Diddy Kong (PM): Difference between revisions
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===Attributes=== | ===Attributes=== | ||
*{{buff|Diddy Kong now benefits from from the addition of aerial glide tossing, both in his approach, combo, and movement options, and in his recovery.}} | *{{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|Relative to the cast, Diddy's falling speed was dramatically increased, going from a 15th fastest faller of 39 to the 5th fastest faller of 41.}} | ||
===Ground Attacks=== | ===Ground Attacks=== |
Revision as of 01:13, October 14, 2015
Diddy Kong in Project M and Project+ | |
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Universe | Donkey Kong |
Base game appearance | Brawl |
Moveset inspiration | Diddy Kong (SSBB) |
Diddy Kong is a playable character in the Brawl mod Project M. He has been modified from his Brawl format.
Attributes
Diddy Kong is a quick, unwieldy fighter, able to rack up quick damage, combo well and make use of setups with his bananas. The ability to produce banana peels unlocks many techniques with Diddy Kong. The peels cause opponents hit by them or who walk over them to trip, making them fantastic tools for approaching, heckling, or setting up traps to extend combos. Diddy Kong can use his jab combo to transition into other moves or aerial combos. He is adept at gimping opponents with his refined Monkey Flip, his dash attack, and his dair. Peanut Popgun can now be used more liberally, as the gun shoots further and stronger. Diddy's aerials are solid for comboing, and the same stands for his tilts and up smash.
However, Diddy Kong finds it difficult to close out stocks, and lacks ways to quickly and reliably finish off opponents. This can lead to opponents surviving much longer, and makes gimping opponents almost a necessity. In addition, his recovery options are somewhat limited. Rocketbarrel Boost flies in a mostly linear fashion, making it easy to disrupt for some characters.
Changes from Brawl to PM
Diddy Kong received some nerfs, but mostly gained noticeable buffs from Brawl to PM to fit with the Melee physics.
Aesthetics
- His up taunt has been replaced with a juggling animation, possibly as a reference to his idle animation in Donkey Kong Country 2. Diddy will continue to juggle as long as the taunt button is held. His previous up taunt is moved to his down taunt.
- For his side taunt, Diddy now leans his head forward and puts a hand in his mouth with a burly expression, as if trying to contain his laughter from a foe (using the same SFX as the original side taunt).
- Original down taunt is now an idle pose.
- One of Diddy's victory poses now involves him wearing sunglasses while dancing around to the music playing on his beatbox.
Attributes
- Diddy Kong now benefits from from the addition of aerial glide tossing, both in his approach, combo, and movement options, and in his recovery.
- Relative to the cast, Diddy's falling speed was dramatically increased, going from a 15th fastest faller of 39 to the 5th fastest faller of 41.
Ground Attacks
- Jab combo does more damage and as with Captain Falcon, the third hit of Diddy's neutral attack is now always separated from the rapid hits, so he can either launch foes with the third hit to then jab cancel and follow up, or rack up damage with the rapid hits against enemies at low percentages.
- Forward tilt has more knockback, especially at its sweetspot, and up tilt does slightly more damage while down tilt has earlier IASA frames and set knockback, leaving foes open against attacks more easily.
- Forward smash does slightly more damage and is stronger in knockback and has less hitlag.
- Up smash links much better and is a stronger KO move.
- Down smash has slightly stronger knockback.
- Dash attack does more damage, and hits connect more smoothly. Like Donkey Kong's, his dash attack now can move off ledges, setting up offstage KOs. It also has increased speed for longer range, and can be canceled in for a long DACUS, improving his ground game.
- Up tilt has its IASA frames later.
- Up smash deals slighty lower damage.
Aerial Attacks
- Forward air is faster, has more knockback, and has a more semi-spike angle.
- Back air does more damage.
- Down aerial has faster start-up, does more damage, and has a stronger meteor smash.
- Up aerial does slightly more damage and has weaker but horizontal knockback.
- Neutral aerial is considerably stronger, dealing twice the former damage.
- Back aerial has less KO power.
- Forward aerial sourspot does less damage.
Grabs and Throws
- Back throw has slightly more KO potential.
- Up throw does more damage and is now a KO move.
- Pummel does slightly more damage.
- Down throw does slightly less damage.
- Forward throw has slightly less KO potential.
Special Moves
- Monkey Flip had its distance increased. Attacking regularly after grabbing now sends opponents upward, leading into aerials at higher percents and the kick comes out right away when you hold the special button and has more knockback.
- Bananas when thrown have greater distance and does more damage.
- The Peanuts from Peanut Popgun now travel in straighter arcs and are much more powerful. A fully charged peanut can travel across the entire distance of Final Destination. Diddy Kong can also air dodge out of his Peanut Popgun, allowing him to waveland between shots.
- Rocketbarrel Boost has its distance increased. Furthermore, Diddy has more control over both its arc and launch angle allowing for better and trickier recoveries. It can do 21% at full charge and its power is very dramatically increased, making it a viable combo finisher.
- Diddy Kong can no longer infinite trip opponents with his Bananas, as tripping can now be teched.
- Monkey Flip's attack and kick both do less damage.
- Only one banana can be out at a time.
Revisions
v2.6b
- Down tilt deals a bit more overall knockback
- Up smash's hits link into each other more reliably
- Forward aerial's initial hit damage and knockback adjusted so that it doesn't send very far at low percents but scales more rapidly with higher percent
- Back aerial sends farther at low percents
- Down erial's upper (sourspot) hitbox deals slightly more damage
- Dash grab box has an extra active frame and its total duration is increased slightly
- Turn grab range increased, and grabs slightly later to match other Turn Grab speeds
- Up throw clank bug from Brawl that caused him to freeze up fixed
- Neutral B can be airdodged out of a couple frames earlier
- Side B kick timing window now exists during the beginning portion of the move (startup + first 7 frames of grab). Once this window passes Diddy is unable to kick and continues the grab
- Up B initial hit deals increased knockback
- Grounded glide-toss moves Diddy significantly farther
- Side B Jump Throw angle slightly forward. Diddy leaps a bit shorter lower in height but now has an air dodge window as he goes airborne
- Footstool height reduced
- Forward tilt's hip hitbox removed. Arm (sourspot) hitbox damage matches the fist (sweetspot) but still retains a higher angle and less knockback
- Forward aerial's lingering hit knockback reduced overall
- Side B's tilt/smash distances reduced and more noticeably vary in length. The tilt input sends Diddy at a much shorter distance than the smash input
- Side B kick hitbox deals less damage and its knockback scales higher with percent
- Side B Attack Throw ("A" or "B" Input from grab) knockback lowered.
- Up B landing lag increased
- Diddy falls a bit faster while charging Up B in the air
- Up B's grounded startup now matches the aerial startup (7 frames) and no longer has invincibility
- Up B damage decreases throughout the boost's duration
- Up B's loose barrel moves 20% slower and deals slightly less damage
- Thrown Banana hitboxes are now clankable
- Dash Attack now has multiple hits and sends at a lower angle. No interrupt window when done on the ground but still retains the no-lag feature when landing from the aerial version.
- Neutral aerial's initial hit angle is slightly higher
- Up aerial sends at a lower angle and damage no longer depends on leg hitbox positioning
- Banana knockback (air and grounded) is now weight dependent. Opponents are knocked away at different lengths depending on their individual weight properties (lighter characters are knocked farther than heavier characters, essentially)
- Throwing a banana downward (while grounded) near an opponent's feet will cause them to trip instead of being hit
v3.0
- Shield size increased
- Jab angles and damage adjusted to better link into each other. Final jab (the kick) knockback increased
- Dash attack's hitboxes link more reliably and have had their sizes increased slightly. Grounded version can be interrupted earlier
- Forward tilt's hitbox sizes increased slightly. Forward and high versions have their damages increased slightly
- Up smash's hits link more reliably
- Diddy steps more forward on the second hit of forward smash. The first hit's knockback and timing changed to better link into the farther-reaching second hit
- Forward air's base knockback increased slightly
- Down air's active frames activate slightly earlier
- Neutral B (Peanut Popgun): Air Dodge window activates slightly earlier
- Up B (RocketBarrel Boost): Grounded startup reduced. Increase in damage from charging made slightly faster. Meteor hitbox more accurately reflects the blast graphic effects
- Down B (Banana Toss): Grounded banana hits induce the trip effect and retain weight-dependent knockback. Aerial banana hit knockback slightly increased
- Down throw base knockback lowered but has higher knockback growth. Damage redone to be a two-hit move
- Up throw sends up and slightly forward
- Side B (Monkey Flip): Tilt version now sends the same distance as the Smash version. You can now however hold back while jumping to shorten your overall distance. Attack ("A") Throw's trajectory moved inward slightly. Jump-throw knockback growth and damage increased significantly, and Diddy's jump height has been reduced
v3.02
- Fixed a bug where the sound effect for Diddy's shades breaking would play whenever he was hit after the shades were already broken
v3.5
- Rocketbarrel Boost charges much faster.
- Its damage has also been increased.
- However, Diddy's falling speed is higher when using the move.
- It also has more endlag.
- Forward tilt deals more damage when angled upwards.
- It now has a hitbox on Diddy's body that deals slightly less damage.
- Forward aerial deals more damage.
- The base knockback of Diddy's up smash has been lowered.
- It also has more endlag.
- Diddy's neutral aerial has been weakened overall.
- It deals slightly more damage.
- Down aerial has a slightly smaller hitbox.
- Up throw deals less damage.
- It also has more endlag.
- Monkey Flip has more endlag.
- It also has more endlag landing or kicking.
- The number of Banana Peels that can be on the stage at once has been reduced from 2 to 1.
- The damage from the first two hits of Diddy's up smash has been lessened, but the last hit gives more damage to compensate.
- The rocketbarrels no longer explode whenever it hits a character/stage. Instead, it will explode after 3 seconds of being detached.
v3.6 Beta
- Frame moved from between hits of forward smash to before the attack to prevent opponents from escaping second hit.
- First hit of forward smash deals less damage.
- Up special barrel movement reverted to Brawl's iteration of the move.
- The hitboxes have been modified to protect Diddy Kong's recovery somewhat.
Moveset
Up to date as of version 3.6.
Name | Damage | Description | ||
---|---|---|---|---|
Neutral attack | 3% | Slaps forward twice, turns around to quickly kick the foe, and proceeds to repeatedly whip them with his tail. First hit can set-up a grab if jab-canceled or even a buffered down smash. | ||
2% | ||||
4% | ||||
1-2% (loop) | ||||
Forward tilt | ↗ | 13% (arms), 10% (body) | Leans to the side and thrusts both of his arms forward in a double punch. This attack can be angled up or down. | |
→ | 12% (arms), 9% (body) | |||
↘ | 11% (arms), 8% (body) | |||
Up tilt | 8% | Swats in the air above him with a slap. Quick and can combine with other attacks. This move can be used to juggle at low percentages. | ||
Down tilt | 8% | Claps forward while crouching. Extremely useful for racking up damage at low percentages. | ||
Dash attack | 9% (clean), 5% (late) | Does a cartwheel spin, resembling the one from the Donkey Kong Country games. A great move due to having almost absolutely no ending lag and combines well with his up smash or up tilt. Can also go off edges and platforms. | ||
Forward smash | 4% (hit 1), 14% (hit 2) | Spins and punches forward, followed by a second punch. The first hit deals no knockback, which makes it easier to land the second hit. When fully charged and both hits connect, it can KO at 85% on lightweights and 92% on heavyweights. | ||
Up smash | 2% (hits 1-2), 11% (hit 3) | Hops a little and does a sort of cartwheel, hitting three times with extremely low knockback that doesn't KO until 115%. Fills in combos and can rack up damage easily. | ||
Down smash | Front: 14% (body) 16% (leg) Back: 12% (body), 13% (leg) |
Performs a sweeping kick. It has less knockback than his forward smash and sends enemies at a more horizontal angle. | ||
Neutral aerial | 13% (clean), 9% (late) | Does an aerial cartwheel similar to his dash attack. Has decent knockback. | ||
Forward aerial | 15% (clean), 11% (late) | Kicks both feet forward while spinning. Diddy Kong's strongest aerial, a great edge-guarding option, and a good move to use in a short hop (though a bair is quicker and better for spacing). On the edge at above 100%, edge drop -> jump -> fair is considered one of the best options available. | ||
Back aerial | 12% (foot), 11% (body) | Thrusts his leg backward and performs a single spin. His fastest aerial, a great option for spacing whether a short hop is used or not. | ||
Up aerial | 12% (clean), 8% (late) | Does an overhead flip kick. Decent knockback, fairly fast. | ||
Down aerial | 15% (fists), 14% (arms) | Swings both his arms downward in a double axe-handle punch. A powerful meteor smash. | ||
Grab | — | |||
Pummel | 3% | Headbutts his target, angled from the side of his body. Hits almost instantly. | ||
Forward throw | 11% | Tosses opponent forward. Based on how Diddy Kong would throw barrels in Donkey Kong Country. Best used to get opponents offstage to set up an edgeguard, can combo into an fair. | ||
Back throw | 10% | Tosses opponent backward, very similar to his f-throw in that it is useful for getting opponents offstage. | ||
Up throw | 3% (hit 1), 7% (throw) | Throws opponent up and kicks them. Is a decent option for getting opponents into the air. It's his strongest throw. | ||
Down throw | 5% (hit 1), 3% (throw) | Performs a leapfrog-like manoeuvre and throws the opponent underneath him. Has fair backwards knockback. Can be followed up by multiple moves and is a good combo starter. | ||
Floor attack (front) | 6% | Gets up and slaps both sides. | ||
Floor attack (back) | 6% | Gets up and kicks both sides. | ||
Floor attack (trip) | 5% | Gets up and kicks both sides. | ||
Edge attack (fast) | 6% (tail far), 8% (tail close) | Quickly gets up and does a spinning tail slap. | ||
Edge attack (slow) | 10% | Slowly gets up and sticks his left foot out. | ||
Neutral special | Peanut Popgun | 5-18% (peanuts), 20% (explosion) | Diddy Kong pulls out his peanut popgun and fires a peanut. Can be charged, but if charged for too long the popgun will explode, dealing 5% recoil damage, and will stun Diddy Kong for a second. | |
Side special | Monkey Flip | 12% (kick clean), 7% (kick late), 5% (grab attack hit 1), 7% (grab attack hit 2), 5% (jump attack hit 1), 7% (jump attack hit 2), 5% (release) | A sideways hop, which grabs opponents and can be kicked out of. Can be used to gain some extra recovery distance. If Diddy jumps off the opponent in the air, it can set for a neutral aerial immediately after. If the special move button is pressed after the flip, Diddy will kick, being a great combo move that can lead into a fair if a midair jump is available. An impractical sacrificial KO is possible with this move by using it in the air and falling to the lower blast line with the opponent (referred to as "Diddycide"). | |
Up special | Rocketbarrel Boost | 11-20% (launch), 10% (flight early), 8% (flight late), 1-3% (explosion) | Diddy Kong charges up his barrels and launches himself upwards. Can be angled with the Control Stick (but not by much if the move is uncharged). Diddy's primary recovery move, but leaves him vulnerable during the charging and can also self-stage spike on stages such as Final Destination. If Diddy is attacked out of the move, the barrels will fly around and can damage opponents. | |
Down special | Banana Peel | 3% (hand) | Pops a banana peel into the air. | |
Final Smash | Rocketbarrel Barrage | 8% (peanuts), 15% (peanuts explosion), 18% (contact), 20% (ending explosion) | Diddy Kong flies around on his rocketbarrels, shooting peanuts everywhere. Puts Diddy Kong into a helpless state when ended in the air. |
In competitive play
Notable players
Alternate costumes
Diddy Kong's alternate costumes remain unchanged from Brawl, except for a new orange costume that makes him look like Funky Kong in the Donkey Kong Country TV series.
Trivia
- Diddy Kong was the only character in Project M that didn't have an alternate costume or any new recolorings prior to the 3.6 Beta.
- This still applies to Wario, but it's impossible to give him a new costume as he has 12 different ones.
External links
Playable characters in Project M and Project+ | |
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Playable characters | Bowser (Giga Bowser) · Captain Falcon · Charizard · Diddy Kong · Donkey Kong · Falco · Fox · Ganondorf · Ice Climbers · Ike · Ivysaur · Jigglypuff · King Dedede · Kirby · Knuckles · Link · Lucario · Lucas · Luigi · Mario · Marth · Meta Knight · Mewtwo · Mr. Game & Watch · Ness · Olimar · Peach · Pikachu · Pit · R.O.B. · Roy · Samus · Sheik · Snake · Sonic · Squirtle · Toon Link · Wario (Wario-Man) · Wolf · Yoshi · Zelda · Zero Suit Samus |