Editing Diddy Kong (SSB4)

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|availability = [[Starter character|Starter]]
|availability = [[Starter character|Starter]]
|tier = S
|tier = S
|ranking = 2-3
|ranking = 3
}}
}}
'''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 ''{{s|mariowiki|Donkey Kong Country: Tropical Freeze}}''. Instead of using his voice actor Katsumi Suzuki, Diddy Kong retains his realistic chimpanzee screeches from ''[[Super Smash Bros. Brawl]]'' (sampled once again from the commonly used "Chimpanzee Screeche PE026201" stock sound effect).
'''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 ''{{s|mariowiki|Donkey Kong Country: Tropical Freeze}}''. Instead of using his voice actor Katsumi Suzuki, Diddy Kong retains his realistic chimpanzee screeches from ''[[Super Smash Bros. Brawl]]'', though they are slightly less animalistic.


Diddy Kong ranks 2nd/3rd out of 54 characters in the [[tier list]], tying him with {{SSB4|Cloud}}, and placing him in S tier, a slight rise from his equally top-tiered placement of 4th out of 38 in ''Brawl'', makes him the highest ranked base-game character and is his best placement in the series. Diddy Kong's strengths lie in his powerful 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, effective finishers, such as his smash attacks, which he can combo into. He is also highly mobile and has a strong [[neutral game]], thanks to his {{B|Banana Peel|move}}, [[Monkey Flip]] and [[Peanut Popgun]], all 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 edgeguarding game thanks to back air and [[Peanut Popgun]]. Diddy's flaws are his susceptibility to being [[gimp]]ed, owing to how linear and short-ranged Monkey Flip is, as well as the unsafe properties of [[Rocketbarrel Boost]], a poor damage output which is exacerbated by his poor aerial mobility when not using special moves, which hinders his aerial combo game and the lack of a reliable combo breaker. Despite a number of nerfs to his combo ability in [[updates]], Diddy Kong has maintained outstanding tournament results throughout the game's competitive lifespan, particularly thanks to {{Sm|ZeRo}}.
Diddy Kong ranks 3rd out of 55 characters in the [[tier list]], placing in S tier, making him the highest-ranked non-DLC character, starter and veteran. 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 powerful 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, effective finishers, such as his smash attacks, which he can combo into. He is also highly mobile and has a strong [[neutral game]], thanks to his {{B|Banana Peel|move}}, [[Monkey Flip]] and [[Peanut Popgun]], all 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 edgeguarding game thanks to back air and [[Peanut Popgun]]. Diddy's flaws are his susceptibility to being [[gimp]]ed, owing to how linear and short-ranged Monkey Flip is, as well as the unsafe properties of [[Rocketbarrel Boost]], a poor damage output which is exacerbated by his poor aerial mobility when not using special moves, which hinders his aerial combo game and the lack of a reliable combo breaker. Despite a number of nerfs to his combo ability in [[updates]], Diddy Kong has maintained outstanding tournament results throughout the game’s competitive lifespan, particularly thanks to {{Sm|ZeRo}}.


==Attributes==
==Attributes==
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==Changes from ''[[Super Smash Bros. Brawl]]''==
==Changes from ''[[Super Smash Bros. Brawl]]''==
Initially, Diddy Kong was considered to be [[buff]]ed in his transition from ''Brawl'' to ''Smash 4'' despite [[Tier list|already being a top tier character]] due to his new incredible up aerial which when combined with the changes to [[hitstun canceling]]/[[DI]], he could combo into it with itself or his throws for either a deadly 50/50 with up throw or a long lasting kill confirm with down throw, but as of [[List of updates (SSB4)/1.0.8 changelog|patch 1.0.8]], he has been considerably [[nerf]]ed from his initial incarnation and has seen a mix of buffs and nerfs from the transition from ''Brawl'' to ''Smash 4'' but has been nerfed overall.
Initially, Diddy Kong was considered to be [[buff]]ed in his transition from ''Brawl'' to ''Smash 4'' despite [[Tier list|already being a top tier character]] due to his new incredible up aerial which when combined with the changes to [[hitstun canceling]]/[[DI]], he could combo into it with itself or his throws for either a deadly 50/50 with up throw or a long lasting kill confirm with down throw, but as of [[List of updates (SSB4)/1.0.8 changelog|patch 1.0.8]], he has been considerably [[nerf]]ed from his initial incarnation and has seen a mix of buffs and nerfs from the transition from ''Brawl'' to ''Smash 4'' but has been nerfed overall.  


His most significant nerf was to his {{B|Banana Peel|move}} move which was previously the key to his past success. Not only can he now only have one Banana Peel out at a time, but the peels also vanish if they hit an opponent, greatly hindering Diddy's stage control and removing his [[zero-death]] potential with his bananas. The removal of [[glide toss]]ing also hurts his banana game. [[Peanut Popgun]] is now laggier and it is weaker when charged which further hurts Diddy's stage control. In addition to this, Diddy's damage output is considerably lower, weakening his damage racking abilities and hindering some of his move's KO potential. Forward aerial and the front hit of down smash are two moves which fall victim to this. Some moves have also seen nerfs to their speed most notably dash attack and back throw with the former in particular suffering from its greatly increased ending lag. Diddy Kong also falls noticeably faster which while improving his vertical endurance and making him less susceptible to juggles, it also makes him considerably more vulnerable to combos. Lastly, Diddy's hitboxes are worse for a majority of his moves with his attacks either having smaller hitboxes and/or having specific hitboxes removed.
His most significant nerf was to his {{B|Banana Peel|move}} move which was previously the key to his past success. Not only can he now only have one Banana Peel out at a time but the peels also vanish if they hit an opponent greatly hindering Diddy's stage control and removing his [[zero-death]] potential with his bananas. The removal of [[glide toss]]ing also hurts his banana game. [[Peanut Popgun]] is now laggier and it is weaker when charged which further hurts Diddy's stage control. In addition to this, Diddy's damage output is considerably lower, weakening his damage racking abilities and hindering some of his move's KO potential. Forward aerial and the front hit of down smash are two moves which fall victim to this. Some moves have also seen nerfs to their speed most notably dash attack and back throw with the former in particular suffering from its greatly increased ending lag. Diddy Kong also falls noticeably faster which while improving his vertical endurance and making him less susceptible to juggles, it also makes him considerably more vulnerable to combos. Lastly, Diddy's hitboxes are worse for a majority of his moves with his attacks either having smaller hitboxes and/or having specific hitboxes removed.


He did however see some buffs. His already strong combo potential has been increased further due to the changes to [[hitstun canceling]]. Diddy Kong's grab game is much stronger as Diddy releases opponents later from up and down throw (giving them less ending lag), down throw's angle has been altered and the removal of hitstun canceling has given both throws very strong combo potential. Diddy's limbs are also longer which gives a decent amount of his attacks more range even if they have worse hitboxes. Up smash is now considerably stronger (along with having more vertical range) now being a viable KO move which Diddy can even combo into with down tilt. His recovery has also significantly improved. [[Monkey Flip]] covers more distance and [[Rocketbarrel Blast]] is much more versatile.
He did however see some buffs. His already strong combo potential has been increased further due to the changes to [[hitstun canceling]]. Diddy Kong's grab game is much stronger as Diddy releases opponents later from up and down throw (giving them less ending lag), down throw's angle has been altered and the removal of hitstun canceling has given both throws very strong combo potential. Diddy's limbs are also longer which gives a decent amount of his attacks more range even if they have worse hitboxes. Up smash is now considerably stronger (along with having more vertical range) now being a viable KO move which Diddy can even combo into with down tilt. His recovery has also significantly improved. [[Monkey Flip]] covers more distance and [[Rocketbarrel Blast]] is much more versatile.


Overall, he is still one of the most successful characters in competitive play, albeit not nearly as much as in early versions of the game where he was indisputably the best character in the game. While Diddy Kong technically became inferior to his ''Brawl'' counterpart, every other character in Brawl's higher tiers was either nerfed significantly more than him, or outright removed from the game. As a result, his competition has been toned down translates towards an even stronger position relative to the cast.
Overall, he is still one of the most successful characters in competitive play, albeit not nearly as much as in early versions of the game where he was indisputably the best character in the game. While Diddy Kong technically became inferior to his ''Brawl'' counterpart, every other character in Brawl's higher tiers was either nerfed significantly more than him, or outright removed from the game. As a result, his competition has been toned down translates towards an even stronger position relative to the cast.  


===Aesthetics===
===Aesthetics===
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**{{nerf|The third hit's far hitbox has been moved closer to Diddy (z offset: 17 → 14), reducing its range.}}
**{{nerf|The third hit's far hitbox has been moved closer to Diddy (z offset: 17 → 14), reducing its range.}}
***{{change|The near hitboxes have also been moved closer to Diddy (z offset: 11/5 → 8/2) although due to the new animation, it has no additional range inside of Diddy.}}
***{{change|The near hitboxes have also been moved closer to Diddy (z offset: 11/5 → 8/2) although due to the new animation, it has no additional range inside of Diddy.}}
**{{buff|The infinite has a much lower [[SDI]] multiplier (2x → 0.7x), making it more difficult to escape.}}
**{{buff|The infinite has a much lower [[SDI]] multiplier (2x → 0.7x), making it more difficult to escape.}}  
**{{buff|The infinite has a much larger hitbox (2.8u → 6.7u) which is now a static extended hitbox, giving it much more vertical range.}}
**{{buff|The infinite has a much larger hitbox (2.8u → 6.7u) which is now a static extended hitbox, giving it much more vertical range.}}
***{{nerf|However, this hitbox does not compensate for the move's horizontal range, with the move now failing to fully cover Diddy's tail.}}
***{{nerf|However, this hitbox does not compensate for the move's horizontal range, with the move now failing to fully cover Diddy's tail.}}
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***{{buff|This gives it more horizontal range overall.}}
***{{buff|This gives it more horizontal range overall.}}
***{{nerf|However, this also gives it less vertical range despite its new animation.}}
***{{nerf|However, this also gives it less vertical range despite its new animation.}}
**{{buff|The first two hits of dash attack have altered knockback (70 (base), 50 (scaling) → 55 (set)/100(hit 1), 15 (set)/50 → 62/100 (hit 2)) and angles (270°/58° → 40° (hit 1), 285° → 366° (hit 2)), making dash attack connect more reliably (although it is still unreliable).}}
**{{buff|The first two hits of dash attack have altered knockback (70 (base), 50 (scaling) → 55 (set)/100(hit 1), 15 (set)/50 → 62/100 (hit 2)) and angles (270°/58° → 40° (hit 1), 285° → 366° (hit 2)), making dash attack connect more reliably (although it is still unreliable).}}  
**{{buff|The final hit launches opponents at a higher angle (68° → 78°).}}
**{{buff|The final hit launches opponents at a higher angle (68° → 78°).}}
**{{change|The final hit deals more knockback (70 (base), 50 (scaling) → 80/90). This improves its KO potential but hinders its combo potential.}}
**{{change|The final hit deals more knockback (70 (base), 50 (scaling) → 80/90). This improves its KO potential but hinders its combo potential.}}
**{{nerf|Dash attack has a shorter duration with the second and third hits also having more startup lag (frames 9-13 (hit 1)/14-18 (hit 2)/20-23 (hit 3) → 9/18/24).}}
**{{nerf|Dash attack has a shorter duration with the second and third hits also having more startup lag (frames 9-13 (hit 1)/14-18 (hit 2)/20-23 (hit 3) → 9/18/24).}}  
**{{nerf|Dash attack has a drastically longer total duration (FAF 24 → 46), with the move no longer being lagless. This greatly hinders its approach/combo potential and safety.}}
**{{nerf|Dash attack has a drastically longer total duration (FAF 24 → 46), with the move no longer being lagless. This greatly hinders its approach/combo potential and safety.}}
**{{nerf|Dash attack deals less damage (3% (hit 1)/4% (hit 3)/9% (total) → 2%/3%/7%).}}
**{{nerf|Dash attack deals less damage (3% (hit 1)/4% (hit 3)/9% (total) → 2%/3%/7%).}}  
**{{nerf|Each hit of dash attack has smaller hitboxes (5u (hit 1)/4.5u (hit 2)/5u (hit 3) →3.5u/3.5u/4.5u).}}
**{{nerf|Each hit of dash attack has smaller hitboxes (5u (hit 1)/4.5u (hit 2)/5u (hit 3) →3.5u/3.5u/4.5u).}}
*[[Forward tilt]]:
*[[Forward tilt]]:
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**{{buff|Up tilt has more knockback scaling (130 → 150) and it launches opponents at a higher angle (80° → 92°), slightly improving its KO potential despite its lower damage.}}
**{{buff|Up tilt has more knockback scaling (130 → 150) and it launches opponents at a higher angle (80° → 92°), slightly improving its KO potential despite its lower damage.}}
**{{nerf|Up tilt has a shorter duration (frames 6-12 → 6-11).}}
**{{nerf|Up tilt has a shorter duration (frames 6-12 → 6-11).}}
**{{nerf|Up tilt has more ending lag (FAF 25 → 33).}}
**{{nerf|Up tilt has more ending lag (FAF 25 → 33).}}  
**{{nerf|Up tilt deals less damage (7% → 6%).}}
**{{nerf|Up tilt deals less damage (7% → 6%).}}
**{{nerf|Up tilt has smaller hitboxes (4.5u/4.8u/5u → 4u/4u/3.8u), giving the move less vertical range.}}
**{{nerf|Up tilt has smaller hitboxes (4.5u/4.8u/5u → 4u/4u/3.8u), giving the move less vertical range.}}
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*[[Down tilt]]:
*[[Down tilt]]:
**{{change|Down tilt deals less damage (7% → 5.5%). This hinders its damage racking potential but improves its followup potential at higher percents, especially with the changes to [[hitstun canceling]]/[[Directional Influence]].}}
**{{change|Down tilt deals less damage (7% → 5.5%). This hinders its damage racking potential but improves its followup potential at higher percents, especially with the changes to [[hitstun canceling]]/[[Directional Influence]].}}
**{{nerf|Down tilt has a shorter duration (frames 4-6 → 4-5).}}
**{{nerf|Down tilt has a shorter duration (frames 4-6 → 4-5).}}  
**{{nerf|Down tilt has smaller hitboxes (5u/4u/3u → 4.2u/3.5u), its far hitbox has been moved closer to Diddy (z offset: 18 → 16) and the body hitbox has been removed, giving it less range.}}
**{{nerf|Down tilt has smaller hitboxes (5u/4u/3u → 4.2u/3.5u), its far hitbox has been moved closer to Diddy (z offset: 18 → 16) and the body hitbox has been removed, giving it less range.}}
***{{change|The arm hitbox has been moved closer to Diddy (z offset: 11 → 8.5), although this does not compensate for the removal of the near hitbox.}}
***{{change|The arm hitbox has been moved closer to Diddy (z offset: 11 → 8.5), although this does not compensate for the removal of the near hitbox.}}
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**{{buff|The second hit has higher knockback scaling (90 → 116) improving its KO potential on the hand and arm hitboxes (especially the latter) despite its lower damage.}}
**{{buff|The second hit has higher knockback scaling (90 → 116) improving its KO potential on the hand and arm hitboxes (especially the latter) despite its lower damage.}}
**{{nerf|Forward smash starts charging sooner (frame 9 → 5).}}
**{{nerf|Forward smash starts charging sooner (frame 9 → 5).}}
**{{nerf|Forward smash has more ending lag (FAF 48 → 51).}}
**{{nerf|Forward smash has more ending lag (FAF 48 → 51).}}  
**{{nerf|Both hits have smaller hitboxes (5u/4.25u/3.5u/3u → 4.5u/4.0u/3.5u) and the back arm hitbox has been removed.}}
**{{nerf|Both hits have smaller hitboxes (5u/4.25u/3.5u/3u → 4.5u/4.0u/3.5u) and the back arm hitbox has been removed.}}
**{{nerf|The second hit has more startup lag (frame 21 → 22).}}
**{{nerf|The second hit has more startup lag (frame 21 → 22).}}
**{{nerf|The second hit deals less damage (13% → 11% (hand/arm)/9% (head), hindering the head hitbox's KO potential despite its higher knockback scaling.}}
**{{nerf|The second hit deals less damage (13% → 11% (hand/arm)/9% (head), hindering the head hitbox's KO potential despite its higher knockback scaling.}}
**{{nerf|The second hit no longer deals extra shield damage (3 → 0).}}
**{{nerf|The second hit no longer deals extra shield damage (3 → 0).}}
**{{nerf|The second hit has a higher hitlag multiplier (1x → 1.2x).}}
**{{nerf|The second hit has a higher hitlag multiplier (1x → 1.2x).}}
**{{nerf|The hand hitbox launches opponents at a less favorable angle (40° → 46°).}}
**{{nerf|The hand hitbox launches opponents at a less favorable angle (40° → 46°).}}  
*[[Up smash]]:
*[[Up smash]]:
**{{buff|Up smash has a much more exaggerated animation where Diddy jumps up higher and swings his arms around more, giving the move significantly more range.}}
**{{buff|Up smash has a much more exaggerated animation where Diddy jumps up higher and swings his arms around more, giving the move significantly more range.}}
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**{{nerf|The first two hits have smaller hitboxes (6u/4u/4u/3u (hit 1)/6u/4u/4u (hit 2) → 5u/3.7u/3.7u (both)) and the first hit's foot hitbox has been removed. This makes the hand hitbox less disjointed and it gives the move less range below Diddy, especially on the first hit.}}
**{{nerf|The first two hits have smaller hitboxes (6u/4u/4u/3u (hit 1)/6u/4u/4u (hit 2) → 5u/3.7u/3.7u (both)) and the first hit's foot hitbox has been removed. This makes the hand hitbox less disjointed and it gives the move less range below Diddy, especially on the first hit.}}
**{{nerf|The second and third hits have more startup lag (frame 11 (hit 2)/18 (hit 3) → 12/19).}}
**{{nerf|The second and third hits have more startup lag (frame 11 (hit 2)/18 (hit 3) → 12/19).}}
**{{buff|The third hit deals much more knockback (70 (base), 70 (scaling) → 50/129), greatly improving its KO potential.}}
**{{buff|The third hit deals much much knockback (70 (base), 70 (scaling) → 50/129), greatly improving its KO potential.}}
**{{buff|The third hit has larger hitboxes (6u/4u/4u → 6.5u/4.5u).}}
**{{buff|The third hit has larger hitboxes (6u/4u/4u → 6.5u/4.5u).}}
**{{change|The third hit now launches opponents away from Diddy Kong instead of towards him (95° → 85°).}}
**{{change|The third hit now launches opponents away from Diddy Kong instead of towards him (95° → 85°).}}
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**{{buff|The foot hitbox has been moved further from Diddy (x/y offset: 0/4 → 5/0).}}
**{{buff|The foot hitbox has been moved further from Diddy (x/y offset: 0/4 → 5/0).}}
**{{nerf|Up aerial has more startup lag with a shorter duration (frames 3-7 → 4-7).}}
**{{nerf|Up aerial has more startup lag with a shorter duration (frames 3-7 → 4-7).}}
**{{nerf|Up aerial auto-cancels later (frame 15 → 27).}}
**{{nerf|Up aerial auto-cancels later (frame 15 → 27).}}  
**{{nerf|Up aerial no longer has an initial auto-cancel window (frames 1-2 → 0).}}
**{{nerf|Up aerial no longer has an initial auto-cancel window (frames 1-2 → 0).}}
**{{nerf|Up aerial deal less damage (11% → 6%) without full compensation on its knockback (30 (base), 90 (scaling) → 64/89), hindering its KO potential.}}
**{{nerf|Up aerial deal less damage (11% → 6%) without full compensation on its knockback (30 (base), 90 (scaling) → 64/89), hindering its KO potential.}}
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*[[Down aerial]]:
*[[Down aerial]]:
**{{buff|Down aerial has slightly less ending lag (FAF 50 → 49) and landing lag (30 frames → 28).}}
**{{buff|Down aerial has slightly less ending lag (FAF 50 → 49) and landing lag (30 frames → 28).}}
**{{buff|The hand hitbox deals more damage (12% → 13%) and knockback (30 (base), 100 (scaling) → 25/110).}}
**{{buff|The hand hitbox deals more damage (12% → 13%) and knockback (30 (base), 100 (scaling) → 25/110).}}  
**{{buff|The arm hitbox is larger (5u → 6.7u).}}
**{{buff|The arm hitbox is larger (5u → 6.7u).}}
**{{buff|The removal of [[meteor cancel]]ing improves down aerial's reliability.}}
**{{buff|The removal of [[meteor cancel]]ing improves down aerial's reliability.}}
**{{buff|Down aerial has a new animation and its hitboxes have been placed further down to reflect this (y offset: 9/4.5/0 → -3/6.5). This gives the move much more range below Diddy.}}
**{{buff|Down aerial has a new animation and its hitboxes have been placed further down to reflect this (y offset: 9/4.5/0 → -3/6.5). This gives the move much more range below Diddy.}}
***{{nerf|However, the move is also less disjointed and the body hitbox has been removed, significantly reducing the move's range above Diddy.}}
***{{nerf|However, the move is also less disjointed and the body hitbox has been removed, significantly reducing the move's range above Diddy.}}
**{{nerf|Down aerial has more startup lag with a shorter duration (frames 13-15 → 17).}}
**{{nerf|Down aerial has more startup lag with a shorter duration (frames 13-15 → 17).}}  
**{{nerf|The arm hitbox deals less damage (12% → 10%) and has less base knockback (30 → 20), significantly hindering its KO and edgeguarding potentiall.}}
**{{nerf|The arm hitbox deals less damage (12% → 10%) and has less base knockback (30 → 20), significantly hindering its KO and edgeguarding potentiall.}}


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**{{nerf|Diddy releases the opponent from back throw much later (frame 9 → 18) and it has much more ending lag (FAF 26 → 52), with the throw now being half its previous speed.}}
**{{nerf|Diddy releases the opponent from back throw much later (frame 9 → 18) and it has much more ending lag (FAF 26 → 52), with the throw now being half its previous speed.}}
*[[Up throw]]:
*[[Up throw]]:
**{{nerf|Up throw deals much less damage (4% (hit)/5% (throw)/9% (total) → 1%/4%/5% (total)). The hitbox's knockback was not fully compensated (30 (base), 100 (scaling) → 50/120) while the throw's knockback was not compensated.}}
**{{nerf|Up throw deals much less damage (4% (hit)/5% (throw)/9% (total) → 1%/4%/5% (total)). The hitbox's knockback was not fully compensated (30 (base), 100 9caling) → 50/120) while the throw's knockback was not compensated.}}
**{{nerf|The hitbox has more startup lag (frame 15 → 17).}}
**{{nerf|The hitbox has more startup lag (frame 15 → 17).}}
**{{buff|The hitbox has a longer duration (frame 15 → 17-18).}}
**{{buff|The hitbox has a longer duration (frame 15 → 17-18).}}
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**{{change|Floor attacks now start from in front of Diddy Kong rather than from behind.}}
**{{change|Floor attacks now start from in front of Diddy Kong rather than from behind.}}
**{{nerf|Floor attacks launch opponents at a higher angle (361° → 48°).}}
**{{nerf|Floor attacks launch opponents at a higher angle (361° → 48°).}}
**{{nerf|Floor attacks have less intangibility (frames 1-26 (front)/1-25 (back) → 1-23).}}
**{{nerf|Floor attacks have less intangibility (frames 1-26 (front)/1-25 (back) → 1-23).}}  
**{{nerf|Floor attacks now use one extended static hitbox rather than multiple normal hitboxes attached to Diddy Kong' body, which covers noticeably less range.}}
**{{nerf|Floor attacks now use one extended static hitbox rather than multiple normal hitboxes attached to Diddy Kong' body, which covers noticeably less range.}}
*Front floor attack:
*Front floor attack:
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**{{buff|As with other edge attacks, edge attack no longer has set knockback (110 (set), 100 (scaling) → 90 (base)/20).}}
**{{buff|As with other edge attacks, edge attack no longer has set knockback (110 (set), 100 (scaling) → 90 (base)/20).}}
**{{change|Edge attack now deals consistent damage (8%/6% → 7%).}}
**{{change|Edge attack now deals consistent damage (8%/6% → 7%).}}
**{{nerf|Edge attack now uses one extended static hitbox rather than multiple normal hitboxes, which gives the move less vertical range.}}
**{{nerf|Edge attack now uses one extended static hitbox rather than multiple normal hitboxes, which gives the move less vertical range.}}  
**{{nerf|Edge attack has less intangibility (frames 1-26 → 1-20).}}
**{{nerf|Edge attack has less intangibility (frames 1-26 → 1-20).}}
**{{nerf|As with other edge attacks, edge attack now always launches opponents in the direction Diddy Kong is facing, removing its ability to set up edgeguards.}}
**{{nerf|As with other edge attacks, edge attack now always launches opponents in the direction Diddy Kong is facing, removing its ability to set up edgeguards.}}
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**{{change|Uncharged peanuts are shot at a lower angle (45° → 35°).}}
**{{change|Uncharged peanuts are shot at a lower angle (45° → 35°).}}
**{{change|The peanuts now launch opponents vertically (361° → 70°) and they have more base knockback but less knockback scaling (10 (base), 100 (scaling) → 40/70).}}
**{{change|The peanuts now launch opponents vertically (361° → 70°) and they have more base knockback but less knockback scaling (10 (base), 100 (scaling) → 40/70).}}
**{{nerf|The peanuts deal less damage, especially when charged (5%-17.5% → 3%-12%).}}
**{{nerf|The peanuts deal less damage, especially when charged (5%-17.5% → 3%-12%).}}  
**{{nerf|Diddy Kong reaches the danger state of the charge sooner (frame 74 → 53), meaning that the move cannot be shield canceled for as long.}}
**{{nerf|Diddy Kong reaches the danger state of the charge sooner (frame 74 → 53), meaning that the move cannot be shield canceled for as long.}}
**{{nerf|The peanuts have more startup (frame 1 → 5) and ending lag (FAF 26 → 36), slowing its rate of fire down.}}
**{{nerf|The peanuts have more startup (frame 1 → 5) and ending lag (FAF 26 → 36), slowing its rate of fire down.}}
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**{{nerf|Diddy can no longer reuse Monkey Flip if he is hit out of it by {{SSB4|Mario}}'s [[Cape]].}}
**{{nerf|Diddy can no longer reuse Monkey Flip if he is hit out of it by {{SSB4|Mario}}'s [[Cape]].}}
*Monkey Flip grab attack:
*Monkey Flip grab attack:
**{{nerf|The grab attack deals less damage (5% (punch)/10% (throw)/15% (total) → 3%/7%/10%).}}
**{{nerf|The grab attack deals less damage (5% (punch)/10% (throw)/15% (total) → 3%/7%/10%).}}  
**{{buff|The punch deals more knockback (40 (base), 75 (scaling) → 60/150).}}
**{{buff|The punch deals more knockback (40 (base), 75 (scaling) → 60/150).}}
**{{buff|The punch has larger hitboxes (4u → 6u/3u).}}
**{{buff|The punch has larger hitboxes (4u → 6u/3u).}}
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**{{buff|The changes to shields improve the safety of [[Banana Peel]]s, with Banana Peels now being even safer on shield than they were previously.}}
**{{buff|The changes to shields improve the safety of [[Banana Peel]]s, with Banana Peels now being even safer on shield than they were previously.}}
**{{nerf|Diddy Kong can now only have one Banana Peel out at a time instead of two, significantly reducing Diddy's ability to control the stage.}}
**{{nerf|Diddy Kong can now only have one Banana Peel out at a time instead of two, significantly reducing Diddy's ability to control the stage.}}
**{{nerf|Due to the changes to the banana peel item, they can only hit opponents once before disappearing and will disappear after touching the ground twice, completely removing the banana lock and the item's ability to [[zero-death]] opponents, which is further compounded by the fact that Diddy can only spawn one banana peel.}}
**{{nerf|Due to the changes to the banana peel item, they can only hit opponents once before disappearing and will disappear after touching the ground twice, completely removing the banana lock and the item's ability to [[zero-death]] opponents, which is further compounded by the fact that Diddy can only spawn one banana peel.}}  
***{{buff|However, these changes also make it harder for Diddy's opponents to use Banana Peels against him, as well as removing their ability to banana lock him.}}
***{{buff|However, these changes also make it harder for Diddy's opponents to use Banana Peels against him, as well as removing their ability to banana lock him.}}
**{{nerf|The removal of [[edge momentum shifting]] hinders Banana Peel's use as a movement option.}}
**{{nerf|The removal of [[edge momentum shifting]] hinders Banana Peel's use as a movement option.}}
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==Update history==
==Update history==
Diddy Kong was initially a significantly more potent character in earlier versions of ''Smash 4'', with Diddy Kong being significantly nerfed overall. Update [[1.0.4]] mostly gave Diddy minor adjustments with the only meaningful change being that Diddy lost his ability to cancel non-tumble hitstun with [[Peanut Popgun]]. While this could be a powerful technique when used in the right situations, it was quite situational and restrictive, so the loss of it overall did not significantly hurt Diddy.  
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 Peel (move)|banana]] throw [[out of shield]], one of his fastest punish options, comes out slower.


However, update 1.0.4 removed the ability to [[LSI]] moves which launched between 65°-115° which turned out to be greatly beneficial to Diddy (further helped by the lower vertical blastzones in the Wii U version). Diddy had numerous vertical launching combo starters and KO moves which greatly benefitted from the change, as they could no longer be LSIed (despite being the same moves on paper). Diddy's extremely fast and versatile up aerial became a much more deadly KO move and his throws could combo for a much longer period of time, as his up aerial and vertical throws could no longer be LSIed. Diddy's down throw could reliably combo for a much longer period of timing, becoming a long lasting KO confirm into up aerial without DI (colloquially known as the "Hoo-hah") and a long lasting 50/50 into potential KOes with DI. Diddy's up throw went from a throw which could not lead into KOes or 50/50es (even on a platform) to a throw that could lead into KO confirms with up aerial on the ground at pretty low percents (which then lead into a deadly 50/50 for some time when the opponent escaped the KO confirm window), which Diddy could easily mix up the side he could hit his up air (regardless of the opponent's DI on the up throw) to throw off the opponent's DI on the up aerial, which was incredibly powerful. This also extended to Diddy's other vertical launching moves albeit to a lesser extent. Diddy Kong's up aerial was overall one of the best moves in the game in early Wii U versions being incredibly fast, versatile, powerful and having incredible synergy with the rest of his kit.
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.


As a result, while Diddy was directly nerfed coming to 1.0.4/Wii U, he overall ended up as a more potent character as the changes to LSI greatly benefitted Diddy Kong, giving him far more effective combos and significantly greater KO potential. This resulted in Diddy becoming one of the most successful characters during early ''Smash 4'' Wii U tournaments and likely as a result, Diddy would later receive some significant nerfs.
In patch [[1.1.1]], Diddy Kong had a glitch that had rendered him [https://www.youtube.com/watch?v=hQlcYmSAb2w 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.
 
Update [[1.0.6]] reduced the KO power of a handful of Diddy's moves with the most notable of which being up aerial. Up aerial was previously incredibly powerful, especially since up aerial was an incredibly fast and versatile move which could be used as a powerful combo ender for KOes. The move received a significant damage and knockback decrease which made it a significantly less devastating KO move. Diddy's up and down throws were also adjusted which had poor synergy with Diddy's weakened up aerial. Up throw was made weaker which did make it a better combo tool at higher percents but when combined with up aerial's reduced power, this notably meant that up throw up aerial did not lead into KOes until significantly higher percents. Down throw received more knockback which made down throw up aerial (which was previously only a true KO confirm without DI) a significantly more restrictive confirm than it previously was. While these changes were impactful overall, making Diddy a less overtuned character, Diddy still remained a highly potent character despite them, with the nerfs failing to significantly bring Diddy down compared to the rest of the cast.
 
Update [[1.0.8]] brought along more changes to Diddy, including some impactful nerfs. Diddy Kong's up aerial was made slower in numerous ways which considerably hindered its utility. Its hitbox came out one frame later, significantly reducing the move's downwards range (which had numerous affects), it gained more ending lag and its auto-cancel window became far less lenient, resulting in up aerial becoming harder to land and removing a whole bunch of applications it previously had. In addition to this, its knockback was significantly reduced again, resulting in the move becoming a significantly weaker KO move. Diddy's throws were also negatively adjusted again. Up throw received a damage decrease with no significant knockback change which made Diddy's up throw combos less damaging and when combined with up aerial becoming weaker, this notably removed up throw up aerial as a KO confirm on flat ground. Down throw saw a significant increase to its knockback which completely removed any remaining ability it had to lead into up aerial for potential KOes. These changes overall were even more impactful than the nerfs Diddy received in 1.0.6 and they did slightly bring Diddy down compared to the rest of the cast.
 
After 1.0.8, Diddy saw a couple of minor adjustments and while some of these changes were beneficial, Diddy still remained an overall far cry to how he was in early Wii U versions. Amusingly, in patch [[1.1.1]], Diddy Kong had a glitch that had rendered him [https://www.youtube.com/watch?v=hQlcYmSAb2w invulnerable to grabs of any kind] (although he could not shield in this state) 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.
 
Overall, Diddy Kong has been significantly nerfed since his initial release. While Diddy Kong did become more potent coming from 3DS to Wii U, due to him significantly benefitting from the game's universal changes, Diddy has since been significantly nerfed since then, receiving numerous reductions to his damage/KO power as well as having weakened combo tools and worse frame data. Up aerial in particular had been a rather drastically nerfed move, going from one of the best moves in the game, to simply a good but balanced move, with the move becoming slower and losing a massive chunk of its KO power, which was only further exacerbated by Diddy's altered combo throws. Despite this, Diddy Kong still remained one of the most potent characters in the game. Diddy's powerful neutral and defensive game were near untouched, with Diddy's excellent mobility and projectiles remaining completely in tact. The nerfs mainly weakened Diddy Kong's punish game but Diddy still retained his strong mobility and moveset, allowing him to still easily win neutral and get his punish game going.
 
While Diddy's tier placement in the vanilla version of the game is hard to determine due to its unoptimized nature, Diddy was a clear top 2 character in early Wii U versions, where Diddy was at his peak in terms of strength. After numerous patches which brought significant nerfs to Diddy as well as adding new top/high tiers through [[DLC]] and buffs, Diddy was still considered to be around top 5 by the end of the game's mainstream competitive life and he continued to receive very strong tournament results throughout the game's life, showing that despite his significant nerfs, Diddy still remained one of the most potent characters in the game.


'''{{GameIcon|ssb4-3ds}} [[1.0.4]]'''
'''{{GameIcon|ssb4-3ds}} [[1.0.4]]'''
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|bairname= 
|bairname= 
|bairdmg=9%
|bairdmg=9%
|bairdesc=Diddy Kong thrusts his leg backward and spins it behind him. Extremely fast, Diddy Kong is capable of using two in a row out of a short hop, It is one of the fastest back airs in the game, coming out at an extremely quick frame 5 and ending on frame 31, it has slightly more range than Diddy Kong's forward aerial, and it kills approximately 7% earlier as well. These traits make for an incredibly safe killing aerial at later percents. Combos into itself for decent damage and is a possible follow up after an up throw until high percent ranges.
|bairdesc=Diddy Kong thrusts his leg backward and spins it behind him. Extremely fast, Diddy Kong is capable of using two in a row out of a short hop, It is one of the fastest back airs in the game, coming out at an extremely quick frame 5 and ending on frame 31, it has slightly more range than Diddy Kong's forward aerial, and it kills approximately 7% earlier as well. These traits make for an incredibly safe killing aerial at later percents. Combos into itself for decent damage and is a possible follow up after an up throw until high percent ranges.
|uairname= 
|uairname= 
|uairdmg=6%
|uairdmg=6%
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|fsdmg=5-10% (Peanuts), 12% (collision)
|fsdmg=5-10% (Peanuts), 12% (collision)
|fsdesc=Diddy Kong flies around on his rocketbarrel pack, shooting explosive peanuts everywhere. The peanuts travel large distances and have great power, however crashing into enemies with Diddy Kong himself does even more damage to his opponents than firing the peanuts at them. Has greater movement speed than it did back in ''Brawl'', in addition to it no longer putting Diddy Kong into a [[helpless]] state when ended in the air, but it is even harder to control than it was previously.
|fsdesc=Diddy Kong flies around on his rocketbarrel pack, shooting explosive peanuts everywhere. The peanuts travel large distances and have great power, however crashing into enemies with Diddy Kong himself does even more damage to his opponents than firing the peanuts at them. Has greater movement speed than it did back in ''Brawl'', in addition to it no longer putting Diddy Kong into a [[helpless]] state when ended in the air, but it is even harder to control than it was previously.
}}
===Stats===
{{Attributes
|cast = 58
|weight = 93
|rweight = 37-38
|dash = 1.7
|rdash = 11-15
|run = 1.824
|rrun = 16
|walk = 1.25
|rwalk = 11
|trac = 0.0484
|rtrac = 42-43
|airfric = 0.008
|rairfric = 37-42
|air = 0.88
|rair = 52-53
|baseaccel = 0.0
|rbaseaccel = 56-58
|addaccel = 0.05
|raddaccel = 39-44
|gravity = 0.105
|rgravity = 15-16
|fall = 1.75
|rfall = 10-11
|ff = 2.8
|rff = 11-12
|jumpsquat = 4
|rjumpsquat = 1-13
|jumpheight = 41.208694
|rjumpheight = 5
|shorthop = 19.897078
|rshorthop = 5
|djump = 41.208694
|rdjump = 8
}}
}}


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|char=DiddyKong
|char=DiddyKong
|desc-up=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 {{s|mariowiki|Bonus Area}}.
|desc-up=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 {{s|mariowiki|Bonus Area}}.
|desc-side=Does a playful fighter's stance and cackles menacingly, trying to assert his dominance.
|desc-side=Does a playful fighter's stance, trying to assert his dominance.
|desc-down=Claps his hands above his head four times, switching feet in the process.}}
|desc-down=Claps his hands above his head four times, switching feet in the process.}}


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{{Idle
{{Idle
|desc-1=Scratches his rump, gets down on all fours, and shakes his fur.
|desc-1=Scratches his rump, gets down on all fours, and shakes his fur.
|desc-2=Jumps in place twice.
|desc-2=Jumps in place twice.  
|image-1=DiddyKongIdlePose1WiiU.jpg
|image-1=DiddyKongIdlePose1WiiU.jpg
|image-2=DiddyKongIdlePose2WiiU.jpg}}
|image-2=DiddyKongIdlePose2WiiU.jpg}}
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|char=DiddyKong}}
|char=DiddyKong}}


==In [[competitive play]]==
==In [[Competitive play|competitive play]]==
===[[Official Custom Moveset Project]]===
===[[Official Custom Moveset Project]]===
{{OfficialCustomMoves
{{OfficialCustomMoves
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<!--This character has a ten player limit for this section. Before adding and/or removing a player, read these guidelines: https://www.ssbwiki.com/SmashWiki:Notability#%22Most_historically_significant_players%22_guidelines -->
<!--This character has a ten player limit for this section. Before adding and/or removing a player, read these guidelines: https://www.ssbwiki.com/SmashWiki:Notability#%22Most_historically_significant_players%22_guidelines -->


''See also: [[:Category:Diddy Kong players (SSB4)]]''
''Any number following the Smasher name indicates placement on the [[PGR 100]], which recognizes the official top 100 players in [[Super Smash Bros. 4]] of all time.''
 
''See also: [[:Category:Diddy Kong professionals (SSB4)]]''


*{{Sm|dyr|USA}} - Placed 9th at both {{Trn|Shine 2016}} and {{Trn|Super Smash Con 2017}}, 13th at {{Trn|Frame Perfect Series 2}}, and 17th at both {{Trn|EVO 2016}} and {{Trn|The Big House 7}} with wins over players such as {{Sm|Salem}}, {{Sm|Abadango}}, and {{Sm|Marss}}.
*{{Sm|dyr|USA}} (#53) - Placed 9th at both {{Trn|Shine 2016}} and {{Trn|Super Smash Con 2017}}, 13th at {{Trn|Frame Perfect Series 2}}, and 17th at both {{Trn|EVO 2016}} and {{Trn|The Big House 7}} with wins over players such as {{Sm|Salem}}, {{Sm|Abadango}}, and {{Sm|Marss}}.
*{{Sm|Etsuji|Japan}} - The best solo-Diddy Kong player in Japan. Placed 5th at {{Trn|Umebura 33}}, 9th at {{Trn|Umebura Japan Major 2017}}, 13th at {{Trn|2GGC: Greninja Saga}}, 17th at {{Trn|Umebura 34}}, and 25th at {{Trn|EVO 2017}} with wins over players such as {{Sm|KEN}}, {{Sm|Ranai}}, and {{Sm|9B}}
*{{Sm|Etsuji|Japan}} (#63) - The best solo-Diddy Kong player in Japan. Placed 5th at {{Trn|Umebura 33}}, 9th at {{Trn|Umebura Japan Major 2017}}, 13th at {{Trn|2GGC: Greninja Saga}}, 17th at {{Trn|Umebura 34}}, and 25th at {{Trn|EVO 2017}} with wins over players such as {{Sm|KEN}}, {{Sm|Ranai}}, and {{Sm|9B}}
*{{Sm|K9sbruce|USA}} - Co-mained Diddy Kong alongside {{SSB4|Sheik}} and is considered the best Diddy Kong player in SoCal. Placed 9th at both {{Trn|2GGC: GENESIS Saga}} and {{Trn|GENESIS 5}}, 13th at both {{Trn|2GGC: MkLeo Saga}} and {{Trn|The Big House 8}}, and 17th at {{Trn|2GGC: ARMS Saga}}.
*{{Sm|K9sbruce|USA}} (#62) - Co-mained Diddy Kong alongside {{SSB4|Sheik}} and is considered the best Diddy Kong player in SoCal. Placed 9th at both {{Trn|2GGC: GENESIS Saga}} and {{Trn|GENESIS 5}}, 13th at both {{Trn|2GGC: MkLeo Saga}} and {{Trn|The Big House 8}}, and 17th at {{Trn|2GGC: ARMS Saga}}.
*{{Sm|MVD|USA}} - One of the best Diddy Kong players in the world following ZeRo's retirement. Placed 5th at {{Trn|The Big House 7}}, {{Trn|GENESIS 5}}, and {{Trn|EVO 2018}}, 7th at {{Trn|Smash 'N' Splash 3}}, and 9th at {{Trn|Super Smash Con 2016}} with wins over players such as {{Sm|Nairo}}, {{Sm|Salem}}, and {{Sm|Tweek}}.
*{{Sm|MVD|USA}} (#31) - One of the best Diddy Kong players in the world following ZeRo's retirement. Placed 5th at {{Trn|The Big House 7}}, {{Trn|GENESIS 5}}, and {{Trn|EVO 2018}}, 7th at {{Trn|Smash'N'Splash 3}}, and 9th at {{Trn|Super Smash Con 2016}} with wins over players such as {{Sm|Nairo}}, {{Sm|Salem}}, and {{Sm|Tweek}}.
*{{Sm|Nietono|Japan}} - Co-mained Diddy Kong alongside {{SSB4|Sheik}} and is considered the best Diddy Kong player in Japan. Placed 3rd at both {{Trn|Apex 2016}} and {{Trn|EVO 2018}}, 4th at both {{Trn|Umebura 29}} and {{Trn|EVO Japan 2018}}, and 7th at {{Trn|Umebura Tokaigi Qualifier}}.
*{{Sm|Nietono|Japan}} (#33) - Co-mained Diddy Kong alongside {{SSB4|Sheik}} and is considered the best Diddy Kong player in Japan. Placed 3rd at both {{Trn|Apex 2016}} and {{Trn|EVO 2018}}, 4th at both {{Trn|Umebura 29}} and {{Trn|EVO Japan 2018}}, and 7th at {{Trn|Umebura Tokaigi Qualifier}}.
*{{Sm|RAIN|Japan}} - One of the best Diddy Kong players in Japan in the early metagame, but later dropped the character for {{SSB4|Sheik}}. Placed 1st at {{Trn|Umebura 11}}, {{Trn|Umebura 13}}, and {{Trn|Umebura 14}}, 3rd at {{Trn|KSB 2015}}, and 4th at {{Trn|Umebura 12}}.
*{{Sm|RAIN|Japan}} (#66) - One of the best Diddy Kong players in Japan in the early metagame, but later dropped the character for {{SSB4|Sheik}}. Placed 1st at {{Trn|Umebura 11}}, {{Trn|Umebura 13}}, and {{Trn|Umebura 14}}, 3rd at {{Trn|KSB 2015}}, and 4th at {{Trn|Umebura 12}}.
*{{Sm|Shoyo James|USA}} - Co-mained Diddy Kong alongside {{SSB4|Luigi}} and is one of the best Diddy Kong players in United States. Placed 2nd at {{Trn|Midwest Mayhem 6: SoCal Invasion}}, 7th at both {{Trn|Super Smash Con 2017}} and {{Trn|Smash 'N' Splash 4}}, 9th at {{Trn|Smash 'N' Splash 3}}, and 13th at {{Trn|Frostbite 2018}} with wins over players such as {{Sm|CaptainZack}}, {{Sm|Elegant}}, and {{Sm|Mr. E}}.
*{{Sm|Shoyo James|USA}} (#54) - Co-mained Diddy Kong alongside {{SSB4|Luigi}} and is one of the best Diddy Kong players in United States. Placed 2nd at {{Trn|Midwest Mayhem 6: SoCal Invasion}}, 7th at both {{Trn|Super Smash Con 2017}} and {{Trn|Smash 'N' Splash 4}}, 9th at {{Trn|Smash 'N' Splash 3}}, and 13th at {{Trn|Frostbite 2018}} with wins over players such as {{Sm|CaptainZack}}, {{Sm|Elegant}}, and {{Sm|Mr. E}}.
*{{Sm|ZeRo|Chile}} - The best Diddy Kong player worldwide and of all time. Won 56 tournaments consecutively with Diddy Kong and {{SSB4|Sheik}}.
*{{Sm|ZeRo|Chile}} (#1) - The best Diddy Kong player worldwide and of all time. Won 56 tournaments consecutively with Diddy Kong and {{SSB4|Sheik}}.  
*{{Sm|Zinoto|USA}} - One of the best Diddy Kong players in the world following ZeRo's retirement. Placed 2nd at {{Trn|CEO 2016}}, 7th at {{Trn|Frostbite 2017}}, 9th at both {{Trn|CEO 2017}} and {{Trn|Get On My Level 2018}}, and 13th at {{Trn|Frostbite 2018}} with wins over players such as {{Sm|MkLeo}}, {{Sm|Nairo}}, and {{Sm|Salem}}.
*{{Sm|Zinoto|USA}} (#24) - One of the best Diddy Kong players in the world following ZeRo's retirement. Placed 2nd at {{Trn|CEO 2016}}, 7th at {{Trn|Frostbite 2017}}, 9th at both {{Trn|CEO 2017}} and {{Trn|Get On My Level 2018}}, and 13th at {{Trn|Frostbite 2018}} with wins over players such as {{Sm|MkLeo}}, {{Sm|Nairo}}, and {{Sm|Salem}}.


===Tier placement and history===
===Tier placement and history===
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As a result of how disproportionately good Diddy Kong was for how easy he was to play, many professionals such as {{Sm|Mew2King}} and {{Sm|ZeRo}} picked him up, resulting in an abnormal number of Diddy dittos at the highest level of play. Even players who did not actively practice the game, such as {{Sm|Leffen}} and {{Sm|Armada}}, were able to gain strong results using him. 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 {{SSB4|Sheik}} was considered the best character instead. Despite this, the top players who continued playing Diddy, such as {{Sm|Angel Cortes}}, {{Sm|Jtails}}, {{Sm|MVD}}, {{Sm|Nietono}}, and most notably, ZeRo and {{Sm|Zinoto}}, continued to push his metagame, adopting a newer, more creative playstyle that emphasizes Diddy's strong [[neutral game]] (which was not nerfed).
As a result of how disproportionately good Diddy Kong was for how easy he was to play, many professionals such as {{Sm|Mew2King}} and {{Sm|ZeRo}} picked him up, resulting in an abnormal number of Diddy dittos at the highest level of play. Even players who did not actively practice the game, such as {{Sm|Leffen}} and {{Sm|Armada}}, were able to gain strong results using him. 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 {{SSB4|Sheik}} was considered the best character instead. Despite this, the top players who continued playing Diddy, such as {{Sm|Angel Cortes}}, {{Sm|Jtails}}, {{Sm|MVD}}, {{Sm|Nietono}}, and most notably, ZeRo and {{Sm|Zinoto}}, continued to push his metagame, adopting a newer, more creative playstyle that emphasizes Diddy's strong [[neutral game]] (which was not nerfed).


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, {{SSB4|Zero Suit Samus}} and {{SSB4|Bayonetta}}, some matchups that previously caused him trouble in updates [[1.1.5]] and [[1.1.6]], he then took the 1st spot, at the top of the S tier, 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 third tier list, and then to 2nd/3rd place, tying him with {{SSB4|Cloud}} on the fourth and current tier list; although he remains at the S tier and is still considered to be one of the most viable characters in the game, the larger dominance of the former two characters in other regions has caused views on Diddy to slightly dwindle.
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, {{SSB4|Zero Suit Samus}} and {{SSB4|Bayonetta}}, some matchups that previously caused him trouble in updates [[1.1.5]] and [[1.1.6]], he then took the 1st spot, at the top of the S tier, 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 third tier list, and then to 3rd place in favor of {{SSB4|Cloud}} in the fourth and current tier list; although he remains at the S tier and is still considered to be one of the most viable characters in the game, the larger dominance of the former two characters in other regions has caused views on Diddy to slightly dwindle.  


Since ZeRo's retirement, however, Diddy Kong has not won any major tournaments at all and his strong results are still considered to be inconsistent in comparison to other characters like Bayonetta, Sheik, Cloud, {{SSB4|Mewtwo}}, {{SSB4|Fox}}, Zero Suit Samus, and {{SSB4|Rosalina}}, who have managed to obtain overall higher and more consistent results with the character. On top of this, Diddy Kong still has some very troublesome match ups as Fox, {{SSB4|Mario}}, Rosalina, Sheik and even some high and mid tiers such as {{SSB4|Olimar}} and {{SSB4|Mega Man}} do very well against him. Due to this, Diddy's tier placement is debated on as some say that the character has dropped slightly in the meta with some smashers like {{Sm|ANTi}}, {{Sm|Dabuz}}, {{Sm|ESAM}} and even ZeRo himself saying that the character shouldn't be ranked as high as he is.
Since ZeRo's retirement, however, Diddy Kong has not won any major tournaments at all and his strong results are still considered to be inconsistent in comparison to other characters like Bayonetta, Sheik, Cloud, {{SSB4|Mewtwo}}, {{SSB4|Fox}}, Zero Suit Samus, and {{SSB4|Rosalina}}, who have managed to obtain overall higher and more consistent results with the character. On top of this, Diddy Kong still has some very troublesome match ups as Fox, {{SSB4|Mario}}, Rosalina, Sheik and even some high and mid tiers such as {{SSB4|Olimar}} and {{SSB4|Mega Man}} do very well against him. Due to this, Diddy's tier placement is debated on as some say that the character has dropped slightly in the meta with some smashers like {{Sm|ANTi}}, {{Sm|Dabuz}}, {{Sm|ESAM}} and even ZeRo himself saying that the character shouldn't be ranked as high as he is.


==[[Trophies]]==
==[[Trophies]]==
{{Trophy/Fighter
:'''Diddy Kong'''
|name=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!''
|image-3ds=DiddyKongTrophy3DS.png
 
|image-wiiu=DiddyKongTrophyWiiU.png
::{{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.''
|mode=Classic
 
|desc-3ds-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!
{{Trophy games|console1=SNES|game1=Donkey Kong Country (11/1994)|console2=SNES|game2=Donkey Kong Country 2: Diddy's Kong Quest (11/1995)}}
|desc-wiiu-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; you can steer with left and right. Don't forget to drop banana peels—enemies love it!
 
|desc-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 your opponent slip on a Banana Peel, then hit 'em while they're down.
:'''Diddy Kong (Alt.)'''
|gamelist-ntsc={{Trophy games|console1=SNES|game1=Donkey Kong Country|release1=11/1994|console2=SNES|game2=Donkey Kong Country 2: Diddy's Kong Quest|release2=11/1995}}
::''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.''
|gamelist-pal={{Trophy games|console1=SNES|game1=Donkey Kong Country|release1=11/1994|console2=SNES|game2=Donkey Kong Country 2: Diddy's Kong Quest|release2=12/1995}}
 
}}
{{Trophy games|console1=SNES|game1=Donkey Kong Country (11/1994)|console2=SNES|game2=Donkey Kong Country 2: Diddy's Kong Quest (11/1995)}}
{{clrl}}
 
:'''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!''


{{Trophy/Fighter
::{{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!''
|name=Diddy Kong (Alt.)
|image-3ds=DiddyKongAltTrophy3DS.png
|image-wiiu=DiddyKongAltTrophyWiiU.png
|mode=Alt
|desc-3ds-ntsc=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.
|desc-wiiu-ntsc=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 foes, press the button again to attack or jump off them to go high into the air.
|desc-pal=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 mid-jump). If you grab someone, press the button again to attack, or jump off them to go high into the air.
|gamelist-ntsc={{Trophy games|console1=SNES|game1=Donkey Kong Country|release1=11/1994|console2=SNES|game2=Donkey Kong Country 2: Diddy's Kong Quest|release2=11/1995}}
|gamelist-pal={{Trophy games|console1=SNES|game1=Donkey Kong Country|release1=11/1994|console2=SNES|game2=Donkey Kong Country 2: Diddy's Kong Quest|release2=12/1995}}
}}
{{clrl}}


{{Trophy/Fighter
<center>
|name=Rocketbarrel Barrage
<gallery>
|image=RocketbarrelBarrageTrophyWiiU.png
DiddyKongTrophy3DS.png|Classic (3DS)
|desc-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!
DiddyKongAltTrophy3DS.png|Alt. (3DS)
|desc-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!
DiddyKongTrophyWiiU.png|Classic (Wii U)
|game=ssb4-wiiu
DiddyKongAltTrophyWiiU.png|Alt. (Wii U)
}}
RocketbarrelBarrageTrophyWiiU.png|[[Rocketbarrel Barrage]]
{{clrl}}
</gallery>
</center>


==In [[Event Match]]es==
==In [[Event Match]]es==
Line 672: Line 619:
==Trivia==
==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.
*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 (universe)|Donkey Kong]]'' character, {{s|mariowiki|Lanky Kong}}.
*Diddy Kong's Banana Peels can only be thrown twice before disappearing once landing on the ground, while the actual item when spawned elsewhere can be thrown three times before disappearing.
*Diddy Kong's Banana Peels can only be thrown twice before disappearing once landing on the ground, while the actual item when spawned elsewhere can be thrown three times before disappearing.
*Diddy Kong's neutral aerial attack has an animation glitch in the Nintendo 3DS version: he performs most of a flip, then quickly snaps back upright to begin the cartwheel motion.
*Diddy Kong's neutral aerial attack has an animation glitch in the ''Nintendo 3DS'' version: he performs most of a flip, then quickly snaps back upright to begin the cartwheel motion.
*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://youtu.be/yB-6oRB4ABo?t=31s a set] between {{Sm|Hungrybox}} and {{Sm|Player-1}}.
*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://youtu.be/yB-6oRB4ABo?t=31s a set] between {{Sm|Hungrybox}} and {{Sm|Player-1}}.


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