Diddy Kong (SSBU): Difference between revisions

The old text was severly outdated. Diddy kong does not struggle to kill and neither is he a rushdown character. The part about monkey flip is also not true because diddy can jump off of the opponent and easily recover afterwardsö
(The old text was severly outdated. Diddy kong does not struggle to kill and neither is he a rushdown character. The part about monkey flip is also not true because diddy can jump off of the opponent and easily recover afterwardsö)
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Diddy's special moveset also comes with several unique options. His neutral special, [[Peanut Popgun]], is a small projectile with low range and knockback when uncharged. It is useful for pestering the opponent in the neutral game and can be charged, giving it extreme power when fully charged, although it has extremely high lag, doesn't shoot at a distance, and its charge cannot be saved like other chargeable projectiles(such as Samus' [[Charge Shot]]). He can also cancel charging the move by shielding, dodging, or spotdodging. His side special, [[Monkey Flip]], has Diddy leap forward and will act as a command grab when landed on the opponent or will be a fast kick if the player presses the attack button again during the duration of the move. Due to its fast speed and decent distance, low endlag, and ability to edge-cancel off platforms or the ledge of the stage, it can be used as both a movement option and a way to approach, as its speed can compensate for his poor air mobility. It can also be used for horizontal recovery. His up special, [[Rocketbarrel Boost]], is Diddy's main vertical recovery option. Uncharged, the move has unremarkable distance, but when fully charged, it moves much faster and travels much further. However, this requires Diddy to stay in place while charging the move in the air, leaving him highly vulnerable to gimps or edgeguards. The move also has a unique property in that if the opponent hits Diddy while using the move, the barrels will fly off and will irregularly move around, with the player having a small amount of control over their trajectory before they lose control. This gives him a useful, although niche stage-controlling option and the barrels will deal high damage and knockback when landed on an opponent. Lastly, Diddy's down special, [[Banana Peel]] is his most useful special and one of his best moves. It has him pull out a Banana Peel over himself, which can be picked up and thrown by both Diddy and his opponent. If Diddy places it down before the opponent could grab it, then they will be tripped by it if they attempt to pick it up. This lets Diddy land almost any attack he wants on his opponent if he times it before the tripping animation is done and allows for a plethora of combo options and even KO confirms into his smash attacks. Thanks to its ease of use and low commitment due to him only having to throw it at the opponent for it to work, it is integral to his kit and lets him punish missed attacks, have a strong advantage in the neutral game, create extremely long combos, and take control of the stage. He can also use a held banana as an excellent out-of-shield option when thrown. The only true downside to his Banana Peel is that the opponent can also catch and throw it just like he can, which allows them to use it against Diddy and take away one of his most important tools. Additionally, only one Banana Peel can be used at a time and it disappears when hit by an opponent or thrown twice.
Diddy's special moveset also comes with several unique options. His neutral special, [[Peanut Popgun]], is a small projectile with low range and knockback when uncharged. It is useful for pestering the opponent in the neutral game and can be charged, giving it extreme power when fully charged, although it has extremely high lag, doesn't shoot at a distance, and its charge cannot be saved like other chargeable projectiles(such as Samus' [[Charge Shot]]). He can also cancel charging the move by shielding, dodging, or spotdodging. His side special, [[Monkey Flip]], has Diddy leap forward and will act as a command grab when landed on the opponent or will be a fast kick if the player presses the attack button again during the duration of the move. Due to its fast speed and decent distance, low endlag, and ability to edge-cancel off platforms or the ledge of the stage, it can be used as both a movement option and a way to approach, as its speed can compensate for his poor air mobility. It can also be used for horizontal recovery. His up special, [[Rocketbarrel Boost]], is Diddy's main vertical recovery option. Uncharged, the move has unremarkable distance, but when fully charged, it moves much faster and travels much further. However, this requires Diddy to stay in place while charging the move in the air, leaving him highly vulnerable to gimps or edgeguards. The move also has a unique property in that if the opponent hits Diddy while using the move, the barrels will fly off and will irregularly move around, with the player having a small amount of control over their trajectory before they lose control. This gives him a useful, although niche stage-controlling option and the barrels will deal high damage and knockback when landed on an opponent. Lastly, Diddy's down special, [[Banana Peel]] is his most useful special and one of his best moves. It has him pull out a Banana Peel over himself, which can be picked up and thrown by both Diddy and his opponent. If Diddy places it down before the opponent could grab it, then they will be tripped by it if they attempt to pick it up. This lets Diddy land almost any attack he wants on his opponent if he times it before the tripping animation is done and allows for a plethora of combo options and even KO confirms into his smash attacks. Thanks to its ease of use and low commitment due to him only having to throw it at the opponent for it to work, it is integral to his kit and lets him punish missed attacks, have a strong advantage in the neutral game, create extremely long combos, and take control of the stage. He can also use a held banana as an excellent out-of-shield option when thrown. The only true downside to his Banana Peel is that the opponent can also catch and throw it just like he can, which allows them to use it against Diddy and take away one of his most important tools. Additionally, only one Banana Peel can be used at a time and it disappears when hit by an opponent or thrown twice.


Despite very strong strengths, Diddy isn't without his weaknesses. His two main flaws are his inconsistent KO power and unimpressive recovery. Despite having multiple ways to confirm into his smash attacks (which are all respectably strong), he often struggles to end the opponent's stock even at high percents if these options are unavailable to him (such as when the opponent takes away his Banana Peel). While his back and up aerials boast above average knockback, they are still relatively weak unless used close to the blast lines. Additionally, while his down tilt can set up into his up smash somewhat reliably, the former move has short range and must be used close to the opponent for it to work. Diddy's other main weakness, his recovery, is arguably worse however. Monkey Flip has respectable distance and safety when the kick version is used, but has some endlag and also doesn't allow him to use Rocketbarrel Boost afterwards, while the non-kick version risks Diddy latching onto his opponent and being pushed back afterwards, which leaves him open even longer. Rocketbarrel Boost is also subpar as a recovery move by itself, as it leaves Diddy very vulnerable when being charged, which leaves him to rely on using the uncharged version sometimes, which has much less distance. Also, if Diddy accidentally hits the side of the stage after using it, he will crash and not be able to make it back to stage. Lastly, Diddy still has some other smaller issues, such as his up aerial failing to hit much of the time due to having blindspots in front of him, his aforementioned lacking air attributes, and being slightly easier to combo than some other characters of his weight class due to a lack of combo breaking moves and an above-average fall speed (although his small size still gives him an edge over many other characters).
Despite very strong strengths, Diddy isn't without his weaknesses. His two main flaws are a lackluster disadvantage state and predictable recovery. Monkey Flip, while fast, can be extremely predictable when used in a disadvantagous position, as it is Diddy's main way of getting out of juggle situations, due to his horrbile air mobility. Diddy especially suffers when the opponent is able to consistently keep him in disadvantage state, not allowing banana to be pulled. This can snowballl in some matchups, making it extremely hard to catch up to the opponent if diddy is not able to get his gameplan started. Diddy's other main weakness, his recovery, is arguably worse however. Monkey Flip has respectable distance and safety when the kick version is used, but has some endlag and also doesn't allow him to use Rocketbarrel Boost afterwards. Rocketbarrel Boost itself grants Diddy a relatively long ranged recovery option, the drawback being that it leaves Diddy wide open for attacks. If diddy is hit out of the Rocketbarrel boost with a weak move he will become helpless and slowly fall to his death, making it easy to gimp him. Diddy Kong also suffers from a lack of range, though this is somewhat offset by his banana, which provides him with a fast and trancendent projectile.


Diddy Kong falls into a quick, rushdown oriented playstyle. He must utilize his fast movement speed and frame data to overwhelm his opponent while also heavily utilizing his Banana Peel to put his strengths to good use while also maintaining stage control and capitalizing on his great neutral game. However, players must be smart in how they use his Banana Peel, as the opponent could potentially hinder his options by taking it away from him and also exploiting his linear recovery. Overall, his strengths outweigh his weaknesses and is generally considered to be at least an upper mid-tier character, with many thinking of him as a solid high-tier character. Diddy has also seen great results and representation in competitive play, indicating that he is still a very viable character, although not to the same extent as in ''Smash 4.''
Diddy Kong falls into a quick, bait and punish heavy playstyle. He must control the neutral game with his banana and great ground moves, capitalising on his opponents' mistakes by repeatedly getting them offstage or juggling them to rack up damage. Diddy can use his fast and non-committal down tilt to set up for kills at high percent or use his banana to set up for a smash attack, ending the opponents' stock even earlier. However, players must be smart in how they use his Banana Peel, as the opponent could potentially hinder his options by taking it away from him and also exploiting his linear recovery. Overall, his strengths outweigh his weaknesses and is generally considered to be a solid high tier-, or even top tier character. Diddy has also seen great results and representation in competitive play, indicating that he is still a very viable character, although not to the same extent as in ''Smash 4.''


==Changes from ''[[Super Smash Bros. 4]]''==
==Changes from ''[[Super Smash Bros. 4]]''==
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