This article is about Diddy Kong's appearance in Super Smash Bros. 4. For the character in other contexts, see Diddy Kong.
Diddy Kong
in Super Smash Bros. 4
Diddy Kong
DKSymbol.svg
Universe Donkey Kong
Other playable appearance in Brawl


Availability Starter
Final Smash Rocketbarrel Barrage
Tier A (9)
Diddy Kong (SSB4)

Diddy Kong (ディディーコング, Diddy Kong) is a playable character in Super Smash Bros. 4. He was confirmed on February 21st, 2014, coinciding with the international release date of Donkey Kong Country: Tropical Freeze. Diddy Kong retains his realistic chimpanzee screeches from Super Smash Bros. Brawl.[1]

Diddy Kong currently rests at 9th out of 56 characters in the tier list, on the A tier, a slight drop from being 4th out of 38 in Brawl. Diddy Kong's strengths lie in his profound comboing ability, with attacks flowing very well together as a result of their surprisingly long reach for a character of his size, quick frame data, and low knockback. He also has a fair share of strong finishers, such as his smash attacks and potentially Monkey Flip. He also is highly mobile on the ground, and can wall jump, wall cling, and crawl. However, Diddy Kong also has major flaws, primarily in having one of the worst recoveries in the game; Monkey Flip is linear and short-distanced while Rocketbarrel Boost is very unsafe to use from virtually any distance. He also suffers from a poor damage output, potentially hindering his damage-racking capabilities, exacerbated by his poor aerial mobility hindering his aerial combo game. Finally, his Banana Peel, which heavily contributed to his top tier status in Brawl, is no longer capable of stage control, locking, and zero-death opponents as the active Banana Peel count was reduced to one. Despite these flaws, his strengths generally outshine them, and he has seen some of the best tournament representation and results of any character, even in comparison to characters above him in spite of being severely nerfed by updates.

Attributes

Diddy Kong, true to his appearance in the Donkey Kong games, is an overall agile character. He is a middleweight with fast walking speed, fast dashing speed, fast falling speed, strong jumps, as well as the ability to wall cling and crawl. However, he has low air speed, below average air acceleration and high gravity, hindering his aerial mobility.

Diddy Kong's greatest strength is the resilience of his moveset. His jab is not only quick, but decently strong as well, having some KO potential at high percentages. Forward tilt has very good range, can be angled and deals good knockback, making it great for fending off opponents. Up tilt has follow-up potential at low percentages and good KO potential at high percentages. Down tilt has low knockback, giving it the ability to combo into itself, as well as KO set-ups into up smash and forward aerial. His smash attacks have high speed and high power, making them great for finishing off opponents. Down smash is also a semi-spike, making it great for edgeguarding and covering rolls. Forward aerial is fast, strong and has long duration, making it a great choice in any case. Back aerial is very fast, and its varied power makes it useful for comboing. Up aerial, while significantly nerfed over time, remains extremely fast, hitting on frame 4, making it excellent at keeping opponents above Diddy Kong at bay. Lastly, down aerial has large autocancel windows and high power, making it a very dependable meteor smash. Along with the speed of his moves, Diddy Kong's limbs have the unique ability of stretching, giving his attacks surprising range.

Diddy Kong's already great neutral game is further supplemented by his versatile special moves. Peanut Popgun allows Diddy Kong to shoot a peanut, a weak projectile that can be used for edgeguarding or disrupting approaches. While slow and difficult to land, the explosion from the overcharged popgun can also be used as an attack. It is also tremendously powerful, dealing 23% damage and heavy knockback, KOing earlier than even King Dedede's forward smash. Monkey Flip is a command grab that lets Diddy Kong latch onto and pummel an opponent. From there, it can be followed up by either a double punch or a jump attack, with the latter being a meteor smash and granting Diddy Kong a second use. Alternatively, it can be cancelled immediately into a strong flying kick. The jump also grants a lot of momentum, making it a great move for recovery. Rocketbarrel Boost is Diddy Kong's primary means of recovery, covering large amounts of distance, especially if fully charged. Diddy Kong can also ram and launch opponents, and if attacked during it, the rocketbarrels become unblockable projectiles. Finally, Banana Peel is a defining part of Diddy Kong's ground game. It can be used as a regular banana peel or out of shield, both of which can be used for predicting the opponent's floor recovery or leaving them open to a smash attack.

However, Diddy Kong has some serious flaws. His damage output has been nerfed over time, and has now ended up being below average. This makes it crucial for him to extend his combos in any way possible. In addition, as a fastfaller, Diddy Kong is vulnerable to combos, making it easy for other characters with reliable combos to rack up damage on him, worsening his already mediocre survivability. His most severe flaw, however, is his recovery. While his high jumps, wall cling and special attacks grant very long distance overall and allow for many mix-ups, none of them are effective on their own, making his recovery easy to gimp. As mentioned before, Rocketbarrel Boost has to be charged to cover long distances, and the rocketbarrels will detach from Diddy Kong if he's hit. This means that any hit during the move can be detrimental to Diddy Kong, with meteor smashes often KOing him outright.

Diddy Kong doesn't benefit much from his custom moves, having only two that are overall better than their defaults: Rocketbarrel Attack and Shocking Banana Peel. Rocketbarrel Attack has much less maneuverability and is slower, but is extremely powerful even when uncharged, granting Diddy Kong a lethal surprise KO option. Shocking Banana Peel has a different throw trajectory and is less effective when thrown directly at the opponent, but is able to paralyze the opponent, leaving them wide open to any attack. The rest of his custom moves have disadvantages that noticeably outweigh their advantages, with Exploding Popgun being particularly notorious.

Overall, despite his constant nerfs, Diddy Kong remains a potent character. The combination of high combo versatility and strong stage control have granted him a secure position in tournaments.

Changes from Brawl

 

Initially, Diddy Kong was heavily buffed in his transition from Brawl to SSB4 despite already being a top tier character, but as of patch 1.0.8, he is considered to be slightly nerfed overall. He has received a major nerf to his Banana Peel move, which was previously the key to his past success, and many attacks deal less damage, weakening his damage racking abilities. To make up these nerfs however, he has attained many new easily usable combos, which are further benefitted by the removal of hitstun canceling, and some of his moves were buffed to KO better. Overall, he is still seen as one of the most successful characters in competitive play, albeit not nearly as much as in early versions of the game.

Aesthetics

  •   Like Donkey Kong and Fox, Diddy has more stylized fur than he did in Brawl. His proportions have been tweaked to match his more recent appearances in Donkey Kong Country Returns and Donkey Kong Country: Tropical Freeze. For example, Diddy's head is smaller in proportion to his body, and his cap matches the one with the differently-colored Nintendo logo as shown in Donkey Kong Country: Tropical Freeze. However, his arsenal of weaponry (namely his Peanut Popgun and Rocketbarrels) are not from these recent installments and remain aesthetically unchanged. Like other veterans, Diddy Kong's pigments are more prominent than they were in Brawl, with the visual sharpness of his red attire and brown fur increased. This coincidentally makes Diddy Kong similar to his appearance in Donkey Kong 64. Diddy's general expressiveness has also been exaggerated, like Donkey Kong. Many of his animations are now accompanied with look of distraught surprise.
  •   Diddy's teeth are no longer visible while performing his side taunt.
  •   Diddy now claps at the results and No Contest screens.

Attributes

  •   Diddy Kong's more elastic limbs stretch out farther in his attacks, which gives a significant increase in the reach of his attacks.
  •   Diddy dashes slightly faster (1.721 → 1.824).
  •   Diddy's air speed is slightly higher (0.82 → 0.88).
  •   Diddy's falling speed is faster (1.43 → 1.75).

Ground attacks

  •   Third hit of neutral attack now transitions into a finisher, making it much safer overall.
  •   All of Diddy Kong's standard ground attacks (except down smash's back hit and dash attack's final hit) deal less damage (ranging from a 1% to 3% decrease).
  •   Dash attack final hit does more damage, but has more endlag, making the move slightly less reliable for quick setups.
  •   Forward smash has more knockback (40 base/90 growth → 40 base/116 growth).
  •   Up smash's last hit has much stronger knockback (70 base/70 growth → 50 base/126 growth), no longer being the weakest.
  •   Down smash hits are reversed, with the front hit being weaker and the back hit being stronger.
  •   With the aforementioned change, down smash's front hit is much weaker, dealing less damage (16% → 12%) and knockback (40 base/72 growth → 40 base/69 growth).
  •   Down smash's back hit does more damage (12% → 15%) and slightly more knockback (35 base/72 growth → 35 base/74 growth).

Aerial attacks

  •   Forward and down aerials have slightly less landing lag (30 → 26 and 30 → 28, respectively) and ending lag.
  •   Forward and up aerials deal less damage (14%/11% → 10%/8% and 11% → 6%, respectively).
  •   Diddy Kong has a new up aerial; instead of performing a flip kick, he now swings his leg up and halfway across his head.
  •   New up aerial sends at a better angle for combos (sending at a 75° angle), now being able to rack up damage quickly and reliably set up other aerials out of a down throw or short hop, even after patches 1.0.6 and 1.0.8.
  •   Down aerial's sweetspot deals slightly more damage (12% → 13%).
  •   Down aerial now has a sourspot, which deals less damage (10%).

Throws/other attacks

  •   Dash grab comes out faster (frame 10 → 8).
  •   Forward and back throw's animations are much slower, making them easier to DI.
  •   Forward throw deals 2% less damage.
  •   Back throw deals 2% more damage.
  •   Up throw has slightly lower knockback, allowing it to set up aerials more reliably starting at mid percentages.
  •   Up throw deals less damage (4%, 5% (9% total) → 1%, 4% (5% total)).
  •   Down throw now sends opponents overhead instead of behind which makes it much more reliable for comboing, now being able to set up any aerial until mid percents (depending on the opponent's character).
  •   Down throw deals less damage (9% → 6%).

Special moves

  •   Peanut Popgun's explosion from overcharging now has a very powerful hitbox.
  •   Peanut Popgun deals 5% less damage when fully charged, and has more endlag per shot, essentially slowing its rate of fire down.
  •   Monkey Flip now allows Diddy to automatically pummel the opponent once he grabs onto them. The launch is also more powerful and can now KO at around 200%.
  •   Monkey Flip's jump release deals less damage (10% → 8%).
  •   Rocketbarrel Boost is now able to move at horizontal trajectories, opening up more recovery options and making Diddy's recovery less linear in general.
  •   Rocketbarrel Boost needs to be charged longer to cover more distance than it did in Brawl.
  •   Diddy can now only have one Banana Peel out at a time, significantly reducing Diddy's ability to control the stage, and completely removing the double banana lock and the move's ability to zero-death opponents in Brawl. In addition, Banana Peels can now be destroyed by opponents and will disappear after touching the ground twice.
  •   Rocketbarrel Barrage no longer puts Diddy into helpless upon completion.
  •   Rocketbarrel Barrage deals less damage.
  •   The peanuts fired from the Peanut Popgun and Rocketbarrel Barrage no longer break into pieces, making the peanuts no longer consumable. This also hinders Diddy's potential of recovering damage this way, but also keeps the opponents from healing.

Update history

Likely as a result of his dominance in early competitive play, taking top spots in several tournaments, Diddy Kong was significantly nerfed overall. Previously, Diddy Kong possessed powerful aerials that could easily be comboed into, most notably down throw to one or more up aerials, which was both a powerful KOing and damage racking tool which was simple to execute. However, patches 1.0.6 and 1.0.8 greatly weakened the hitstun, damage, and knockback of several of Diddy's most frequently used moves, particularly the aforementioned down throw to up aerial combo, bringing Diddy's competitive usage more in line with other frequently used SSB4 characters. The changes on shield mechanics slightly hinder him, too, as banana out of shield comes out slower and he has to space a bit more his other moves in the neutral.

Nevertheless, while Diddy Kong initially seemed to be much less effective after the nerfs, his neutral game has not been nerfed significantly in these updates, and he has obtained slight buffs in other areas, so he is still seen as a popular and successful character in competitive play.

In patch 1.1.1, Diddy Kong had a glitch that had rendered him invulnerable to grabs of any kind until he performed any kind of dodging maneuver. This was later fixed in patch 1.1.2, nine days after 1.1.1's worldwide release.

  1.0.4

  •   Range at end of rapid jab: 4 → 5.
  •   Fixed bug where Diddy could use Peanut Popgun to cancel hitstun.
  •   Certain special attack properties have been removed and adjusted.

  1.0.6

  •   Forward smash has increased ending lag.
  •   Up air damage decreased: 8% → 6%.
  •   Up air's knockback is significantly weaker, no longer KOing until well beyond 150%.
  •   The aforementioned changes allow it to combo better.
  •   Forward air damage decreased: 12%/10% → 10%/8%.
  •   Up throw deals less damage (10% → 8%), but it also has less knockback, which allows Diddy Kong to combo it into an up aerial more efficiently.
  •   Down throw deals less damage (7% → 6%), which reduces its hitstun but keep opponents closer for follow ups at higher percentages.
  •   Monkey Flip (kick) now has an extra hitbox that deals 10% damage near the end of the kick.
  •   Monkey Flip (grab) damage decreased: 12% → 10%.
  •   Monkey Flip (jump) damage decreased: 10% → 8%.

  1.0.8

  •   Jab improved. It transitions through to the second hit 2 frames faster, to the third hit 1 frame faster, and to the infinite portion 7 frames faster. The rapid hits additionally have reduced SDI capacity, and the final hit of the jab has increased reach, increased base knockback, and 4 less frames of ending lag.
    •   The complete jab deals marginally less damage.
  •   Down tilt's damage was reduced by 0.5% with decreased knockback, now only allowing him to combo into his KO moves from down tilt later, preventing him from securing KOs early.
  •   Up aerial is worse: its startup was increased by 1 frame, it autocancels 12 frames later, and can no longer hit opponents below and horizontal to himself, lessening its usefulness for spacing attacks. Its base knockback was increased, making it more difficult to combo, while its knockback growth was decreased, weakening its KOing capabilities.
  •   All of Diddy's grabs have 3 more frames of ending lag.
  •   Up throw's damage was reduced (8% → 5%) and its knockback was increased, reducing its follow-up capabilities; reliable KO followups are no longer possible without the aid of platforms.
  •   Down throw damage increased: 6% → 7%.
  •   Down throw has increased knockback growth and a very slightly more diagonal knockback trajectory, reducing its follow-up capabilities and removing all guaranteed follow ups around 135%. Despite its higher knockback growth, it still cannot KO at realistic percentages.

Technical changelist

  1.1.0

  •   Up smash links better with stronger knockback: 45 → 48.
  •   Second hit of up smash sends opponents at a different angle and the third hit has adjusted hitboxes.
  •   Down smash has increased knockback growth on both hits: 69/74 → 72/76.

  1.1.1

  •   Created glitch where Diddy Kong cannot be grabbed if he shield jumps or shield grabs a multihit attack.

  1.1.2

  •   Fixed glitch induced by the previous update where Diddy Kong cannot be grabbed if he shield jumps or shield grabs a multi-hit attack.

  1.1.4

  •   Trip invincibility and all trip follow-ups except floor attack have one less frame of invincibility.

Moveset

  Name Damage Description
Neutral attack   1.5% Diddy Kong slaps forward twice, turns around to quickly kick the foe, and proceeds to repeatedly whip them with his tail. The attack finishes with an upward tail flick.
1.5%
2%
0.6% (infinite), 3% (last hit)
Forward tilt   10% (clean), 7% (late) Diddy Kong leans to the side and thrusts both of his arms forward in a double punch. This attack can be tilted upwards or downwards.
Up tilt   6% Diddy Kong swats in the air above him with a slap and looks similar to an uppercut.
Down tilt   6% Diddy Kong claps forward while crouching. Comes out fast and can combo into a running up smash, making for a potent KO setup.
Dash attack   2% (hits 1-2) 3% (hit 3) Diddy Kong performs his signature Cartwheel attack from Donkey Kong Country. The final hit has largely vertical knockback. Its adjusted animation from Brawl now has it end with a ground-slap with both hands.
Forward smash   5% (hit 1), 11% (sweetspot hit 2), 9% (sourspot hit 2) Diddy Kong spins and slaps forward, then swings his fist immediately after. The first hit has no knockback.
Up smash   2.5% (hits 1-2), 6% (hit 3) Diddy Kong hops briefly and performs a stationary cartwheel. The attack's vertical reach is greater and his hand now forms a fist in the final hit.
Down smash   12% (front), 15% (back) Diddy Kong performs a sweeping kick around himself. It has less knockback than his forward smash.
Neutral aerial   6% Diddy Kong does an aerial cartwheel similar to his dash attack. Has vertical knockback.
Forward aerial   10% (clean), 8% (late) Diddy Kong kicks both feet forward while spinning, similar to Mario and Luigi's old forward aerial in Super Smash Bros.. It hits at the Sakurai angle, and has good power for how fast and ranged it is, making it a useful move for edgeguarding.
Back aerial   9% Diddy Kong thrusts his leg backward and spins it behind him. Has fairly strong knockback.
Up aerial   6% Diddy Kong performs an overhead kick. Since the 1.0.6 and 1.0.8 updates, it has had low knockback and little range, though it can still combo into itself and Diddy Kong's other aerials at lower damages.
Down aerial   13% (clean), 10% (late) Diddy Kong swings both arms downward in a double axe-handle punch. A strong meteor smash and Diddy Kong's strongest aerial, though it is also his slowest.
Grab   Diddy Kong grabs his opponent in a bear hugging style.
Pummel   2% Diddy Kong jumps up to headbutt his target, angled from the side of his body.
Forward throw   9% Diddy Kong tosses his opponent forwards. The throw is based on Diddy Kong's barrel toss animation from Donkey Kong Country. Can combo into Fair and Uair at very low percentages.
Back throw   12% Diddy Kong tosses his opponent backwards.
Up throw   1% (hit 1), 4% (throw) Diddy Kong throws his opponent up and handstand kicks them. Good combo tool before 110%.
Down throw   6% Diddy Kong throws the opponent onto the ground and hops over them. Can combo into aerials, such as the infamous link into up air.
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
  7% A spinning tail slap.
Neutral special Default Peanut Popgun 3-12% (Peanuts), 23% (explosion) Diddy Kong shoots a peanut from his Popgun. The longer Diddy charges the attack, the farther and quicker the peanut will fly. If Diddy overcharges the attack, however, it will cause a very powerful explosion that leaves him vulnerable.
Custom 1 Exploding Popgun 1% (Shot), 25% (explosion) Diddy Kong charges his Popgun, solely for exploding, and it charges faster. If released early, Diddy Kong will then do a shot without a Peanut firing and it will hurt when up close at the cost of damage.
Custom 2 Jumbo Peanuts 7-11% (Peanuts), 18% (explosion) Diddy Kong shoots a giant peanut from his Popgun. The peanuts don't fly as far, but are more powerful than normal. Requires slightly less time to fully charge.
Side special Default Monkey Flip 14% (clean midair kick), 12% (mid midair kick), 10% (late midair kick), 1% (pummel), 3% (grab attack hit 1), 7% (grab attack hit 2), 3% (jump attack hit 1), 5% (jump attack hit 2) Diddy Kong performs a sideways hop that has the potential to launch Diddy onto an opponent's face if timed correctly. Once Diddy has clung onto his foe's face, he can double chop them and leap away with the attack button, or can perform a footstool jump with the jump button. Finally, tapping the special button while he is flipping will cause Diddy to attack with a flying kick instead.
Custom 1 Back Flip 17% (clean), 12% (mid), 8% (late) Diddy Kong hops backwards, and can perform a flying kick forwards with another button press. Can't grab however.
Custom 2 Flying Monkey Flip 10% (clean midair kick), 8% (late midair kick), 1% (pummel), 3% (grab attack hit 1), 5% (grab attack hit 2), 7.5% (jump attack hits 1-2) Diddy Kong jumps higher, but his flying kick and regular grab attack is weaker. The jump attack, however, is a much stronger meteor smash.
Up special Default Rocketbarrel Boost 10% (launch explosion), 6-8% (collision with opponent) Diddy Kong charges his rocketbarrels from Donkey Kong 64 in a powerful attack. Can potentially fly very far and very fast, but hitting a surface (or being hit) will make Diddy Kong lose his rocketbarrels and will fall helplessly. Diddy Kong will gain 5% damage for hitting a surface.
Custom 1 Rocketbarrel Attack 18% (launch explosion) A more powerful attack than Rocketbarrel Boost, but has less maneuverability. Requires slightly more time to fully charge.
Custom 2 Rocketbarrel Kaboom 7% (launch explosion), 6-8% (collision with opponent) Charges faster and controls better than Rocketbarrel Boost, but will explode if Diddy Kong hits any terrain during the move.
Down special Default Banana Peel N/A Diddy Kong tosses a banana peel over his shoulder and into the air to have it fall onto the ground. Opponents who touch the peel will slip and trip. Unlike in Brawl, only one banana peel can exist at one time, and it disappears when hit by an opponent.
Custom 1 Shocking Banana Peel N/A 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 be stunned momentarily. The stun time is longer if the opponent steps on the peel as opposed to getting hit by it.
Custom 2 Battering Banana Peel N/A Diddy Kong tosses a banana peel straight up. Opponents who come in contact with the peel will be launched upwards as well.
Final Smash Rocketbarrel Barrage 5-10% (Peanuts), 12% (collision) Diddy Kong flies around on his rocketbarrels, shooting explosive peanuts everywhere. The peanuts fly great distances and have great power, but crashing into enemies does more damage. Has greater movement speed than it does in Brawl, but is even harder to control. It no longer puts Diddy Kong into a helpless state when ended in the air.

On-screen appearance

  • Diddy Kong bursts out of a DK Barrel and briefly strikes a pose.
 

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: Does a playful fighter's stance and cackles.
  • Down taunt: Claps his hands above his head four times, switching feet in the process.
Up taunt Side taunt Down taunt
     

Idle poses

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

Crowd cheer

English Japanese
Cheer
Description Did-dy Kong! Diddy Kong!
Pitch Group chant Group chant

Victory poses

A flourished remix directly from Brawl based on the jingle that would play whenever Diddy Kong completely cleared a bonus room or defeated a boss in Donkey Kong Country.
  • Does a little dance and claps his feet while standing on one hand.
  • Shoots at the "camera lens" with his Peanut Popguns.
  • Spins around with his Rocketbarrel and does a jig.
     

In competitive play

Official Custom Moveset Project

Character Custom sets available
  Diddy Kong 1121 1123 1113 1131 1133
1211 3111 1213 1112 3121

Notable players

Active

Inactive

Trophies

Diddy Kong
  Donkey Kong's trusty partner. He sports his signature look: red hat, red shirt, Rocketbarrel Pack. In Smash Bros., he's incredibly agile. Charge the Rocketbarrel Pack by holding down the button before launch, and you can steer with left and right. Don't forget to drop banana peels—enemies love it!
  Red cap? Red T-shirt? Rocketbarrel Pack? Yep, it's Diddy Kong. His agility lets him get attacks in quickly in this game. Fire up his Rocketbarrel Pack and keep the button held down to fly further. You can even steer him in the air! Tip: If you don't mind fighting dirty, make you opponent slip on a Banana Peel, then hit 'em while they're down.
 : Donkey Kong Country (11/1994)
 : Donkey Kong Country 2: Diddy's Kong Quest (11/1995)
Diddy Kong (Alt.)
The Banana Peel Diddy throws when you use his down special can be picked up and used against you, so be careful. His Monkey Flip side special is a rolling leap followed by a grab (or a kick if you press the button again midjump). If you grab someone, press the button again to attack or jump off them to go high into the air.
 : Donkey Kong Country (11/1994)
 : Donkey Kong Country 2: Diddy's Kong Quest (11/1995)
Rocketbarrel Barrage
  Diddy Kong's Final Smash is an attack on all fronts! Diddy takes to the air with his Barrel Jet, tackling opponents as he fires explosive shots from his Peanut Popguns. His Final Smash is nearing its end when he begins flashing, so get as close to your foes as you can-the Barrel Jet will explode at the end of this Final Smash!
  With a Peanut Popgun in each hand, Diddy showers his foes with a hail of explosive destruction. This Final Smash lets him fly freely through the air, dealing damage to anyone in his way. When his body starts to flash, that means the Final Smash is about to end, so try to catch your foes in the Rocketbarrel Pack's explosion!

In Event Matches

Solo Events

Co-op Events

  • 1988: Donkey Kong and Diddy Kong must defeat 3 Marios, each one larger than the last.
  • The Ultimate Battle: Two players select a character and must defeat the entire roster.

Alternate costumes

 
               

Gallery

Trivia

  • Diddy Kong's confirmation was the first time a character was revealed for an international release of a game as opposed to just the Japanese release.
  • The elastic quality of Diddy Kong's limbs is similar to another Donkey Kong character, Lanky Kong.
  • Prior to update 1.0.6, Diddy Kong's down-throw to up-air combo had quickly gained notoriety as a quick KO string. It gained the name "Hoo-Hah" after StaticManny interrupted a set between Hungrybox and Player-1.