Diddy Kong (SSBB): Difference between revisions

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*Dash Attack - 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. Low knockback (9%)
*Dash Attack - 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. Low knockback (9%)
*Strong Side - Places both arms together above his head. Stands on one foot, leaning to the side and punching with both fists together above his head (9%; 11% if he hits with the tip).
*Strong Side - Places both arms together above his head. Stands on one foot, leaning to the side and punching with both fists together above his head (9%; 11% if he hits with the tip).
*Strong Up - Does an uppercut. Quick, and can combine with other attacks. This can be used to juggle at low percents. (7%).
*Strong Up - Swats one hand up, and then the other. 9% then 10%. Second hit has good knockback.
*Strong Down- While crouching, slaps forward. His hands appear to grow for the duration of this attack. Appears to have a set knockback. Good priority (7%).
*Strong Down- While crouching, slaps forward. His hands appear to grow for the duration of this attack. Appears to have a set knockback. Good priority (7%).


=====Smash=====
=====Smash=====
*Side Smash - Spins, slapping forward twice. The first hit has no knockback; the second has below average knockback. First hit does (5%), and second hit does (13%) a total of (18%) uncharged (25%) fully charged. The first hit can be smash Directional Influenced upward out of the 2nd hit though.
*Side Smash - Performs a head-butt, with decent knockback. 14% uncharged, 21% fully charged. Works extremely well with SUCSS (Strong Up canceled Side Smash). Is fast and is difficult to punish, even when shielded. Also OK for shieldstabbing.  
*Up Smash - Hops a little and does a sort of cartwheel, hitting three times with extremely low knockback. First two hits do (5%) uncharged, (7%) fully charged, and the last hit does (6%), (8%) fully charged for  a total of (16%) uncharged and (22%) fully charged. Fills in combos.
*Up Smash - Hops a little and does a sort of cartwheel, hitting three times with extremely low knockback. First two hits do (5%) uncharged, (7%) fully charged, and the last hit does (6%), (8%) fully charged for  a total of (16%) uncharged and (22%) fully charged. Fills in combos.
*Down Smash - Performs a sweeping kick. When hitting with the front does (16%) uncharged (22%) fully charged, when hitting with the back does (12%) uncharged (18%) fully charged. His strongest and most reliable smash.
*Down Smash - Performs a sweeping kick. When hitting with the front does (16%) uncharged (22%) fully charged, when hitting with the back does (12%) uncharged (18%) fully charged. His strongest and most reliable smash.
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=====Other=====
=====Other=====
*Ledge Attack - Spinning tail slap.(8%).
*Ledge Attack - Spinning tail slap.(8%).
*100% Ledge Attack - Short kick.(10%).
*100% Ledge Attack - Pulls himself up, then hops into the air and does a sort of midair cartwheel. 3%, 3%, 6%. Last hit has below-average knockback.  
*Floor Attack -
*Floor Attack -
====Aerial Attacks====
====Aerial Attacks====
*Neutral Aerial - Sticks out hands and feet and spins. Only hits once with decent knockback, making it a [[sex kick]]. Looks similar to his dash attack.(6%).
*Neutral Aerial - Sticks out hands and feet and spins. Only hits once with decent knockback, making it a [[sex kick]]. Looks similar to his dash attack.(6%).
*Forward Aerial - Kicks both feet forward. Good knockback. (14%).
*Forward Aerial - Kicks both feet forward. Good knockback. (14%).
*Back Aerial - Sticks leg out and spins it behind him. (9%).
*Back Aerial - Punches behind him very fast. 12% and amazing knockback.
*Up Aerial - Overhead Flip Kick. Decent knockback, fairly fast.(11%).
*Up Aerial - Overhead Flip Kick. Decent knockback, fairly fast.(11%).
*Down Aerial - Punches both arms down, meteor smashing powerfully as soon as it connects.(12%)
*Down Aerial - Punches both arms down, meteor smashing powerfully as soon as it connects.(12%)

Revision as of 18:48, April 14, 2010

This article is about Diddy Kong's appearance in Super Smash Bros. Brawl. For other uses, see Diddy Kong.
Diddy Kong
Diddy Kong
DKSymbol.svg
Universe Donkey Kong
Appears in SSBB
Availability Starter
Tier A (3)


Diddy Kong (ディディーコング, Dīdī Kongu) is a character for Super Smash Bros. Brawl. He is armed with the Peanut Popgun and Rocketbarrel Boost from Donkey Kong 64. Unlike in most Donkey Kong games and Mario spinoffs, where Diddy Kong has a cartoonish voice, Brawl has him using a chimpanzee-like voice. He is also the first newcomer from the Donkey Kong universe since the original game, much like Lucas' appearence from the Earthbound universe.

He currently ranks 3rd on the Tier List, thanks to his Bananas, many quick attacks with a fair bit of power, good agility, a solid D-air Meteor Smash, good grab range and powerful throws for his size, and impressive amount of tournament wins.

Attributes

Diddy is a quick, lightweight character. He is capable of wall clinging and crawling. Diddy Kong has a sliding DACUS, which racks up a lot of damage. Many of his attacks have good speed and have decent power to back them. His killing power is low due to low amount of killers and general weakness of his smashes. This forces a reliance on meteor smashes for early kills. Diddy also has two projectiles- his Peanut Popgun and banana peels. Banana peels in particular hinder the foe's maneuverability and also create a glide toss option. He can also use his banana peels to block certain chain grabs, such as King Dedede's, as well as some grab releases. On the down side, his banana peels can be used by other characters. This usually helps those with poor range (e.g.: Wario) as a projectile on himself and eliminates the invulnerability to trip with them if someone gets it or reflects while Diddy throws it. Diddy has a good aerial game, including a good down aerial meteor smash and the meteor smash Rocketbarrel Boost provides if the opponent is below the barrels. Most of Diddy's ground moves string together well, with his dash attack having minimal lag and large grab range (complimented by powerful throws) to complement his ground prowess. Diddy's recovery is also good, including the Monkey Flip which can sometimes function as a fourth jump to compensate his poor horizontal air speed. Also, the extended foot on the Monkey Flip is read by the game as a disjointed hitbox and has almost absolute priority. The large area covered by Rocketbarrel Boost when fully charged rivals the recoveries of Pit and R.O.B., although it leaves him very vulnerable to gimping while charging, and if Diddy hits a wall while using the Rocketbarrel Boost, he suffers damage and hitstun. Diddy is also able to perform the Diddycide though it's situational. Diddy is the only character that can perform a Barrel jump. He can live if he is close to the stage but if he gets hit during up B from a distance he will probably get KOed.

Moveset

Ground attacks

Normal
  • Neutral Attack - Slaps twice, then turns around and kicks with one foot and keeps it raised. Repeatedly hits by lashing his tail out for damage.
  • Dash Attack - 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. Low knockback (9%)
  • Strong Side - Places both arms together above his head. Stands on one foot, leaning to the side and punching with both fists together above his head (9%; 11% if he hits with the tip).
  • Strong Up - Swats one hand up, and then the other. 9% then 10%. Second hit has good knockback.
  • Strong Down- While crouching, slaps forward. His hands appear to grow for the duration of this attack. Appears to have a set knockback. Good priority (7%).
Smash
  • Side Smash - Performs a head-butt, with decent knockback. 14% uncharged, 21% fully charged. Works extremely well with SUCSS (Strong Up canceled Side Smash). Is fast and is difficult to punish, even when shielded. Also OK for shieldstabbing.
  • Up Smash - Hops a little and does a sort of cartwheel, hitting three times with extremely low knockback. First two hits do (5%) uncharged, (7%) fully charged, and the last hit does (6%), (8%) fully charged for a total of (16%) uncharged and (22%) fully charged. Fills in combos.
  • Down Smash - Performs a sweeping kick. When hitting with the front does (16%) uncharged (22%) fully charged, when hitting with the back does (12%) uncharged (18%) fully charged. His strongest and most reliable smash.
Other
  • Ledge Attack - Spinning tail slap.(8%).
  • 100% Ledge Attack - Pulls himself up, then hops into the air and does a sort of midair cartwheel. 3%, 3%, 6%. Last hit has below-average knockback.
  • Floor Attack -

Aerial Attacks

  • Neutral Aerial - Sticks out hands and feet and spins. Only hits once with decent knockback, making it a sex kick. Looks similar to his dash attack.(6%).
  • Forward Aerial - Kicks both feet forward. Good knockback. (14%).
  • Back Aerial - Punches behind him very fast. 12% and amazing knockback.
  • Up Aerial - Overhead Flip Kick. Decent knockback, fairly fast.(11%).
  • Down Aerial - Punches both arms down, meteor smashing powerfully as soon as it connects.(12%)

Grabs and Throws

  • Pummel - Headbutts them, angled from the side of his body.(2%).
  • Forward Throw - Tosses opponent forward.(11%). Strongest throw.
  • Back Throw - Tosses opponent backward.(10%).
  • Up Throw - Throws opponent up and kicks them.(9%).
  • Down Throw - Performs a leap-frog-like maneuver and throws the opponent underneath him. Has fair backwards knockback.(9%). Has a semi-infinite on some heavy characters.

On-screen appearance

  • Breaks out of a DK barrel and claps his hands above him.

Special Moves

Template:Specialmoves

Taunts

  • 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.
  • Side: Does a playful fighter's stance and cackles threateningly showing his teeth.
  • Down: Claps his hands four times, changing feet as he does so.

Idle Poses

  • Looks around and briefly twitches. (a reference to Donkey Kong Country)
  • Jumps in place.
  • Scratches his rump and shakes his fur.

Victory Poses

  • Does a little dance and claps his feet while standing on one hand.
  • Shoots the camera lens with his Peanut Popgun.
  • Spins around with his Rocketbarrel Boost and dances a Russian folk dance.

Diddy Humping/Diddycide

A strategy used with Diddy Kong's Monkey Flip move (this is preferred for large fighters (DK, Bowser, Ganondorf,etc.), but can be used on any if used right). When an opponent is to the left or the right of the stage, and are trying to recover, use the Monkey Flip to grab on to them, and stay still, until you break away, or you get too close to off screen. Rocketbarrel back to the ledge, while your opponent is fighting an almost hopeless battle trying to get back on stage. Basically this strategy forces the opponent to the bottom of the screen, thus killing them if they do not recover. Variations include after you break away jump on the enemy's head, or spike them with dair or Rocketbarrel. This will probably end in a KO if used right, and can kill very early on in the match. Diddy Humping can also be used to block Snake's recovery - if this technique is used on Snake mid-Cypher and Diddy Kong lets go, it will count as a grab release and Snake will be unable to use Cypher, and he will also be too close to the blast line to rely on his C4 jump. This can also be used on Sonic's spring.

Matchups

Role in the Subspace Emissary

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 the forest to a 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 Shadowbug clone of Bowser, but upon defeating it, the real Bowser attacks them and Fox flees, dragging Diddy to safety.

Diddy Kong in the SSE

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. 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.

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 DK, and the Kongs and Captains then 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, he makes a "thank-you" screech. The four then head into the Subspace Bomb Factory.

After meeting up with Samus and Pikachu, Diddy Kong tries to stop the R.O.Bs that set off Subspace Bombs. He shrieks at R.O.B to do something, but R.O.B is melacholy 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.

At the entrance to Subspace all the characters (except Wario, 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.

Exclusive stickers

These stickers can only be used by Diddy or a select few including 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

Costume Gallery

File:Alt-diddy.jpg
Diddy Kong's costume changes

Trivia

  • He's the only Character in SSE to see himself as a trophy.
  • Along with Pokémon Trainer, Ice Climbers, and Jigglypuff, Diddy Kong is one of the only characters to have a unique "Defeated/No Contest" pose different from the traditional hand clapping, with him having hat removed, shaking his head while scratching it, facing away from screen. This pose is a reference to the one he makes in the Donkey Kong Country games after losing in a bonus game room.
  • In SSE, the Giant False Diddy Kong uses his third costume, which resembles Dixie Kong, unlike other false characters which have their neutral colors.
  • In SSE, the peanut shells fired from the Peanut Popgun do not release edible peanuts upon breaking open.

External links