge attack (slow)
Edge getups (slow)
  10% Diddy Kong slowly gets up and sticks his left foot out.
Neutral special Peanut Popgun 3-18% Diddy Kong pulls out his peanut popgun and fires a peanut. Can be charged, but if charged for too long the popgun will explode, and will stun Diddy Kong for a second. If the peanuts don't hit anyone, they fall on the floor, breaking open, revealing a small peanut shell inside. The shell can be eaten to heal a small percent of damage.
Side special Monkey Flip 14% (kick hip), 12% (kick knee), 10% (kick foot), 5% (grab attack hit 1), 5% (grab attack hit 2), 5% (jump attack hit 1), 5% (jump attack hit 2), 2% (release) Diddy Kong performs a sideways hop that has the potential to launch Diddy onto an opponent's face if timed correctly. Can perform a flying kick with another button press. Can also be used to gain some extra recovery distance.
Up special Rocketbarrel Boost 10% (launch clean), 8% (launch late), 1-3% (rocketbarrels), 18% (rocketbarrels explosion) Diddy Kong charges his rocketbarrels from Donkey Kong 64 in a powerful attack. Can potentially fly very far and very fast, but hitting a surface will make Diddy Kong lose his rocketbarrels and will fall helplessly. Diddy Kong will take 5% damage for hitting a surface.
Down special Banana Peel 4-6% (banana) Diddy Kong tosses a Banana Peel into the air to have it fall onto the ground. Opponents who touch the peel will slip and trip. Up to two banana peels can be thrown at a time and work amazingly in tandem with Diddy Kong's glide toss. They are considered one of the best projectiles in the game due to their incredible utility both offensively and defensively.
Final Smash Rocketbarrel Barrage 8% (peanuts), 15% (peanuts explosion), 18% (contact), 20% (ending explosion) Diddy Kong flies around on his rocketbarrels, shooting peanuts everywhere. Puts Diddy Kong into a helpless state when ended in the air.

Stats[edit]

Data.png This article or section may require additional technical data.
The editor who added this tag elaborates: Needs short hop and double jump heights
You can discuss this issue on the talk page or edit this page to improve it.
Stats Weight Dash speed Walk speed Traction Air friction Air speed Air acceleration Gravity Falling speed Jumpsquat Jump Height Double jump Height
Value 93 1.7 – Initial dash
1.721 – Run
1.25 0.0484 0.01 0.8272 0.0 – Base
0.05 – Additional
0.092 1.43 – Base
2.002Fast-fall
4 41.22019565 - Base
? - Short hop
?

Announcer call[edit]

Sound.png This article could use additional or higher-quality audio files.
The editor who added this tag suggests: Needs announcer calls from other languages.
If you have a good audio file for this article, upload it here.

Wii Remote selection sound[edit]

  • Taps the ground and makes a short giggle.
Diddy Kong's selection sound

On-screen appearance[edit]

  • Breaks out of a DK Barrel and claps his hands above him.
DiddyKongOnScreenAppearanceSSBB.gif

Taunts[edit]

  • Up taunt: Throws his hat into the air, which lands on his head. This is a reference to his from Donkey Kong Country, after he defeats a boss or wins in a Bonus Level.
  • Side taunt: Does a playful fighter's stance and cackles threateningly showing his teeth.
  • Down taunt: Claps his hands four times, changing feet as he does so.
Up taunt Side taunt Down taunt
DiddyUpTauntBrawl.gif DiddySideTauntBrawl.gif DiddyDownTauntBrawl.gif

Idle pose[edit]

  • Jumps in place.
  • Scratches his rump and shakes his fur.
Diddy Kong Idle Pose 1 Brawl.png Diddy Kong Idle Pose 2 Brawl.png

Crowd cheer[edit]

English Japanese
Cheer
Description Di-ddy Kong! Di-ddy Kong!
Pitch Group chant Group chant

Victory poses[edit]

A peaceful flourish originating from Donkey Kong Country that played whenever a Kong defeated a boss or completed a Bonus Level.
  • Up: Spins with his Rocket Barrels, then faces the screen, dancing with his hands on his head and chin.
  • Left: Shoots the air with his Peanut Popguns, rolls towards the camera, and shoots at the camera.
  • Right: Does a small dance, then holds still in a breakdance-like pose, clapping his feet together.
Up Left Right
DiddyKong-VictoryUp-SSBB.gif DiddyKong-VictoryLeft-SSBB.gif DiddyKong-VictoryRight-SSBB.gif

In competitive play[edit]

Notable players[edit]

An icon for use on pages that need cleanup. This article or section may require a cleanup.
The editor who added this tag believes this page should be cleaned up for the following reason: To fit these guidelines
You can discuss this issue on the talk page or edit this page to improve it.
See also: Category:Diddy Kong players (SSBB)
  • USA ADHD - One of the most nationally dominant players since Brawl's inception, famed as one of Mew2King and ZeRo's most difficult opponents.
  • Germany cyve - The best Diddy main and one of the best players in Europe.
  • USA Felix - Although he rarely traveled, he became known for his 3rd place finish at MLG Raleigh 2010.
  • USA Gnes - A nationally dominant player in his prime, won the largest-ever Brawl prize check and the largest in the entire Smash series at the time at MLG Dallas 2010 ($12,500).
  • Austria Luigi player - A top Diddy player in Europe.
  • Japan Nagahari - One of the best Diddy players in Japan.
  • USA NinjaLink - Famed for being the first player to defeat Mew2King in a tournament set.
  • Japan Suinoko - One of the best Diddy players in Japan.
  • USA Zinoto - A top Midwestern Diddy player with a 5th place finish at SKTAR 2, famed for his usage of banana infinites.

Tier placement and history[edit]

Diddy Kong was initially a high tier character, ranked 11th on the first tier list (September 2008). However, Diddy Kong players such as NinjaLink and ADHD showed how powerful his Banana Peels were, utilizing them to create damage-racking combos, defense, and stage control, bringing Diddy Kong into the top tiers, with him rising to 7th on the second tier list (January 2009), 5th on the third (June 2009), then 3rd on the fourth and fifth lists before surpassing long-time #2 character Snake by the sixth tier list (July 2011). Though Olimar and the Ice Climbers have since surpassed him, he still remains at 4th place on the eighth (current) tier list, as of April 2013.

Role in The Subspace Emissary[edit]

Diddy Kong in SSE.

When Donkey Kong has three Bullet Bills fired at him by the vehicle escaping with his banana hoard, Diddy Kong leaps from behind Donkey Kong and unleashes his Peanut Popguns onto the Bullet Bills, destroying them. He then joins Donkey Kong in pursuit of their stolen bananas. At one point, after getting their bananas, they encounter Bowser, who aims the Dark Cannon at the two. Donkey Kong, realizing what is about to happen, then Giant Punches Diddy Kong, sending him flying away and star KO'd (but he didn't turn into a trophy as Mario and Luigi did). Donkey Kong is shot instead and captured.

Then, Diddy Kong comes out of a forest into The Lake. When he gets to the lake where a crashed Arwing is seen, Rayquaza comes out of the water and grabs Diddy Kong. Then Fox jumps out of the Arwing which is now on fire due to an attack from Rayquaza. Fox uses his Fox Illusion and Reflector to send Rayquaza back into the lake and save Diddy Kong. Fox then makes a hand signal for Diddy to come with him to fight Rayquaza until it faints. After Rayquaza's defeat, Fox begins to leave, but Diddy drags him along to help rescue DK. They battle a Shadow bug clone of Bowser, but upon defeating it, the real Bowser attacks them and Fox flees, dragging Diddy to safety.

Later, Fox and Diddy get ambushed by Bowser again, who fires a shot at both of them from his Dark Cannon. Diddy is hit and cloned by Shadow bugs, while Fox dodges the shot. Falco arrives just in time and destroys the Dark Cannon, but Bowser gets away in his Koopa Clown Car while the Shadow bug Diddy grows several times its normal size. Fox revives Diddy, who is shocked at what has happened. Diddy Kong and the two Star Fox pilots then fight the Giant Shadow bug Diddy Kong Clone. After the fight, Diddy drags Falco along with him and Fox as they continue through the jungle. Eventually they see Donkey Kong's trophy on a ship in chains. Diddy is mad at this as he, Fox and Falco board the Great Fox.

After, Diddy Kong is ejected out of Falco's Arwing and shoots peanuts at the Primids on the skiff that has DK's trophy on it. He lands on the skiff while Captain Falcon and Olimar jump to the aid of the little chimp. They revive Donkey, then the Kongs and Captains fight a horde of Primids on the little platform. After they have defeated them, Diddy and Donkey Kong do a little dance as Captain Falcon and Olimar watch. As Falco gives a thumbs-up to Diddy, Diddy waves "thank-you". The four then head into the Subspace Bomb Factory. Diddy, DK, Olimar, and Captain Falcon then attempt to infiltrate the Bomb Factory where they fight their way through various armies of Primids, R.O.B. units, and other enemies, they reach where all the bombs are and where the Ancient Minister is standing in melancholy and coincidentally meeting Samus and Pikachu there, where they earlier entered the Bomb Factory another way.

After meeting up with Samus and Pikachu, Diddy Kong tries to stop the R.O.B. Squad members who are setting off Subspace Bombs. He shrieks at R.O.B. to do something, but R.O.B. just slumps in sadness. Captain Falcon calls his Falcon Flyer to escape the doomed factory. They all pile into the ship while Meta Ridley appears. Diddy can be chosen to fight this boss. After Meta Ridley is defeated, Diddy helps the heroes as the continue their journey into Subspace.

At the entrance to Subspace all the characters (except Wario, King Dedede, Bowser, Luigi, Ness, Ganondorf, Sonic and, to a lesser extent, Wolf, Toon Link and Jigglypuff) are all preparing to invade the subspace. After Ganondorf and Master Hand are defeated by Tabuu, Diddy and the rest of the heroes catch a glimpse of the evil power among them. In a single blow Tabuu defeats all of the characters and turned them into trophies. He is later revived by Kirby, Ness, King Dedede and Luigi and joins them to defeat Tabuu, with help from Sonic. After Tabuu's defeat, the pieces of the World of Trophies return to their original places, except for The Isle of the Ancients, due to the huge number of Subspace Bombs going off simultaneously taking it beyond repair.

Playable appearances[edit]

Exclusive stickers[edit]

These stickers can either only be used by Diddy, or by a select few who include him.

  • Barkle: [Tail] attack +32
  • Blathers: [Tail] attack +7
  • Bowser Jr. (Super Mario Sunshine): [Tail] attack +25
  • Chihuahua: [Tail] attack +12
  • Chunky Kong: [Throwing] attack +31
  • Diddy Kong (Donkey Kong 64): Launch power +20
  • Diddy Kong (Donkey Kong Country): [Tail] attack +28
  • Diddy Kong (Mario Hoops 3-on-3): [Leg] attack +28
  • Diddy Kong (Mario Superstar Baseball): [Leg] attack +12
  • Dixie Kong: Launch resistance +39
  • DK: [Head] attack +27
  • DK Barrel: Launch power +53
  • Donkey Kong (Donkey Kong Jungle Beat): [Arm] attack +22
  • Donkey Kong (Donkey Kong Country): [Electric] resistance +10
  • Donkey Kong Jr.: [Arm] attack +14
  • Enguarde: [Body, Spin] attack +15
  • Fairy: [Tail] attack +7
  • Funky Kong: [Leg] attack +13
  • Karate Kong: [Battering] resistance +25
  • Lanky Kong: [Throwing] attack +6
  • Manky Kong: [Arm] attack +10
  • Party Monkey: [Head] attack +6
  • Pauline & Donkey Kong: [Arm] attack +18
  • Rouge the Bat: [Tail] attack +10
  • Spitz: [Tail] attack +12
  • Stafy (Densetsu no Stafy): [Tail] attack +7
  • Tiny Kong: [Arm] attack +4
  • Wrinkly Kong: [Battering] resistance +4

In Solo Modes[edit]

Classic Mode[edit]

In Classic Mode, Diddy Kong can appear as an opponent or ally in Stage 2 along with Yoshi and Donkey Kong on Yoshi's Island, Rumble Falls, or 75m (with the latter available if it has been unlocked). Diddy Kong can also appear as an opponent in Stage 11, but only if he hasn't appeared in Stage 2.

All-Star Mode[edit]

In All-Star Mode, Diddy Kong is fought in Stage 3 alongside Donkey Kong on Rumble Falls or 75m (with the latter available if it has been unlocked).

Event Matches[edit]

Solo Events[edit]

Co-Op Events[edit]

Ending Images[edit]

Trophies[edit]

Diddy Kong's main and Final Smash trophies can be obtained by clearing Classic Mode and All-Star mode respectively with Diddy Kong.

Classic Mode trophy
Diddy Kong
Donkey Kong's little buddy. He's famous for his quickness and his long tail. He usually plays second banana to DK, but he teamed up with his girlfriend, Dixie, to rescue DK when he got captured. He's spent some time playing music and competing in races, and he's also an expert at using barrels.
SNES: Donkey Kong Country
N64: Donkey Kong 64
Rocketbarrel Barrage trophy
Rocketbarrel Barrage
Diddy Kong's Final Smash. Equipping his rocketbarrels and dual peanut popguns, Diddy can fly around attacking opponents in rapid-fire fashion. He can tilt the barrel jets left or right to control his flight and shoot peanuts straight down, too. This is a technique that tests one's ability to control both movement and attack direction.
Wii: Super Smash Bros. Brawl

Alternate costumes[edit]

Diddy Kong Palette (SSBB).png
Diddy Kong (SSBB) Diddy Kong (SSBB) Diddy Kong (SSBB) Diddy Kong (SSBB) Diddy Kong (SSBB) Diddy Kong (SSBB)

Gallery[edit]

Trivia[edit]

  • Diddy Kong, Captain Falcon, Ike, King Dedede and Olimar are the only characters who use a Final Smash in the Subspace Emissary (when he attacks the skiff carrying Donkey Kong's trophy after ejecting from Falco's Arwing).
  • He is one of the few characters (the others being Pokémon Trainer, Ice Climbers and Jigglypuff) to have a "Defeated/No Contest" pose different from the traditional hand clapping. Instead, in a reference to his defeated pose from Donkey Kong Country, he removes his cap and shakes his head while scratching the back of his scalp. However, he has a "Defeated/No Contest" pose that has him clap for the winner in the next game.
  • In the Subspace Emissary, the Giant False Diddy Kong uses his third costume (which resembles Dixie Kong), unlike the other false characters which have their neutral colors.
  • In the Subspace Emissary, the peanut shells fired from the Peanut Popgun do not release edible peanuts upon breaking open unless the player shoots the peanuts at jet bursts of flame.
  • Diddy Kong's voice borrows some sound clips from Ukiki in Super Mario 64.
  • Diddy Kong, Samus, Fox, Pikachu and Lucas are the only characters in the Subspace Emissary to fight more than two bosses (excluding boss recreations in The Great Maze). Diddy Kong can be chosen to fight Rayquaza at The Lake, Meta Ridley at The Subspace Bomb Factory (Part II), and Tabuu in the final battle at Tabuu's Residence.
  • Going frame-by-frame on Diddy's up-inputted victory pose, one can see that the Rocketbarrel Pack simply shrinks down to nothing, rather than flying away.

External links[edit]