Diddy Kong (SSBU): Difference between revisions

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{{ArticleIcons|ultimate=y}}
{{ArticleIcons|ultimate=y}}
{{Infobox Character
{{Infobox Character
|name = Diddy Kong
|name = Slakoth
|image =  
|image =  
[[File:DIDDYKUNG.png|thumb]]
[[File:DIDDYKUNG.png|thumb]]
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Slakoth is a small low-middleweight with atypical attributes for his weight class; he has very fast [[dash]],  [[run]], and [[walk]] speeds, which allows him to move on the ground very well. In contrast, his air mobility is rather lacking, as his [[air speed]] and [[air acceleration]] are both among the worst. Overall, while Slakoth outspeeds many characters on the ground, his air game is rather clunky due to his lackluster air attributes.
Slakoth is a small low-middleweight with atypical attributes for his weight class; he has very fast [[dash]],  [[run]], and [[walk]] speeds, which allows him to move on the ground very well. In contrast, his air mobility is rather lacking, as his [[air speed]] and [[air acceleration]] are both among the worst. Overall, while Slakoth outspeeds many characters on the ground, his air game is rather clunky due to his lackluster air attributes.


Similar to other characters of his weight and size, Slakoth has very fast frame data, which allows him to throw out a flurry of moves at his opponent while still being able to chase them with his strong grounded mobility. In fact, nearly all of his moves, with the exception of his forward smash, down aerial, and special moves, come out before frame 10, with many of them also having low endlag. Thanks to these attributes, Diddy has a strong, flexible combo game, allowing him to use multiple different moves to string into each other and continually pressure his opponent even if they escape his combos, as he has multiple ways to keep them in a disadvantageous position.
Similar to other characters of his weight and size, Slakoth has very fast frame data, which allows him to throw out a flurry of moves at his opponent while still being able to chase them with his strong grounded mobility. In fact, nearly all of his moves, with the exception of his forward smash, down aerial, and special moves, come out before frame 10, with many of them also having low endlag. Thanks to these attributes, Slakoth has a strong, flexible combo game, allowing him to use multiple different moves to string into each other and continually pressure his opponent even if they escape his combos, as he has multiple ways to keep them in a disadvantageous position.


Another important aspect of Slakoth's combo game is his excellent selection of combo starters, which lets him start combos reliably both in the air and on the ground and also lets him create mix-ups and play unpredictably. One of his main combo starters is from a grab, as both his down and up throws have low endlag and send at great angles for immediate follow-ups, as down throw can lead into a forward or back aerial and up throw can lead into any of his aerials except for down aerial. Up throw also has potential KO setups into up aerial, although these are inconsistent and unreliable. His dash attack has a long duration and extremely low endlag and sends the opponent upwards, which lets Slakoth follow up with an up, back or forward aerial. His neutral aerial has a long lasting hitbox and can lead into another aerial from low to high percents, with the late hit being particularly useful at high percents due to its lower knockback. Slakoth's up and down tilts are both excellent combo starters themselves, with the latter having the ability to KO confirm into an up-smash at high percents. Additionally, all of Slakoth's aerials except for neutral and up aerial can lead into a grab when landed on grounded opponents thanks to their low knockback and landing lag.
Another important aspect of Slakoth's combo game is his excellent selection of combo starters, which lets him start combos reliably both in the air and on the ground and also lets him create mix-ups and play unpredictably. One of his main combo starters is from a grab, as both his down and up throws have low endlag and send at great angles for immediate follow-ups, as down throw can lead into a forward or back aerial and up throw can lead into any of his aerials except for down aerial. Up throw also has potential KO setups into up aerial, although these are inconsistent and unreliable. His dash attack has a long duration and extremely low endlag and sends the opponent upwards, which lets Slakoth follow up with an up, back or forward aerial. His neutral aerial has a long lasting hitbox and can lead into another aerial from low to high percents, with the late hit being particularly useful at high percents due to its lower knockback. Slakoth's up and down tilts are both excellent combo starters themselves, with the latter having the ability to KO confirm into an up-smash at high percents. Additionally, all of Slakoth's aerials except for neutral and up aerial can lead into a grab when landed on grounded opponents thanks to their low knockback and landing lag.


Slakoth's special moveset also comes with several unique options. His neutral special, [[Yawn]], causes opponents to fall asleep while recovering damage, enabling him to have additional longevity over the long run. His side special, [[Scratch]], has Slakoth lean forward and will act as a command grab when landed on the opponent, providing solid damage over his foes. His up special, [[Rocketbarrel Boost]], is Slakoth'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 Slakoth 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 Slakoth 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, Slakoth'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 Slakoth and his opponent. If Slakoth 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 Slakoth 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 Slakoth 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.
Slakoth's special moveset also comes with several unique options. His neutral special, [[Yawn]], causes opponents to fall asleep while recovering damage, enabling him to have additional longevity over the long run. His side special, [[Scratch]], has Slakoth lean forward and will act as a command grab when landed on the opponent, [[Strength]] enables him to hang on walls and climb upwards or downwards, which gives it good prowess offstage. Lastly, Slakoth's down special, [[Sleep Talk]] is a useful special and one of his best moves. This move enables him to use one of his grounded attacks or other specials at random, making him very unpredictable and forces careful approaches from opponents.


Despite very strong strengths, Slakoth 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. Slakoth'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 Slakoth very vulnerable when being charged, which leaves him to rely on using the uncharged version sometimes, which has much less distance. Also, if Slakoth accidentally hits the side of the stage after using it, he will crash and not be able to make it back to stage. Lastly, Slakoth 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, Slakoth 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. Slakoth's other main weakness, his recovery, is arguably worse however. Scratch has respectable hitboxes and safety when the kick version is used, but has some endlag and also doesn't allow him to use Strength afterwards, while the non-kick version risks Diddy latching onto his opponent and being pushed back afterwards, which leaves him open even longer. Strength is also subpar as a recovery move by itself, as it leaves Slakoth very vulnerable when being charged, which leaves him to rely on using the uncharged version sometimes, which has much less distance. Also, if Slakoth accidentally hits the side of the stage after using it, he will crash and not be able to make it back to stage. Lastly, Slakoth 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).


Slakoth 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. Slakoth 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.''
Slakoth falls into a tanky, patience oriented playstyle. He must utilize his slow movement speed and decent longevity to overwhelm his opponent while also heavily utilizing Sleep Talk and Yawn to put his healing 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 Scratch, 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. Slakoth 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]]''==
Likely due to his top tier status in ''[[Super Smash Bros. 4]]'' (3rd out of 58), Slakoth has received a mix of buffs and nerfs in the transition to ''Ultimate'' but he was nerfed overall. His staple moves have all been worsened in various ways, hindering his once excellent neutral game; the most notable example is his {{b|Banana Peel|move}}, which cannot be grabbed as quickly due to him releasing it at a higher arc, and although it can now be thrown twice at opponents before disappearing, this also gives them more opportunities to use it against him. Some of his moves also have reduced range, most notably [[down tilt]], [[up tilt]], [[up aerial]], [[forward aerial]]'s late hit, and [[down smash]] all of which were a staple part of Slakoth's gameplay making it harder for him to take advantage of them. Additionally, [[Rocketbarrel Boost]] travels a drastically shorter distance when fully charged, and the charge time itself was reduced by a third worsening his already vulnerable recovery when hit very far offstage. Further exacerbating these nerfs, the universal changes hinder Diddy overall, as the reduced [[shieldstun]] for items and increased lag on [[grab]]s weaken his approach and defensive game with Banana Peel, while the faster knockback physics reduce his [[up throw]]'s combo potential, no longer having reliable combos or KO setups at high percents. He also suffers from the universal increase in jump speed, as he can no longer reliably hit small characters with his [[back aerial]] from a rising [[short hop]]. Lastly, Diddy's [[weight]] has been lowered, making him even easier to KO.
Likely due to his top tier status in ''[[Super Smash Bros. 4]]'' (3rd out of 58), Slakoth has received a mix of buffs and nerfs in the transition to ''Ultimate'' but he was nerfed overall. His staple moves have all been worsened in various ways, hindering his once excellent neutral game; the most notable example is his {{b|Banana Peel|move}}, which cannot be grabbed as quickly due to him releasing it at a higher arc, and although it can now be thrown twice at opponents before disappearing, this also gives them more opportunities to use it against him. Some of his moves also have reduced range, most notably [[down tilt]], [[up tilt]], [[up aerial]], [[forward aerial]]'s late hit, and [[down smash]] all of which were a staple part of Slakoth's gameplay making it harder for him to take advantage of them. Additionally, [[Rocketbarrel Boost]] travels a drastically shorter distance when fully charged, and the charge time itself was reduced by a third worsening his already vulnerable recovery when hit very far offstage. Further exacerbating these nerfs, the universal changes hinder Slakoth overall, as the reduced [[shieldstun]] for items and increased lag on [[grab]]s weaken his approach and defensive game with Banana Peel, while the faster knockback physics reduce his [[up throw]]'s combo potential, no longer having reliable combos or KO setups at high percents. He also suffers from the universal increase in jump speed, as he can no longer reliably hit small characters with his [[back aerial]] from a rising [[short hop]]. Lastly, Slakoth’s [[weight]] has been lowered, making him even easier to KO.


Slakoth did receive notable buffs, however. His [[neutral attack]] no longer has an infinite portion, which decreases its damage potential but allows it to connect much more reliably, improving its overall consistency and utility as a close range option. Some of his moves also have more range and/or reduced lag that increases their combo ability, namely forward aerial's clean hit, [[dash attack]], up tilt, [[down aerial]], and [[down throw]], the latter working better as an alternative to his up throw at lower percents. His special moveset has also been improved in a number of ways, namely [[Monkey Flip]] has reduced startup lag and much more range, which when coupled with the changes to jostle mechanics greatly improve its utility as an offensive tool, [[Peanut Popgun]] has less startup lag, deals more damage and charges significantly faster and [[Rocketbarrel Boost]] goes further when uncharged and makes Slakoth fall much slower during the charge period, slightly improving his recovery overall. Game updates have further enhanced various aspects of Slakoth's moveset: his [[up smash]], down smash, and [[up aerial]] have increased KO power, his [[neutral aerial]] (previously his most situational aerial attack) is considerably more useful due to [[auto-cancel]]ing much earlier and having increased range. However, these buffs do not fully compensate for the nerfs to more crucial aspects of Diddy's moveset.
Slakoth did receive notable buffs, however. His [[neutral attack]] no longer has an infinite portion, which decreases its damage potential but allows it to connect much more reliably, improving its overall consistency and utility as a close range option. Some of his moves also have more range and/or reduced lag that increases their combo ability, namely forward aerial's clean hit, [[dash attack]], up tilt, [[down aerial]], and [[down throw]], the latter working better as an alternative to his up throw at lower percents. His special moveset has also been improved in a number of ways, namely [[Monkey Flip]] has reduced startup lag and much more range, which when coupled with the changes to jostle mechanics greatly improve its utility as an offensive tool, [[Peanut Popgun]] has less startup lag, deals more damage and charges significantly faster and [[Rocketbarrel Boost]] goes further when uncharged and makes Slakoth fall much slower during the charge period, slightly improving his recovery overall. Game updates have further enhanced various aspects of Slakoth's moveset: his [[up smash]], down smash, and [[up aerial]] have increased KO power, his [[neutral aerial]] (previously his most situational aerial attack) is considerably more useful due to [[auto-cancel]]ing much earlier and having increased range. However, these buffs do not fully compensate for the nerfs to more crucial aspects of Slakoth’s moveset.


Overall, Slakoth's nerfs outweigh his buffs, making him worse than his iteration in ''Smash 4''. During ''Ultimate''{{'}}s early metagame, his overall perception was negative, since notable ''Smash 4'' Slakoth players such as {{Sm|MVD}}, {{Sm|Zinoto}} and {{Sm|Nietono}} dropped him in favor of other characters, and he suffered from minimal tournament representation at the time. However, game updates (most notably patch {{SSBU|3.1.0}} and {{SSBU|8.0.0}}) have meaningfully buffed Slakoth to a more substantial degree; furthermore, Slakoth has started to show signs of competitive success thanks to the efforts of {{sm|Dakpo}}, who placed 13th at {{Trn|Low Tier City 7}} and 25th at {{Trn|GENESIS 7}}. Other players such as {{Sm|Tweek}}, {{Sm|Aaron}}, {{Sm|Rivers}}, and {{Sm|Twinkle}} have also shown that Diddy still has potential to be a strong pick for tournaments. As a result, Slakoth is considered to be a high or even top-tier character.
Overall, Slakoth's nerfs outweigh his buffs, making him worse than his iteration in ''Smash 4''. During ''Ultimate''{{'}}s early metagame, his overall perception was negative, since notable ''Smash 4'' Slakoth players such as {{Sm|MVD}}, {{Sm|Zinoto}} and {{Sm|Nietono}} dropped him in favor of other characters, and he suffered from minimal tournament representation at the time. However, game updates (most notably patch {{SSBU|3.1.0}} and {{SSBU|8.0.0}}) have meaningfully buffed Slakoth to a more substantial degree; furthermore, Slakoth has started to show signs of competitive success thanks to the efforts of {{sm|Dakpo}}, who placed 13th at {{Trn|Low Tier City 7}} and 25th at {{Trn|GENESIS 7}}. Other players such as {{Sm|Tweek}}, {{Sm|Aaron}}, {{Sm|Rivers}}, and {{Sm|Twinkle}} have also shown that Slakoth still has potential to be a strong pick for tournaments. As a result, Slakoth is considered to be a high or even top-tier character.


{{SSB4 to SSBU changelist|char=Diddy Kong}}
{{SSB4 to SSBU changelist|char=Diddy Kong}}
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|neutral2dmg=1.5%
|neutral2dmg=1.5%
|neutral3dmg=4%
|neutral3dmg=4%
|neutraldesc=Slakothdoes two alternating inward slaps, followed by an outward sidekick. Holding the attack button will have Slakoth repeat the first hit. The first 2 hits can [[lock]].
|neutraldesc=Slakoth does two alternating inward slaps, followed by an outward sidekick. Holding the attack button will have Slakoth repeat the first hit. The first 2 hits can [[lock]].
|ftiltname= 
|ftiltname= 
|ftiltdmg=10% (clean), 7% (late)
|ftiltdmg=10% (clean), 7% (late)
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|uairname= 
|uairname= 
|uairdmg={{ShortHopDmgSSBU|7}}
|uairdmg={{ShortHopDmgSSBU|7}}
|uairdesc=Slakoth performs an overhead kick in an arc. Tied for the fastest in the game (frame 4 startup) with good coverage above and behind Diddy. However, it posseses a blindspot in front of Diddy, making it unable to hit most characters in a rising up air. Despite its hitbox issues, it is a great juggling tool, as it has above average base knockback, giving it strong combo potential at low percents and KO Potential at higher percents.
|uairdesc=Slakoth performs an overhead kick in an arc. Tied for the fastest in the game (frame 4 startup) with good coverage above and behind Slakoth. However, it posseses a blindspot in front of Slakoth, making it unable to hit most characters in a rising up air. Despite its hitbox issues, it is a great juggling tool, as it has above average base knockback, giving it strong combo potential at low percents and KO Potential at higher percents.
|dairname= 
|dairname= 
|dairdmg={{ShortHopDmgSSBU|13}} (fists), {{ShortHopDmgSSBU|10}} (arms)
|dairdmg={{ShortHopDmgSSBU|13}} (fists), {{ShortHopDmgSSBU|10}} (arms)
|dairdesc=DSlakoth swings both arms downward in a double ax-handle punch. A strong [[meteor smash]] and Slakoth's strongest aerial overall, though it is also his slowest. It has a large auto-cancel window at the beginning of the attack before the hitbox starts, which makes it a good tool for landing provided that the move is inputted shortly before touching the ground. It can also jab lock opponents at low percent ranges. It also combos into his other aerials on landing.
|dairdesc=Slakoth swings both arms downward in a double ax-handle punch. A strong [[meteor smash]] and Slakoth's strongest aerial overall, though it is also his slowest. It has a large auto-cancel window at the beginning of the attack before the hitbox starts, which makes it a good tool for landing provided that the move is inputted shortly before touching the ground. It can also jab lock opponents at low percent ranges. It also combos into his other aerials on landing.
|grabname= 
|grabname= 
|grabdesc=Slakoth reaches out in front of himself.
|grabdesc=Slakoth reaches out in front of himself.
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|fthrowname=
|fthrowname=
|fthrowdmg=9%
|fthrowdmg=9%
|fthrowdesc=Slakoth tosses his opponent forwards. The throw is based on Diddy Kong's barrel toss animation from ''Donkey Kong Country''. Diddy Kong's second strongest throw, KOing middleweights around 156% at the edge of [[Final Destination]]. It also has low ending lag, which allows it to combo into dash attack, forward- and back aerial at very low percentages.
|fthrowdesc=Slakoth tosses his opponent forwards. The throw is based on Slakoth's barrel toss animation from ''Donkey Kong Country''. Slakoth's second strongest throw, KOing middleweights around 156% at the edge of [[Final Destination]]. It also has low ending lag, which allows it to combo into dash attack, forward- and back aerial at very low percentages.
|bthrowname=
|bthrowname=
|bthrowdmg=12%
|bthrowdmg=12%
|bthrowdesc=Diddy Kong tosses his opponent backward. Diddy Kong's strongest and most damaging throw, KOing middleweights around 140% at the edge of [[Final Destination]] .
|bthrowdesc= Slakoth tosses his opponent backward. Slakoth's strongest and most damaging throw, KOing middleweights around 140% at the edge of [[Final Destination]] .
|uthrowname=
|uthrowname=
|uthrowdmg=1% (hit), 4% (throw)
|uthrowdmg=1% (hit), 4% (throw)
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|dthrowname=
|dthrowname=
|dthrowdmg=7%
|dthrowdmg=7%
|dthrowdesc=Diddy Kong throws the opponent onto the ground and hops over them. This is among his best combo starters, as it has extremely low ending lag and low knockback. It can set up into back aerial, forward aerial and up aerial very reliably depending on the opponent's DI, and can continue this string, especially on platforms. It can be used as a kill confirm into back air at the edge at around 110%, and into up aerial for the "Hoo Hah" KO confirm at around 90%-145% depending on weight, rage, and DI. However, the timing is somewhat strict.
|dthrowdesc=Slakoth throws the opponent onto the ground and hops over them. This is among his best combo starters, as it has extremely low ending lag and low knockback. It can set up into back aerial, forward aerial and up aerial very reliably depending on the opponent's DI, and can continue this string, especially on platforms. It can be used as a kill confirm into back air at the edge at around 110%, and into up aerial for the "Hoo Hah" KO confirm at around 90%-145% depending on weight, rage, and DI. However, the timing is somewhat strict.
|floorfname= 
|floorfname= 
|floorfdmg=7%
|floorfdmg=7%
|floorfdesc=Diddy Kong gets up and kicks on both sides.
|floorfdesc=Slakoth gets up and kicks on both sides.
|floorbname= 
|floorbname= 
|floorbdmg=7%
|floorbdmg=7%
|floorbdesc=Diddy Kong gets up and kicks on both sides.
|floorbdesc= Slakoth gets up and kicks on both sides.
|floortname= 
|floortname= 
|floortdmg=5%
|floortdmg=5%
|floortdesc=Diddy Kong gets up and kicks on both sides.
|floortdesc= Slakoth gets up and kicks on both sides.
|edgename= 
|edgename= 
|edgedmg=9%
|edgedmg=9%
|edgedesc=A spinning tail slap.
|edgedesc=A spinning tail slap.
|nsname=Peanut Popgun
|nsname=Yawn
|nsdmg=4.8%-13.8% (peanuts), 3% (close range), 23% (explosion)
|nsdmg=4.8%-13.8% (peanuts), 3% (close range), 23% (explosion)
|nsdesc=Diddy Kong shoots a peanut from his Popgun. A safe projectile attack that is rather useful in neutral. It can also be canceled in the air if the shield button is held before inputting the special button, which is useful for [[B-reversing]] to make Diddy Kong's movement harder to predict. The peanuts have the property of items and can be caught and thrown. The peanuts also bounce off of opponents and solid surfaces, but they lose their hitbox afterward. The longer Diddy Kong charges the attack, the farther and quicker the peanut will fly. If Diddy Kong overcharges the attack, however, it will cause a very powerful explosion that leaves him vulnerable but possesses massive knockback.
|nsdesc= Slakoth shoots a peanut from his Popgun. A safe projectile attack that is rather useful in neutral. It can also be canceled in the air if the shield button is held before inputting the special button, which is useful for [[B-reversing]] to make Diddy Kong's movement harder to predict. The peanuts have the property of items and can be caught and thrown. The peanuts also bounce off of opponents and solid surfaces, but they lose their hitbox afterward. The longer Diddy Kong charges the attack, the farther and quicker the peanut will fly. If Diddy Kong overcharges the attack, however, it will cause a very powerful explosion that leaves him vulnerable but possesses massive knockback.
|ssname=Monkey Flip
|ssname=Scratch
|ssdmg=14% (clean mid-air kick), 12% (mid midair kick), 10% (late midair kick), 1% (grab loop), 3% (grab attack, hit 1), 7% (grab attack, hit 2), 3% (jump attack, hit 1), 8% (jump attack, hit 2)
|ssdmg=14% (clean mid-air kick), 12% (mid midair kick), 10% (late midair kick), 1% (grab loop), 3% (grab attack, hit 1), 7% (grab attack, hit 2), 3% (jump attack, hit 1), 8% (jump attack, hit 2)
|ssdesc=Diddy Kong performs a back-flipping forward leap that has him cling onto an opponent. Inputting the move as a smash attack increases the distance of the jump. Once he has clung onto the opponent, he will continuously scratch them. During this time, he can perform an action depending on what button is pressed: pressing the attack or special move button will cause Diddy Kong to attack them with a double-handed chop them and then leap away while pressing the jump button will cause him to perform a pseudo footstool jump, which can [[meteor smash]] at high percentages. If the attack or special button is pressed during the jump, Slakoth will attack with a flying kick instead of latching on to his opponent. However, if Slakoth chooses to use the flying kick he will not be able to use his [[Rocketbarrel Boost|rocketbarrel pack]] unless he touches the ground first, making it a risky option offstage. This move is very useful in the neutral to pressure shielding opponents alongside the Banana Peel.
|ssdesc=Diddy Kong performs a back-flipping forward leap that has him cling onto an opponent. Inputting the move as a smash attack increases the distance of the jump. Once he has clung onto the opponent, he will continuously scratch them. During this time, he can perform an action depending on what button is pressed: pressing the attack or special move button will cause Diddy Kong to attack them with a double-handed chop them and then leap away while pressing the jump button will cause him to perform a pseudo footstool jump, which can [[meteor smash]] at high percentages. If the attack or special button is pressed during the jump, Slakoth will attack with a flying kick instead of latching on to his opponent. However, if Slakoth chooses to use the flying kick he will not be able to use his [[Rocketbarrel Boost|rocketbarrel pack]] unless he touches the ground first, making it a risky option offstage. This move is very useful in the neutral to pressure shielding opponents alongside the Banana Peel.
|usname=Rocketbarrel Boost
|usname=Strength
|usdmg=10% (launch explosion), 8% (early collision), 6% (late collision), 18% (collision explosion; detached Rocketbarrel Pack) 3.75%~4.33% (flying Rocketbarrel Pack); 5% (crash recoil)
|usdmg=10% (launch explosion), 8% (early collision), 6% (late collision), 18% (collision explosion; detached Rocketbarrel Pack) 3.75%~4.33% (flying Rocketbarrel Pack); 5% (crash recoil)
|usdesc=Slakoth charges his rocket barrel pack from ''Donkey Kong 64'' in a powerful attack. Can potentially fly very far and very fast when charged, however hitting a surface, or being hit, will make Slakoth lose his rocket barrels before falling a huge distance while being unable to perform any action, often falling too far to survive. Slakoth will also take recoil damage for hitting a surface. It travels significantly more horizontal/diagonal distance than it does vertically.
|usdesc=Slakoth charges his rocket barrel pack from ''Donkey Kong 64'' in a powerful attack. Can potentially fly very far and very fast when charged, however hitting a surface, or being hit, will make Slakoth lose his rocket barrels before falling a huge distance while being unable to perform any action, often falling too far to survive. Slakoth will also take recoil damage for hitting a surface. It travels significantly more horizontal/diagonal distance than it does vertically.
|dspage=Banana_Peel_(move)
|dspage=Sleep Talk_(move)
|dsname=Banana Peel
|dsname=Sleep Talk
|dsdmg=3.8%~5.3%
|dsdmg=3.8%~5.3%
|dsdesc=Slakoth tosses a [[Banana Peel]] over his shoulder and into the air to have it fall onto the ground. Grounded opponents who touch the peel while on the ground or are hit by the peel when thrown will slip and [[trip]] on the floor. An integral part of Slakoth’s kit, as it allows him to take control of the stage, extend and create combos, set up KOs, easily punish missed attacks from his opponents even if they are spaced properly, and otherwise dominate the neutral game. A held banana also serves as one of the best [[out of shield]] options in the game when thrown. Only one banana peel can exist at one time, and it disappears when hit by an opponent or when thrown twice.
|dsdesc=Slakoth tosses a [[Banana Peel]] over his shoulder and into the air to have it fall onto the ground. Grounded opponents who touch the peel while on the ground or are hit by the peel when thrown will slip and [[trip]] on the floor. An integral part of Slakoth’s kit, as it allows him to take control of the stage, extend and create combos, set up KOs, easily punish missed attacks from his opponents even if they are spaced properly, and otherwise dominate the neutral game. A held banana also serves as one of the best [[out of shield]] options in the game when thrown. Only one banana peel can exist at one time, and it disappears when hit by an opponent or when thrown twice.
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===[[Idle pose]]s===
===[[Idle pose]]s===
*Scratches his rump, gets down on all fours, and shakes his fur.
*Scratches his rump and shakes his fur.
*Jumps in place twice.
*Jumps in place twice.
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