Diddy Kong (SSB4)
Diddy Kong (ディディーコング, Diddy Kong) is a playable character in Super Smash Bros. 4. He was confirmed on February 21st, 2014, coinciding with the international release date of Donkey Kong Country: Tropical Freeze. Diddy Kong retains his realistic chimpanzee screeches from Super Smash Bros. Brawl.
Diddy Kong currently rests at 2nd out of 58 characters in the tier list, in the top end of the top tier; the S tier. This is a slight rise from his equally top tiered placement of 4th out of 38 in Brawl. Diddy Kong's strengths lie in his profound comboing ability, with attacks flowing very well together as a result of their surprisingly long reach for a character of his size, quick frame data, and low knockback. He also has a fair share of strong finishers, such as his smash attacks, which he can combo into. He is highly mobile and has a strong neutral game thanks to his Banana Peel, Monkey Flip and Peanut Popgun which provide him great mobility and stage control. Diddy Kong also features many safe and reliable ways to KO thanks to his down tilt, forward air, back air, and throws. On top of this, Diddy Kong also has a strong and safe edge guarding game thanks to back air and Peanut Popgun.
However, Diddy Kong is quite susceptible to being gimped, as Monkey Flip is linear and short-distanced while Rocketbarrel Boost is very unsafe to use from virtually any distance. He also suffers from a poor damage output, exacerbated by his poor aerial mobility when not using special moves, which hinders his aerial combo game. Finally, his Banana Peel, which heavily contributed to his top tier status in Brawl, has reduced stage control potential and is no longer capable of locking or zero-deathing opponents as the active Banana Peel maximum was reduced to one.
Despite this, Diddy Kong's strengths significantly overshadow his weaknesses, as he still obtains outstanding tournament results and fantastic tournament representation in spite of being severely nerfed by updates.
Diddy Kong, true to his appearance in the Donkey Kong games, is an overall agile character. He is a middleweight with fast walking speed, fast dashing speed, fast falling speed, strong jumps, as well as the ability to wall cling and crawl. However, he has low air speed, below average air acceleration and high gravity, hindering his aerial mobility.
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 fast 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 rolls, though it should be used carefully due to it having the highest ending lag out of his smash attacks. Meanwhile, his neutral attack 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.
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 approaches. While slow and difficult to land, the explosion from the overcharged popgun can also be used as an attack. It is also tremendously powerful, dealing 23% damage and heavy knockback, KOing earlier than even King Dedede's forward smash. Monkey Flip is a command grab that lets Diddy Kong latch onto and pummel an opponent. From there, it can be followed up by either a double punch or a jump attack, with the latter being a meteor smash and granting Diddy Kong a second use. Alternatively, it can be cancelled immediately into a strong flying kick. The jump also grants a lot of momentum, making it a great move for recovery. Rocketbarrel Boost is Diddy Kong's primary means of recovery, covering large amounts of distance, especially if fully charged. Diddy Kong can also ram and launch opponents, and if attacked during it, the rocketbarrels become unblockable projectiles. Finally, Banana Peel is a defining part of Diddy Kong's ground game. It can be used as a regular Banana Peel or out of shield, both of which can be used for predicting the opponent's floor recovery or leaving them open to a smash attack. 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 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.
Overall, despite his constant nerfs, Diddy Kong remains a very potent character. The combination of high combo versatility, easy to land KO options and strong stage control have granted him great results in tournaments, as demonstrated by smashers such as ZeRo and Zinoto, and is ranked second on the official tier list, being even higher than in Brawl.
Changes from Brawl
Initially, Diddy Kong was heavily buffed in his transition from Brawl to SSB4 despite already being a top tier character, but as of patch 1.0.8, he is considered to be slightly nerfed overall. He has received a major nerf to his Banana Peel move, which was previously the key to his past success, and many attacks deal less damage, weakening his damage racking abilities. To make up these nerfs however, he has attained many new easily usable combos, which are further benefited by the changes to 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.
Likely as a result of his dominance in early competitive play, taking top spots in several tournaments, Diddy Kong was infamously nerfed by patches. 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 throw out of shield, one of his fastest punish options, comes out slower.
Nevertheless, while Diddy Kong initially seemed to be much less effective after the nerfs, his neutral game has not been nerfed significantly in these updates, and he has obtained slight buffs in other areas, so he is still seen as a popular and successful character in competitive play.
In patch 1.1.1, Diddy Kong had a glitch that had rendered him invulnerable to grabs of any kind until he performed any kind of dodging maneuver. This was later fixed in patch 1.1.2, nine days after 1.1.1's worldwide release.
In competitive play
Tier placement and history
Since the game's release, Diddy Kong was noticed to have gained heavy buffs despite being one of the best characters in Brawl and his Banana Peel getting nerfed, and soon became extremely dominant in early competitive play due to his very powerful combos; his throw combos combined with his strong aerial game flowed well into the other, with his Banana Peel offering strong stage control in spite of the nerfs. His unavoidable KO confirm from up/down throw to up aerial combo also quickly became infamous for easily securing KOs at relatively low percentages (known as the "Hoo-Hah") and his up aerial had the speed and range necessary to KO easily without the need of the "Hoo-Hah", as well as many of his moves being both speedy and hard-hitting and with good range (like forward smash). These traits resulted in him being deemed the best character in the game. As a result, Diddy Kong players came to tournaments by the dozens, resulting in multiple Diddy dittos and multiple who made use of little but the "Hoo-Hah", resulting in him being utterly loathed by casuals and experts alike. Likely as a result of this, Diddy was heavily nerfed by updates 1.0.6 and 1.0.8, and his representation dropped significantly, becoming largely abandoned while Sheik was considered the best character instead. Despite this, due to his key advantages not being deceptively nerfed as other people thought, he remains a potent character due to the adoption of a newer, more creative playstyle, with many high-level players such as Angel Cortes, Jtails, MVD, Nietono, and most notably, ZeRo and Zinoto.
As a result of these factors, Diddy was ranked 9th on the first 4BR tier list, near the bottom of the A tier, but thanks to continued strong results from multiple top players, along with the nerfs to Sheik, Zero Suit Samus and Bayonetta, some matchups that previously caused him trouble in updates 1.1.5 and 1.1.6, he then took the 1st spot on the second tier list, despite not being as dominant as he was originally. He has since then seen only a very slight drop to 2nd place in favor of Bayonetta in the current tier list, although he is still considered to be one of the best characters in the game.
In Event Matches
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