Diddy Kong
in Project M and Project+
Diddy Kong SSBB.jpg
Symbol of the DK series.
Universe Donkey Kong
Base game appearance Brawl
Moveset inspiration Diddy Kong (SSBB)
DiddyKongHeadSSBB.png

Diddy Kong is a playable character in the Brawl mod Project M. He comes from the Donkey Kong series of games, and has been modified from his Brawl format.

Attributes

Diddy Kong is a quick, unwieldy fighter, able to rack up quick damage with moves like his DACUS or to combo and make use of setups with his bananas. The ability to produce banana peels unlocks many moves with Diddy Kong. The peels cause opponents hit by them or who walk over them to trip, making them fantastic tools for approaching, heckling, or setting up traps to extend combos. Diddy Kong can use his jab combo to transition into other moves or aerial combos. He is adept at gimping opponents with his refined Monkey Flip, his dash attack, and his dair. Peanut Popgun can now be used more liberally, as the gun shoots further and stronger. Diddy's aerials are solid for comboing, and the same stands for his tilts and up smash.

However, Diddy cannot kill easily. His smashes are all very weak, with his forward smash (the most powerful) not killing until 100% or more on some characters, even when fully charged. This can lead to opponents surviving far longer than they should, and makes gimping opponents almost a necessity. In addition, his recovery options are somewhat limited. Rocketbarrel Boost flies in a mostly linear fashion, making it easy to block out for some characters.

Changes from Brawl to PM

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

  •   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.
  •   Like Donkey Kong's, his dash attack now can move off ledges, setting up offstage KOs. It also has increased speed for longer range, and can be canceled in for a long DACUS, improving his ground game.
  •   Down tilt has eariler IASA frames and set knockback, leaving foes open against attacks more easily.
  •   Neutral aerial is considerably stronger, dealing twice the former damage.
  •   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.
  •   Monkey Flip had its distance increased. Attacking regularly after grabbing now sends opponents upward, leading into aerials at higher percents.
  •   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.
  •   As Diddy Kong can produce a throwable item, he benefits from from the addition of aerial glide tossing, both in his approach, combo, and movement options, and in his recovery.
  •   The faster falling speeds increase characters' vertical endurances, causing Diddy Kong's moves with already minimal KO potential to be even worse, forcing him to rack up ludicrous amounts of damage.
  •   Diddy Kong can no longer infinite opponents with his Bananas, as tripping can now be teched.
  •   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.
  •   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).
  •   Original down taunt is now an idle pose.
  •   One of Diddy's victory poses now involves him wearing sunglasses while dancing around to the music playing on his beatbox.

Revisions

2.6b

  •   Down-Tilt deals a bit more overall knockback
  •   Up-Smash's hits link into each other more reliably
  •   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
  •   Back-Aerial sends farther at low percents
  •   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 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
  •   Up-B initial hit deals increased knockback
  •   Grounded glide-toss moves Diddy significantly farther
  •   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
  •   Footstool height reduced
  •   Forward-Tilt's hip hitbox removed. Arm (sourspot) hitbox damage matches the fist (sweetspot) but still retains a higher angle and less knockback
  •   Forward-Aerial's lingering hit knockback reduced overall
  •   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 hitbox deals less damage and its knockback scales higher with percent
  •   Side-B Attack Throw ("A" or "B" Input from grab) knockback lowered.
  •   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's loose barrel moves 20% slower and deals slightly less damage
  •   Thrown Banana hitboxes are now clankable
  •   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.
  •   Neutral-Aerial's initial hit angle is slightly higher
  •   Up-Aerial sends at a lower angle and damage no longer depends on leg hitbox positioning
  •   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)
  •   Throwing a banana downward (while grounded) near an opponent's feet will cause them to trip instead of being hit

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
  •   Neutral-B (Peanut Popgun): Air Dodge window activates slightly earlier
  •   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
  •   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
  •   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

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 3%, 2%, 4%, then 1% each infinite
Forward tilt Lean Punch 12%
Up tilt Jump Swipe 8%
Down tilt Low Clap 8%
Dash attack Cartwheel 3 hits of 4% (12% total)
Forward smash Spinning Punch 5% then 14% (19% total)
Up smash Fliparound 3% (hits 1 and 2), 9% (3rd hit); 15% total
Down smash Breakdance Kick 16% (front), 13% (back)
Neutral aerial Air Cartwheel 12% (clean), 9% (late)
Forward aerial Two-Legged Kick 14% (clean), 9% (late)
Back aerial Rear Kick 12% (foot), 11% (body)
Up aerial Flip Kick 12% (clean), 8% (late)
Down aerial Two-Fisted Pound 15% (sweetspot), 14% (sourspot)
Grab
Pummel Headbutt 3%
Forward throw Toss 11%
Back throw Rear Toss 10%
Up throw Vertical Kick 12%
Down throw Ground Bounce 8%
Floor attack (front) Spin Swipe 6%
Floor attack (back) Swirl Kick 6%
Floor attack (trip) Spin Kick 5%
Edge attack (fast) Quick Flick 8%
Edge attack (slow) Slow Kick 10%
Neutral special Peanut Popgun 5-17% Diddy Kong pulls out his peanut popgun and fires a peanut. Can be charged
Side special Monkey Flip 12% (grab), 7% (air kick)
Up special Rocketbarrel Boost 10-21%
Down special Banana Peel 8% (dash thrown), 6% (thrown), 5% (dropped)
Final Smash Rocketbarrel Barrage 8% then 15% (per shot fired), 18% (contact), 20% (ending blast)

In competitive play

Notable players

Palette swaps

Diddy Kong's palette swaps remain unchanged from Brawl.

 
Diddy Kong's palette swaps in PM

External links