Diddy Kong (SSBU): Difference between revisions

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|availability = [[Unlockable character|Unlockable]]
|availability = [[Unlockable character|Unlockable]]
|tier = S-
|tier = S-
|ranking = 12
|ranking = 9
}}
}}
'''Diddy Kong''' ({{ja|ディディーコング|Didī Kongu}}, ''Diddy Kong'') is a playable character in ''[[Super Smash Bros. Ultimate]]''. He was officially confirmed on June 12th, 2018 alongside {{SSBU|Olimar}} and the rest of the returning roster. Unlike his previous appearances in the ''Super Smash Bros.'' series, Diddy Kong is now an unlockable character instead of a starter character. Diddy Kong is classified as [[Fighter number|Fighter #36]].
'''Diddy Kong''' ({{ja|ディディーコング|Didī Kongu}}, ''Diddy Kong'') is a playable character in ''[[Super Smash Bros. Ultimate]]''. He was officially confirmed on June 12th, 2018 alongside {{SSBU|Olimar}} and the rest of the returning roster. Unlike his previous appearances in the ''Super Smash Bros.'' series, Diddy Kong is now an unlockable character instead of a starter character. Diddy Kong is classified as [[Fighter number|Fighter #36]].
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Diddy Kong once again retains his realistic chimpanzee screeches that were used in both ''[[Super Smash Bros. Brawl]]'' and ''[[Super Smash Bros. 4]]'' instead of being voiced by Katsumi Suzuki.
Diddy Kong once again retains his realistic chimpanzee screeches that were used in both ''[[Super Smash Bros. Brawl]]'' and ''[[Super Smash Bros. 4]]'' instead of being voiced by Katsumi Suzuki.


Diddy Kong is currently ranked 12th out of 82 characters on the current ''Ultimate'' tier list, ranking him in S- tier. This is a sizeable drop from his ranking in ''Smash 4'', where he was tied with {{SSB4|Cloud}} at 2nd/3rd out of 54, and is technically his worst placement in the series.
Diddy Kong is currently ranked 9th out of 82 characters on the current ''Ultimate'' tier list, ranking him in S- tier. This is a slight drop from his ranking in ''Smash 4'', where he was tied with {{SSB4|Cloud}} at 2nd/3rd out of 54, and is technically his lowest placement in the series. Diddy Kong possesses many strengths that are core to his gameplan. He has a strong neutral with his signature item being the [[Banana Peel]]. It offers him an extensive and flexible array of options at his disposal, using it for combos or setups into KOs or edgeguards. His small size makes him generally hard to hit or pin down. Diddy Kong also has good frame data on his moves, allowing him to box out his opponents at ease. He also possesses a command grab which can also be a burst option in [[Monkey Flip]] to condition foes to shield.
 
Despite these strengths, Diddy Kong has some weaknesses. For example, since his Banana is an item, opponents can use it against him, allowing for their own combo or KO confirm on Diddy. Diddy Kong also does not have many reliable ways to secure stocks at high percents if his opponents are past KO confirm percentages, which is further exacerbated by his light stature as he cannot take advantage of [[rage]] as effectively, making him rely on stray hits. Finally, his recovery is relatively exploitable as if he gets hit during [[Rocketbarrel Boost]], he is in a lot of endlag until he can recover again.
 
Overall, while Diddy has a lot of strengths to contend with the best of the best, he has some weaknesses that can be exploited from players who know the matchup. He has seen strong tournament results from most notably {{Sm|Tweek}}, who has won several majors with him, and other players, such as {{Sm|Aaron}} and {{Sm|Ryuoh}}.


==How to unlock==
==How to unlock==
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==Changes from ''[[Super Smash Bros. 4]]''==
==Changes from ''[[Super Smash Bros. 4]]''==
Diddy Kong was one of the most dominant characters in [[Diddy Kong (SSBB)|both of his]] [[Diddy Kong (SSB4)|first appearances]] thanks to his useful moves and the ability to produce items, namely {{b|Banana Peel|move}}s, which grant him an amazing control of the neutral game. Even after receiving nerfs in game updates in ''SSB4'', Diddy would continue dominating other characters, ending his run in top tier (3rd out of 58 characters). Most likely owing to his overwhelming success, Diddy Kong was nerfed significantly in the transition to ''Ultimate'', though he would later receive significant buffs in various updates to compensate. Ultimately, he is considered to be moderately nerfed overall.  
Diddy Kong was one of the most dominant characters in [[Diddy Kong (SSBB)|both of his]] [[Diddy Kong (SSB4)|first appearances]] thanks to his useful moves and the ability to produce items, namely {{b|Banana Peel|move}}s, which grant him an amazing control of the neutral game. Even after receiving nerfs in game updates in ''SSB4'', Diddy would continue dominating other characters, ending his run in top tier (3rd out of 58 characters). Most likely owing to his overwhelming success, Diddy Kong was initially nerfed significantly in the transition to ''Ultimate'', though he would later receive significant buffs in various updates to compensate. Ultimately, Diddy Kong is considered to be slightly nerfed overall.  


Diddy's neutral game has been toned down due to many of his staple moves being worsened in various ways. [[Up tilt|Up]] and [[down tilt]]s, [[down smash]], [[forward aerial]]'s late hit, [[up aerial]], and [[grab]] all have less range, making it harder for Diddy to take advantage of these moves at their highest range. Banana Peels cannot be grabbed as quickly due to him releasing one at a higher arc, and they have a cooldown before they can be produced again after disappearing. [[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. Diddy is also lighter, making him easier to KO.
Diddy's neutral game has been toned down due to many of his staple moves being worsened in various ways. [[Up tilt|Up]] and [[down tilt]]s, [[down smash]], [[forward aerial]]'s late hit, [[up aerial]], and [[grab]] all have less range, making it harder for Diddy to take advantage of these moves at their highest range. Banana Peels cannot be grabbed as quickly due to him releasing one at a higher arc, and they have a cooldown before they can be produced again after disappearing. [[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. Diddy is also lighter, making him easier to KO.


Further exacerbating these nerfs, the universal changes hinder Diddy Kong overall. The reduced [[shieldstun]] for items and increased lag on [[grab]]s weaken his approach and defensive game with Banana Peel; the latter change is compounded by the nerfs to his grabs' range. 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]].
Further exacerbating these nerfs, the universal changes hinder Diddy overall. The reduced [[shieldstun]] for items and increased lag on [[grab]]s weaken his approach and defensive game with Banana Peel; the latter change is compounded by the nerfs to his grabs' range. 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]].


Despite this, Diddy Kong has also received notable buffs to help compensate, some of which have been received through game updates. 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 have more range and/or reduced lag that increases their combo ability, namely [[neutral aerial]] (which can now autocancel from a SHFF) 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. A few of Diddy's moves also have more power, such as his [[up smash|up]] and down smash attacks.
Despite this, Diddy Kong has also received notable buffs to help compensate, some of which have been received through game updates. 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 have more range and/or reduced lag that increases their combo ability, namely [[neutral aerial]] (which can now autocancel from a SHFF) 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. A few of Diddy's moves also have more power, such as his [[up smash|up]] and down smash attacks.


His special moveset has also been improved in a number of ways. [[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 faster startup, deals more damage and charges significantly faster. Rocketbarrel Boost goes further when uncharged and makes Diddy Kong fall much slower during the charge period, slightly improving his recovery overall. Finally, Banana Peels benefit from the item's tweaked natural properties: they now possess transcendent priority, making them unable to trade with attacks and thus riskier to pick up; and they can now be thrown twice at opponents before disappearing (though this does potentially give opponents more opportunities to use the item against Diddy). Finally, in terms of gameplay changes, the universal increase in mobility benefits Diddy, as his already fast mobility has been further improved, allowing him to keep up with the rest of the cast.
His special moveset has also been improved in a number of ways. [[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 faster startup, deals more damage and charges significantly faster. Rocketbarrel Boost goes further when uncharged and makes Diddy fall much slower during the charge period, slightly improving his recovery overall. Finally, Banana Peels benefit from the item's tweaked natural properties: they now possess transcendent priority, making them unable to trade with attacks and thus riskier to pick up; and they can now be thrown twice at opponents before disappearing (though this does potentially give opponents more opportunities to use the item against Diddy). Finally, in terms of gameplay changes, the universal increase in mobility benefits Diddy, as his already fast mobility has been further improved, allowing him to keep up with the rest of the cast.


Overall, Diddy Kong's nerfs outweigh his buffs, even accounting for game update changes. Diddy must now take more risks in order to win the neutral game with his standard moves, and his Banana Peels have been nerfed to be less spammable. However, he has been slightly compensated in terms of moveset utility and power, and still possesses an oppressive factor courtesy of his fast frame data and movement speed, and Banana Peels remaining a strong tool in the neutral game. General optimizations and shifts in the metagame, combined with his changes from game updates, have also been benefitial to him. Because of this, Diddy performs overall worse than his ''SSB4'' iteration, but remains a noticeably strong pick in the recent metagame, being considered an "anti-meta" pick despite this being his worst iteration in the series so far.
Overall, Diddy Kong's nerfs moderately outweigh his buffs, even accounting for game update changes. Diddy must now take more risks in order to win the neutral game with his standard moves, and his Banana Peels have been nerfed to be less spammable. However, he has been generally compensated in terms of moveset utility and power, and still possesses an oppressive factor courtesy of his fast frame data and movement speed, and Banana Peels remaining a strong tool in the neutral game, which is further noticeable due to their new inability to trade. General optimizations and shifts in the metagame, combined with his changes from game updates, have also been benefitial to him. Because of this, Diddy performs overall slightly worse than his ''SSB4'' iteration, but remains a noticeably strong character, especially in the recent competitive metagame.


{{SSB4 to SSBU changelist|char=Diddy Kong}}
{{SSB4 to SSBU changelist|char=Diddy Kong}}
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|bthrowname=Back Rock Throw ({{ja|バックロックスルー|Bakku Rokku Surū}})
|bthrowname=Back Rock Throw ({{ja|バックロックスルー|Bakku Rokku Surū}})
|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=Diddy Kong tosses his opponent backward. Diddy Kong's strongest and most damaging throw, KOing middleweights around 140% at the edge of [[Final Destination]].
|uthrowname=Grab Kick ({{ja|グラブキック|Gurabu Kikku}})
|uthrowname=Grab Kick ({{ja|グラブキック|Gurabu Kikku}})
|uthrowdmg=1% (hit), 4% (throw)
|uthrowdmg=1% (hit), 4% (throw)
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|ssname=Monkey Flip
|ssname=Monkey Flip
|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 cho 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, Diddy Kong will attack with a flying kick instead of latching on to his opponent. However, if Diddy Kong 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 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, Diddy Kong will attack with a flying kick instead of latching on to his opponent. However, if Diddy Kong 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 Banana Peel.
|usname=Rocketbarrel Boost
|usname=Rocketbarrel Boost
|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)
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===[[Taunt]]s===
===[[Taunt]]s===
*'''Up taunt''': Tosses his cap in the air and has it land on his head. This is a reference to his victory pose in ''Donkey Kong Country'' after he defeats a boss or wins in a {{s|mariowiki|Bonus Area}}.
*'''Up taunt''': Tosses his cap in the air and has it land on his head. This is a reference to his victory pose in ''Donkey Kong Country'' after he defeats a boss or wins in a {{s|mariowiki|Bonus Area}}.
*'''Side taunt''': Angrily does a playful fighter's stance while growling, trying to assert his dominance.
*'''Side taunt''': Angrily does a playful fighter's stance while bellowing, trying to assert his dominance.
*'''Down taunt''': Claps his hands above his head four times, switching feet in the process.
*'''Down taunt''': Claps his hands above his head four times, switching feet in the process.
<gallery>
<gallery>
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===[[Idle pose]]s===
===[[Idle pose]]s===
*Scratches his rump, gets down on all fours, and shakes his fur.
*Scratches his behind, gets down on all fours, and shakes his fur.
*Jumps in place twice.
*Joyfully jumps in place twice.
<gallery>
<gallery>
SSBUDiddyKongIdle1.gif|Diddy Kong's first idle pose.
SSBUDiddyKongIdle1.gif|Diddy Kong's first idle pose.
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==In [[competitive play]]==
==In [[competitive play]]==
===Tier placement and history===
Diddy Kong's role in ''Ultimate'' competitive play has fluctuated over its lifetime. On release, top professionals immediately noticed his weaknesses, which include inconsistent KO'ing at higher percent and his greatly nerfed recovery. Many of Diddy Kong's top players, such as {{Sm|MVD}} and {{Sm|Zinoto}}, dropped him in favor of other characters. In the early months of ''Ultimate'', Diddy was perceived as a mid-tier character.
When update 3.1.0 dropped, Diddy received a multitude of buffs to his kit to compensate for his main problem of KOing as well as his previously weak recovery. Some players further optimized Diddy's moveset, such as an infinite being discovered on platforms, which was named the Pyramid Scheme. In addition, several dedicated mains, including {{Sm|Aaron|p=Florida}}, {{Sm|Dakpo}}, {{Sm|Rivers}}, and {{Sm|Legit}}, started to see better and more consistent results at nationals. Because of this, the general opinion of Diddy Kong started to improve, with some players, such as {{Sm|Samsora}}, {{Sm|Maister}}, and {{Sm|Dabuz}} viewing him as a solid high-tier character.
During the online metagame, patch 8.0.0 removed Diddy Kong's Pyramid Scheme infinite. However, due to the additional buffs received, players such as {{Sm|Tweek}} and Aaron continued to achieve impressive results. Tweek especially won {{Trn|Get On My Line 2020}} and {{Trn|TNS: Pandemic Monthly 5.5}} with the character.
Following the return of offline play, both players continued to see high placements with Diddy Kong, with Tweek notably winning {{Trn|Smash Ultimate Summit 3}}. As such, the current view on Diddy Kong has improved further compared to before the pandemic, with some players believing that he might reassess himself as a top-tier character, albeit still weaker than his previous incarnations. Diddy Kong also has a strong matchup spread, having positive matchups against most top and high tiers, such as {{SSBU|Joker}}, {{SSBU|Zero Suit Samus}}, {{SSBU|Palutena}}, {{SSBU|Lucina}}, {{SSBU|Sephiroth}}, and {{SSBU|Pokémon Trainer}}. {{Sm|Dabuz}} in particular has come out and said that he believes that Diddy Kong is top 10. However, some other players such as {{Sm|ESAM}}, {{Sm|Light|p=Connecticut}} and even {{Sm|Tweek}} believe that he is overrated and is a high tier at best.
Regardless, Diddy Kong is still seen as a strong character, making him ranked 12th on the first and current tier list, although it is still widely agreed that he is slightly worse than in ''Brawl'' and ''Smash 4.''
===Most historically significant players===
===Most historically significant players===
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*{{Sm|Legit|USA}} - One of the best Diddy Kong players in the United States. Placed 7th at {{Trn|Super Smashed Fest}}, 25th at {{Trn|GENESIS 7}} and {{Trn|Mainstage}}, 33rd at {{Trn|2GG: Prime Saga}}, and 49th at {{Trn|GENESIS 6}} with wins over {{Sm|Goblin}} and {{Sm|Joker}}. [[NorCal Power Rankings#Super Smash Bros. Ultimate|NorCal Ultimate Power Rankings]].
*{{Sm|Legit|USA}} - One of the best Diddy Kong players in the United States. Placed 7th at {{Trn|Super Smashed Fest}}, 25th at {{Trn|GENESIS 7}} and {{Trn|Mainstage}}, 33rd at {{Trn|2GG: Prime Saga}}, and 49th at {{Trn|GENESIS 6}} with wins over {{Sm|Goblin}} and {{Sm|Joker}}. [[NorCal Power Rankings#Super Smash Bros. Ultimate|NorCal Ultimate Power Rankings]].
*{{Sm|Rivers|USA}} - One of the best Diddy Kong players in the United States. Placed 2nd at {{Trn|Play With Heart}}, 13th at {{Trn|2GG: SwitchFest 2019}}, and 17th at {{Trn|2GG: Kongo Saga}} with wins over {{Sm|HIKARU}} and {{Sm|Lemmon}}. Currently ranked 5th on the [[New Jersey Ultimate Power Rankings]].
*{{Sm|Rivers|USA}} - One of the best Diddy Kong players in the United States. Placed 2nd at {{Trn|Play With Heart}}, 13th at {{Trn|2GG: SwitchFest 2019}}, and 17th at {{Trn|2GG: Kongo Saga}} with wins over {{Sm|HIKARU}} and {{Sm|Lemmon}}. Currently ranked 5th on the [[New Jersey Ultimate Power Rankings]].
*{{Sm|Ryuoh|Japan}} - One of the best Diddy Kong players in Japan. Placed 1st at {{Trn|Wave 1}}, 7th at {{Trn|Sumabato SP 28}} and {{Trn|Sumabato SP 29}}, and 13th at {{Trn|Kagaribi 7}} and {{Trn|JAPAN 24}}. Has wins over players such as {{Sm|HIKARU}}, {{Sm|Kome}}, and {{Sm|Sigma}}.
*{{Sm|Ryuoh|Japan}} - The current best Diddy Kong player in Japan. Placed 1st at {{Trn|Wave 1}}, 7th at {{Trn|Sumabato SP 28}} and {{Trn|Sumabato SP 29}}, and 13th at {{Trn|Kagaribi 7}} and {{Trn|JAPAN 24}}. Has wins over players such as {{Sm|HIKARU}}, {{Sm|Kome}}, and {{Sm|Sigma}}.
*{{Sm|Tweek|USA}} - The best Diddy Kong player in the world. Placed 1st at {{Trn|Let's Make Big Moves 2023}}, {{Trn|Port Priority 7}} and {{Trn|Smash Ultimate Summit 3}} as well as 2nd at {{Trn|Mainstage 2022}} and {{Trn|Collision 2022}}. Ranked 8th on [[OrionRank 2022]] and [[UltRank 2022]].
*{{Sm|Tweek|USA}} - The best Diddy Kong player in the world. Placed 1st at {{Trn|Let's Make Big Moves 2023}}, {{Trn|Luminosity Makes BIG Moves 2024}} and {{Trn|Smash Ultimate Summit 3}} as well as 2nd at {{Trn|Mainstage 2022}} and {{Trn|Collision 2022}}. Ranked 7th on [[LumiRank 2023]].
 
===Tier placement and history===
{{cleanup|Outdated}}
Diddy Kong's role in ''Ultimate'' competitive play has fluctuated over its lifetime. On release, top professionals immediately noticed his weaknesses, which include inconsistent KO'ing at higher percent and his greatly nerfed recovery. Many of Diddy Kong's top players, such as {{Sm|MVD}} and {{Sm|Zinoto}}, dropped him in favor of other characters. In the early months of ''Ultimate'', Diddy was perceived as a mid-tier character.
 
When update 3.1.0 dropped, Diddy received a multitude of buffs to his kit to compensate for his main problem of KOing as well as his previously weak recovery. Some players further optimized Diddy's moveset, such as an infinite being discovered on platforms, which was named the Pyramid Scheme. In addition, several dedicated mains, including {{Sm|Aaron|p=Florida}}, {{Sm|Dakpo}}, {{Sm|Rivers}}, and {{Sm|Legit}}, started to see better and more consistent results at nationals. Because of this, the general opinion of Diddy Kong started to improve, with some players, such as {{Sm|Samsora}}, {{Sm|Maister}}, and {{Sm|Dabuz}} viewing him as a solid high-tier character.
 
During the online metagame, patch 8.0.0 removed Diddy Kong's Pyramid Scheme infinite. However, due to the additional buffs received, players such as {{Sm|Tweek}} and Aaron continued to achieve impressive results. Tweek especially won {{Trn|Get On My Line 2020}} and {{Trn|TNS: Pandemic Monthly 5.5}} with the character.
 
Following the return of offline play, both players continued to see high placements with Diddy Kong, with Tweek notably winning {{Trn|Smash Ultimate Summit 3}}. As such, the current view on Diddy Kong has improved further compared to before the pandemic, with some players believing that he might reassess himself as a top-tier character, albeit still weaker than his previous incarnations. {{Sm|Dabuz}} in particular has come out and said that he believes that Diddy Kong is top 10. However, some other players such as {{Sm|ESAM}}, {{Sm|Light|p=Connecticut}} and even {{Sm|Tweek}} believe that he is overrated and is a high tier at best.
 
Regardless, Diddy Kong is still seen as a strong character, making him ranked 12th on the first tier list and 9th on the second, although it is still widely agreed that he is slightly worse than in ''Brawl'' and ''Smash 4.''


=={{SSBU|Classic Mode}}: Hey, Little Buddy!==
=={{SSBU|Classic Mode}}: Hey, Little Buddy!==
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SSBUWebsiteDiddyKong6.jpg|Tossing a {{b|Banana Peel|move}} on [[Great Bay]].
SSBUWebsiteDiddyKong6.jpg|Tossing a {{b|Banana Peel|move}} on [[Great Bay]].
SSBUWebsite16.jpg|Taunting with {{SSBU|Donkey Kong}} on [[Distant Planet]].
SSBUWebsite16.jpg|Taunting with {{SSBU|Donkey Kong}} on [[Distant Planet]].
SSBUWebsiteDonkeyKong3.jpg|With D.K. on Great Bay.
SSBUWebsiteDonkeyKong3.jpg|Taunting with Donkey Kong on Great Bay, holding a [[Banana Gun]].
SSBUWebsiteAlolanExeggutor1.jpg|[[Wall clinging]] onto [[Alolan Exeggutor]] with {{SSBU|Bayonetta}} on [[Big Blue]].
SSBUWebsiteAlolanExeggutor1.jpg|[[Wall clinging]] onto [[Alolan Exeggutor]] with {{SSBU|Bayonetta}} on [[Big Blue]].
SSBUWebsiteMarshadow1.jpg|Diddy Kong and {{SSBU|Lucas}} being attacked by [[Marshadow]] on the [[Bridge of Eldin]].
SSBUWebsiteMarshadow1.jpg|Diddy Kong and {{SSBU|Lucas}} being attacked by [[Marshadow]] on the [[Bridge of Eldin]].
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