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

Availability Unlockable
Final Smash Hyper Rocketbarrel
Diddy Kong (SSBU)
Donkey Kong's trusty partner Diddy Kong uses his light weight and agility to get around quickly! For his Final Smash, Diddy takes to the air with his Rocketbarrel while firing his popguns. The final hit is seriously powerful!
Super Smash Blog, Super Smash Bros. Ultimate Official Site

Diddy Kong (ディディーコング, Diddy Kong) is a playable character in Super Smash Bros. Ultimate. He was officially confirmed on June 12th, 2018 alongside Olimar and the rest of the returning roster. Unlike his previous appearances in the Super Smash Bros. series, Diddy Kong is now an unlockable character instead of a starter character. Diddy Kong is classified as fighter #36.

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

How to unlock

Complete one of the following:

With the exception of the third method, Diddy Kong must then be defeated on Kongo Falls.

Changes from Super Smash Bros. 4

Having been one of the most notorious top tier fighters in early Super Smash Bros. 4 and remaining a dominant top-tier character throughout the game's lifespan, Diddy Kong was considerably nerfed in the transition to Ultimate. His staple moves have all been worsened in various ways, hindering his once excellent neutral game; the most notable example is his Banana Peel, which cannot be grabbed as quickly due to him releasing it at a higher arc, and although it can now be thrown twice at opponents before disappearing, this also gives them more opportunities to use it against him. Among other examples, Monkey Flip has more ending lag, up aerial is harder to hit due to possessing a large blind spot in front of Diddy, and his up tilt and down tilt, the latter having been previously infamous for easily setting up combos and KO setups into his up smash, have shorter range that makes them harder to take advantage of. Additionally, Rocketbarrel Boost travels a drastically shorter distance when fully charged, and the charge time itself was reduced by a third, to the point that the difference in distance between the uncharged and fully charged version is now barely notable, significantly worsening his already vulnerable recovery. Further exacerbating these nerfs, the universal changes hinder Diddy overall, as the more limited out of shield options and increased lag on grabs weaken his approach and defensive game with Banana Peel, while the faster knockback physics reduce his up throw's combo potential, no longer having reliable combos or KO setups at high percents. Lastly, Diddy's weight has been lowered, making him even easier to KO.

Diddy Kong did receive notable buffs, however. His neutral attack no longer has an infinite portion, which decreases its damage potential but allows it to connect much more reliably, improving its overall consistency and utility as a close range option. Some of his moves also have reduced lag that increases their combo ability, namely his dash attack, up tilt, down aerial, and down throw, the latter working better as an alternative to his up throw at lower percents. Game updates have further enhanced various aspects of Diddy's moveset: his up smash, down smash, and up aerial have increased KO power, his neutral aerial (previously his most situational aerial attack) is considerably more useful due to auto-canceling much earlier and having increased range, and Peanut Popgun deals more damage with a faster charge speed. However, these buffs do not fully compensate for the nerfs to more crucial aspects of Diddy's moveset.

Overall, Diddy Kong's nerfs outweigh his buffs, making him worse than his iteration in Smash 4. During Ultimate's early metagame, his overall perception has been negative, since notable Smash 4 Diddy Kong players such as MVD, Zinoto and Nietono have dropped him in favor of other characters, and he has suffered from minimal tournament representation. However, recent game updates (most notably version 3.1.0) have meaningfully buffed Diddy to a more substantial degree; furthermore, Diddy has started to show signs of competitive success thanks to the efforts of Dakpo, who recently placed 13th at Low Tier City 7. As a result, Diddy Kong is considered to be a mid-tier character overall, however his viability being a subject of debate.

Aesthetics

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

Attributes

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

Ground attacks

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

Aerial attacks

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

Throws and other attacks

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

Special moves

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

Update history

Diddy Kong has been significantly buffed in game updates.

  2.0.0

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

  3.0.0

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

  3.1.0

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

  4.0.0

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

  7.0.0

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

Moveset

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

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

  Name Damage Description
Neutral attack   2% Diddy Kong does two alternating inward slaps, followed by an outward side kick. Holding the attack button will have Diddy Kong repeat the first hit. The first 2 hits can lock.
1.5%
4%
Forward tilt   10% (clean), 7% (late) Diddy Kong leans to the side and thrusts both of his arms forward in a double punch. Can be angled upwards or downwards.
Up tilt   6% Diddy Kong swats in the air above him with a slap in a similar fashion to an uppercut. Hits quite quickly and can combo into most of Diddy Kong's aerial attacks at low to mid percent ranges.
Down tilt Hand Clap 5.5% Diddy Kong claps in front of himself while crouching. An extremely versatile combo starter, as it can combo into a variety of moves at nearly any percentage, including down tilt to up smash as a notorious KO confirm.
Dash attack   2% (hits 1 and 2), 3% (hit 3) Diddy Kong performs his signature Cartwheel attack from Donkey Kong Country, concluding with a double-handed ground-slap. The final hit has largely vertical knockback and can combo into aerials at low to mid percent ranges.
Forward smash   5% (hit 1), 11%/9% (hit 2) Diddy Kong jumps forward while spinning, and performs an open-handed slap followed by a spinning back fist with his opposite arm. The first hit combos into the second, which has good knockback and killing power. However, it is easily punished if missed. Often only used in combination with his banana peel.
Up smash   2.5% (hits 1 and 2), 6% (hit 3) Diddy Kong leaps upward and performs a stationary cartwheel, attacking upwards with an open-handed slap, a reverse heel kick, and an uppercut.
Down smash   12% (hit 1), 15% (hit 2) Diddy Kong performs a flare, kicking in front and then behind himself.
Neutral aerial   6% Diddy Kong does an aerial cartwheel similar to his dash attack. Very high ending lag, so much so that Diddy Kong should avoid using this move offstage. However, it deals a low amount of vertical knockback, which can lead to potential footstools or aerial follow ups (though due to changes regarding footstooling, it is no longer an always-guaranteed option), giving it usage as a combo extender.
Forward aerial Screw Kick 10% (clean), 8% (late) Diddy Kong does a dropkick while spinning.
Back aerial   9% Diddy Kong does a reverse spin kick behind himself.
Up aerial   7% Diddy Kong performs an overhead kick in an arc. Tied for the fastest in the game (frame 4 startup) but the animation is faster with its duration unchanged, causing it to have a blindspot in front of Diddy.
Down aerial   13% (fists), 10% (arms) Diddy Kong swings both arms downward in a double axe-handle punch. A strong meteor smash and Diddy Kong's strongest aerial overall, though it is also his slowest. It has a large auto-cancel window at the beginning of the attack before the hitbox starts, which makes it a good tool for landing provided that you input the move shortly before touching the ground. It can also jab lock opponents at low percent ranges.
Grab   Diddy Kong reaches out in front of himself.
Pummel   1% A headbutt.
Forward throw 9% Diddy Kong tosses his opponent forwards. The throw is based on Diddy Kong's barrel toss animation from Donkey Kong Country. Diddy Kong's second strongest throw, KOing middleweights around 156% at the edge of Final Destination.
Back throw 12% Diddy Kong tosses his opponent backwards. Diddy Kong's strongest and most damaging throw, KOing middleweights around 130%.
Up throw 1% (hit), 4% (throw) Diddy Kong throws his opponent up and handstand kicks them.
Down throw 7% Diddy Kong throws the opponent onto the ground and hops over them. Can lead into aerial attacks from low to mid percent ranges
Forward roll
Back roll
Spot dodge
Air dodge
Techs
Floor attack (front)
Floor getups (front)
  7% Diddy Kong gets up and kicks on both sides.
Floor attack (back)
Floor getups (back)
  7% Diddy Kong gets up and kicks on both sides.
Floor attack (trip)
Floor getups (trip)
  5% Diddy Kong gets up and kicks on both sides.
Edge attack
Edge getups
  9% A spinning tail slap.
Neutral special Peanut Popgun 4.8%-13.8% (peanuts), 3% (close range), 23% (explosion) Diddy Kong shoots a peanut from his Popgun. A safe projectile attack that is rather useful in neutral. It can also be canceled in the air if the shield button is held before inputting the special button, which is useful for B-reversing to make Diddy Kong's movement harder to predict. The peanuts have the property of items, and can be caught and thrown. The peanuts also bounce off of opponents and solid surfaces, but they lose their hitbox afterwards.

The longer Diddy Kong charges the attack, the farther and quicker the peanut will fly. If Diddy Kong overcharges the attack, however, it will cause a very powerful explosion that leaves him vulnerable but possesses massive knockback.

Side special Monkey Flip 14% (clean midair kick), 12% (mid midair kick), 10% (late midair kick), 1% (grab loop), 3% (grab attack, hit 1), 7% (grab attack, hit 2), 3% (jump attack, hit 1), 8% (jump attack, hit 2) Diddy Kong performs a back-flipping forward leap that has him cling onto an opponent. Inputting the move as a smash attack increases the distance of the jump. Once he has clung onto the opponent, he will continuously scratch them. During this time, he can perform an action depending on what button is pressed: pressing the attack or special move button will cause Diddy Kong to attack them with a double-handed chop them and then leap away, while pressing the jump button will cause him to perform a pseudo footstool jump, which can meteor smash at high percentages. If the attack or special button is pressed during the jump, Diddy Kong will attack with a flying kick instead of latching on to his opponent. However, if Diddy Kong chooses to use the flying kick he will not be able to use his rocketbarrel pack unless he touches the ground first, making it a risky option offstage.
Up special Rocketbarrel Boost 10% (launch explosion), 8% (early collision), 6% (late collision), 18% (collision explosion; detached Rocketbarrel Pack) 3.75%~4.33% (flying Rocketbarrel Pack); 5% (crash recoil) Diddy Kong charges his rocketbarrel pack from Donkey Kong 64 in a powerful attack. Can potentially fly very far and very fast when charged, however hitting a surface, or being hit, will make Diddy Kong lose his rocketbarrels before falling a huge distance while being unable to perform any action, often falling too far to survive. Diddy Kong will also take recoil damage for hitting a surface.
Down special Banana Peel 3.8%~5.3% Diddy Kong tosses a Banana Peel over his shoulder and into the air to have it fall onto the ground. Grounded opponents who touch the peel while on the ground or are hit by the peel when thrown will slip and trip on the floor. An integral part of Diddy Kong’s kit, as it allows him to take control of the stage, extend and create combos, set up kills, easily punish missed attacks from his opponents even if they are spaced properly, and otherwise dominate the neutral game. A held banana also serves as one of the best out of shield options in the game when thrown. Only one banana peel can exist at one time, and it disappears when hit by an opponent or when thrown twice.
Final Smash Hyper Rocketbarrel 0.5% (startup loop), 2.5% (per collision), 20% (final hit), 15% (collateral final hit), 10% (explosion) Diddy Kong activates his Rocketbarrel Pack and flies up. He then dashes across the screen in multiple directions, dealing damage to whoever he touches. After a while, he will lock on to whatever opponent has taken the most damage, and unleash one final dash attack that launches the targeted opponent, as well as any other nearby opponents. After this last attack, Diddy Kong descends back to his original position. His Rocketbarrel Pack explodes before he lands, which damages nearby opponents.

On-screen appearance

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

Taunts

  • Up taunt: Tosses his cap in the air and has it land on his head. This is a reference to his victory pose in Donkey Kong Country, after he defeats a boss or wins in a Bonus Area.
  • Side taunt: Angrily does a playful fighter's stance, trying to assert his dominance.
  • Down taunt: Claps his hands above his head four times, switching feet in the process..

Idle poses

  • Scratches his rump, gets down on all fours, and shakes his fur.
  • Jumps in place twice.

Victory poses

  • Left: Shoots the air with his Peanut Popguns, rolls towards the camera, and fires one more shot.
  • Up: Spins with his Rocket Barrels then faces the screen, dancing with hands on his head and chin.
  • Right: Does a small dance, then holds still in a breakdance-like pose, clapping his feet together.
A cover of the short track that plays in Donkey Kong Country and subsequent games whenever a playable Kong defeated a boss or completed a bonus game.

In competitive play

Notable players

Any number following the Smasher name indicates placement on the Fall 2019 PGRU, which recognizes the official top 50 players in the world in Super Smash Bros. Ultimate from July 13th, 2019 to December 15th, 2019.

Active

Inactive

Classic Mode: Hey, Little Buddy!

 
Diddy Kong's congratulations screen.

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

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

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

Role in World of Light

 
Finding Diddy Kong in World of Light

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

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

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

Fighter Battle

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

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Spirit

Diddy Kong's Fighter Spirit can be obtained by completing Classic Mode. It is also available periodically for purchase in the shop for 500 coins. Unlocking Diddy Kong in World of Light allows the player to preview the spirit below in the Spirit List under the name "???". As a Fighter Spirit, it cannot be used in Spirit Battles and is purely aesthetic. Each Fighter Spirit has an alternate version that replaces them with their artwork in Ultimate.

In Spirit battles

As the main opponent

Spirit Battle parameters Inspiration
No. Image Name Series Enemy Fighter(s) Type Power Stage Rules Conditions Music Character
147 Lanky Kong Donkey Kong series Diddy Kong Team   (x6) 3,900 Kongo Falls •Item: Bananas •The enemy is easily distracted by items
•Defeat an army of fighters
DK Rap
148 Tiny Kong Donkey Kong series Diddy Kong   9,500 Jungle Japes •Tiny
•Hazard: Low Gravity
•Hazard: Heavy Wind
•Dangerously high winds are in effect
•Timed battle
•Gravity is reduced
DK Rap
155 Squitter Donkey Kong series Diddy Kong   3,600 Jungle Japes •Move Speed ↓ •You have reduced move speed Ice Cave Chant
165 Tiki Tak Tribe Donkey Kong series Diddy Kong Team (x4) (     1,700 Kongo Falls N/A •Take your strongest team into this no-frills battle Jungle Hijinxs
179 Octorok The Legend of Zelda series Diddy Kong Team   (×4) 1,800 Great Bay N/A •The enemy's neutral special has increased power
•The enemy favors neutral specials
Termina Field
207 Deku Link The Legend of Zelda series Diddy Kong   3,700 Distant Planet (Battlefield form) •Item Tidal Wave
•Item: Lip's Stick
•The enemy favors neutral specials
•Certain items will appear in large numbers after a little while
•The enemy is easily distracted by items
Saria's Theme
320 Ukiki Yoshi series Diddy Kong Team   (×4) 2,000 Yoshi's Story •Item: Food •The enemy becomes more powerful after eating Obstacle Course - Yoshi's Island
397 Andrew Oikonny Star Fox series Diddy Kong   1,700 Corneria •Attack Power ↑ •The enemy has increased attack power when the enemy's at high damage Star Wolf (Brawl)
406 Dash Bowman Star Fox series Diddy Kong  
Fox  
1,500 Corneria (Battlefield form) N/A •Defeat the main fighter to win
•Reinforcements will appear during the battle
Return to Corneria - Star Fox Zero
586 Salsa Earthbound series Diddy Kong  
Wario  
1,700 Gerudo Valley (Battlefield form) •Item: Banana Peel •The enemy favors special moves Mother 3 Love Theme
861 Leif (Animal Crossing) Animal Crossing series Diddy Kong   3,500 Yoshi's Island •Item: Timer •The enemy is easily distracted by items Title Theme - Animal Crossing
992 Dee Jay Street Fighter series Diddy Kong   (x3) 1,600 Wuhu Island (Frisbee Dog Park) •Jump Power ↓ Stamina battle
•The enemy favors side specials
•All fighters have reduced jump power
Dee Jay Stage Type B
1,139 Goku & Chao Famicom Mukashibanashi series Diddy Kong  
Villager  
1,600 Town and City •Item: Golden Hammer •Reinforcements will appear during the battle
•The enemy is easily distracted by items
Yūyūki Medley Goku
1,239 Prince Saruno Tsukutte Utau: Saru Band Diddy Kong Team   (×4) 2,000 New Donk City Hall •Defense ↑
•Item: Banana Peel
•The enemy has increased defense after a little while PERFORMANCE
1,338 Tooty Banjo-Kazooie series Diddy Kong  
Banjo & Kazooie  
3,500 Spiral Mountain N/A •Defeat the main fighter to win
•The enemy shields often
•Magic attacks aren't as effective against the enemy
Main Theme - Banjo-Kazooie
1,369 Grookey, Scorbunny, & Sobble Pokémon series Diddy Kong  
•Bunny Incineroar  
Squirtle  
9,600 Onett (Battlefield form) N/A •The enemy has increased attack power when damaged
•Reinforcements will appear during the battle
•The enemy starts the battle with a Lip's Stick
Road to Viridian City - Pokémon Red / Pokémon Blue Grookey

As a minion

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

Alternate costumes

 
               

Gallery

Character Showcase Video

Trivia

  • Diddy Kong's blog mentions his Final Smash utilizing his popguns. However, his new Final Smash, Hyper Rocketbarrel, no longer utilizes the popguns he wielded like in Rocketbarrel Barrage.
  • Diddy Kong is the only character of the Mario sub-universes not to appear in Kirby's Classic Mode.
  • Diddy Kong, Marth, and Lucina are tied as the lightest fighters who are not considered lightweights.
  • Diddy Kong and Bayonetta are the only characters who face Ridley in an alternate costume in Classic Mode.
  • Diddy Kong's Classic Mode route is vaguely similar to Zelda's, as both characters fight villains and/or final bosses for opponents.
  • Yoshi and Star Fox are the only "Original 8" universes to not be represented in Diddy Kong's Classic Mode route.
  • Although Diddy Kong appears in half the amount of Classic Mode routes Donkey Kong appears in, appearing in eight total, Bowser and Snake are the only other characters (besides Donkey Kong himself) who face Diddy Kong as a standalone fighter in Classic Mode.