Move Description Segment Damage Angle Hit Frames BKB KBG WBKB Type
Neutral attack   Slaps twice, then turns around and kicks with one foot and keeps it raised, while repeatedly hitting by lashing his tail out. First hit can set-up a grab if jab-cancel or even a buffered down smash. Hit 1 Hand 3% 80 3 4 0 100 10 TypeIcon(Hand).png EffectIcon(Normal).png
Arm 60
Body *
Hit 2 Hand 2% 80 11 12 0 100 10 TypeIcon(Hand).png EffectIcon(Normal).png
Arm 60
Body *
Hit 3 Foot 2% 90 24 25 0 100 15 TypeIcon(Foot).png EffectIcon(Normal).png
Leg 85
Body 80
Infinite Tail 2% 60 2, 8, 13,
15, 20, 23
(24-frame loop)
0 100 8 TypeIcon(Tail).png EffectIcon(Normal).png
Tip 1%
Forward tilt   Places both arms together above his head. Stands on one foot, leaning to the side and punching with both fists together above his head. Good KO move at high percentages. Fists 11% * 10 13 10 100 0 TypeIcon(Hand).png EffectIcon(Normal).png
Arms 9%
Body 8%
Up tilt   Swats in the air above him with a slap and looks similar to an uppercut. Quick and can combine with other attacks. This can be used to juggle at low damage percentages and KO at very high percentages with higher knockback than his up smash. 7% 80 6 12 28 130 0 TypeIcon(Hand).png EffectIcon(Normal).png
Down tilt   While crouching, slaps forward. Combos well into more down tilts and even a down smash. Extremely useful for racking up damage at low percentages. Has a trip chance of 40%. Hands 7% 60 4 6 15 75 0 TypeIcon(Hand).png EffectIcon(Normal).png
Arms 50
Body 40
Dash attack   Does a cartwheel spin, resembling the one from the Donkey Kong Country games. A great move due to having almost absolutely no ending lag and combines well with his up smash. Hit 1 Grounded 3% 270 9 13 70 50 0 TypeIcon(Foot).png EffectIcon(Normal).png
Aerial 58
Hit 2 2% 285 14 18 0 15
Hit 3 4% 68 20 23 24 70
Up smash   Hops a little and does a sort of cartwheel, hitting three times with extremely low knockback (weakest up smash in the game in terms of knockback). Fills in combos, can rack up damage easily. Hit 1 Hand 5% 95 5 7 0 30 30 TypeIcon(Hand).png EffectIcon(Normal).png
Elbow 50
Shoulder 70
Body 90
Hit 2 Foot 95 11 14 30 TypeIcon(Foot).png EffectIcon(Normal).png
Knee 50
Hip 70
Hit 3 6% 18 22 70 0 TypeIcon(Foot).png EffectIcon(Normal).png
Down smash   Performs a sweeping kick. It has less knockback than his forward smash, but it's still his most reliable smash attack. Hit 1 16% * 6 7 40 72 0 TypeIcon(Foot).png EffectIcon(Normal).png
Hit 2 12% 15 17 35
Forward smash   Spins, slapping forward twice. The first hit has no knockback, comboing into the second hit; however this can be escaped rather easily. The second hit does an extra 3 damage if shielded. When fully charged and both hits connect, it can KO at 94%. Hit 1 Hand 5% 90 12 13 0 100 28 TypeIcon(Hand).png EffectIcon(Normal).png
Elbow 60 35
Shoulder 30 42
Body 50
Hit 2 Hand 13% 40 21 23 40 90 0
Elbow 50
Arm 60
Neutral aerial   Sticks out hands and feet and spins. Only hits once with decent knockback, making it a sex kick. Looks similar to his dash attack. Arms 6% 80 6 20 60 75 0 TypeIcon(Hand).png EffectIcon(Normal).png
Legs TypeIcon(Foot).png EffectIcon(Normal).png
Forward aerial   Kicks both feet forward. Diddy's strongest aerial, a great edgeguarding option, and a good move to use in a short hop (though a bair is quicker and better for spacing). On the edge at above 100%, edge drop -> jump -> fair is considered one of the best options available. Clean 14% * 6 9 30 80 0 TypeIcon(Foot).png EffectIcon(Normal).png
Late 11% 10 16
Back aerial   Sticks leg out and spins it behind him. His fastest aerial, a great option for spacing whether a short hop is used or not. A short hopped bair is useful for quickly picking up bananas; while an air dodge is usually a better option due to having no landing lag, a bair can knock nearby opponents away. 9% * 5 8 30 100 0 TypeIcon(Foot).png EffectIcon(Normal).png
Up aerial   An overhead flip kick. Decent knockback, fairly fast. 11% 100 3 7 30 90 0 TypeIcon(Foot).png EffectIcon(Normal).png
Down aerial   Punches both arms down, meteor smashing powerfully as soon as it connects, but with some start-up lag. 12% 270 13 15 30 100 0 TypeIcon(Hand).png EffectIcon(Normal).png
Pummel   Headbutts his target, angled from the side of his body. Hits almost instantly. 2% * 2 0 100 40 TypeIcon(Head).png EffectIcon(Normal).png
Forward throw   Tosses opponent forward. Strongest throw. Based on how Diddy Kong would throw barrels in Donkey Kong Country. Best used to get opponents offstage to set up an edgeguard, can combo into an fair. 11% 42 11 69 55 0 TypeIcon(Throwing).png EffectIcon(Normal).png
Back throw   Tosses opponent backward, very similar to his f-throw in that it is useful for getting opponents offstage. 10% 38 9 66 55 0 TypeIcon(Throwing).png EffectIcon(Normal).png
Up throw   Throws opponent up and kicks them. Can be comboed with Rocketbarrel Boost, is a decent option for getting opponents into the air. If animation is interrupted by something like a projectile, Diddy Kong will freeze in place. Hit 1 4% 75 15 30 100 0 TypeIcon(Foot).png EffectIcon(Normal).png
Throw 5% 87 16 70 72 0 TypeIcon(Throwing).png EffectIcon(Normal).png
Down throw   Performs a leapfrog-like manoeuvre and throws the opponent underneath him. Has fair backwards knockback. Has little utility and almost no followups available. 9% 130 11 85 40 0 TypeIcon(Throwing).png EffectIcon(Normal).png
Floor (back)   Gets up and kicks to both sides. Hit 1 6% * 16 17 80 50 0 TypeIcon(Foot).png EffectIcon(Normal).png
Hit 2 25 26
Floor (front)   Gets up and punches on both sides. Hit 1 6% * 16 17 80 50 0 TypeIcon(Hand).png EffectIcon(Normal).png
Hit 2 26 27
Floor (trip)   Another two kicks to either side. Hit 1 5% * 19 20 60 50 0 TypeIcon(Foot).png EffectIcon(Normal).png
Hit 2 27 28
Edge (<100%)   Spinning tail slap. Base 8% 45 28 30 0 100 110 TypeIcon(Tail).png EffectIcon(Normal).png
Tip 6%
Edge (100%+)     10% * 50 54 0 100 110 TypeIcon(Foot).png EffectIcon(Normal).png
Neutral special move Peanut Popgun Diddy shoots a peanut. Damage depends on either speed or charge level (unknown). Shot 1% *   10 100 0 TypeIcon(Weapon).png EffectIcon(Normal).png
Thrown 4% 6 20 TypeIcon(Weapon).png EffectIcon(Normal).png
Side special move Monkey Flip A sideways hop, which grabs opponents and can be kicked out of. Can be used to gain some extra recovery distance. If Diddy jumps off the opponent in the air, they will be meteor smashed weakly. If the special move button is pressed after the flip, Diddy will kick, being a great combo move that can lead into a fair if a midair jump is available. However, if the kick is used, Rocketbarrel Boost cannot be used until landing. An impractical sacrificial KO is possible with this move by using it in the air and falling to the lower blast line with the opponent (referred to as "Diddycide"). In the Subspace Emissary, does repeated damage to enemies it passes through instead of grabbing. SSE 2% 20   0 100 60 TypeIcon(Body).png EffectIcon(Normal).png
Kick Hip 14% * 4 25 40 50 0 TypeIcon(Foot).png EffectIcon(Normal).png
Knee 12%
Foot 10%
Attack 5% *   40 75 0 TypeIcon(Hand).png EffectIcon(Normal).png
Attack Release 10% * 10 80 0 TypeIcon(Throwing).png EffectIcon(Normal).png
Jump Attack 5% *   30 40 0 TypeIcon(Foot).png EffectIcon(Normal).png
Jump Release 5% 270 25 40 0 TypeIcon(Throwing).png EffectIcon(Bury).png
Up special move Rocketbarrel Boost Diddy charges up his barrels and launches himself upwards. Can be angled with the Control Stick (but not if the move is uncharged). Diddy's primary recovery move, but leaves him vulnerable during the charging and can also self-stage spike on stages such as Final Destination. If Diddy is attacked out of the move, the barrels will fly around and can damage opponents (they also cannot be blocked). Ramming into opponents with the move sends them on a semi-spike trajectory. Hit 1 Grounded opponents 10% * 1 85 40 0 TypeIcon(Weapon).png EffectIcon(Flame).png
Aerial opponents 271 30 50
Hit 2 10% 70 2 8 85 40
Hit 3 8% 60 9 31 40 80
Loose barrel Flying 8% *   40 140 0 TypeIcon(Typeless).png EffectIcon(Normal).png
Explosion 15% 10 100 TypeIcon(Typeless).png EffectIcon(Flame).png
Down special move Banana Peel Pops a peel into the air.   3 20  
Final Smash Rocketbarrel Barrage Diddy flies around shooting explosive peanuts. Ram 18% 30   30 100 0 TypeIcon(Weapon).png EffectIcon(Flame).png
Peanut 18% 70 50 60 TypeIcon(Explosive).png EffectIcon(Flame).png
Explosion 20% 70 40 90 TypeIcon(Explosive).png EffectIcon(Flame).png