Diddy Kong (SSB4): Difference between revisions

→‎Attributes: Don't exaggerate Diddy Kong's strengths and weaknesses pls.
mNo edit summary
(→‎Attributes: Don't exaggerate Diddy Kong's strengths and weaknesses pls.)
Line 21: Line 21:
Diddy Kong, true to his appearance in the {{uv|Donkey Kong}} games, is an overall agile character. He is a [[Weight|middleweight]] with fast [[walking speed]], fast [[dashing speed]], fast [[falling speed]], strong [[jump]]s, 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, true to his appearance in the {{uv|Donkey Kong}} games, is an overall agile character. He is a [[Weight|middleweight]] with fast [[walking speed]], fast [[dashing speed]], fast [[falling speed]], strong [[jump]]s, 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. Along with having a variety of moves with quick frame data and low knockback, Diddy Kong's limbs have the unique ability of stretching, giving his attacks surprising [[range]]. This grants Diddy Kong one of the best combo abilities in the game, which is further supplemented by the utility of his moves. 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 spacing opponents out. 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. Forward smash is very quick and has the highest knockback of Diddy Kong's attacks, up smash has incredible speed and is very safe on hit, and down smash is a [[semi-spike]], making it great for [[edgeguarding]] and covering [[roll]]s.  
Matching his great mobility overall, Diddy Kong's greatest strength is his quick attack speed. Along with having a variety of moves with quick frame data and low knockback, Diddy Kong's limbs have the unique ability of stretching, giving his attacks surprising [[range]]. This grants Diddy Kong one of the best combo abilities in the game, which is further supplemented by the utility of his moves. His grounded game has some interesting options: his up tilt covers a very reliable arc above himself, has follow-up potential at low percentages and great KO potential at high ones despite its speed. 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 also have high speed and good power, making them great for finishing off opponents. Forward smash is fairly quick and has the highest knockback of Diddy Kong's attacks, along with having the least ending lag out of his smash attacks. Up smash has incredibly gast startup with good range, and is his most commonly used smash attack to finish an opponent's stock due to the plethora of set-up options into it. Down smash is a [[semi-spike]], making it great for [[edgeguarding]] and covering [[roll]]s, though it should be used carefully due to it having the highest ending lag out of his smash attacks. Meanwhile, his neutral aattack has quick speed and is safe on hit, though it lacks reliable KO potential and cannot jab cancel into Diddy's moves, making it overshadowed by his other options. Forward tilt has very good range, can be angled and deals good knockback, making it great for spacing opponents out, but it is commonly forgone in favor of his smash attacks due to it lacking reliable KO potential, like his neutral attack.


Diddy Kong's air game is also strong in any case, due to his aforementioned range, speed, and balance of power. Neutral aerial has a long duration and decent vertical knockback, making it a useful combo extender. Forward aerial is fast, strong and has a 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]].  
In contrast, Diddy Kong's air game is also strong in any case, due to his aforementioned range, speed, and balance of power. Neutral aerial has a long duration and decent vertical knockback, making it a useful combo extender. Forward aerial is fast, strong and has a long duration and can autocancel from a short hop fast fall, making it the all-purpose attack and one of the staples on Diddy's moveset. Back aerial is his second fastest one, and has decent power for its speed, making it useful for comboing and edgeguarding. Up aerial, while significantly nerfed over time, remains Diddy's fastest aerial and, due to its high base knockback, it is excellent at juggling the opponent. His down aerial, however, despite having very high power for a [[meteor smash]], has a sourspot, high landing lag and lasts for only one frame. Thus, while it is a dependable edgeguarding tool, it is arguably Diddy's least useful aerial.


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 [[approach]]es. 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 {{SSB4|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, {{B|Banana Peel|move}} 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. All of these moves grant Diddy Kong excellent stage control options, and give him a fantastic neutral game when combined with his combo potential and strong mobility.
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 [[approach]]es. 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 {{SSB4|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, {{B|Banana Peel|move}} 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. All of these moves grant Diddy Kong excellent stage control options, and give him a fantastic neutral game when combined with his combo potential and strong mobility.


However, Diddy Kong has some weaknesses. 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, despite his small frame and only average weight, Diddy Kong is vulnerable to combos, due to his fast falling speed and high gravity, and he doesn't have a particularly reliable combo breaker. This makes it easy for characters such as {{SSB4|Mario}} and {{SSB4|Bayonetta}} to easily rack up damage on him, while his weight isn't heavy enough to sustain heavy hits at high percents. His most exploitable 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]]. Monkey Flip's kick imput will prevent Diddy Kong from using Rocketbarrel Boost, which can limit his ability to use the move for recovery, and 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. As a result, Diddy Kong's survivability is somewhat poor, making him somewhat of a glass cannon.  
However, Diddy Kong has some weaknesses. His damage output is below average overall, making it crucial for him to extend his combos in any way possible to rack up the most amount of damage. In addition, despite his small frame and only average weight, Diddy Kong is vulnerable to combos, due to his fast falling speed and high gravity, and he doesn't have a particularly reliable combo breaker. This makes it easy for characters with reliable combo abilities to easily rack up damage on him, while his weight isn't heavy enough to sustain heavy hits at high percents. His most exploitable 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]]. Monkey Flip's kick imput prevents Diddy Kong from using any other special move and, by extension, his Rocketbarrel Boost, which can limit his ability to use the move for recovery, and 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. As a result, Diddy Kong's survivability offstage is decidedly below average.  


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.
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.
4,053

edits