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Diddy Kong (PM): Difference between revisions

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(Undid edit by Qwerty: That tier list is not official. And the metagame is still a mystery. Let better and experienced PM players write this later)
 
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{{ArticleIcons|pm=y}}
{{ArticleIcons|pm=y|p+=y}}
 
{{Infobox Character Mod
{{Infobox Character Mod
|name         = Diddy Kong
|name = Diddy Kong
|image       = [[Image:Diddy Kong SSBB.jpg|250px]]
|image = {{tabber|title1=Diddy Kong (PM)|content1=[[File:Diddy Kong SSBB.jpg|250px]]|title2=Diddy Kong (P+)|content2=[[File:PPlus Diddy.png|250px]]|title3=Hooded Diddy (P+)|content3=[[File:PPlus Hooded Diddy.png|250px]]}}
|mod         = Project M
|mod = Project M
|base         = ssbb
|base = SSBB
|moveset1     = Diddy Kong (SSBB)
|moveset1 = Diddy Kong (SSBB)
|tier        = Mid
|altcostume = Hooded Diddy (''[[Project+]]'')
|ranking      = 28
}}
}}
'''Diddy Kong''' is a playable character in the ''[[Brawl]]'' mod ''[[Project M]]''. He is currently ranked 4th out of 41 on the [[Project M#Tier list|official]] [[tier list]], a slight improvement where he is ranked 4th out of 38 in ''Brawl''. However, in ''Project+'', Diddy Kong ranks 18th on the {{h2|Project+|official tier list}} in the A tier, a stark drop from both ''Brawl'' and ''Project M'', but nonetheless remaining a high tier character.
==Attributes==
Diddy Kong is a quick, unwieldy fighter, able to rack up quick damage, [[combo]] well and make use of setups with his [[Banana Peel (move)|bananas]]. The ability to produce banana peels unlocks many techniques with Diddy Kong. The peels cause opponents hit by them or who walk over them to trip, making them fantastic tools for approaching, heckling, or setting up traps to extend combos. Diddy Kong can use his jab combo to transition into other moves or aerial combos. He is adept at [[gimp]]ing opponents with his refined [[Monkey Flip]], his [[dash attack]], and his down air. [[Peanut Popgun]] can now be used more liberally, as the gun shoots further and is stronger. Diddy's aerials are solid for comboing, and the same stands for his tilts and up smash.
However, Diddy Kong lacks ways to quickly and reliably finish off opponents. This can lead to opponents surviving much longer, and makes gimping opponents almost a necessity. In addition, his [[recovery]] options are somewhat limited. [[Rocketbarrel Boost]] flies in a mostly linear fashion, making it easy to disrupt for some characters.
Regarding item play, Diddy Kong has a ridiculously deep and distinct tool kit with which he can outwit his opponents.
==Changes from ''Brawl'' to ''PM''==
Diddy Kong received some [[nerf]]s mostly noticeably to his {{b|Banana Peel|move}} which was the key part to his success in ''Brawl''. Diddy can only have one [[banana peel]] out at a time and the changes to [[Tripping]] in ''Project M'' hinder their utility. Diddy Kong's endurance is also significantly worse due to his lower weight and he is much more vulnerable to combos due to his higher fall speed and gravity.
Besides the nerfs to his Banana Peels, he mostly gained noticeable [[buff]]s from ''Brawl'' to ''PM'' to fit with the ''Melee'' physics. His mobility, combo and edgeguarding game has been significantly improved and his damage output/kill power has increased. His grab game is also significantly stronger due to the physics changes as well as his up and down throws being altered. His recovery is also a lot better due to his higher air speed as well as having more options out of his side and up specials.
Overall despite his nerfs, Diddy remains a threat in ''PM'''s meta due to his buffs. He still remains one of the strongest characters in the game.
===Aesthetics===
*{{change|Diddy Kong is now more expressive while idling as his old down taunt is now apart of his idle animation and he now makes noises during his original idle pose.}}
*{{change|His up [[taunt]] has been replaced with a juggling animation, as a reference to his idle animation in ''Donkey Kong Country 2''. Diddy will continue to juggle as long as the taunt button is held. His previous up taunt is moved to his down taunt.}}
*{{change|For his side taunt, Diddy now leans his head forward and puts a hand in his mouth with a burly expression, as if trying to contain his laughter from a foe (using the same SFX as the original side taunt).}}
*{{change|One of Diddy's victory poses now involves him wearing sunglasses while dancing around to the music playing on his beatbox, similar to his victory animation in ''Donkey Kong Country 2''.}}
*{{change|Diddy no longer makes a noise when performing a [[jump|full hop]].}}


'''Diddy Kong''' is a playable character in the ''[[Brawl]]'' mod ''[[Project M]]''. He comes from the ''{{uv|Donkey Kong}}'' series of games, and has been modified from his ''Brawl'' format. <!--tier position paragraph-->
===Attributes===
*{{buff|Diddy Kong now benefits from the addition of aerial glide tossing, both in his approach, combo, and movement options, and in his recovery.}}
*{{buff|Diddy [[dash]]es faster (1.721 → 1.9)}}
*{{buff|Diddy's [[air speed]] is faster (0.82 → 1.0).}}
*{{buff|Diddy's [[traction]] is higher (0.484 → 0.6).}}
*{{change|Relative to the cast, Diddy's falling speed was drastically increased (1.43 → 2.55), going from the 15th fastest faller out of 39 characters to the 5th fastest faller out of 41. While this dramatically increases his vertical endurance, it makes him more susceptible to combos despite being a small lighter-middleweight.}}
*{{change|Diddy's gravity is higher (0.092 → 0.12) which improves his endurance but makes him more susceptible to combos.}}
*{{nerf|Diddy's double jump is lower.}}  
*{{nerf|Diddy is lighter (93 → 85) hindering his endurance. Despite this, he is also more vulnerable to combos due to his much higher fall speed and gravity.}}
**{{buff|His new weight however allows him to be knocked down by {{PM|Fox}}'s shine.}}
*{{nerf|Diddy can no longer [[DACUS]] removing a potential mixup/mind game he had with his dash attack/up smash}}


==Attributes==
===Ground attacks===
Diddy Kong is a quick, unwieldy fighter, able to rack up quick damage, [[combo]] well and make use of setups with his [[Banana Peel (move)|bananas]]. The ability to produce banana peels unlocks many techniques with Diddy Kong. The peels cause opponents hit by them or who walk over them to trip, making them fantastic tools for approaching, heckling, or setting up traps to extend combos. Diddy Kong can use his jab combo to transition into other moves or aerial combos. He is adept at [[gimp]]ing opponents with his refined [[Monkey Flip]], his [[dash attack]], and his dair. [[Peanut Popgun]] can now be used more liberally, as the gun shoots further and stronger. Diddy's aerials are solid for comboing, and the same stands for his tilts and up smash.
*{{buff|Jab combo does more damage (7% → 9%) and as with {{PM|Captain Falcon}}, the third hit of Diddy's [[neutral attack]] is now always separated from the rapid hits, so he can either launch foes with the third hit to then [[jab cancel]] and follow up, or rack up damage with the rapid hits against enemies at low percentages.}}
*{{change|Diddy no longer make noises when performing tilts.}}
*{{buff|Forward tilt deals more damage when not angled or angled up (8%/10%/11% → 9/12% (not angled), 10/13% (angled up)) has more knockback, especially at its sweetspot, and up tilt and down tilt do slightly more damage (7% → 8%).}}
*{{nerf|Up tilt has its IASA frames later (frame 25 → 31).}}
*{{nerf|Down tilt has more startup lag and has a shorter duration (frames 4-7 → 5-6)}}
*{{buff|Dash attack has less startup lag (frame 9 → 7) does more damage (9% → 14%), and hits connect more smoothly at lower percents as the move only has two hits instead of three. The second hit has a longer duration (frames 14-18 → 12-22) and the whole move has a longer duration of 1 frame. Like {{PM|Donkey Kong}}'s, his dash attack now can move off ledges, setting up offstage KOs. It also has increased speed for longer range, improving his ground game.}}
*{{nerf|Dash attack has more end lag when used on stage (FAF 25 → 39) and the first hit has significantly increased knockback hindering its combo potential while still being too weak to kill until very high percents.}}
*{{change|Diddy no longer has a unique sound clip for each smash attack.}}
*{{buff|The second hit of forward smash has less startup lag (frame 21 → 18) does more damage (13% → 14%) has stronger knockback and has less hitlag. The second hit also does not take longer to come out if the first hit connects.}}
*{{nerf|The first hit of forward Smash deals less damage (5% → 4%) and has more startup lag (frame 12 → 14). The second hit also has a shorter duration (3 frames → 2)}}
*{{buff|Up smash links much better and is a stronger KO move. It also has a longer duration (frames 5-22 → 5-25).}}
*{{nerf|Up smash deals slightly lower damage (16% → 15%) and has more end lag (FAF 50 → 53).}}
*{{buff|Down smash has slightly stronger knockback and the back hit deals more damage (12% → 13%). It also has less end lag (FAF 52 → 44).}}


However, Diddy Kong finds it difficult to close out stocks, and lacks ways to quickly and reliably finish off opponents. This can lead to opponents surviving much longer, and makes gimping opponents almost a necessity. In addition, his [[recovery]] options are somewhat limited. [[Rocketbarrel Boost]] flies in a mostly linear fashion, making it easy to disrupt for some characters.  
===Aerial attacks===
*{{change|All of Diddy's aerials now have sourspots as opposed to just his forward air.}}
*{{change|Diddy now only makes a noise when performing down aerial}}
*{{buff|Neutral aerial is considerably stronger, dealing twice the former damage (6% → 13% (clean), 9% (late)). It also has less startup lag (frame 6 → 4).}}
*{{nerf|Since neutral aerial now has a sourspot, the sweetspot has a shorter duration (frames 6-20 → 4-7). It also has more landing lag (13 frames → 16).}}
*{{buff|Forward air has more knockback less landing lag (30 frames → 22), and nows sends opponents in the [[Sakurai angle]]. The sweetspot also deals more damage (14% → 15%).}}
*{{nerf|Forward aerial has a shorter duration (frames 6-9 (clean), 10-16 (late) → 6-7/8-14).}}
*{{buff|Back aerial does more damage (9% → 12% (foot) 11% (leg)).}}
*{{nerf|Back aerial has less KO power and more landing lag (12 frames → 16). He can also no longer perform two back aerials in a short hop due to his higher fall speed.}}
*{{buff|Up aerial does slightly more damage (11% → 12%).}}
*{{nerf|Up aerial's new sourspot deals less damage (11% → 8%). It also has more startup lag (frame 3 → 5) and the sweetspot has a shorter duration (5 frames → 3).}}
*{{change|Up aerial has weaker but more horizontal knockback now sending opponents in the Sakurai angle (100° → 361°). This hinders its juggling potential but makes it more useful for [[edgeguarding]].}}
*{{buff|Down aerial has faster start-up (frame 13 → frame 10), less landing lag (30 frames → 25) and does more damage (12% → 15% (fists), 14% (arms)), making the meteor smash stronger.}}


===Changes from ''Brawl'' to PM===
===Grabs and Throws===
Diddy Kong received noticeable [[buff]]s from ''Brawl'' to PM to fit with the ''Melee'' physics.
*{{nerf|Standing and pivot grabs have more startup lag (frame 6 (standing) frame 8 (pivot) → 7/9).}}
*{{buff|Jab combo does more damage and as with {{PM|Captain Falcon}}, the third hit of Diddy's [[neutral attack]] is now always separated from the rapid hits, so he can either launch foes with the third hit to then [[jab cancel]] and follow up, or rack up damage with the rapid hits against enemies at low percentages.}}
*{{buff|Forward tilt has more knockback, especially at its sweetspot, and up tilt does slightly more damage while down tilt has earlier [[IASA]] frames and set knockback, leaving foes open against attacks more easily.}}
*{{buff|Forward smash does slightly more damage and is stronger in knockback and has less hitlag.}}
*{{buff|Up smash links much better and is a stronger KO move.}}
*{{buff|Down smash has slightly stronger knockback.}}
*{{buff|Forward air is faster, has more knockback, and has a more semi-spike angle.}}
*{{buff|Back air does more damage.}}
*{{buff|Down aerial has faster start-up, does more damage, and has a stronger meteor smash.}}
*{{buff|Up aerial does slightly more damage and has weaker but horizontal knockback.}}
*{{buff|Neutral aerial is considerably stronger, dealing twice the former damage.}}
*{{buff|Back throw has slightly more KO potential.}}
*{{buff|Back throw has slightly more KO potential.}}
*{{buff|Up throw does more damage and is now a KO move.}}
*{{buff|Up throw does more damage (9% → 10%). The changes in ''Project M's'' physics also allows Diddy to [[chain grab]] with up throw.}}
*{{buff|Pummel does slightly more damage.}}
*{{change|Up throw has altered knockback improving its combo potential at lower percents and improving its KO potential (although it is still too weak to reliably KO) however, these changes also hinder its combo potential at higher percents.}}
*{{nerf|Up throw has more ending lag.}}
*{{buff|Pummel does slightly more damage (2% → 3%).}}
*{{nerf|Down throw does slightly less damage (9% → 8%).}}
*{{buff|Down throw sends opponents at a different angle (130° → 50°). This combined with ''Project M's'' physics changes gives down throw tech chasing potential.}}
*{{buff|Down throw has altered knockback (85 (base), 40 (scaling) → 60/105). This makes it easier to combo with at lower percents although it doesn't grant it any extra KO potential.}}
*{{nerf|Forward throw has slightly less KO potential.}}
 
===Special Moves===
*{{buff|The Peanuts from [[Peanut Popgun]] now travel in straighter arcs and are much more powerful. A fully charged peanut can travel across the entire distance of Final Destination. Diddy Kong can also [[air dodge]] out of his Peanut Popgun, allowing him to [[waveland]] between shots.}}
*{{nerf|While Diddy can still cancel charging his Peanut Popgun with shield, he will no longer instantly shield on the ground or air dodge in the air. He can also no longer grab out of charging Peanut Popgun.}}
*{{buff|Monkey Flip had its distance increased. Attacking regularly after grabbing now sends opponents upward, leading into aerials at higher percents and the kick comes out right away when you hold the special button and has more knockback.}}
*{{buff|Monkey Flip had its distance increased. Attacking regularly after grabbing now sends opponents upward, leading into aerials at higher percents and the kick comes out right away when you hold the special button and has more knockback.}}
*{{buff|Bananas when thrown have greater distance and does more damage.}}
*{{change|Diddy has a different voice clip when performing Monkey Flip (his old full hop voice clip).}}
*{{buff|The Peanuts from [[Peanut Popgun]] now travel in straighter arcs and are much more powerful. A fully charged peanut can travel across the entire distance of Final Destination. Diddy Kong can also [[air dodge]] out of his Peanut Popgun, allowing him to [[waveland]] between shots.}}
*{{nerf|Monkey Flip's attack (15% → 12%) and kick (14% (clean) 10% (late) → 12%/7%) both do less damage. Diddy can also only throw out the kick at the beginning of the move rather than the entire duration.}}
*{{buff|[[Rocketbarrel Boost]] has its distance increased. Furthermore, Diddy has more control over both its arc and launch angle allowing for better and trickier recoveries. It can do 21% at full charge and its power is very dramatically increased, making it a viable combo finisher.}}
*{{nerf|Diddy can no longer reuse Monkey Flip if he is hit out of it by {{PM|Mario}}'s cape.}}
*{{buff|Diddy Kong now benefits from from the addition of aerial glide tossing, both in his approach, combo, and movement options, and in his recovery.}}
*{{buff|Diddy can now use [[Rocketbarrel Boost]] out of Monkey Flip if he uses the kick improving his recovery.}}
*{{buff|Dash attack does more damage, and hits connect more smoothly. Like {{PM|Donkey Kong}}'s, his dash attack now can move off ledges, setting up offstage KOs. It also has increased speed for longer range, and can be canceled in for a long [[DACUS]], improving his ground game.}}
*{{buff|Rocketbarrel Boost has its distance increased. Furthermore, Diddy has more control over both its arc and launch angle allowing for better and trickier recoveries. It can do 21% at full charge and its power is very dramatically increased, making it a viable combo finisher.}}  
*{{nerf|Up tilt has its IASA frames later.}}
*{{nerf|As Rocketbarrel Boost can't be charged for as long, fully charged Rockbarrel Boost covers significantly less distance.}}
*{{nerf|Up smash deals slighty lower damage.}}
*{{buff|Banana Peels, when thrown, have greater distance and does more damage (3-7% → 3-10%).}}
*{{nerf|Back aerial has less KO power.}}
**{{nerf|Diddy Kong can no longer infinite trip opponents with his {{b|Banana Peel|move}}s, as tripping can now be [[tech]]ed removing their inescapable [[0-death]] potential. These changes significantly hinder Banana Peel's utility.}}
*{{nerf|Forward aerial sourspot does less damage.}}
**{{nerf|Only one banana can be out at a time rather than two. They also have a shorter duration.}}
*{{nerf|Down throw does slightly less damage.}}
*{{nerf|Forward throw has slightly less KO potential.}}
*{{nerf|Diddy Kong can no longer infinite trip opponents with his [[Banana Peel (move)|Banana]]s, as tripping can now be [[tech]]ed.}}
*{{nerf|Monkey Flip's attack and kick both do less damage.}}
*{{change|His up [[taunt]] has been replaced with a juggling animation, possibly as a reference to his idle animation in Donkey Kong Country 2. Diddy will continue to juggle as long as the taunt button is held. His previous up taunt is moved to his down taunt.}}
*{{change|For his side taunt, Diddy now leans his head forward and puts a hand in his mouth with a burly expression, as if trying to contain his laughter from a foe (using the same SFX as the original side taunt).}}
*{{change|Original down taunt is now an [[idle pose]]}}.
*{{change|One of Diddy's victory poses now involves him wearing sunglasses while dancing around to the music playing on his beatbox.}}


==Changes from PM to P+==
==Revisions==
==Revisions==
===2.6b===
===v2.6b===
*{{buff|Down-Tilt deals a bit more overall knockback}}
*{{buff|Down tilt deals a bit more overall knockback}}
*{{buff|Up-Smash's hits link into each other more reliably}}
*{{buff|Up smash's hits link into each other more reliably}}
*{{buff|Forward-Aerial's initial hit damage and knockback adjusted so that it doesn't send very far at low percents but scales more rapidly with higher percent}}
*{{buff|Forward aerial's initial hit damage and knockback adjusted so that it doesn't send very far at low percents but scales more rapidly with higher percent}}
*{{buff|Back-Aerial sends farther at low percents}}
*{{buff|Back aerial sends farther at low percents}}
*{{buff|Down-Aerial's upper (sourspot) hitbox deals slightly more damage}}
*{{buff|Down aerial's upper (sourspot) hitbox deals slightly more damage}}
*{{buff|Dash-Grab box has an extra active frame and its total duration is increased slightly}}
*{{buff|Dash grab box has an extra active frame and its total duration is increased slightly}}
*{{buff|Turn-Grab range increased, and grabs slightly later to match other Turn Grab speeds}}
*{{buff|Turn grab range increased, and grabs slightly later to match other Turn Grab speeds}}
*{{buff|Up-Throw clank bug from Brawl that caused him to freeze up fixed}}
*{{buff|Up throw clank bug from Brawl that caused him to freeze up fixed}}
*{{buff|Neutral-B can be airdodged out of a couple frames earlier}}
*{{buff|Neutral B can be airdodged out of a couple frames earlier}}
*{{buff|Side-B kick timing window now exists during the beginning portion of the move (startup + first 7 frames of grab). Once this window passes Diddy is unable to kick and continues the grab}}
*{{buff|Side B kick timing window now exists during the beginning portion of the move (startup + first 7 frames of grab). Once this window passes Diddy is unable to kick and continues the grab}}
*{{buff|Up-B initial hit deals increased knockback}}
*{{buff|Up B initial hit deals increased knockback}}
*{{buff|Grounded glide-toss moves Diddy significantly farther}}
*{{buff|Grounded glide-toss moves Diddy significantly farther}}
*{{buff|Side-B Jump Throw angle slightly forward. Diddy leaps a bit shorter lower in height but now has an air dodge window as he goes airborne}}
*{{buff|Side B Jump Throw angle slightly forward. Diddy leaps a bit shorter lower in height but now has an air dodge window as he goes airborne}}
*{{nerf|Footstool height reduced}}
*{{nerf|Footstool height reduced}}
*{{nerf|Forward-Tilt's hip hitbox removed. Arm (sourspot) hitbox damage matches the fist (sweetspot) but still retains a higher angle and less knockback}}
*{{nerf|Forward tilt's hip hitbox removed. Arm (sourspot) hitbox damage matches the fist (sweetspot) but still retains a higher angle and less knockback}}
*{{nerf|Forward-Aerial's lingering hit knockback reduced overall}}
*{{nerf|Forward aerial's lingering hit knockback reduced overall}}
*{{nerf|Side-B's tilt/smash distances reduced and more noticeably vary in length. The tilt input sends Diddy at a much shorter distance than the smash input}}
*{{nerf|Side B's tilt/smash distances reduced and more noticeably vary in length. The tilt input sends Diddy at a much shorter distance than the smash input}}
*{{nerf|Side-B kick hitbox deals less damage and its knockback scales higher with percent}}
*{{nerf|Side B kick hitbox deals less damage and its knockback scales higher with percent}}
*{{nerf|Side-B Attack Throw ("A" or "B" Input from grab) knockback lowered.}}
*{{nerf|Side B Attack Throw ("A" or "B" Input from grab) knockback lowered.}}
*{{nerf|Up-B landing lag increased}}
*{{nerf|Up B landing lag increased}}
*{{nerf|Diddy falls a bit faster while charging Up-B in the air}}
*{{nerf|Diddy falls a bit faster while charging Up B in the air}}
*{{nerf|Up-B's grounded startup now matches the aerial startup (7 frames) and no longer has invincibility}}
*{{nerf|Up B's grounded startup now matches the aerial startup (7 frames) and no longer has invincibility}}
*{{nerf|Up-B damage decreases throughout the boost's duration}}
*{{nerf|Up B damage decreases throughout the boost's duration}}
*{{nerf|Up-B's loose barrel moves 20% slower and deals slightly less damage}}
*{{nerf|Up B's loose barrel moves 20% slower and deals slightly less damage}}
*{{nerf|Thrown Banana hitboxes are now clankable}}
*{{nerf|Thrown Banana hitboxes are now clankable}}
*{{change|Dash-Attack now has multiple hits and sends at a lower angle. No interrupt window when done on the ground but still retains the no-lag feature when landing from the aerial version.}}
*{{change|Dash Attack now has multiple hits and sends at a lower angle. No interrupt window when done on the ground but still retains the no-lag feature when landing from the aerial version.}}
*{{change|Neutral-Aerial's initial hit angle is slightly higher}}
*{{change|Neutral aerial's initial hit angle is slightly higher}}
*{{change|Up-Aerial sends at a lower angle and damage no longer depends on leg hitbox positioning}}
*{{change|Up aerial sends at a lower angle and damage no longer depends on leg hitbox positioning}}
*{{change|Banana knockback (air and grounded) is now weight dependent. Opponents are knocked away at different lengths depending on their individual weight properties (lighter characters are knocked farther than heavier characters, essentially)}}
*{{change|Banana knockback (air and grounded) is now weight dependent. Opponents are knocked away at different lengths depending on their individual weight properties (lighter characters are knocked farther than heavier characters, essentially)}}
*{{change|Throwing a banana downward (while grounded) near an opponent's feet will cause them to trip instead of being hit}}
*{{change|Throwing a banana downward (while grounded) near an opponent's feet will cause them to trip instead of being hit}}


===3.0===
===v3.0===
 
*{{buff|Shield size increased}}
*{{buff|Shield size increased}}
*{{buff|Jab angles and damage adjusted to better link into each other. Final jab (the kick) knockback increased}}
*{{buff|Jab angles and damage adjusted to better link into each other. Final jab (the kick) knockback increased}}
*{{buff|Dash-Attack's hitboxes link more reliably and have had their sizes increased slightly. Grounded version can be interrupted earlier}}
*{{buff|Dash attack's hitboxes link more reliably and have had their sizes increased slightly. Grounded version can be interrupted earlier}}
*{{buff|Forward-Tilt's hitbox sizes increased slightly. Forward and high versions have their damages increased slightly}}
*{{buff|Forward tilt's hitbox sizes increased slightly. Forward and high versions have their damages increased slightly}}
*{{buff|Up-Smash's hits link more reliably}}
*{{buff|Up smash's hits link more reliably}}
*{{buff|Diddy steps more forward on the second hit of Forward Smash. The first hit's knockback and timing changed to better link into the farther-reaching second hit}}
*{{buff|Diddy steps more forward on the second hit of forward smash. The first hit's knockback and timing changed to better link into the farther-reaching second hit}}
*{{buff|Forward-Air's base knockback increased slightly}}
*{{buff|Forward air's base knockback increased slightly}}
*{{buff|Down-Air's active frames activate slightly earlier}}
*{{buff|Down air's active frames activate slightly earlier}}
*{{buff|Neutral-B (Peanut Popgun): Air Dodge window activates slightly earlier}}
*{{buff|Neutral B (Peanut Popgun): Air Dodge window activates slightly earlier}}
*{{buff|Up-B (RocketBarrel Boost): Grounded startup reduced. Increase in damage from charging made slightly faster. Meteor hitbox more accurately reflects the blast graphic effects}}
*{{buff|Up B (RocketBarrel Boost): Grounded startup reduced. Increase in damage from charging made slightly faster. Meteor hitbox more accurately reflects the blast graphic effects}}
*{{buff|Down-B (Banana Toss): Grounded banana hits induce the trip effect and retain weight-dependent knockback. Aerial banana hit knockback slightly increased }}
*{{buff|Down B (Banana Toss): Grounded banana hits induce the trip effect and retain weight-dependent knockback. Aerial banana hit knockback slightly increased }}
*{{change|Down-Throw base knockback lowered but has higher knockback growth. Damage redone to be a two-hit move}}
*{{change|Down throw base knockback lowered but has higher knockback growth. Damage redone to be a two-hit move}}
*{{change|Up-Throw sends up and slightly forward}}
*{{change|Up throw sends up and slightly forward}}
*{{change|Side-B (Monkey Flip): Tilt version now sends the same distance as the Smash version. You can now however hold back while jumping to shorten your overall distance. Attack ("A") Throw's trajectory moved inward slightly. Jump-Throw knockback growth and damage increased significantly, and Diddy's jump height has been reduced}}
*{{change|Side B (Monkey Flip): Tilt version now sends the same distance as the Smash version. You can now however hold back while jumping to shorten your overall distance. Attack ("A") Throw's trajectory moved inward slightly. Jump-throw knockback growth and damage increased significantly, and Diddy's jump height has been reduced}}
 
===v3.02===
*{{bugfix|Fixed a bug where the sound effect for Diddy's shades breaking would play whenever he was hit after the shades were already broken}}


===3.02===
===v3.5===
*{{buff|Rocketbarrel Boost charges much faster.}}
**{{buff|Its damage has also been increased.}}
**{{nerf|However, Diddy's falling speed is higher when using the move.}}
**{{nerf|It also has more endlag.}}
*{{buff|Forward tilt deals more damage when angled upwards.}}
**{{buff|It now has a hitbox on Diddy's body that deals slightly less damage.}}
*{{buff|Forward aerial deals more damage.}}
*{{nerf|The base knockback of Diddy's up smash has been lowered.}}
**{{nerf|It also has more endlag.}}
*{{nerf|Diddy's neutral aerial has been weakened overall.}}
**{{buff|It deals slightly more damage.}}
*{{nerf|Down aerial has a slightly smaller hitbox.}}
*{{nerf|Up throw deals less damage.}}
**{{nerf|It also has more endlag.}}
*{{nerf|Monkey Flip has more endlag.}}
**{{nerf|It also has more endlag landing or kicking.}}
*{{nerf|The number of Banana Peels that can be on the stage at once has been reduced from 2 to 1.}}
*{{change|The damage from the first two hits of Diddy's up smash has been lessened, but the last hit gives more damage to compensate.}}
*{{change|The rocketbarrels no longer explode whenever it hits a character/stage. Instead, it will explode after 3 seconds of being detached.}}


*{{change|Fixed a bug where the sound effect for Diddy's shades breaking would play whenever he was hit after the shades were already broken}}
===v3.6 Beta===
*{{buff|Frame moved from between hits of forward smash to before the attack to prevent opponents from escaping second hit.}}
**{{nerf|First hit of forward smash deals less damage.}}
*{{change|Up special barrel movement reverted to ''Brawl's'' iteration of the move.}}
**{{buff|The hitboxes have been modified to protect Diddy Kong's recovery somewhat.}}


==Moveset==
==Moveset==
Up to date as of [version].
Up to date as of version 3.6.


{|class="wikitable"
{|class="wikitable"
! !!Name!!Damage!!Description
! colspan=2| !!Name!!Damage!!Description
|-
|-
!Neutral attack
! colspan=2 rowspan=4 | Neutral attack
| Combo Swat || 3%, 2%, 4%, then 1% each infinite || Slaps twice, then turns around and kicks with one foot and keeps it raised, while repeatedly hitting by lashing his tail out. First hit can set-up a grab if jab-canceled or even a buffered down smash.
| rowspan=4 | || 3% || rowspan=4 | Diddy Kong slaps forward twice, turns around to quickly kick the foe, then proceeds to repeatedly whip them with his tail. The first hit can set up a grab if [[Jab cancel|jab-canceled]], or even a [[Buffer|buffered]] down smash.
|-
|-
!Forward tilt
|2%
| Lean Punch ||12%|| Places both arms together above his head. Stands on one foot, leaning to the side and punching with both fists together above his head.
|-
|-
!Up tilt
|4%
| Jump Swipe ||8%|| Swats in the air above him with a slap. Quick and can combine with other attacks. This can be used to juggle at low damage percentages.
|-
|-
!Down tilt
|1-2% (loop)
| Low Clap ||8%|| While crouching, slaps forward. Combos well into more down tilts and even a down smash. Extremely useful for racking up damage at low percentages.  
|-
! rowspan="3" | Forward tilt || ↗
| rowspan="3" | || 13% (arms), 10% (body) || rowspan="3" | Diddy Kong leans to the side and thrusts both of his arms forward in a double punch. This attack can be angled up or down.
|-
!→
|12% (arms), 9% (body)
|-
!↘
|11% (arms), 8% (body)
|-
! colspan=2| Up tilt
| || 8% || Diddy Kong swats in the air above him with a slap. Quick and can combine with other attacks. This move can be used to [[juggle]] an opponent at low percentages.
|-
! colspan=2| Down tilt
| || 8% || Diddy Kong claps forward while crouching. Extremely useful for racking up damage at low percentages.  
<!--Crawl attack-->
<!--Crawl attack-->
|-
|-
!Dash attack
! colspan=2| Dash attack
| Cartwheel ||3 hits of 4% (12% total)|| Does a cartwheel spin, resembling the one from the Donkey Kong Country games. A great move due to having almost absolutely no ending lag and combines well with his up smash or up tilt.
| || 9% (clean), 5% (late) || Diddy Kong performs a cartwheel spin, resembling the one from the ''Donkey Kong Country'' games. A great move due to having almost absolutely no ending lag and combines well with his up smash or up tilt. This attack can also go off edges and platforms.
|-
|-
!Forward smash
! colspan=2| Forward smash
| Spinning Punch ||{{ChargedSmashDmgSSBM|5}} then  {{ChargedSmashDmgSSBM|14}} ({{ChargedSmashDmgSSBM|19}} total) || Spins, slapping forward twice. The first hit has no knockback, comboing into the second hit, although this can be escaped rather easily. When fully charged and both hits connect, it can KO at 92% on heavyweights and 85% on lightweights.
| || {{ChargedSmashDmgSSBM|4}} (hit 1), {{ChargedSmashDmgSSBM|14}} (hit 2) || 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. When fully charged and both hits connect, it can KO at 85% on lightweights and 92% on heavyweights.
|-
|-
!Up smash
! colspan=2| Up smash
| Fliparound || {{ChargedSmashDmgSSBM|3}} (hits 1 and 2), {{ChargedSmashDmgSSBM|9}} (3rd hit); {{ChargedSmashDmgSSBM|15}} total || Hops a little and does a sort of cartwheel, hitting three times with extremely low knockback that doesn't KO until 115%. Fills in combos and can rack up damage easily.
| || {{ChargedSmashDmgSSBM|2}} (hits 1-2), {{ChargedSmashDmgSSBM|11}} (hit 3) || Diddy Kong sops a little and does a sort of cartwheel, hitting three times with extremely low knockback that doesn't KO until 115%. Fills in combos and can rack up damage easily.
|-
|-
!Down smash
! colspan=2| Down smash
| Breakdance Kick || {{ChargedSmashDmgSSBM|16}} (front), {{ChargedSmashDmgSSBM|13}} (back) || Performs a sweeping kick. It has less knockback than his forward smash and sends enemies at a more horizontal angle.
| || Front: {{ChargedSmashDmgSSBM|14}} (body) {{ChargedSmashDmgSSBM|16}} (leg)<br/>Back: {{ChargedSmashDmgSSBM|12}} (body), {{ChargedSmashDmgSSBM|13}} (leg) || Diddy Kong performs a sweeping kick. It has less knockback than his forward smash and sends enemies at a more horizontal angle.
|-
|-
!Neutral aerial
! colspan=2| Neutral aerial
| Air Cartwheel || 12% (clean), 9% (late) || Sticks out hands and feet and spins. Only hits once with decent knockback, making it a sex kick. Looks similar to his dash attack.
| || 13% (clean), 9% (late) || Diddy Kong does an aerial cartwheel similar to his dash attack. Has decent knockback.
|-
|-
!Forward aerial
! colspan=2| Forward aerial
| Two-Legged Kick || 14% (clean), 9% (late) || 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.
| || 15% (clean), 11% (late) || Diddy Kong kicks both feet forward while spinning. Diddy Kong's strongest aerial, a great [[edge-guarding]] option, and a good move to use in a short hop (though a bair is quicker and better for [[spacing]]). On the edge at above 100%, edge drop -> jump -> fair is considered one of the best options available.
|-
|-
!Back aerial
! colspan=2| Back aerial
| Rear Kick || 12% (foot), 11% (body) || Sticks leg out and spins it behind him. His fastest aerial, a great option for spacing whether a short hop is used or not.  
| || 12% (foot), 11% (body) || Diddy Kong thrusts one leg backward and performs a single spin. His fastest aerial, being a great option for spacing whether a short hop is used or not.  
|-
|-
!Up aerial
! colspan=2| Up aerial
| Flip Kick || 12% (clean), 8% (late) || An overhead flip kick. Decent knockback, fairly fast.
| || 12% (clean), 8% (late) || Diddy Kong does an overhead flip kick. Decent knockback, fairly fast.
|-
|-
!Down aerial
! colspan=2| Down aerial
| Two-Fisted Pound || 15% (sweetspot), 14% (sourspot) || Punches both arms down, meteor smashing powerfully as soon as it connects, but with some start-up lag.
| || 15% (fists), 14% (arms) || Diddy Kong swings both his arms downward in a double axe-handle punch. A powerful [[meteor smash]].
<!--Grab aerial-->
<!--Grab aerial-->
|-
|-
!Grab
! colspan=2| Grab
| ||&mdash;|| Grabs the enemy with both of his hands.
| || &mdash; ||
|-
|-
!Pummel
! colspan=2| Pummel
| Headbutt || 3% || Headbutts his target, angled from the side of his body. Hits almost instantly.
| || 3% || Diddy Kong headbutts his target, angled from the side of his body. Hits almost instantly.
|-
|-
!Forward throw
! colspan=2| Forward throw
| Toss || 11% || Tosses opponent forward. Based on how Diddy Kong would throw barrels in Donkey Kong Country. Best used to get opponents offstage to set up an edgeguard, can combo into an fair.
| || 11% || Diddy Kong tosses the opponent forward. Based on how Diddy Kong would throw barrels in ''Donkey Kong Country''. Best used to get opponents offstage to set up an edgeguard. This throw can also combo into a f-air.
|-
|-
!Back throw
! colspan=2| Back throw
| Rear Toss || 10% || Tosses opponent backward, very similar to his f-throw in that it is useful for getting opponents offstage.  
| || 10% || Diddy Kong tosses the opponent backward, very similar to his forward throw in that it is useful for getting opponents offstage.  
|-
|-
!Up throw
! colspan=2| Up throw
| Vertical Kick || 12% || Throws opponent up and kicks them. Is a decent option for getting opponents into the air. It is his strongest throw.
| || 3% (hit 1), 7% (throw) || Diddy Kong throws the opponent up and kicks them. This throw is a decent option for getting opponents into the air.
|-
|-
!Down throw
! colspan=2| Down throw
| Ground Bounce || 8% || Performs a leapfrog-like manoeuvre and throws the opponent underneath him. Has fair backwards knockback. Can be followed up by multiple moves and is a good combo starter.
| || 5% (hit 1), 3% (throw) || Diddy Kong throws the opponent onto the ground and hops over them. Deals fair backwards knockback. This throw can be followed up by multiple moves and is a great combo starter.
|-
|-
!Floor attack (front)
! colspan=2| Floor attack (front)
| Spin Swipe || 6% || Gets up and kicks to both sides.
| || 6% || Diddy Kong gets up and slaps on both sides.
|-
|-
!Floor attack (back)
! colspan=2| Floor attack (back)
| Swirl Kick || 6% || Gets up and kicks to both sides.
| || 6% || Diddy Kong gets up and kicks on both sides.
|-
|-
!Floor attack (trip)
! colspan=2| Floor attack (trip)
| Spin Kick || 5% || Another two kicks to either side.
| || 5% || Diddy Kong gets up and kicks on both sides.
|-
|-
!Edge attack (fast)
! colspan=2| Edge attack (fast)
| Quick Flick || 8% || Spinning tail slap.
| || 6% (tail far), 8% (tail close) || Diddy Kong quickly climbs up and does a spinning tail slap.
|-
|-
!Edge attack (slow)
! colspan=2| Edge attack (slow)
| Slow Kick || 10% || Short kick.
| || 10% || Diddy Kong slowly climbs up and sticks his left foot out.
|-
|-
!Neutral special
! colspan=2| Neutral special
| Peanut Popgun || 5-17% || Diddy Kong pulls out his peanut popgun and fires a peanut. Can be charged, but if charged for too long the popgun will explode and stun Diddy Kong for a second.
| [[Peanut Popgun]] || 5-18% (peanuts), 20% (explosion) || Diddy Kong pulls out his peanut popgun and fires a peanut. This move can be charged, but charging it too long will cause the popgun will explode, dealing 5% [[recoil damage]], and will stun Diddy Kong for a second.
|-
|-
!Side special
! colspan=2| Side special
| Monkey Flip || 12% (grab), 7% (air kick) || A sideways hop, which grabs opponents and can be kicked out of. Can be used to gain some extra recovery distance. If Diddy jumps off the opponent in the air, it can set for a neutral aerial immediately after. If the special move button is pressed after the flip, Diddy will kick, being a great combo move that can lead into a fair if a midair jump is available. However, if the kick is used, Rocketbarrel Boost cannot be used until landing. An impractical sacrificial KO is possible with this move by using it in the air and falling to the lower blast line with the opponent (referred to as "Diddycide").  
| [[Monkey Flip]] || 12% (midair kick clean), 7% (midair kick late), 5% (grab & jump attack hit 1), 7% (grab & jump attack hit 2), 5% (release) || Diddy Kong performs a sideways hop that can latch him onto an enemy's face if timed correctly. If the attack button is pressed once Diddy Kong has grabbed onto an enemy, he will perform a double chop attack that deals vertical knockback, which can lead into aerials at higher percents. If the jump button is pressed, he will instead jump on the enemy's head and push them downwards, which is a [[footstool jump]]. Finally, pressing the attack button before the jump will cause Diddy to attack with a flying kick that deals strong knockback. This move can be used to gain some extra  recovery distance horizontally.
|-
|-
!Up special
! colspan=2| Up special
| Rocketbarrel Boost || 10-21% || Diddy charges up his barrels and launches himself upwards. Can be angled with the Control Stick (but not by much if the move is uncharged). Diddy's primary recovery move, but leaves him vulnerable during the charging and can also self-stage spike on stages such as Final Destination. If Diddy is attacked out of the move, the barrels will fly around and can damage opponents.
| [[Rocketbarrel Boost]] || 11-20% (launch), 10% (flight early), 8% (flight late), 1-3% (explosion) || Diddy Kong charges up his Rocketbarrel Pack and launches himself upwards. While charging, it's possible to change the direction Diddy will be launched by holding the control stick/pad left or right. This method can also be used to control the arc Diddy flies in once he starts flying, making it a great recovery move, especially when fully charged. If someone attacks Diddy Kong when he's wearing his Rocketbarrel Pack, it'll break free and fly around aimlessly.
|-
|-
!Down special
! colspan=2| Down special
| Banana Peel || 8% (dash thrown), 6% (thrown), 5% (dropped) || Pops a banana peel into the air.
| [[Banana Peel_(move)|Banana Peel]] || 3% (hand) || Diddy Kong tosses a [[Banana Peel]] into the air to have it fall onto the ground. Opponents who come in contact with the peel will slip and [[trip]]. Only one banana peel can be thrown at a time.
|-
|-
!Final Smash
! colspan=2| Final Smash
| Rocketbarrel Barrage || 8% then 15% (per shot fired), 18% (contact), 20% (ending blast) || Diddy flies around shooting explosive peanuts.
| [[Rocketbarrel Barrage]] || 8% (peanuts), 15% (peanuts explosion), 18% (contact), 20% (ending explosion) || Diddy Kong flies around on his Rocketbarrel Pack, shooting explosive peanuts everywhere. Puts Diddy Kong into a [[helpless]] state when ended in the air.
|}
|}


==In [[competitive play]]==
==In [[competitive play]]==
===Notable players===
===Most historically significant players===
*{{Sm|AbstractLogic|USA}}
<!--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 -->
*{{Sm|Boss|USA}}
*{{Sm|DISQO_BUNNY|USA}}
*{{Sm|GuruKid|USA}}
*{{Sm|Junebug|USA}}
*{{Sm|Vro|USA}}


==Palette swaps==
''See also: [[:Category:Diddy Kong players (PM)]]''
Diddy Kong's palette swaps remain unchanged from ''Brawl''.
*{{Sm|Aero|USA}} - Formerly ranked as high as 5th on the SoCal ''Project M'' Power Rankings. Ranked 27th on [[PMRank 2016]].
[[Image:Diddy Kong Palette (SSBB).png|frame|center|Diddy Kong's palette swaps in PM]]
*{{Sm|BaconPancakes|USA}} - The best Diddy Kong player in the world during 3.6; ranked 4th on [[PMRank 2017]].
*{{Sm|Junebug|USA}} - Was widely considered to be the best Diddy Kong player in the world from 2014-2016. Ranked 27th on [[PMRank 2017]].
*{{Sm|Luck|USA}} - Ranked 32nd on  [[PMRank 2018]].
*{{Sm|SipMastah|USA}} - Considered the best current Diddy Kong player. Won {{Trn|Against All Odds}} and placed 3rd at {{Trn|Warp Zone 2}} using primarily Diddy Kong.
*{{Sm|Sneez|USA}} - R.O.B main with a Diddy Kong secondary. Ranked #32 on [[PMRank 2023]].
 
==Alternate costumes==
===Project M===
Diddy Kong's alternate costumes remain unchanged from ''Brawl'', except for a new orange costume that makes him look like [[mariowiki:Funky Kong|Funky Kong]] in the ''[[mariowiki:Donkey Kong Country (television series)|Donkey Kong Country]]'' TV series.
 
{|style="margin:1em auto 1em auto;text-align:center"
|-
|colspan=8|[[File:Diddy Kong Palette (PM).png|frame|center|Diddy Kong's alternate costumes in PM]]
|-
|[[File:DiddyKongHeadSSBB.png]]
|[[File:DiddyKongHeadYellowSSBB.png]]
|[[File:DiddyKongHeadPinkSSBB.png]]
|[[File:DiddyKongHeadPurpleSSBB.png]]
|[[File:DiddyKongHeadGreenSSBB.png]]
|[[File:DiddyKongHeadBlueSSBB.png]]
|[[File:DiddyKongHeadOrangePM.png]]
|}
 
===Project+===
''[[Project+]]'' gives Diddy Kong several new recolors, as well as a hoodie for an alternate costume. His red hoodie costume is a reference to Captain N's outfit in the Nintendo cartoon series. The hoodie's also have logos based on some of Diddy's appearances in the Mario sports games.
 
[[File:Diddy Kong Palette (P+).png|800px|thumb|center|Diddy Kong's alternate costumes in P+]]
 
'''Secret costumes:'''
 
[[File:Diddy Kong Z P+.png|160px]]
 
'''Z-Secret Costume:''' Based on Diddy Kong's appearance in ''Mario Strikers Charged''.
 
'''R-Secret Costume:''' [[mariowiki:Donkey Kong Jr.|Donkey Kong Jr.]]-inspired costume.
 
==Trivia==
*Diddy Kong was the only character in ''Project M'' that didn't have an alternate costume or any new recolorings prior to the 3.6 Beta.
**This still applies to {{PM|Wario}} in PM, as the masquerade code to break his 12 costume limit had not been invented
*Diddy Kong's peanuts have 1 hp, and thus can be broken by {{PM|Fox}}'s lasers.


==External links==
==External links==
*[http://projectmgame.com/en/characters/diddy-kong Project M character page]
*[https://pmunofficial.com/en/characters/diddy-kong/ Diddy Kong's page at the Project M website]
*[https://www.reddit.com/r/SSBPM/comments/b172ge/labbing_discord_results_diddy_kong/ Labbing Discord Tech Post]


{{Project M}}
{{Project M}}
[[Category:Diddy Kong]]
[[Category:Diddy Kong]]
[[Category:Characters (PM)]]
[[Category:Characters (PM)]]

Latest revision as of 23:56, July 2, 2024

Diddy Kong
in Project M and Project+
Diddy Kong SSBB.jpg
PPlus Diddy.png
PPlus Hooded Diddy.png

DKSymbol.svg
Universe Donkey Kong
Base game appearance Brawl
Moveset inspiration Diddy Kong (SSBB)
Alternate costume Hooded Diddy (Project+)
Diddy Kong (SSBB)

Diddy Kong is a playable character in the Brawl mod Project M. He is currently ranked 4th out of 41 on the official tier list, a slight improvement where he is ranked 4th out of 38 in Brawl. However, in Project+, Diddy Kong ranks 18th on the official tier list in the A tier, a stark drop from both Brawl and Project M, but nonetheless remaining a high tier character.

Attributes[edit]

Diddy Kong is a quick, unwieldy fighter, able to rack up quick damage, combo well and make use of setups with his bananas. The ability to produce banana peels unlocks many techniques with Diddy Kong. The peels cause opponents hit by them or who walk over them to trip, making them fantastic tools for approaching, heckling, or setting up traps to extend combos. Diddy Kong can use his jab combo to transition into other moves or aerial combos. He is adept at gimping opponents with his refined Monkey Flip, his dash attack, and his down air. Peanut Popgun can now be used more liberally, as the gun shoots further and is stronger. Diddy's aerials are solid for comboing, and the same stands for his tilts and up smash.

However, Diddy Kong lacks ways to quickly and reliably finish off opponents. This can lead to opponents surviving much longer, and makes gimping opponents almost a necessity. In addition, his recovery options are somewhat limited. Rocketbarrel Boost flies in a mostly linear fashion, making it easy to disrupt for some characters.

Regarding item play, Diddy Kong has a ridiculously deep and distinct tool kit with which he can outwit his opponents.

Changes from Brawl to PM[edit]

Diddy Kong received some nerfs mostly noticeably to his Banana Peel which was the key part to his success in Brawl. Diddy can only have one banana peel out at a time and the changes to Tripping in Project M hinder their utility. Diddy Kong's endurance is also significantly worse due to his lower weight and he is much more vulnerable to combos due to his higher fall speed and gravity.

Besides the nerfs to his Banana Peels, he mostly gained noticeable buffs from Brawl to PM to fit with the Melee physics. His mobility, combo and edgeguarding game has been significantly improved and his damage output/kill power has increased. His grab game is also significantly stronger due to the physics changes as well as his up and down throws being altered. His recovery is also a lot better due to his higher air speed as well as having more options out of his side and up specials.

Overall despite his nerfs, Diddy remains a threat in PM's meta due to his buffs. He still remains one of the strongest characters in the game.

Aesthetics[edit]

  • Change Diddy Kong is now more expressive while idling as his old down taunt is now apart of his idle animation and he now makes noises during his original idle pose.
  • Change His up taunt has been replaced with a juggling animation, as a reference to his idle animation in Donkey Kong Country 2. Diddy will continue to juggle as long as the taunt button is held. His previous up taunt is moved to his down taunt.
  • Change For his side taunt, Diddy now leans his head forward and puts a hand in his mouth with a burly expression, as if trying to contain his laughter from a foe (using the same SFX as the original side taunt).
  • Change One of Diddy's victory poses now involves him wearing sunglasses while dancing around to the music playing on his beatbox, similar to his victory animation in Donkey Kong Country 2.
  • Change Diddy no longer makes a noise when performing a full hop.

Attributes[edit]

  • Buff Diddy Kong now benefits from the addition of aerial glide tossing, both in his approach, combo, and movement options, and in his recovery.
  • Buff Diddy dashes faster (1.721 → 1.9)
  • Buff Diddy's air speed is faster (0.82 → 1.0).
  • Buff Diddy's traction is higher (0.484 → 0.6).
  • Change Relative to the cast, Diddy's falling speed was drastically increased (1.43 → 2.55), going from the 15th fastest faller out of 39 characters to the 5th fastest faller out of 41. While this dramatically increases his vertical endurance, it makes him more susceptible to combos despite being a small lighter-middleweight.
  • Change Diddy's gravity is higher (0.092 → 0.12) which improves his endurance but makes him more susceptible to combos.
  • Nerf Diddy's double jump is lower.
  • Nerf Diddy is lighter (93 → 85) hindering his endurance. Despite this, he is also more vulnerable to combos due to his much higher fall speed and gravity.
    • Buff His new weight however allows him to be knocked down by Fox's shine.
  • Nerf Diddy can no longer DACUS removing a potential mixup/mind game he had with his dash attack/up smash

Ground attacks[edit]

  • Buff Jab combo does more damage (7% → 9%) and as with Captain Falcon, the third hit of Diddy's neutral attack is now always separated from the rapid hits, so he can either launch foes with the third hit to then jab cancel and follow up, or rack up damage with the rapid hits against enemies at low percentages.
  • Change Diddy no longer make noises when performing tilts.
  • Buff Forward tilt deals more damage when not angled or angled up (8%/10%/11% → 9/12% (not angled), 10/13% (angled up)) has more knockback, especially at its sweetspot, and up tilt and down tilt do slightly more damage (7% → 8%).
  • Nerf Up tilt has its IASA frames later (frame 25 → 31).
  • Nerf Down tilt has more startup lag and has a shorter duration (frames 4-7 → 5-6)
  • Buff Dash attack has less startup lag (frame 9 → 7) does more damage (9% → 14%), and hits connect more smoothly at lower percents as the move only has two hits instead of three. The second hit has a longer duration (frames 14-18 → 12-22) and the whole move has a longer duration of 1 frame. Like Donkey Kong's, his dash attack now can move off ledges, setting up offstage KOs. It also has increased speed for longer range, improving his ground game.
  • Nerf Dash attack has more end lag when used on stage (FAF 25 → 39) and the first hit has significantly increased knockback hindering its combo potential while still being too weak to kill until very high percents.
  • Change Diddy no longer has a unique sound clip for each smash attack.
  • Buff The second hit of forward smash has less startup lag (frame 21 → 18) does more damage (13% → 14%) has stronger knockback and has less hitlag. The second hit also does not take longer to come out if the first hit connects.
  • Nerf The first hit of forward Smash deals less damage (5% → 4%) and has more startup lag (frame 12 → 14). The second hit also has a shorter duration (3 frames → 2)
  • Buff Up smash links much better and is a stronger KO move. It also has a longer duration (frames 5-22 → 5-25).
  • Nerf Up smash deals slightly lower damage (16% → 15%) and has more end lag (FAF 50 → 53).
  • Buff Down smash has slightly stronger knockback and the back hit deals more damage (12% → 13%). It also has less end lag (FAF 52 → 44).

Aerial attacks[edit]

  • Change All of Diddy's aerials now have sourspots as opposed to just his forward air.
  • Change Diddy now only makes a noise when performing down aerial
  • Buff Neutral aerial is considerably stronger, dealing twice the former damage (6% → 13% (clean), 9% (late)). It also has less startup lag (frame 6 → 4).
  • Nerf Since neutral aerial now has a sourspot, the sweetspot has a shorter duration (frames 6-20 → 4-7). It also has more landing lag (13 frames → 16).
  • Buff Forward air has more knockback less landing lag (30 frames → 22), and nows sends opponents in the Sakurai angle. The sweetspot also deals more damage (14% → 15%).
  • Nerf Forward aerial has a shorter duration (frames 6-9 (clean), 10-16 (late) → 6-7/8-14).
  • Buff Back aerial does more damage (9% → 12% (foot) 11% (leg)).
  • Nerf Back aerial has less KO power and more landing lag (12 frames → 16). He can also no longer perform two back aerials in a short hop due to his higher fall speed.
  • Buff Up aerial does slightly more damage (11% → 12%).
  • Nerf Up aerial's new sourspot deals less damage (11% → 8%). It also has more startup lag (frame 3 → 5) and the sweetspot has a shorter duration (5 frames → 3).
  • Change Up aerial has weaker but more horizontal knockback now sending opponents in the Sakurai angle (100° → 361°). This hinders its juggling potential but makes it more useful for edgeguarding.
  • Buff Down aerial has faster start-up (frame 13 → frame 10), less landing lag (30 frames → 25) and does more damage (12% → 15% (fists), 14% (arms)), making the meteor smash stronger.

Grabs and Throws[edit]

  • Nerf Standing and pivot grabs have more startup lag (frame 6 (standing) frame 8 (pivot) → 7/9).
  • Buff Back throw has slightly more KO potential.
  • Buff Up throw does more damage (9% → 10%). The changes in Project M's physics also allows Diddy to chain grab with up throw.
  • Change Up throw has altered knockback improving its combo potential at lower percents and improving its KO potential (although it is still too weak to reliably KO) however, these changes also hinder its combo potential at higher percents.
  • Nerf Up throw has more ending lag.
  • Buff Pummel does slightly more damage (2% → 3%).
  • Nerf Down throw does slightly less damage (9% → 8%).
  • Buff Down throw sends opponents at a different angle (130° → 50°). This combined with Project M's physics changes gives down throw tech chasing potential.
  • Buff Down throw has altered knockback (85 (base), 40 (scaling) → 60/105). This makes it easier to combo with at lower percents although it doesn't grant it any extra KO potential.
  • Nerf Forward throw has slightly less KO potential.

Special Moves[edit]

  • Buff The Peanuts from Peanut Popgun now travel in straighter arcs and are much more powerful. A fully charged peanut can travel across the entire distance of Final Destination. Diddy Kong can also air dodge out of his Peanut Popgun, allowing him to waveland between shots.
  • Nerf While Diddy can still cancel charging his Peanut Popgun with shield, he will no longer instantly shield on the ground or air dodge in the air. He can also no longer grab out of charging Peanut Popgun.
  • Buff Monkey Flip had its distance increased. Attacking regularly after grabbing now sends opponents upward, leading into aerials at higher percents and the kick comes out right away when you hold the special button and has more knockback.
  • Change Diddy has a different voice clip when performing Monkey Flip (his old full hop voice clip).
  • Nerf Monkey Flip's attack (15% → 12%) and kick (14% (clean) 10% (late) → 12%/7%) both do less damage. Diddy can also only throw out the kick at the beginning of the move rather than the entire duration.
  • Nerf Diddy can no longer reuse Monkey Flip if he is hit out of it by Mario's cape.
  • Buff Diddy can now use Rocketbarrel Boost out of Monkey Flip if he uses the kick improving his recovery.
  • Buff Rocketbarrel Boost has its distance increased. Furthermore, Diddy has more control over both its arc and launch angle allowing for better and trickier recoveries. It can do 21% at full charge and its power is very dramatically increased, making it a viable combo finisher.
  • Nerf As Rocketbarrel Boost can't be charged for as long, fully charged Rockbarrel Boost covers significantly less distance.
  • Buff Banana Peels, when thrown, have greater distance and does more damage (3-7% → 3-10%).
    • Nerf Diddy Kong can no longer infinite trip opponents with his Banana Peels, as tripping can now be teched removing their inescapable 0-death potential. These changes significantly hinder Banana Peel's utility.
    • Nerf Only one banana can be out at a time rather than two. They also have a shorter duration.

Changes from PM to P+[edit]

Revisions[edit]

v2.6b[edit]

  • Buff Down tilt deals a bit more overall knockback
  • Buff Up smash's hits link into each other more reliably
  • Buff Forward aerial's initial hit damage and knockback adjusted so that it doesn't send very far at low percents but scales more rapidly with higher percent
  • Buff Back aerial sends farther at low percents
  • Buff Down aerial's upper (sourspot) hitbox deals slightly more damage
  • Buff Dash grab box has an extra active frame and its total duration is increased slightly
  • Buff Turn grab range increased, and grabs slightly later to match other Turn Grab speeds
  • Buff Up throw clank bug from Brawl that caused him to freeze up fixed
  • Buff Neutral B can be airdodged out of a couple frames earlier
  • Buff Side B kick timing window now exists during the beginning portion of the move (startup + first 7 frames of grab). Once this window passes Diddy is unable to kick and continues the grab
  • Buff Up B initial hit deals increased knockback
  • Buff Grounded glide-toss moves Diddy significantly farther
  • Buff Side B Jump Throw angle slightly forward. Diddy leaps a bit shorter lower in height but now has an air dodge window as he goes airborne
  • Nerf Footstool height reduced
  • Nerf Forward tilt's hip hitbox removed. Arm (sourspot) hitbox damage matches the fist (sweetspot) but still retains a higher angle and less knockback
  • Nerf Forward aerial's lingering hit knockback reduced overall
  • Nerf Side B's tilt/smash distances reduced and more noticeably vary in length. The tilt input sends Diddy at a much shorter distance than the smash input
  • Nerf Side B kick hitbox deals less damage and its knockback scales higher with percent
  • Nerf Side B Attack Throw ("A" or "B" Input from grab) knockback lowered.
  • Nerf Up B landing lag increased
  • Nerf Diddy falls a bit faster while charging Up B in the air
  • Nerf Up B's grounded startup now matches the aerial startup (7 frames) and no longer has invincibility
  • Nerf Up B damage decreases throughout the boost's duration
  • Nerf Up B's loose barrel moves 20% slower and deals slightly less damage
  • Nerf Thrown Banana hitboxes are now clankable
  • Change Dash Attack now has multiple hits and sends at a lower angle. No interrupt window when done on the ground but still retains the no-lag feature when landing from the aerial version.
  • Change Neutral aerial's initial hit angle is slightly higher
  • Change Up aerial sends at a lower angle and damage no longer depends on leg hitbox positioning
  • Change Banana knockback (air and grounded) is now weight dependent. Opponents are knocked away at different lengths depending on their individual weight properties (lighter characters are knocked farther than heavier characters, essentially)
  • Change Throwing a banana downward (while grounded) near an opponent's feet will cause them to trip instead of being hit

v3.0[edit]

  • Buff Shield size increased
  • Buff Jab angles and damage adjusted to better link into each other. Final jab (the kick) knockback increased
  • Buff Dash attack's hitboxes link more reliably and have had their sizes increased slightly. Grounded version can be interrupted earlier
  • Buff Forward tilt's hitbox sizes increased slightly. Forward and high versions have their damages increased slightly
  • Buff Up smash's hits link more reliably
  • Buff Diddy steps more forward on the second hit of forward smash. The first hit's knockback and timing changed to better link into the farther-reaching second hit
  • Buff Forward air's base knockback increased slightly
  • Buff Down air's active frames activate slightly earlier
  • Buff Neutral B (Peanut Popgun): Air Dodge window activates slightly earlier
  • Buff Up B (RocketBarrel Boost): Grounded startup reduced. Increase in damage from charging made slightly faster. Meteor hitbox more accurately reflects the blast graphic effects
  • Buff Down B (Banana Toss): Grounded banana hits induce the trip effect and retain weight-dependent knockback. Aerial banana hit knockback slightly increased
  • Change Down throw base knockback lowered but has higher knockback growth. Damage redone to be a two-hit move
  • Change Up throw sends up and slightly forward
  • Change Side B (Monkey Flip): Tilt version now sends the same distance as the Smash version. You can now however hold back while jumping to shorten your overall distance. Attack ("A") Throw's trajectory moved inward slightly. Jump-throw knockback growth and damage increased significantly, and Diddy's jump height has been reduced

v3.02[edit]

  • Bug fix Fixed a bug where the sound effect for Diddy's shades breaking would play whenever he was hit after the shades were already broken

v3.5[edit]

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

v3.6 Beta[edit]

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

Moveset[edit]

Up to date as of version 3.6.

Name Damage Description
Neutral attack 3% Diddy Kong slaps forward twice, turns around to quickly kick the foe, then proceeds to repeatedly whip them with his tail. The first hit can set up a grab if jab-canceled, or even a buffered down smash.
2%
4%
1-2% (loop)
Forward tilt 13% (arms), 10% (body) Diddy Kong leans to the side and thrusts both of his arms forward in a double punch. This attack can be angled up or down.
12% (arms), 9% (body)
11% (arms), 8% (body)
Up tilt 8% Diddy Kong swats in the air above him with a slap. Quick and can combine with other attacks. This move can be used to juggle an opponent at low percentages.
Down tilt 8% Diddy Kong claps forward while crouching. Extremely useful for racking up damage at low percentages.
Dash attack 9% (clean), 5% (late) Diddy Kong performs a cartwheel spin, resembling the one from the Donkey Kong Country games. A great move due to having almost absolutely no ending lag and combines well with his up smash or up tilt. This attack can also go off edges and platforms.
Forward smash 4% (hit 1), 14% (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. When fully charged and both hits connect, it can KO at 85% on lightweights and 92% on heavyweights.
Up smash 2% (hits 1-2), 11% (hit 3) Diddy Kong sops a little and does a sort of cartwheel, hitting three times with extremely low knockback that doesn't KO until 115%. Fills in combos and can rack up damage easily.
Down smash Front: 14% (body) 16% (leg)
Back: 12% (body), 13% (leg)
Diddy Kong performs a sweeping kick. It has less knockback than his forward smash and sends enemies at a more horizontal angle.
Neutral aerial 13% (clean), 9% (late) Diddy Kong does an aerial cartwheel similar to his dash attack. Has decent knockback.
Forward aerial 15% (clean), 11% (late) Diddy Kong kicks both feet forward while spinning. Diddy Kong's strongest aerial, a great edge-guarding option, and a good move to use in a short hop (though a bair is quicker and better for spacing). On the edge at above 100%, edge drop -> jump -> fair is considered one of the best options available.
Back aerial 12% (foot), 11% (body) Diddy Kong thrusts one leg backward and performs a single spin. His fastest aerial, being a great option for spacing whether a short hop is used or not.
Up aerial 12% (clean), 8% (late) Diddy Kong does an overhead flip kick. Decent knockback, fairly fast.
Down aerial 15% (fists), 14% (arms) Diddy Kong swings both his arms downward in a double axe-handle punch. A powerful meteor smash.
Grab
Pummel 3% Diddy Kong headbutts his target, angled from the side of his body. Hits almost instantly.
Forward throw 11% Diddy Kong tosses the opponent forward. Based on how Diddy Kong would throw barrels in Donkey Kong Country. Best used to get opponents offstage to set up an edgeguard. This throw can also combo into a f-air.
Back throw 10% Diddy Kong tosses the opponent backward, very similar to his forward throw in that it is useful for getting opponents offstage.
Up throw 3% (hit 1), 7% (throw) Diddy Kong throws the opponent up and kicks them. This throw is a decent option for getting opponents into the air.
Down throw 5% (hit 1), 3% (throw) Diddy Kong throws the opponent onto the ground and hops over them. Deals fair backwards knockback. This throw can be followed up by multiple moves and is a great combo starter.
Floor attack (front) 6% Diddy Kong gets up and slaps on both sides.
Floor attack (back) 6% Diddy Kong gets up and kicks on both sides.
Floor attack (trip) 5% Diddy Kong gets up and kicks on both sides.
Edge attack (fast) 6% (tail far), 8% (tail close) Diddy Kong quickly climbs up and does a spinning tail slap.
Edge attack (slow) 10% Diddy Kong slowly climbs up and sticks his left foot out.
Neutral special Peanut Popgun 5-18% (peanuts), 20% (explosion) Diddy Kong pulls out his peanut popgun and fires a peanut. This move can be charged, but charging it too long will cause the popgun will explode, dealing 5% recoil damage, and will stun Diddy Kong for a second.
Side special Monkey Flip 12% (midair kick clean), 7% (midair kick late), 5% (grab & jump attack hit 1), 7% (grab & jump attack hit 2), 5% (release) Diddy Kong performs a sideways hop that can latch him onto an enemy's face if timed correctly. If the attack button is pressed once Diddy Kong has grabbed onto an enemy, he will perform a double chop attack that deals vertical knockback, which can lead into aerials at higher percents. If the jump button is pressed, he will instead jump on the enemy's head and push them downwards, which is a footstool jump. Finally, pressing the attack button before the jump will cause Diddy to attack with a flying kick that deals strong knockback. This move can be used to gain some extra recovery distance horizontally.
Up special Rocketbarrel Boost 11-20% (launch), 10% (flight early), 8% (flight late), 1-3% (explosion) Diddy Kong charges up his Rocketbarrel Pack and launches himself upwards. While charging, it's possible to change the direction Diddy will be launched by holding the control stick/pad left or right. This method can also be used to control the arc Diddy flies in once he starts flying, making it a great recovery move, especially when fully charged. If someone attacks Diddy Kong when he's wearing his Rocketbarrel Pack, it'll break free and fly around aimlessly.
Down special Banana Peel 3% (hand) Diddy Kong tosses a Banana Peel into the air to have it fall onto the ground. Opponents who come in contact with the peel will slip and trip. Only one banana peel can be thrown at a time.
Final Smash Rocketbarrel Barrage 8% (peanuts), 15% (peanuts explosion), 18% (contact), 20% (ending explosion) Diddy Kong flies around on his Rocketbarrel Pack, shooting explosive peanuts everywhere. Puts Diddy Kong into a helpless state when ended in the air.

In competitive play[edit]

Most historically significant players[edit]

See also: Category:Diddy Kong players (PM)

Alternate costumes[edit]

Project M[edit]

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

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

Project+[edit]

Project+ gives Diddy Kong several new recolors, as well as a hoodie for an alternate costume. His red hoodie costume is a reference to Captain N's outfit in the Nintendo cartoon series. The hoodie's also have logos based on some of Diddy's appearances in the Mario sports games.

Diddy Kong's alternate costumes in P+

Secret costumes:

Diddy Kong Z P+.png

Z-Secret Costume: Based on Diddy Kong's appearance in Mario Strikers Charged.

R-Secret Costume: Donkey Kong Jr.-inspired costume.

Trivia[edit]

  • Diddy Kong was the only character in Project M that didn't have an alternate costume or any new recolorings prior to the 3.6 Beta.
    • This still applies to Wario in PM, as the masquerade code to break his 12 costume limit had not been invented
  • Diddy Kong's peanuts have 1 hp, and thus can be broken by Fox's lasers.

External links[edit]