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Diddy Kong (PM)

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For the unmodded version of Diddy Kong, see Diddy Kong (SSBB).
Diddy Kong
in Project M and Project+
File:SJS diddy.png
DKSymbol.svg
Universe Donkey Kong
Base game appearance Brawl
DiddyKongHeadSSBB.png

Diddy Kong is a playable character in the Brawl mod Project M.

Attributes

Changes from Brawl to PM

Diddy Kong received noticeable buffs from Brawl to PM to fit with the Melee physics.

  • Buff As with Captain Falcon, the third hit of Diddy's neutral attack is now always separated from the rapid hits, so he can either launch foes with the third hit to then jab cancel and follow up, or rack up damage with the rapid hits against enemies at low percentages.
  • Buff Like Donkey Kong's, his dash attack now can move off ledges, setting up offstage KOs.
  • Buff Down tilt has eariler IASA frames and set knockback, leaving foes open against attacks more easily.
  • Buff Neutral aerial is considerably stronger, dealing twice the former damage.
  • Buff The peanuts from Peanut Popgun now travel in straighter arcs and are much more powerful. A fully charged peanut can travel across the entire distance of Final Destination. Diddy can also air dodge out of his Peanut Popgun, allowing him to waveland between shots.
  • Buff Monkey Flip had its distance increased. Attacking regularly after grabbing now sends opponents upward, leading into aerials at higher percents.
  • Buff Rocketbarrel Boost has its distance increased. Furthermore, Diddy has more control over both its arc and launch angle allowing for better and trickier recoveries. Its power has also been increased, making it a viable combo finisher.
  • Nerf Can no longer infinite opponents with his Bananas, as tripping can now be teched.
  • Change His up taunt has been replaced with a juggling animation, possibly as a reference to his idle animation in Donkey Kong Country 2. Diddy will continue to juggle as long as the taunt button is held. His old up taunt is moved to his down taunt.
  • Change For his side taunt, Diddy now leans his head forward and puts a hand in his mouth with a burly expression, as if trying to contain his laughter from a foe (using the same SFX as the original side taunt).
  • Change Original down taunt is now an idle pose.
  • Change One of Diddy's victory poses now involves him wearing sunglasses while dancing around to the music playing on his beatbox.

Revisions

2.6b

  • Footstool height reduced
  • Dash-Attack now has multiple hits and sends at a lower angle. No interrupt window when done on the ground but still retains the no-lag feature when landing from the aerial version.
  • Forward-Tilt's hip hitbox removed. Arm (sourspot) hitbox damage matches the fist (sweetspot) but still retains a higher angle and less knockback
  • Down-Tilt deals a bit more overall knockback
  • Up-Smash's hits link into each other more reliably
  • Neutral-Aerial's initial hit angle is slightly higher
  • Forward-Aerial's initial hit damage and knockback adjusted so that it doesn't send very far at low percents but scales more rapidly with higher percent
  • Forward-Aerial's lingering hit knockback reduced overall
  • Back-Aerial sends farther at low percents
  • Up-Aerial sends at a lower angle and damage no longer depends on leg hitbox positioning
  • Down-Aerial's upper (sourspot) hitbox deals slightly more damage
  • Dash-Grab box has an extra active frame and its total duration is increased slightly
  • Turn-Grab range increased, and grabs slightly later to match other Turn Grab speeds
  • Up-Throw clank bug from Brawl that caused him to freeze up fixed
  • Neutral-B can be airdodged out of a couple frames earlier
  • Side-B's tilt/smash distances reduced and more noticeably vary in length. The tilt input sends Diddy at a much shorter distance than the smash input
  • Side-B kick timing window now exists during the beginning portion of the move (startup + first 7 frames of grab). Once this window passes Diddy is unable to kick and continues the grab
  • Side-B kick hitbox deals less damage and its knockback scales higher with percent
  • Side-B Attack Throw ("A" or "B" Input from grab) knockback lowered.
  • Side-B Jump Throw angle slightly forward. Diddy leaps a bit shorter lower in height but now has an air dodge window as he goes airborne
  • Up-B landing lag increased
  • Diddy falls a bit faster while charging Up-B in the air
  • Up-B's grounded startup now matches the aerial startup (7 frames) and no longer has invincibility
  • Up-B damage decreases throughout the boost's duration
  • Up-B initial hit deals increased knockback
  • Up-B's loose barrel moves 20% slower and deals slightly less damage
  • Banana knockback (air and grounded) is now weight* dependent. Opponents are knocked away at different lengths depending on their individual weight properties (lighter characters are knocked farther than heavier characters, essentially)
  • Grounded glide-toss moves Diddy significantly farther
  • Throwing a banana downward (while grounded) near an opponent's feet will cause them to trip instead of being hit
  • Thrown Banana hitboxes are now clankable

3.0

  • Shield size increased
  • Jab angles and damage adjusted to better link into each other. Final jab (the kick) knockback increased
  • Dash-Attack's hitboxes link more reliably and have had their sizes increased slightly. Grounded version can be interrupted earlier
  • Forward-Tilt's hitbox sizes increased slightly. Forward and high versions have their damages increased slightly
  • Up-Smash's hits link more reliably
  • Diddy steps more forward on the second hit of Forward Smash. The first hit's knockback and timing changed to better link into the farther-reaching second hit
  • Forward-Air's base knockback increased slightly
  • Down-Air's active frames activate slightly earlier
  • Down-Throw base knockback lowered but has higher knockback growth. Damage redone to be a two-hit move
  • Up-Throw sends up and slightly forward
  • Neutral-B (Peanut Popgun): Air Dodge window activates slightly earlier
  • Side-B (Monkey Flip): Tilt version now sends the same distance as the Smash version. You can now however hold back while jumping to shorten your overall distance. Attack ("A") Throw's trajectory moved inward slightly. Jump-Throw knockback growth and damage increased significantly, and Diddy's jump height has been reduced
  • Up-B (RocketBarrel Boost): Grounded startup reduced. Increase in damage from charging made slightly faster. Meteor hitbox more accurately reflects the blast graphic effects
  • Down-B (Banana Toss): Grounded banana hits induce the trip effect and retain weight-dependent knockback. Aerial banana hit knockback slightly increased

3.02

  • Fixed a bug where the sound effect for Diddy's shades breaking would play whenever he was hit after the shades were already broken

Moveset

Up to date as of [version].

Name Damage Description
Neutral attack Combo Swat Mash the button to perform 2 punches, than a kick. Mash more to use Diddy's tail.
Forward tilt Lean Punch 12%
Up tilt Jump Swipe 8%
Down tilt Low Clap 8%
Dash attack Cartwheel 4% per hit
Forward smash Spinning Punch
Up smash Fliparound
Down smash Breakdance Kick
Neutral aerial Air Cartwheel
Forward aerial Two-Legged Kick
Back aerial Rear Kick
Up aerial Flip Kick
Down aerial Two-Fisted Pound
Grab
Pummel Headbutt Headbutt the opponent while grabbing him/her for more damage. The more damage the opponent has, the more consistent headbutting will be.
Forward throw Toss
Back throw Rear Toss
Up throw Vertical Kick
Down throw Ground Bounce
Floor attack (front) Spin Swipe
Floor attack (back) Swirl Kick
Floor attack (trip) Spin Kick
Edge attack (fast) Quick Flick
Edge attack (slow) Slow Kick
Neutral special Peanut Popgun
Side special Monkey Flip Flip and throw a kick that propels Diddy forward. Can also be used as a Side recovery.
Up special Rocketbarrel Boost Hold button to charge up the Rocketbarrels power and release. Can also be aimed with the control stick.
Down special Banana Peel
Final Smash Rocketbarrel Barrage

In competitive play

Notable players

External links