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Diddy Kong (SSB4): Difference between revisions

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|availability = [[Starter character|Starter]]
|availability = [[Starter character|Starter]]
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'''Diddy Kong''' ({{ja|ディディーコング|Didī Kongu}}, ''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''.[https://www.youtube.com/watch?v=7xUWnQu2Grs]
'''Diddy Kong''' ({{ja|ディディーコング|Didī Kongu}}, ''Diddy Kong'') is a playable character in ''[[Super Smash Bros. 4]]''. He was confirmed on February 21st, 2014 to correspond with the international release date of ''Donkey Kong Country: Tropical Freeze''.  Diddy Kong retains his realistic chimpanzee screeches from ''Super Smash Bros. Brawl''.[https://www.youtube.com/watch?v=7xUWnQu2Grs]


==Attributes==
Diddy Kong was formerly considered to be one of the best characters in ''Smash 4'', as his throw combos and powerful aerial attacks, including the notorious down throw to up air combo, were extremely effective at dealing damage and securing KOs, and many players wanted to ban the character from tournaments. However, following patch 1.0.6, released in April 2015, Diddy Kong received major nerfs; several of his KO moves, most notably his up aerial, having their knockback significantly reduced, along with the down throw to up air combo being less damaging, so he is now considered bottom tier. HE EATS BANANAS AND SMOKES METH
Diddy Kong falls into the "quick and weak" archetype, however has many strong finishers. He has notably long reach for a character of his size, and when combined with his remarkable frame data, makes it easy for him to string together attacks. Diddy Kong has excellent camping, approach, and neutral courtesy of his [[Peanut Popgun]], [[Monkey Flip]], and [[Banana Peel]]. His grab and throw game, despite having been overwhelmingly nerfed over time, is also decent, with his up and down throws capable of leading to long combos at low percents. As mentioned, he has decent KO power, with his smash attacks and down aerial (additionally formerly his up aerial) capable of KOing below 130%.
 
However, Diddy Kong has some flaws. Arguably his biggest weakness is his very poor recovery; although the distance of it is potentially very long, it is one of the most linear in the game, and [[Rocketbarrel Pack]] needs to be charged to go far at all, and as such Diddy Kong can SD simply by being too far below the stage, and has very small ledge sweetspots, and if it hits the stage, it will leave Diddy Kong helpless and stage spike him. Diddy Kong does, however, possess [[Wall jump|wall jump]] and [[Wall cling|wall cling]]. He also has a poor damage output, meaning his combos have to be very long to rack up the same damage most other characters will be able to deal in far fewer hits. However, his strengths significantly overpower his flaws, and Diddy Kong was one of the most highly represented characters in the game along with {{SSB4|Sheik}}. However, after being subsequently nerfed by updates 1.0.6 and 1.0.8, his success has noticeably decreased.
 
Diddy Kong receives very few benefits from customs, with only one noteworthy alternative: Rocketbarrel Attack. Although it makes his already poor recovery one of the worst in the game, it has significant KO power even when uncharged (capable of KOing under 60%), and is consistently powerful throughout the attack. However, most of his other custom specials are either only subtle improvements (such as Shocking Banana Peel) or direct downgrades (such as Exploding Popgun).


==Changes from ''Brawl''==
==Changes from ''Brawl''==
Initially, Diddy Kong was heavily [[buff]]ed in his transition from ''Brawl'' to ''SSB4'' despite [[Tier list|already being a top or high-tier character]], but as of [[List of updates (SSB4)/1.0.8 changelog|patch 1.0.8]], he is considered to be slightly [[nerf]]ed overall. He has received a major nerf to his {{B|Banana Peel|move}} 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.
Despite his top tier status in ''Brawl'', Diddy Kong has been [[buff]]ed considerably, but not without [[nerf]]s. Although he has received a major nerf to his {{B|Banana Peel|move}} move, which was previously the key to his past success, and many attacks deal less damage, he has attained many new easily usable combos and significant [[buff]]s that have addressed his KOing problems.


===Aesthetics===
===Aesthetics===
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===Attributes===
===Attributes===
*{{buff|Diddy Kong's more elastic limbs stretch out farther in his attacks, which gives a significant increase in the [[reach]] of his attacks.}}
*{{buff|Diddy Kong's more elastic limbs stretch out farther in his attacks, which gives a significant increase in the [[reach]] of his attacks.}}
*{{buff|Diddy [[Dashing|dashes]] slightly faster (1.721 → 1.824).}}
*{{buff|Diddy [[Dashing|dashes]] faster.}}
*{{buff|Diddy's [[air speed]] is slightly higher (0.82 → 0.88).}}
*{{buff|Diddy's [[air speed]] is higher.}}
*{{change|Diddy's [[falling speed]] is faster (1.43 → 1.75).}}


===Ground attacks===
===Ground attacks===
*{{buff|Neutral attack hit 3 now transitions into a finisher, making it much safer overall.}}
*{{buff|Neutral attack hit 3 now transitions into a finisher.}}
*{{nerf|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 1-3% decrease).}}
*{{nerf|All of Diddy Kong's standard ground attacks deal less damage.}}
*{{nerf|Dash attack final hit does more damage, but has more endlag, making the move slightly less reliable for quick setups.}}
*{{change|Dash attack final hit does more damage, but is slower, making the move slightly less reliable for quick setups.}}
*{{buff|Forward smash does more knockback (40 base/90 growth → 40 base/116 growth).}}
*{{buff|Forward smash is slightly stronger and a more reliable KO move.}}
*{{buff|Up smash's last hit has much stronger knockback (70 base/70 growth → 50 base/126 growth), no longer being the weakest.}}
*{{buff|Up smash is a much stronger KO move.}}
*{{change|Down smash hits are reversed with the front hit being weaker and the back hit being stronger.}}
*{{nerf|Down smash is weaker and a less reliable KO move.}}
*{{nerf|Due to this change down smash's front hit is much weaker, dealing less damage (16 → 12) and knockback (40 base/72 growth → 40 base/69 growth).}}
*{{buff|Down smash's back hit does more damage (12% → 15%) and slightly more knockback (35 base/72 growth → 35 base/74 growth).}}


===Aerial attacks===
===Aerial attacks===
*{{buff|Forward and down aerials have slightly less ending lag.}}
*{{change|Neutral aerial sends opponents at a more vertical angle.}}
*{{buff|Forward and down aerials have slightly less landing lag (30 → 26, and 30 → 28 respectively).}}
*{{buff|Forward and down aerials have slightly less ending and landing lag.}}
*{{nerf|Forward and up aerials deal less damage (14/11 → 10/8%, and 11 → 6% respectively).}}
*{{nerf|Forward and up aerials deal less damage.}}
*{{change|Diddy Kong has a new up aerial; he now swings his leg up and halfway across his head.}}
*{{change|Diddy Kong has a new up aerial; he now swings his leg up and halfway across his head.}}
*{{buff|New up aerial sends at a better angle for combos (sending at a 75 degree angle), now being able to rack up damage quickly and reliably set up other aerials out of a down throw or short hop.}}
*{{buff|New up aerial is a stronger KO move and is much more useful in combos, now being able to rack up damage quickly and reliably set up other aerials out of a down throw or short hop.}}
*{{buff|Down aerial's sweetspot deals slightly more damage (12 → 13%).}}
*{{buff|Down aerial's sweetspot deals slightly more damage.}}
*{{nerf|Down aerial now has a sourspot, which deals less damage (10%).}}
*{{nerf|Down aerial now has a sourspot, which deals less damage.}}


===Throws/other attacks===
===Throws/other attacks===
*{{buff|Grab is slightly quicker and more reliable.}}
*{{buff|Grab is slightly quicker and more reliable.}}
*{{nerf|Forward and back throw's animations are much slower making them easier to DI.}}
*{{change|Forward and back throw's animations are much slower.}}
*{{nerf|Forward throw deals 2% less damage.}}
*{{nerf|Forward throw deals 2% less damage.}}
*{{buff|Back throw deals 2% more damage.}}
*{{buff|Back throw deals 2% more damage.}}
*{{buff|Up throw has slightly lower knockback, allowing it to set up aerials more reliably.}}
*{{buff|Up throw deals 1% more damage and has slightly lower knockback, allowing it to set up aerials more reliably.}}
*{{buff|Down throw now sends opponents overhead instead of behind which makes it much more reliable for setting up aerials, now being able to set up any aerial until percentages as high as 135% (depending on the opponent's character) and start highly damaging combos.}}
*{{buff|Down throw now sends opponents overhead instead of behind which makes it much more reliable for setting up aerials, now being able to set up any aerial until percentages as high as 120-150% (depending on the opponent's character) and start highly damaging combos.}}
*{{nerf|Down throw deals 3% less damage and has less hitstun.}}
*{{nerf|Down throw deals 3% less damage and has less hitstun.}}


===Special moves===
===Special moves===
*{{nerf|[[Peanut Popgun]] deals 5% less damage when fully charged.}}
*{{buff|[[Peanut Popgun]]'s explosion from overcharging now has a very powerful [[hitbox]].}}
*{{buff|[[Peanut Popgun]]'s explosion from overcharging now has a very powerful [[hitbox]].}}
*{{nerf|Peanut Popgun deals 5% less damage when fully charged, and has more endlag per shot, essentially slowing its rate of fire down.}}
*{{buff|[[Monkey Flip]] now allows Diddy to pummel the opponent once he grabs onto them. The launch is also more powerful and can now KO at around 200%.}}
*{{buff|[[Monkey Flip]] now allows Diddy to pummel the opponent once he grabs onto them. The launch is also more powerful and can now KO at around 200%.}}
*{{nerf|Monkey Flip's 2nd ground attack release deals less damage.}}
*{{nerf|Monkey Flip's 2nd ground attack release deals less damage.}}
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*{{nerf|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 0-death opponents in ''Brawl''. In addition, Banana Peels can now be destroyed by opponents and will disappear after touching the ground twice.}}
*{{nerf|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 0-death opponents in ''Brawl''. In addition, Banana Peels can now be destroyed by opponents and will disappear after touching the ground twice.}}
*{{buff|[[Rocketbarrel Barrage]] no longer puts Diddy into [[helpless]] upon completion.}}
*{{buff|[[Rocketbarrel Barrage]] no longer puts Diddy into [[helpless]] upon completion.}}
*{{nerf|The peanuts fired from the Peanut Popgun and Rocketbarrel Barrage no longer breaks into pieces, making the peanuts no longer consumable. It also hinders Diddy's potential of recovering damage this way.}}
*{{nerf|Rocketbarrel Barrage deals less damage.}}
*{{nerf|Rocketbarrel Barrage deals less damage.}}
*{{nerf|The peanuts fired from the Peanut Popgun and Rocketbarrel Barrage no longer breaks into pieces, making the peanuts no longer consumable. It also hinders Diddy's potential of recovering damage this way.}}
==Update History==
Likely as a result of his dominance in early competitive play, 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 Peel (move)|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 [https://www.youtube.com/watch?v=hQlcYmSAb2w 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.
'''{{GameIcon|ssb4-3ds}} [[1.0.4]]'''
*{{Buff|Range at end of rapid jab: 4 → 5}}
*{{Bugfix|Fixed bug where Diddy could use Peanut Popgun to cancel hitstun.}}
*{{Change|Certain special attack properties have been removed and adjusted.}}
'''{{GameIcon|ssb4}} [[1.0.6]]'''
*{{nerf|Up air damage|8%|6%}}
*{{nerf|Up air's knockback is also significantly weaker, no longer KO'ing until well beyond 150%}}
*{{nerf|Forward air damage|12/10%|10/8%}}
*{{nerf|Forward air is weaker.}}
*{{change|Up throw deals less damage (from 10% to 8%), but it also has less knockback, which allows Diddy Kong to combo into up aerial more efficiently.}}
*{{nerf|Down throw damage|7%|6%. Its hitsun is also reduced.}}
*{{buff|[[Monkey Flip]] (kick) now has an extra hitbox that deals 10% damage near the end of the kick.}}
*{{nerf|[[Monkey Flip]] (grab) damage|12%|10%}}
*{{nerf|[[Monkey Flip]] (jump) damage|10%|8%}}
*{{nerf|Forward smash's ending lag increased.}}
'''{{GameIcon|ssb4}} [[1.0.8]]'''
*{{buff|Jab improved; it transitions through to the second hit 2 frames faster, to the third hit 1 frame faster, and to the rapid-hitting 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.}}
**{{nerf|The complete jab deals marginally less damage.}}
*{{nerf|Down tilt's damage was reduced by .5%, with decreased knockback, now only allows him to combo into his KO moves from down tilt later, preventing him from securing KOs early.}}
*{{nerf|Up aerial is worse. Its startup was increased by 1 frame, and can no longer hit opponents below and horizontal to Diddy, lessening its usefulness for spacing attacks. Its base knockback was increased, making it more difficult to combo. Its knockback scaling was additionally decreased, weakening its KOing capabilities, and it also autocancels 12 frames later. These changes have it perceived as now being situational or useless.}}
*{{nerf|All of Diddy's grabs have 3 more frames of ending lag.}}
*{{nerf|Up throw's damage was reduced by 3%, and its knockback was increased, reducing its followup capabilities, and removing his KO follow-ups.}}
*{{buff|Down throw damage|6%|7%.}}
*{{nerf|Down throw has increased knockback scaling and a very slightly more diagonal knockback trajectory, reducing its followup capabilities and removing all guaranteed follow ups around 135%. Despite its higher knockback scaling, it still cannot KO at realistic percentages.}}
'''{{GameIcon|ssb4}} [[1.1.0]]'''
*{{buff|Down smash has increased knockback growth on both hits|69/74|72/76}}
*{{buff|Up smash links better with stronger knockback|45|48.}}
*{{change|Second hit of up smash sends opponents at a different angle and the third hit has adjusted hitboxes.}}
'''{{GameIcon|ssb4}} [[1.1.1]]'''
*{{change|Created glitch where Diddy Kong cannot be grabbed if he shield jumps or shield grabs a multihit attack.}}
'''{{GameIcon|ssb4}} 1.1.2'''
*{{bugfix|Fixed glitch induced by the previous update where Diddy Kong cannot be grabbed if he shield jumps or shield grabs a multihit attack.}}
====Technical changelist====
{| class="wikitable sortable collapsible collapsed" style="text-align:center"
! Change!!Old value!!New value
|-
|Jab 1 damage||1.5%||1.2%
|-
|Transition from Jab 1 to Jab 2||frame 10||frame 8
|-
|Jab 2 damage||1.5%||1.2%
|-
|Transition from Jab 2 to Jab 3||frame 9||frame 8
|-
|Jab 3 weight-based knockback||30||25
|-
|Jab 3 hitbox sizes||4/3.5/3||4.2/3.7/3.2
|-
|Transition between third hit and looping hits of jab||frame 22||frame 15
|-
|Looping hits of jab now use a large, single hitbox as opposed to many small ones || ||
|-
|Looping hits of jab damage||0.6%||0.5%
|-
|Looping hits of jab angle||70/90||60
|-
|Looping hits of jab weight-based knockback||6||4
|-
|SDI capacity of jab rapid hits||1.3||0.7
|-
|Unknown parameters of rapid jab hits changed|| Default ||6.8/6.0
|-
|Final hit of jab animation length||frame 8||frame 4
|-
|Final hit of jab knockback growth||180||177
|-
|Final hit of jab base knockback||30||45
|-
|Final hit of jab hitbox size||5||7.2
|-
|Final hit of jab Y-offset||5.5||6.8
|-
|Unknown parameters of final hit of jab changed || 5.5 || 6.8/6.0
|-
|Down tilt given an additional hitbox identical to its other two hitboxes || ||
|-
|Down tilt damage||6%||5.5%
|-
|Up air startup||3 frames||4 frames
|-
|Up air autocancel window||Frames 0-2/15||Frame 27
|-
|Up air base knockback||65||100
|-
|Up air knockback growth||99||89
|-
| Grab total duration || 28 frames || 31 frames
|-
| Dash grab total duration || 35 frames || 38 frames
|-
| Pivot grab total duration || 33 frames || 36 frames
|-
|Up throw (hit 2) damage||4%||1%
|-
|Up throw (hit 2) base knockback||30||50
|-
|Up throw (hit 2) knockback scaling||100||120
|-
|Down throw damage||6%||7%
|-
|Down throw angle||105°||106°
|-
|Down throw knockback scaling||50||59
|}


==Moveset==
==Moveset==
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|neutral3dmg=2%
|neutral3dmg=2%
|neutralinfdmg=0.6% (infinite), 3% (last hit)
|neutralinfdmg=0.6% (infinite), 3% (last hit)
|neutraldesc=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.
|neutraldesc=Diddy Kong swats his hand twice, turns to quickly kick his foot, and proceeds to repeatedly hit with his tail.
|ftiltname= 
|ftiltname= 
|ftiltdmg=10% (clean), 7% (late)
|ftiltdmg=10% (clean), 7% (late)
|ftiltdesc=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.
|ftiltdesc=Diddy Kong leans to the side and flings both of his arms forward. This attack can be tilted upwards or downwards.
|utiltname= 
|utiltname= 
|utiltdmg=6%
|utiltdmg=6%
Line 201: Line 81:
|dtiltname= 
|dtiltname= 
|dtiltdmg=6%
|dtiltdmg=6%
|dtiltdesc=Diddy Kong claps forward while crouching.
|dtiltdesc=Diddy Kong, while crouching, slaps forward.
|dashname= 
|dashname= 
|dashdmg=2% (hits 1-2) 3% (hit 3)
|dashdmg=2% (hits 1-2) 3% (hit 3)
|dashdesc=Diddy Kong performs a cartwheel 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.
|dashdesc=Diddy Kong performs a cartwheel from ''Donkey Kong Country'', and ends it with a ground-slap with both hands.
|fsmashname= 
|fsmashname= 
|fsmashdmg={{ChargedSmashDmgSSB4|5}} (hit 1), {{ChargedSmashDmgSSB4|11}} (sweetspot hit 2), {{ChargedSmashDmgSSB4|9}} (sourspot hit 2)
|fsmashdmg={{ChargedSmashDmgSSB4|5}} (hit 1), {{ChargedSmashDmgSSB4|11}} (sweetspot hit 2), {{ChargedSmashDmgSSB4|9}} (sourspot hit 2)
|fsmashdesc=Diddy Kong spins and slaps forward, then swings his fist immediately after. The first hit has no knockback.
|fsmashdesc=Diddy Kong spins, slapping forward twice. The first hit has no knockback.
|usmashname= 
|usmashname= 
|usmashdmg={{ChargedSmashDmgSSB4|2.5}} (hits 1-2), {{ChargedSmashDmgSSB4|6}} (hit 3)
|usmashdmg={{ChargedSmashDmgSSB4|2.5}} (hits 1-2), {{ChargedSmashDmgSSB4|6}} (hit 3)
|usmashdesc=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.
|usmashdesc=Diddy Kong hops briefly and performs a stationary cartwheel. The attack's vertical reach is greater and his hands now form a punch.
|dsmashname= 
|dsmashname= 
|dsmashdmg={{ChargedSmashDmgSSB4|12}} (front), {{ChargedSmashDmgSSB4|15}} (back)
|dsmashdmg={{ChargedSmashDmgSSB4|12}} (front), {{ChargedSmashDmgSSB4|15}} (back)
|dsmashdesc=Diddy Kong performs a sweeping kick around himself. It has less knockback than his forward smash.
|dsmashdesc=Diddy Kong performs a sweeping kick. It has less knockback than his forward smash.
|nairname= 
|nairname= 
|nairdmg=6%
|nairdmg=6%
|nairdesc=Diddy Kong does an aerial cartwheel similar to his dash attack. Has vertical knockback.
|nairdesc=Diddy Kong does an aerial cartwheel similar to his dash attack.
|fairname= 
|fairname= 
|fairdmg=10% (clean), 8% (late)
|fairdmg=10% (clean), 8% (late)
|fairdesc=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.
|fairdesc=Diddy Kong kicks both feet forward while spinning, similar to Mario and Luigi's old forward aerial in ''[[Super Smash Bros.]]''.
|bairname= 
|bairname= 
|bairdmg=9%
|bairdmg=9%
|bairdesc=Diddy Kong thrusts his leg backward and spins it behind him. Has fairly strong knockback.
|bairdesc=Diddy Kong thrusts his leg backward and spins it behind him.
|uairname= 
|uairname= 
|uairdmg=6%
|uairdmg=6%
|uairdesc=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.
|uairdesc=Diddy Kong performs an overhead kick.
|dairname= 
|dairname= 
|dairdmg=13% (clean), 10% (late)
|dairdmg=13% (clean), 10% (late)
|dairdesc=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.
|dairdesc=Diddy Kong thrusts both arms in a downward punch. A strong [[meteor smash]].
|grabname= 
|grabname= 
|grabdesc=Diddy Kong grabs his opponent in a bear hugging style.
|grabdesc=Diddy Kong grabs his opponent in a bear hugging style.
|pummelname= 
|pummelname= 
|pummeldmg=2%
|pummeldmg=2%
|pummeldesc=Diddy Kong jumps up to headbutt his target, angled from the side of his body.
|pummeldesc=Diddy Kong headbutts his target, angled from the side of his body.
|fthrowname= 
|fthrowname= 
|fthrowdmg=9%
|fthrowdmg=9%
|fthrowdesc=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.
|fthrowdesc=Diddy Kong tosses his opponent forwards. The throw is based on Diddy Kong's barrel toss animation from ''Donkey Kong Country".
|bthrowname= 
|bthrowname= 
|bthrowdmg=12%
|bthrowdmg=12%
|bthrowdesc=Diddy Kong tosses his opponent backwards.  
|bthrowdesc=Diddy Kong tosses his opponent backwards.  
|uthrowname= 
|uthrowname= 
|uthrowdmg=1% (hit 1), 4% (throw)
|uthrowdmg=4% (hit 1), 4% (throw)
|uthrowdesc=Diddy Kong throws his opponent up and handstand kicks them. Good combo tool before 110%.
|uthrowdesc=Diddy Kong throws his opponent up and kicks them.
|dthrowname= 
|dthrowname= 
|dthrowdmg=6%
|dthrowdmg=6%
|dthrowdesc=Diddy Kong throws the opponent onto the ground and hops over them. Can combo into aerials, such as the infamous link into up air.
|dthrowdesc=Diddy Kong throws the opponent downward and hops over them. Can combo into aerials, such as the infamous link into up air.
|floorfname= 
|floorfname= 
|floorfdmg=7%
|floorfdmg=7%
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|nsdefname=Peanut Popgun
|nsdefname=Peanut Popgun
|nsdefdmg=3-12% (Peanuts), 23% (explosion)
|nsdefdmg=3-12% (Peanuts), 23% (explosion)
|nsdefdesc=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.  
|nsdefdesc=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.
|nsc1name=Exploding Popgun
|nsc1name=Exploding Popgun
|nsc1dmg=1% (Shot), 25% (explosion)
|nsc1dmg=1% (Shot), 25% (explosion)
|nsc1desc=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.
|nsc1desc=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.
|nsc2name=Jumbo Peanuts
|nsc2name=Jumbo Peanuts
|nsc2dmg=7-11% (Peanuts), 18% (explosion)
|nsc2dmg=7-11% (Peanuts), 18% (explosion)
|nsc2desc=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.
|nsc2desc=Diddy Kong shoots a giant peanut from his Popgun. The peanuts don't fly as far, but are more powerful than normal.
|ssdefname=Monkey Flip
|ssdefname=Monkey Flip
|ssdefdmg=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)
|ssdefdmg=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)
|ssdefdesc=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.
|ssdefdesc=Diddy Kong performs a sideways hop that has the potential to launch Diddy onto an opponent's face if timed correctly. Can perform a flying kick with another button press.
|ssc1name=Back Flip
|ssc1name=Back Flip
|ssc1dmg=17% (clean), 12% (mid), 8% (late)
|ssc1dmg=17% (clean), 12% (mid), 8% (late)
Line 278: Line 158:
|usdefname=Rocketbarrel Boost
|usdefname=Rocketbarrel Boost
|usdefdmg=10% (launch explosion), 6-8% (collision with opponent)
|usdefdmg=10% (launch explosion), 6-8% (collision with opponent)
|usdefdesc=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 [[helpless]]ly. Diddy Kong will gain 5% damage for hitting a surface.
|usdefdesc=Diddy Kong charges his rocketbarrels from ''Donkey Kong 64'' in a powerful attack. Can potentially fly very far, but hitting a surface will make Diddy Kong lose his rocketbarrels and will fall helplessly. Diddy Kong will gain 5% damage for hitting a surface.
|usc1name=Rocketbarrel Attack
|usc1name=Rocketbarrel Attack
|usc1dmg=18% (launch explosion)
|usc1dmg=18% (launch explosion)
|usc1desc=A more powerful attack than Rocketbarrel Boost, but has less maneuverability. Requires slightly more time to fully charge.
|usc1desc=A more powerful attack than Rocketbarrel Boost, but has less maneuverability.
|usc2name=Rocketbarrel Kaboom
|usc2name=Rocketbarrel Kaboom
|usc2dmg=7% (launch explosion), 6-8% (collision with opponent)
|usc2dmg=7% (launch explosion), 6-8% (collision with opponent)
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|dsdefname=Banana Peel
|dsdefname=Banana Peel
|dspage=Banana Peel (move)
|dspage=Banana Peel (move)
|dsdefdmg=N/A
|dsdefdmg=  
|dsdefdesc=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.
|dsdefdesc=Diddy Kong tosses a [[banana peel]] 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.
|dsc1name=Shocking Banana Peel
|dsc1name=Shocking Banana Peel
|dsc1dmg=N/A
|dsc1dmg=
|dsc1desc=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.
|dsc1desc=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.
|dsc2name=Battering Banana Peel
|dsc2name=Battering Banana Peel
|dsc2dmg=N/A
|dsc2dmg=
|dsc2desc=Diddy Kong tosses a banana peel straight up. Opponents who come in contact with the peel will be launched upwards as well.
|dsc2desc=Diddy Kong tosses a banana peel straight up. Opponents who come in contact with the peel will be launched upwards as well.
|fsname=Rocketbarrel Barrage
|fsname=Rocketbarrel Barrage
|fsdmg=5-10% (Peanuts), 12% (collision)
|fsdmg=5-10% (Peanuts), 12% (collision)
|fsdesc=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.
|fsdesc=Diddy Kong flies around on his rocketbarrels, shooting peanuts everywhere. Has greater movement speed than it does in ''Brawl'', but is even harder to control. Does not put Diddy Kong into a helpless state when ended in the air.
}}
}}
===Taunts===
===Taunts===
<gallery>
*Tosses his cap in the air and has it land on his head. It is his victory pose from ''Donkey Kong Country''.
DiddyKongUpTauntSSB4.jpg|
*Claps his hands above his head four times, switching feet in the process.
DiddyKongSideTauntSSB4.jpg|
*Does a playful fighter's stance and cackles.
DiddyKongDownTauntSSB4.jpg|
</gallery>
*'''Up Taunt''': Tosses his cap in the air and has it land on his head. This is a reference to his winning pose from ''Donkey Kong Country''.
*'''Side Taunt''': Claps his hands above his head four times, switching feet in the process.
*'''Down Taunt''': Does a playful fighter's stance and cackles.


===On-Screen Appearance===
====On-Screen Appearance====
Diddy Kong bursts out of a DK Barrel and briefly strikes a pose.
Diddy Kong bursts from a DK barrel and briefly strikes a pose.


===Idle Poses===
=== Idle Poses ===
*Jumps in place twice.
*Looks around and briefly twitches. (a reference to ''Donkey Kong Country'')
*Scratches his rump, gets down on all fours, and shakes his fur.
*Jumps in place.
 
*Scratches his rump and shakes his fur.
===[[List of crowd cheers (SSB4)|Cheer]]===
Diddy Kong!
   
   
====Victory Fanfare====
====Victory Fanfare====
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</gallery>
</gallery>


==== [[Victory pose|Victory Poses]] ====
==== Victory Poses ====
<gallery>
File:DiddyKongPose2WiiU.png
File:DiddyKongPose1WiiU.png
File:DiddyKongPose3WiiU.png
</gallery>
*Does a little dance and claps his feet while standing on one hand.
*Does a little dance and claps his feet while standing on one hand.
*Shoots the camera lens with his [[Peanut Popgun]]s.
*Shoots the camera lens with his [[Peanut Popgun]].
*Spins around with his Rocketbarrel and does a jig.
*Scratches his rump and shakes his fur.
 
==In [[Competitive play|Competitive Play]]==
==In [[Competitive play|Competitive Play]]==
===[[Official Custom Moveset Project]]===
===[[Official Custom Moveset Project]]===
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|set10=3121
|set10=3121
}}
}}
===Notable players===
*{{Sm|ADHD|USA}}
*{{Sm|Angel Cortes|USA}}
*{{Sm|Firehao|Chile}}
*{{Sm|Jtails|USA}}
*{{Sm|Mew2King|USA}}
*{{Sm|MVD|USA}}
*{{Sm|Nietono|Japan}}
*{{Sm|RAIN|Japan}}
*{{Sm|ZeRo|Chile}}
*{{Sm|Zinoto|USA}}


==Trophies==
==Trophies==
==={{for3ds}} trophy descriptions===
Diddy Kong's regular trophy can be obtained by completing [[Classic Mode]] and his alternative trophy can be obtained by completing [[All-Star mode]].


:'''Diddy Kong'''
:'''Diddy Kong'''
::{{flag|ntsc}} ''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!''
:''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!''
 
::{{flag|pal}} ''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.''
 
{{Trophy games|console1=SNES|game1=Donkey Kong Country (11/1994)|console2=SNES|game2=Donkey Kong Country 2: Diddy's Kong Quest (11/1995)}}


:'''Diddy Kong (Alt.)'''
:'''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.''
:''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.''
 
{{Trophy games|console1=SNES|game1=Donkey Kong Country (11/1994)|console2=SNES|game2=Donkey Kong Country 2: Diddy's Kong Quest (11/1995)}}
 
:'''Rocketbarrel Barrage'''
::{{flag|ntsc}} ''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!''
 
::{{flag|pal}} ''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!''


<center>
<center>
Line 388: Line 234:
DiddyKongTrophyWiiU.png|Classic (Wii U)
DiddyKongTrophyWiiU.png|Classic (Wii U)
DiddyKongAltTrophyWiiU.png|Alt. (Wii U)
DiddyKongAltTrophyWiiU.png|Alt. (Wii U)
RocketbarrelBarrageTrophyWiiU.png|[[Rocketbarrel Barrage]]
</gallery>
</gallery>
</center>
</center>
==Update History==
'''{{GameIcon|ssb4-3ds}} 1.0.4'''
*{{Buff|Range at end of rapid jab: 4 → 5}}
*{{Bugfix|Fixed bug where Diddy could use Peanut Popgun to cancel hitstun.}}
*{{Change|Certain special attack properties have been removed and adjusted.}}
'''{{GameIcon|ssb4}} 1.0.6'''
*{{nerf|Up air damage|8%|6%}}
*{{nerf|Up air's knockback is also significantly weaker.}}
*{{nerf|Forward air damage|12/10%|10/8%}}
*{{nerf|Forward air is weaker.}}
*{{change|Up throw deals less damage (from 10% to 8%), but it also has less knockback, which allows Diddy Kong to combo into up aerial more efficiently.}}
*{{nerf|Down throw damage|7%|6%. Its hitsun is also reduced.}}
*{{buff|[[Monkey Flip]] (kick) now has an extra hitbox that deals 10% damage near the end of the kick.}}
*{{nerf|[[Monkey Flip]] (grab) damage|12%|10%}}
*{{nerf|[[Monkey Flip]] (jump) damage|10%|8%}}
*{{nerf|Forward smash's ending lag increased.}}


==[[Alternate costume (SSB4)#Diddy Kong|Alternate costumes]]==
==[[Alternate costume (SSB4)#Diddy Kong|Alternate costumes]]==
Line 410: Line 272:
<gallery>
<gallery>
Diddy Direct.png|Diddy Kong in the Nintendo Direct from April 8th, 2014.
Diddy Direct.png|Diddy Kong in the Nintendo Direct from April 8th, 2014.
Diddy Kong amiibo.png|Diddy Kong's [[amiibo]].
Diddy Kong amiibo.png|Diddy Kong's amiibo.
Diddy Kong Smash.4 Reveal.jpg|The pic of the day shown during Diddy Kong's reveal.
Diddy Kong Smash.4 Reveal.jpg|The pic of the day shown during Diddy Kong's reveal.
SSB4 - Diddy Kong Screen-1.jpg|Forward tilt on {{SSB4|Mario}}.
SSB4 - Diddy Kong Screen-1.jpg|Forward tilt on {{SSB4|Mario}}.
Line 422: Line 284:
SSB4 - Diddy Kong Screen-8.jpg|[[Tech]]ing or [[roll]]ing with {{SSB4|Fox}} and {{SSB4|Wii Fit Trainer}}.
SSB4 - Diddy Kong Screen-8.jpg|[[Tech]]ing or [[roll]]ing with {{SSB4|Fox}} and {{SSB4|Wii Fit Trainer}}.
SSB4 - Diddy Kong Screen-9.jpg|Up taunt in {{for3ds}}.
SSB4 - Diddy Kong Screen-9.jpg|Up taunt in {{for3ds}}.
SSB4 - Diddy Kong Screen-10.jpg|Down taunt with {{SSB4|Fox}} and a [[Banana Peel]].
SSB4 - Diddy Kong Screen-10.jpg|Down taunt with Fox and a [[Banana Peel]].
Diddy SSB4 Overcharge Blast.jpg|Damaging {{SSB4|Bowser}} with an overcharged Peanut Popgun.
Diddy SSB4 Overcharge Blast.jpg|Damaging {{SSB4|Bowser}} with an overcharged Peanut Popgun.
</gallery>
</gallery>
Line 429: Line 291:
*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.
*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.
*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 {{Sm|StaticManny}} interrupted [https://www.youtube.com/watch?v=yB-6oRB4ABo/ a set] between {{Sm|Hungrybox}} and {{Sm|Player-1}}.
*Diddy Kong's down-throw to up-air combo has quickly gained notoriety as a quick KO string. It gained the name "Hoo-Hah" after {{Sm|StaticManny}} interrupted [https://www.youtube.com/watch?v=yB-6oRB4ABo/ a set] between {{Sm|Hungrybox}} and {{Sm|Player-1}}.
{{SSB4Characters}}
{{SSB4Characters}}
{{Donkey Kong universe}}
{{Donkey Kong universe}}
[[Category:Diddy Kong (SSB4)]]
[[Category:Diddy Kong (SSB4)]]
[[Category:Trophies (SSB4-3DS)]]
[[Category:Trophies (SSB4-3DS)]]
[[Category:Trophies (SSB4-Wii U)]]

Revision as of 14:25, December 5, 2015

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
Symbol of the DK series.
Universe Donkey Kong
Other playable appearance in Brawl


Availability Starter
Final Smash Rocketbarrel Barrage
Diddy Kong's stock icon in Super Smash Bros. for Wii U.

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 to correspond 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 was formerly considered to be one of the best characters in Smash 4, as his throw combos and powerful aerial attacks, including the notorious down throw to up air combo, were extremely effective at dealing damage and securing KOs, and many players wanted to ban the character from tournaments. However, following patch 1.0.6, released in April 2015, Diddy Kong received major nerfs; several of his KO moves, most notably his up aerial, having their knockback significantly reduced, along with the down throw to up air combo being less damaging, so he is now considered bottom tier. HE EATS BANANAS AND SMOKES METH

Changes from Brawl

Despite his top tier status in Brawl, Diddy Kong has been buffed considerably, but not without nerfs. Although 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, he has attained many new easily usable combos and significant buffs that have addressed his KOing problems.

Aesthetics

  • Change 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 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.
  • Change Diddy's teeth are no longer visible while performing his side taunt.

Attributes

  • Buff Diddy Kong's more elastic limbs stretch out farther in his attacks, which gives a significant increase in the reach of his attacks.
  • Buff Diddy dashes faster.
  • Buff Diddy's air speed is higher.

Ground attacks

  • Buff Neutral attack hit 3 now transitions into a finisher.
  • Nerf All of Diddy Kong's standard ground attacks deal less damage.
  • Change Dash attack final hit does more damage, but is slower, making the move slightly less reliable for quick setups.
  • Buff Forward smash is slightly stronger and a more reliable KO move.
  • Buff Up smash is a much stronger KO move.
  • Nerf Down smash is weaker and a less reliable KO move.

Aerial attacks

  • Change Neutral aerial sends opponents at a more vertical angle.
  • Buff Forward and down aerials have slightly less ending and landing lag.
  • Nerf Forward and up aerials deal less damage.
  • Change Diddy Kong has a new up aerial; he now swings his leg up and halfway across his head.
  • Buff New up aerial is a stronger KO move and is much more useful in combos, now being able to rack up damage quickly and reliably set up other aerials out of a down throw or short hop.
  • Buff Down aerial's sweetspot deals slightly more damage.
  • Nerf Down aerial now has a sourspot, which deals less damage.

Throws/other attacks

  • Buff Grab is slightly quicker and more reliable.
  • Change Forward and back throw's animations are much slower.
  • Nerf Forward throw deals 2% less damage.
  • Buff Back throw deals 2% more damage.
  • Buff Up throw deals 1% more damage and has slightly lower knockback, allowing it to set up aerials more reliably.
  • Buff Down throw now sends opponents overhead instead of behind which makes it much more reliable for setting up aerials, now being able to set up any aerial until percentages as high as 120-150% (depending on the opponent's character) and start highly damaging combos.
  • Nerf Down throw deals 3% less damage and has less hitstun.

Special moves

  • Nerf Peanut Popgun deals 5% less damage when fully charged.
  • Buff Peanut Popgun's explosion from overcharging now has a very powerful hitbox.
  • Buff Monkey Flip now allows Diddy to pummel the opponent once he grabs onto them. The launch is also more powerful and can now KO at around 200%.
  • Nerf Monkey Flip's 2nd ground attack release deals less damage.
  • Buff Rocketbarrel Boost is now able to move at horizontal trajectories, opening up more recovery options and making Diddy's recovery less linear in general.
  • Nerf Rocketbarrel Boost needs to be charged longer to cover more distance than it did in Brawl.
  • Nerf 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 0-death opponents in Brawl. In addition, Banana Peels can now be destroyed by opponents and will disappear after touching the ground twice.
  • Buff Rocketbarrel Barrage no longer puts Diddy into helpless upon completion.
  • Nerf The peanuts fired from the Peanut Popgun and Rocketbarrel Barrage no longer breaks into pieces, making the peanuts no longer consumable. It also hinders Diddy's potential of recovering damage this way.
  • Nerf Rocketbarrel Barrage deals less damage.

Moveset

  Name Damage Description
Neutral attack   1.5% Diddy Kong swats his hand twice, turns to quickly kick his foot, and proceeds to repeatedly hit with his tail.
1.5%
2%
0.6% (infinite), 3% (last hit)
Forward tilt   10% (clean), 7% (late) Diddy Kong leans to the side and flings both of his arms forward. 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, while crouching, slaps forward.
Dash attack   2% (hits 1-2) 3% (hit 3) Diddy Kong performs a cartwheel from Donkey Kong Country, and ends it with a ground-slap with both hands.
Forward smash   5% (hit 1), 11% (sweetspot hit 2), 9% (sourspot hit 2) Diddy Kong spins, slapping forward twice. 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 hands now form a punch.
Down smash   12% (front), 15% (back) Diddy Kong performs a sweeping kick. It has less knockback than his forward smash.
Neutral aerial   6% Diddy Kong does an aerial cartwheel similar to his dash attack.
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..
Back aerial   9% Diddy Kong thrusts his leg backward and spins it behind him.
Up aerial   6% Diddy Kong performs an overhead kick.
Down aerial   13% (clean), 10% (late) Diddy Kong thrusts both arms in a downward punch. A strong meteor smash.
Grab   Diddy Kong grabs his opponent in a bear hugging style.
Pummel   2% Diddy Kong headbutts 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".
Back throw   12% Diddy Kong tosses his opponent backwards.
Up throw   4% (hit 1), 4% (throw) Diddy Kong throws his opponent up and kicks them.
Down throw   6% Diddy Kong throws the opponent downward and hops over them. Can combo into aerials, such as the infamous link into up air.
Floor attack (front)   7% Diddy Kong gets up and kicks on both sides.
Floor attack (back)   7% Diddy Kong gets up and kicks on both sides.
Floor attack (trip)   5% Diddy Kong gets up and kicks on both sides.
Edge attack   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.
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.
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.
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. Can perform a flying kick with another button press.
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, but hitting a surface 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.
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 Diddy Kong tosses a banana peel 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 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 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 peanuts everywhere. Has greater movement speed than it does in Brawl, but is even harder to control. Does not put Diddy Kong into a helpless state when ended in the air.

Taunts

  • Tosses his cap in the air and has it land on his head. It is his victory pose from Donkey Kong Country.
  • Claps his hands above his head four times, switching feet in the process.
  • Does a playful fighter's stance and cackles.

On-Screen Appearance

Diddy Kong bursts from a DK barrel and briefly strikes a pose.

Idle Poses

  • Looks around and briefly twitches. (a reference to Donkey Kong Country)
  • Jumps in place.
  • Scratches his rump and shakes his fur.

Victory Fanfare

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. He shares this with his uncle/best friend, Donkey Kong.

Victory Poses

  • Does a little dance and claps his feet while standing on one hand.
  • Shoots the camera lens with his Peanut Popgun.
  • Scratches his rump and shakes his fur.

In Competitive Play

Official Custom Moveset Project

Character Custom sets available
Diddy Kong's stock icon in Super Smash Bros. for Wii U. Diddy Kong 1121 1123 1113 1131 1133
1211 3111 1213 1112 3121

Trophies

Super Smash Bros. for Nintendo 3DS trophy descriptions

Diddy Kong's regular trophy can be obtained by completing Classic Mode and his alternative trophy can be obtained by completing All-Star mode.

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!
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.

Update History

Super Smash Bros. for Nintendo 3DS 1.0.4

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

Super Smash Bros. 4 1.0.6

  • Nerf Up air damage: 8% → 6%
  • Nerf Up air's knockback is also significantly weaker.
  • Nerf Forward air damage: 12/10% → 10/8%
  • Nerf Forward air is weaker.
  • Change Up throw deals less damage (from 10% to 8%), but it also has less knockback, which allows Diddy Kong to combo into up aerial more efficiently.
  • Nerf Down throw damage: 7% → 6%. Its hitsun is also reduced.
  • Buff Monkey Flip (kick) now has an extra hitbox that deals 10% damage near the end of the kick.
  • Nerf Monkey Flip (grab) damage: 12% → 10%
  • Nerf Monkey Flip (jump) damage: 10% → 8%
  • Nerf Forward smash's ending lag increased.

Alternate costumes

Diddy Kong Palette (SSB4).png
Diddy Kong's stock icon in Super Smash Bros. for Wii U. DiddyKongHeadWhiteSSB4-U.png DiddyKongHeadPinkSSB4-U.png DiddyKongHeadPurpleSSB4-U.png DiddyKongHeadGreenSSB4-U.png DiddyKongHeadBlueSSB4-U.png DiddyKongHeadYellowSSB4-U.png DiddyKongHeadCyanSSB4-U.png

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.
  • Diddy Kong's down-throw to up-air combo has quickly gained notoriety as a quick KO string. It gained the name "Hoo-Hah" after StaticManny interrupted a set between Hungrybox and Player-1.