Diddy Kong (SSBU)
Diddy Kong in Super Smash Bros. Ultimate | |
---|---|
Universe | Donkey Kong |
Other playable appearances | in Brawl in SSB4 |
Availability | Unlockable |
Final Smash | Hyper Rocketbarrel |
“ | 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, officially confirmed on June 12th, 2018. 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's voice is once again comprised of his realistic chimpanzee screeches and growls that were used in both Brawl and Smash 4.
How to unlock
Complete one of the following:
- Play VS. matches, with Diddy Kong being the 37th character to be unlocked.
- Clear Classic Mode with Donkey Kong or any character in his unlock tree, being the seventh character unlocked after Greninja.
- Have Diddy Kong join the player's party in World of Light.
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 significantly nerfed from his SSB4 iteration. His Monkey Flip most notably travels a shorter distance, which worsens his overall movement and neutral. The move also ultimately renders him helpless after some time when latching on his opponents in midair, making edge guard and stage spike KOs a very risky option if the opponent is not pummeled quick enough. Rocketbarrel Boost travels a shorter distance, worsening his recovery. Banana Peel also has more startup lag, making it harder for him to instantly grab bananas after he pulls one out. Down tilt was also nerfed which prevents Diddy from being able to combo into up smash and combo off of the move reliably. His infamous up aerial has a smaller hitbox. His grab game was also toned down, with his grab having more startup and endlag, and his combo throws have either more endlag or more knockback, which significantly hinders their combo potential. Diddy Kong also suffers from having less weight, making him even easier to KO.
He did get some notable buffs, however. Diddy's already impressive mobility was improved as his initial dash, run speed, walk speed, and airspeed are significantly better. Diddy also slightly benefits from the game's mechanics as his aerials and up/down throw have less ending lag and knockback. This makes most of his aerials quicker to perform as before in early Smash 4 metagame before they were noticeably nerfed.
Diddy Kong's nerfs seem to outweigh his buffs, making him worse than his iteration in Smash 4. His overall perception has been negative, as players such as ZeRo consider him way worse than he was in Smash 4, and that he’s on the weaker side of mid-tier at best. ZeRo only uses him as a counterpick and MVD, Zinoto and Nietono have dropped him in favor of other characters.
Aesthetics
- As with all veterans returning from SSB4, Diddy Kong's model features a more subdued color scheme. Like Donkey Kong, his fur is less detailed than the previous installment.
- Diddy Kong is more expressive. His hat also appears to be "looser" around his head, popping off slightly while performing many actions.
- Diddy Kong's chest now faces the screen, regardless of whether it is facing left or right.
- 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 now takes three frames to complete (down from 4).
- Diddy Kong runs faster (1.824 → 2.006).
- Diddy Kong's 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 is lighter (93 → 90). This makes him less susceptible to combos at the expense of worse endurance.
Ground attacks
- Neutral attack:
- Neutral attack no longer has a neutral infinite and instead finishes with a quick side kick. This makes the move much more consistent.
- The loss of the neutral infinite hurts its overall damage potential.
- The first hit can be held for a consecutive jab.
- The third hit of neutral attack has less startup lag (frame 9 → 5).
- However, its duration remains unchanged, giving it more ending lag.
- Neutral attack no longer has a neutral infinite and instead finishes with a quick side kick. This makes the move much more consistent.
- Forward tilt
- Forward tilt deals less knockback, diminishing its KO potential.
- Forward tilt has a new late hitbox that deals less damage (10% → 7%). However, this increases its overall duration.
- Up tilt
- Up tilt has less ending lag (FAF 33 → 30).
- Down tilt:
- Down tilt deals more knockback, reducing its combo potential without granting KO potential.
- Dash attack:
- Dash attack has less ending lag (FAF 46 → 41).
- Since opponents can no longer run each other, dash attack can no longer accidentally whiff at extremely close ranges.
- Dash attack's hitboxes have less startup (frame 9/18/24 → 8/16/22).
- Down smash:
- Down smash has more startup lag (frame 6 → 9).
- The first hit deals more knockback.
Aerial Attacks
- All aerials have less landing lag (Neutral: 13 frames → 8, Forward: 26 → 16, Back: 12 → 7, Up: 21 → 13, Down: 30 → 17).
- Neutral aerial:
- Neutral aerial auto-cancels significantly earlier (frame 59 → 27).
- Neutral aerial has more range.
- Forward aerial:
- Forward aerial has an altered animation where Diddy Kong does not spin as much.
- Up aerial:
- Up aerial has less range in front of Diddy Kong.
- Up aerial deals 1% more damage.
- Up aerial has less ending lag (FAF 39 → 37).
Throws/other attacks
- Diddy Kong uses one hand to grab instead of both.
- Diddy Kong has a surprised/shocked expression if he misses his grab.
- Pummel has an altered animation. Diddy Kong no longer hops off the ground while pummeling.
- Pummel deals less damage (2% → 1%).
- 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)).
- Up throw deals slightly more knockback, reducing its combo potential.
- Down throw has less ending lag (FAF 35 → 32).
Special Moves
- Peanut Popgun:
- Diddy Kong's animation for Peanut Popgun is mirrored and can fire with both his left and right hand.
- Peanut Popgun has less startup lag (frame 18 → 16).
- Peanuts will bounce once upon hitting the ground, and float upwards before exploding if it hits an opponent. These animations are aesthetic.
- Monkey Flip:
- Monkey Flip's grab "pummel" has him scratch his opponent quickly instead of simply latching on and doing damage. The scratches are faster while dealing the same damage.
- Monkey Flip's throw deals significantly more knockback.
- Monkey Flip has less startup lag (frame 20 → 18).
- Monkey Flip has more ending lag (FAF 44 → 48).
- Monkey Flip travels a shorter distance.
- Rocketbarrel Boost:
- Grounded Rocketbarrel Boost has weak heavy armor. It is only sufficient for tanking extremely weak hits, such as the first two hits of most neutral attacks.
- When knocked off of Diddy Kong, the Rocketbarrel Pack's trajectory can be somewhat controlled by the player. Depending on the held direction, the pack will move in that direction, though it is still very random and inconsistent.
- The effect of charging Rocketbarrel Boost for vertical distance has been significantly reduced, to the point where fully charging the move while falling results in gaining less height overall than using the move uncharged. Although, it still travels far horizontally.
- Banana Peel:
- Banana Peel has a snappier animation.
- Diddy Kong appears to throw the Banana Peel much higher than before.
- If the Banana Peel is thrown at an opponent once with the respective peel, it no longer disappears until thrown at again, allowing Diddy Kong to quickly pick it up again and reuse it. However, this also means his opponents can do the same when it is out.
- This change indirectly allows Diddy Kong to setup infinite combos on most characters on platforms.
- Final Smash:
- Hyper Rocketbarrel, Diddy Kong's new Final Smash, functions differently from Rocketbarrel Barrage. Diddy Kong now flies through the stage in an erratic fashion to punch his trapped opponents. The final hit is where Diddy Kong does a delayed, aimed punch, dealing heavy knockback. Diddy Kong then lands and deactivates his Rocketbarrel Pack at the spot where he first used the move.
Update history
Diddy Kong has been buffed so far in game updates.
- Neutral aerial auto-cancels 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.
- 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 that deals less damage (10% → 7%) but increases its duration overall.
- Down smash deals more knockback.
- Neutral aerial has more range.
- Up aerial deals more damage (6% → 7%) with knockback compensated.
- The second hit of neutral attack has more range and connects easier when coming from the first hit.
- Dash attack has an altered launch angle.
- Up smash connects easier and has more knockback.
- Up aerial has less ending and landing lag.
- Down aerial has less start-up.
- Peanut Popgun has more power (shield damage remains the same) and the charge time is shorter.
- Diddy Kong falls slower when charging Rocketbarrel Boost.
- Rocketbarrel Boost gains more vertical distance when charged.
Moveset
- Diddy Kong can crawl, wall cling, and wall jump.
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. | |
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% (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 | 7% | 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. | ||
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. | ||
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 | 2~14.9% (peanuts), 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) 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 | N/A | 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: 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
- Shoots the air with his Peanut Popguns, roll towards the camera and shoots near it.
- Spins with his Rocket Barrels then faces the screen, dancing with hands on his head and chin.
- Does a small dance, then holds still in a breakdance-like pose, clapping his feet together.
Classic Mode: Hey, Little Buddy!
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 | 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
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 |
Spirits
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 | |||||||||
---|---|---|---|---|---|---|---|---|---|---|
No. | Image | Name | Series | Enemy Fighter(s) | Type | Power | Stage | Rules | Conditions | Music |
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 | ||
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 |
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 |
Alternate costumes
Gallery
Diddy Kong taunting on Kongo Falls.
Striking Kirby with Monkey Flip on The Great Cave Offensive.
Grabbing towards Ness on Moray Towers.
Charging his Peanut Popgun on Saffron City.
The Peanut Popgun exploding on Spear Pillar.
Tossing a Banana Peel on Great Bay.
Taunting with Donkey Kong on Distant Planet.
Wall clinging onto Alolan Exeggutor with Bayonetta on Big Blue.
Diddy Kong and Lucas being attacked by Marshadow on the Bridge of Eldin.
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.
Donkey Kong universe | |
---|---|
Fighters | Donkey Kong (SSB · SSBM · SSBB · SSB4 · SSBU) · Diddy Kong (SSBB · SSB4 · SSBU) · King K. Rool (SSBU) |
Assist Trophy | Klaptrap |
Boss | Giant Donkey Kong |
Stages | Kongo Jungle · Kongo Falls · Jungle Japes · Rumble Falls · 75m · Jungle Hijinxs |
Items | Hammer · Barrel Cannon · Peanut · Spring |
Enemies | Kritter · Tiki Buzz |
Other | Dixie Kong · DK Barrel · DK Island · Pauline · Zinger |
Trophies, Stickers and Spirits | Trophies (SSBM · SSBB · SSB4) · Stickers · Spirits |
Music | Brawl · SSB4 · Ultimate |
Masterpiece | Donkey Kong |
Related universe | Mario |