Super Smash Bros. Brawl

Diddy Kong (SSBB)

Revision as of 08:48, September 20, 2011 by 119.246.121.91 (talk)
This article is about Diddy Kong's appearance in Super Smash Bros. Brawl. For other uses, see Diddy Kong.
Diddy Kong
in Super Smash Bros. Brawl
Diddy Kong
DKSymbol.svg
Universe Donkey Kong
Availability Starter
Final Smash Rocketbarrel Barrage
Tier A (2)
Diddy Kong (SSBB)

Diddy Kong (Japanese: ディディーコング, Dīdī Kongu) is a character for Super Smash Bros. Brawl. He is unique, distinct among the cast for his charm and gaiety. Unlike in most Donkey Kong games and Mario spinoffs, where Diddy Kong has a cartoonish voice, Brawl has him using a high-pitched chimpanzee-like voice. He is also the first playable character to be introduced from the Donkey Kong universe since the original game, much like Lucas' appearance from the EarthBound universe.

He currently ranks 2nd on the tier list (the highest-ranked of any Mario character including sub-series characters). This is, of course, thanks to his solid Bananas which can penetrate even the tightest defenses. Another main reason why Diddy Kong is 2nd on the tier list is due to being one of Meta Knight's worst matchups (having an even matchup with him), making Diddy Kong very successful in tourney play due to Meta Knight being a massive part of the Brawl metagame. He also handles his trusty Peanut Popgun and recovers when his Rocketbarrel Boost bursts upward in an explosive climax. Additionally, he has many quick attacks, good agility, a solid down aerial meteor smash, good grab range, powerful throws for his size, and an impressive number of tournament wins.

Attributes

Diddy Kong 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 his few killers and a general weakness in his smashes, which stales very quickly if he uses them too much for racking damage. 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 manoeuvrability and also create a glide toss option. His Banana Peels are great with his moveset, allowing him to get lots of true combos to rack damage quickly in compensation of his low KO power because it makes the opponent trip. He can also use his Banana Peels to interrupt 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 and can be reflected. 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, though it's fairly easy to edge guard it, 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, but he can't use Rocketbarrel Boost if he decides to use the attack instead of the grab, although he can still jump. 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 is easily intercepted during the moving and if Diddy hits a wall while using the Rocketbarrel Boost, he suffers damage and hitstun. Diddy is also able to perform a sacrificial "Diddycide" KO, 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 special from a distance, he will probably get KO'd. He is also vulnerable to Counter-Picking because though he is great in neutrals, he suffers from many stages where his Banana game is less effective, forcing him to win the first match of the set against some characters to get the chance of winning the set.

Brawl Manual Description

DK's buddy toys with foes using nimble acrobatic moves.

Moveset

  Move Description Segment Damage Angle Hit Frames BKB KBG WBKB Type
Neutral attack Combo Swat Slaps twice, then turns around and kicks with one foot and keeps it raised, while repeatedly hitting by lashing his tail out. First hit can set-up a grab if jab-cancel or even a buffered down smash. Hit 1 Hand 3% 80 3 4 0 100 10    
Arm 60
Body *
Hit 2 Hand 2% 80 11 12 0 100 10    
Arm 60
Body *
Hit 3 Foot 2% 90 24 25 0 100 15    
Leg 85
Body 80
Infinite Tail 2% 60 2, 8, 13,
15, 20, 23
(24-frame loop)
0 100 8    
Tip 1%
Forward tilt Lean Punch Places both arms together above his head. Stands on one foot, leaning to the side and punching with both fists together above his head. Good KO move at high percentages. Fists 11% * 10 13 10 100 0    
Arms 9%
Body 8%
Up tilt Jump Swipe Swats in the air above him with a slap and looks similar to an uppercut. Quick and can combine with other attacks. This can be used to juggle at low damage percentages and KO at very high percentages. 7% 80 6 12 28 130 0    
Down tilt Low Clap While crouching, slaps forward. Combos well into more down tilts and even a down smash. Extremely useful for racking up damage at low percentages. Has a trip chance of 40%. Hands 7% 60 4 6 15 75 0    
Arms 50
Body 40
Dash attack Cartwheel 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. Hit 1 Grounded 3% 270 9 13 70 50 0    
Aerial 58
Hit 2 2% 285 14 18 0 15
Hit 3 4% 68 20 23 24 70
Up smash Fliparound Hops a little and does a sort of cartwheel, hitting three times with extremely low knockback. Fills in combos. Hit 1 Hand Template:DamageWhenCharged 95 5 7 0 30 30    
Elbow 50
Shoulder 70
Body 90
Hit 2 Foot 95 11 14 30    
Knee 50
Hip 70
Hit 3 Template:DamageWhenCharged 18 22 70 0    
Down smash Breakdance Kick Performs a sweeping kick. It has less knockback than his forward smash, but it's still his most reliable smash attack. Hit 1 Template:DamageWhenCharged * 6 7 40 72 0    
Hit 2 Template:DamageWhenCharged 15 17 35
Forward smash Spinning Punch Spins, slapping forward twice. The first hit has no knockback, comboing into the second hit; however this can be escaped rather easily. The second hit does an extra 3 damage if shielded. Hit 1 Hand Template:DamageWhenCharged 90 12 13 0 100 28    
Elbow 60 35
Shoulder 30 42
Body 50
Hit 2 Hand Template:DamageWhenCharged 40 21 23 40 90 0
Elbow 50
Arm 60
Neutral aerial Air Cartwheel Sticks out hands and feet and spins. Only hits once with decent knockback, making it a sex kick. Looks similar to his dash attack. Arms 6% 80 6 20 60 75 0    
Legs    
Forward aerial Two-Legged Kick Kicks both feet forward. Diddy's strongest aerial. Clean 14% * 6 9 30 80 0    
Late 11% 10 16
Back aerial Rear Kick Sticks leg out and spins it behind him. His fastest aerial. 9% * 5 8 30 100 0    
Up aerial Flip Kick An overhead flip kick. Decent knockback, fairly fast. 11% 100 3 7 30 90 0    
Down aerial Two-Fisted Pound Punches both arms down, meteor smashing powerfully as soon as it connects, but with some start-up lag. 12% 270 13 15 30 100 0    
Pummel Headbutt Headbutts his target, angled from the side of his body. Hits almost instantly. 2% * 2 0 100 40    
Forward throw Toss Tosses opponent forward. Strongest throw. 11% 42 11 69 55 0    
Back throw Rear Toss Tosses opponent backward. 10% 38 9 66 55 0    
Up throw Vertical Kick Throws opponent up and kicks them. Can be comboed with Rocketbarrel Boost. Hit 1 4% 75 15 30 100 0    
Throw 5% 87 16 70 72 0    
Down throw Ground Bounce Performs a leapfrog-like manoeuvre and throws the opponent underneath him. Has fair backwards knockback. 9% 130 11 85 40 0    
Floor (back) Swirl Kick Gets up and kicks to both sides. Hit 1 6% * 16 17 80 50 0    
Hit 2 25 26
Floor (front) Spin Swipe Gets up and punches on both sides. Hit 1 6% * 16 17 80 50 0    
Hit 2 26 27
Floor (trip) Spin Kick Another two kicks to either side. Hit 1 5% * 19 20 60 50 0    
Hit 2 27 28
Edge (<100%) Quick Flick Spinning tail slap. Base 8% 45 28 30 0 100 110    
Tip 6%
Edge (100%+) Slow Kick Short kick. 10% * 50 54 0 100 110    
Neutral special move Peanut Popgun Diddy shoots a peanut. Damage depends on either speed or charge level (unknown). Shot 1% *   10 100 0    
Thrown 4% 6 20    
Side special move Monkey Flip A sideways hop, which grabs opponents and can be kicked out of. In the Subspace Emissary, does repeated damage to enemies it passes through instead of grabbing. SSE 2% 20   0 100 60    
Kick Hip 14% * 4 25 40 50 0    
Knee 12%
Foot 10%
Attack 5% *   40 75 0    
Attack Release 10% * 10 80 0    
Jump Attack 5% *   30 40 0    
Jump Release 5% 270 25 40 0    
Up special move Rocketbarrel Boost Diddy charges up his barrels and launches himself upwards. Hit 1 Grounded opponents 10% * 1 85 40 0    
Aerial opponents 271 30 50
Hit 2 10% 70 2 8 85 40
Hit 3 8% 60 9 31 40 80
Loose barrel Flying 8% *   40 140 0    
Explosion 15% 10 100    
Down special move Banana Peel Pops a peel into the air.   3 20  
Final Smash Rocketbarrel Barrage Diddy flies around shooting explosive peanuts. Ram 18% 30   30 100 0    
Peanut 18% 70 50 60    
Explosion 20% 70 40 90    

On-screen appearance

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

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.

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.

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 Donkey, then the Kongs and Captains fight a horde of Primids on the little platform. After they have defeated them, Diddy and Donkey Kong do a little dance as Falcon and Olimar watch. As Falco gives a thumbs-up to Diddy, Diddy makes a "thank-you" screech. The four then head into the Subspace Bomb Factory.

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

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

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

Costume gallery

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

Trivia

  • Diddy Kong is the only character who uses a Final Smash in the Subspace Emissary (when he attacks the skiff carrying DK's trophy after ejecting from Falco's Arwing).
  • He is one of the few characters (the others being Pokémon Trainer, Ice Climbers and Jigglypuff) to have a "Defeated/No Contest" pose different from the traditional hand clapping. Instead, in a reference to his defeated pose from Donkey Kong Country, he removes his cap and shakes his head while scratching the back of his scalp.
  • In the Subspace Emissary, the Giant False Diddy Kong uses his third costume (which resembles Dixie Kong), unlike other false characters which have their neutral colors.
  • In the Subspace Emissary, the peanut shells fired from the Peanut Popgun do not release edible peanuts upon breaking open unless the player shoots the peanuts at jet bursts of flame.
  • Diddy Kong, King Dedede, Ness, Mario and R.O.B are the only characters to wear their default costumes when on the red team in Team Battles.

External links