Super Smash Bros. Ultimate

Diddy Kong (SSBU)

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This article is about Diddy Kong's appearance inSuper Smash Bros. Ultimate. For the character in other contexts, seeDiddy Kong.
Diddy Kong
inSuper Smash Bros. Ultimate
Diddy Kong SSBU.png
DKSymbol.svg
UniverseDonkey Kong
Other playable appearancesinBrawl
inSSB4

AvailabilityUnlockable
Final SmashHyper Rocketbarrel
TierS- (8)
Diddy Kong (SSBU)

Diddy Kong (ディディーコング,Diddy Kong) is a playable character inSuper Smash Bros. Ultimate. He was officially confirmed on June 12th, 2018 alongsideOlimar and the rest of the returning roster. Unlike his previous appearances in theSuper Smash Bros. series, he is now an unlockable character instead of a starter character. Diddy Kong is classified asFighter #36.

Diddy Kong once again retains his realistic chimpanzee screeches (sampled once again from the commonly used "Chimpanzee Screeche PE026201" stock sound effect) that were used in bothSuper Smash Bros. Brawl andSuper Smash Bros. 4 instead of being voiced by Katsumi Suzuki.

Diddy Kong is currently ranked 8th out of 82 characters on theUltimate tier list, ranking him at the very top of S- tier. This is a slight drop from his ranking inSmash 4, where he was tied withCloud at 2nd/3rd out of 54, which technically makes it his worst 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 theBanana Peel: it offers him an extensive and flexible array of options, such as combos and setups into KOs or edgeguards. His small size generally makes him hard to hit or pin down. Diddy Kong also has good frame data on his moves, allowing him to box out his opponents with ease. He also possesses a command grab inMonkey Flip, which can be used as a burst option and to condition foes to shield.

Despite these strengths, Diddy Kong has some weaknesses. Since his banana peel is an item, opponents can use it against him, allowing for their own combo or KO confirms. Diddy Kong also does not have as many reliable ways to secure stocks at high percents if his opponents are past KO confirm percentages, which is exacerbated by his light stature as he cannot take advantage ofrage as effectively. Finally, his recovery is relatively exploitable: if he gets hit duringRocketbarrel Boost, he is put into a significant endlag animation that will likely result in him being KO'd.

Diddy Kong had a rocky start in the early phases ofUltimate, but balance changes and metagame shifts have resulted in Diddy Kong seeing strong tournament results from his mains. His most notable results come fromTweek, who has won several majors with him, and other players such asAaron,Ryuoh andNyonoknb.

How to unlock[edit]

Complete one of the following:

With the exception of the third method, Diddy Kong must then be defeated onKongo Falls. In World of Light, he is fought on theΩ form ofKongo Jungle.

Attributes[edit]

Diddy Kong is a smallmiddleweight with typical attributes for his weight class; he has very fastwalk,run, andfall speeds, which allows him to move on the ground very well. In contrast, his air mobility is rather lacking, as hisair speed andair acceleration are both below average. Overall, while Diddy 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, Diddy Kong 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.

Another important aspect of Diddy'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 Diddy 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. Diddy'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 Diddy'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.

Diddy's special moveset also comes with several unique options. His neutral special,Peanut Popgun, is a small projectile with low range and knockback when uncharged. It is useful for pestering the opponent in the neutral game and can be charged, giving it extreme power when fully charged, although it has extremely high lag, doesn't shoot at a distance, and its charge cannot be saved like other chargeable projectiles(such as Samus'Charge Shot). He can also cancel charging the move by shielding, dodging, or spotdodging. His side special,Monkey Flip, has Diddy leap forward and will act as a command grab when landed on the opponent or will be a fast kick if the player presses the attack button again during the duration of the move. Due to its fast speed and decent distance, low endlag, and ability to edge-cancel off platforms or the ledge of the stage, it can be used as both a movement option and a way to approach, as its speed can compensate for his poor air mobility. It can also be used for horizontal recovery. His up special,Rocketbarrel Boost, is Diddy'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 Diddy 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 Diddy 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, Diddy'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 Diddy and his opponent. If Diddy 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 Diddy 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 Diddy 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.

Despite very strong strengths, Diddy isn't without his weaknesses. His two main flaws are a lackluster disadvantage state and predictable recovery. Monkey Flip, while fast, can be extremely predictable when used in a disadvantagous position, as it is Diddy's main way of getting out of juggle situations, due to his horrible air mobility. Diddy especially suffers when the opponent is able to consistently keep him in disadvantage state, not allowing banana to be pulled. This can snowball in some matchups, making it extremely hard to catch up to the opponent if diddy is not able to get his gameplan started. Diddy'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. Rocketbarrel Boost itself grants Diddy a relatively long ranged recovery option, the drawback being that it leaves Diddy wide open for attacks. If diddy is hit out of the Rocketbarrel Boost with a weak move he will become helpless and slowly fall to his death, making it easy to gimp him. Diddy Kong also suffers from a lack of range, though this is somewhat offset by his banana, which provides him with a fast and transcendent projectile.

Diddy Kong falls into a quick, bait and punish heavy playstyle. He must control the neutral game with his banana and great ground moves, capitalising on his opponents' mistakes by repeatedly getting them offstage or juggling them to rack up damage. Diddy can use his fast and non-committal down tilt to set up for kills at high percent or use his banana to set up for a smash attack, ending the opponents' stock even earlier. 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.

Changes fromSuper Smash Bros. 4[edit]

Diddy Kong was one of the most dominant characters in both of his appearances inBrawl andSSB4, thanks to his useful moves and the ability to produce items, namelyBanana Peels, which grant him an amazing control of the neutral game. Even after receiving nerfs in game updates inSSB4, Diddy continued to be dominant. Most likely owing to his overwhelming success, Diddy Kong was initially nerfed significantly in the transition toUltimate, though he would later receive significant buffs in various updates to compensate. Ultimately, Diddy is considered to be slightly nerfed overall.

Diddy Kong's neutral game has been toned down due to many of his staple moves being worsened in various ways.Up anddown tilts,down smash,forward aerial's late hit,up aerial, andgrab 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, some of the universal changes hinder Diddy overall. The reducedshieldstun for items and increased lag ongrabs 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 hisup 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 hisback aerial from a risingshort hop.

Despite this, Diddy Kong has also received notable buffs to help compensate, some of which have been received through game updates. Hisneutral 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, namelyneutral aerial (which can now autocancel from a short hop fast fall), forward aerial's clean hit,dash attack, up tilt,down aerial, anddown 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 hisup 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, and is barely affected by the changes to jostle mechanics, greatly improving its utility as an offensive tool and making it unpredictable as to whether or not Diddy will cross the opponent up.Peanut Popgun has faster startup, deals more damage and charges significantly faster, marginally improving the overcharge portion as a hard punish. Rocketbarrel Boost goes further when uncharged and makes Diddy fall much slower during the charge period, slightly compensating for his worse recovery. 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 noticeably 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 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. As a result, Diddy performs similarly effectively as inBrawl andSSB4.

Aesthetics[edit]

  • Change Due to the aesthetic used inUltimate, Diddy Kong's model features a more subdued color scheme. LikeDonkey Kong, his fur is less detailed and appears flatter. The fabric of his hat and shirt has subtle detail, and his facial proportions have been tweaked.
  • Change Diddy Kong faces the foreground at an angle, instead of facing directly forward. In addition, most of his animations are mirrored while some are slightly altered. However, he reverts to his previous idle animation while holding a smallitem.
  • Change Diddy Kong is more expressive, he appears angry during his up and down throw as well as grabbing onto a ledge.
  • Change Diddy Kong's hat has greater independent physics; it appears to be "looser" around his head, popping off slightly while performing many actions.
  • Change Up taunt has an altered ending animation. Diddy Kong now fixes his hat as it lands crooked on his head.

Attributes[edit]

  • Buff Like all characters, Diddy Kong'sjumpsquat animation takes 3 frames to complete (down from 4).
  • Buff Diddy Kongruns faster (1.824 → 2.006).
    • Buff His initialdash is significantly faster (1.7 → 2.09).
  • Buff Diddy Kongwalks faster (1.25 → 1.313).
  • Buff Diddy Kong'sair speed is higher (0.88 → 0.924).
  • Buff Diddy Kong'straction is much higher (0.0484 → 0.093).
  • Nerf Diddy Kong islighter (93 → 90), worsening his endurance.
  • Nerf Forwardroll grants lessintangibility (frames 4-15 → 4-14) and has more ending lag (FAF 28 → 29).
  • Nerf Back roll has more ending lag (FAF 28 → 34).
  • BuffSpot dodge has less ending lag (FAF 26 → 24).
  • Nerf Spot dodge has more startup and grants less intangibility (frame 2-16 → 3-14).
  • BuffAir dodge grants more intangibility (frames 2-26 → 2-27).
  • Nerf Air dodge has significantly more ending lag (FAF 32 → 45).

Ground attacks[edit]

  • Neutral attack:
    • Buff The first and second hits have significantly less ending lag (FAF 34 → 20 (hit 1), 37 → 21 (hit 2)), no longer being among the slowest to interrupt.
    • Buff The first and second hits have altered angles (105°/78°/45° (hit 1), 100°/78°/45° (hit 2) →361°/180°) and knockback (16/18/24set/100 scaling → 25/20 base/25/15 scaling (hit 1), 20 base/25/15 scaling (hit 2)) to keep opponents on the ground and closer to Diddy Kong, akin to other neutral attacks. This allows them to connect better andjab lock.
    • Buff The first hit transitions into the second hit faster (frame 9 → 6), which transitions into the third hit faster (frame 9 → 7). The third hit also has less startup lag (frame 9 → 5).
    • Buff The first hit can be held for a consecutive jab.
    • Change The infinite portion has been removed; the third hit instead launches at a different angle (90°/85°/60° → 361°) and no longer deals set knockback (25/37 set/100 scaling → 60 base/80 scaling).
      • Buff This makes the neutral attack much more consistent, no longer risking opponents escaping it before the final hit and punishing Diddy Kong. The third hit also has less ending lag compared to the previous neutral infinite's finisher (FAF 39 → 35).
      • Nerf However, the move deals much less damage overall as a result, despite all three hits having their damage values increased (1.2% → 2% (hit 1), 1.2% → 1.5% (hit 2), 2% → 4% (hit 3)). The third hit is also weaker compared to the previous neutral infinite's finisher, no longer KOing under 300% from the center ofFinal Destination.
    • Nerf All hits have a shorter hitbox duration (2 frames → 1 frame).
    • Change All hits have a higherhitlag multiplier (1× → 1.6× (hit 1), 1.2× (hit 2), 2× (hit 3)).
    • Change The third hit has an altered animation, being a side kick rather than a back kick.
  • Forward tilt:
    • Buff Forward tilt's arm hitboxes have a longer duration (1 frame → 2 frames), and the hand hitboxes retain full damage for longer before transitioning to sourspots (1 frame → 3 frames), improving the consistency of both the range and damage output of the move.
    • Buff The late hit has a longer duration (11-13 → 13-16).
    • Buff The hitboxes on Diddy Kong's fists are larger (2.7u → 3.8u).
    • Buff It sends opponents at a lower angle (361° → 35°), improving its ability to set up tech chases and edgeguards, and improving its KO potential.
    • Change Forward tilt has more base knockback (10 → 60), but less knockback scaling (100 → 60). This increases its safety on hit at low percents, but reduces its KO potential at high percents, and removes its ability tolock.
  • Up tilt:
    • Buff Up tilt has less ending lag (FAF 33 → 30), improving its combo potential.
    • Nerf It has an altered animation where Diddy Kong does not leap as high, decreasing its vertical range. It can no longer hit opponents on the middle platforms inBattlefield.
  • Down tilt:
    • Nerf Down tilt's farthest hitbox is noticeably smaller (4.2u → 3u), reducing its range.
      • Change It is also lower down (Y offset: 2.25 → 1.8).
  • Dash attack:
    • Buff Dash attack has less startup (frame 9/18/24 → 8/16/22) and ending lag (FAF 46 → 41), improving its combo potential.
    • Buff Due to the changes tojostle mechanics, it can no longer whiff if initiated too close to an opponent.
    • Buff The first and second hits have lower hitlag multipliers (1× → 0.5× (hit 1), 0.8× (hit 2)) and an additional hitbox, as well as different launch angles for aerial opponents, with the second and hit's also being larger (3.5u → 4u). The second hit also uses different set knockback values (55/40/70 → 45/45/70) and the third hit has a larger hitbox (4.5u → 5.5u), allowing the move to connect more reliably.
    • Buff The second and third hits have a longer hitbox duration (1 frame → 2 frames).
    • Change The third hit launches at a slightly higher angle (78° → 83°).
    • Change Diddy Kong sports an angry expression at the third hit.
  • Forward smash:
    • Buff The first hit uses different angles (90°/60°/30° → 10°/45°/80°/22° (clean), 0° (late)) and set knockback values (28/35/42 → 20/35/25/42 (clean), 20 (late)), as well asweight-independent knockback, allowing it to connect more reliably into the second hit.
    • Buff The second hit has one frame less startup (frame 22 → 21).
      • Nerf However, its total duration remains unchanged, giving it one frame more ending lag.
  • Up smash:
    • Buff The first and second hits have received various changes to their angles and set knockback, and the second hit uses weight-independent knockback like the first, allowing the move to connect more reliably.
    • Buff The third hit deals more knockback (50 base/129 scaling → 55/131).
  • Down smash:
    • Buff Down smash deals more knockback (40 base/72 scaling → 46/77 (hit 1), 35 base → 38 (hit 2)).
    • Buff The second hit has less startup (frame 16 → 12).
      • Nerf However, it has a shorter hitbox duration (frames 16-18 → frame 12), with its total duration not fully compensated, giving it more ending lag (FAF 53 → 51).
    • Nerf Both hits have two hitboxes instead of three, which are smaller, significantly reducing its range (4u/4u/5u → 3.9u/3.3u).
    • Nerf The first hit has slightly more startup (frame 6 → 7).

Aerial attacks[edit]

  • Buff All aerials have less landing lag (13 frames → 8 (neutral), 26 → 16 (forward), 12 → 7 (back), 21 → 9 (up), 28 → 17 (down)).
  • Neutral aerial:
    • Buff Neutral aerial has regained its much fasterauto-cancel window fromBrawl (frame 59 → 27), allowing it to auto-cancel in ashort hop fast fall once again.
    • Buff It has noticeably larger hitboxes (2u → 3.5u).
  • Forward aerial:
    • Buff Forward aerial's early hit has noticeably larger hitboxes (4u → 5u).
    • Nerf Forward aerial's late hit has much smaller hitboxes (5u → 2.7u).
    • Change It has an altered animation where Diddy Kong does not spin as much.
  • Up aerial:
    • Buff Up aerial has less ending lag (FAF 39 → 36), matching its ending lag fromSSB4 prior to update1.0.8. This allows it to combo slightly better into itself.
    • Buff It deals more damage (6% → 7%) with only base knockback compensated (64 → 57), slightly improving its KO potential.
    • Nerf Up aerial has an altered animation where Diddy's attacking foot is positioned higher up on frame 4 (with the move's hitbox timing and duration unchanged), noticeably reducing the move's horizontal range in front of Diddy Kong, especially against grounded opponents.
  • Down aerial:
    • Buff Down aerial has less startup (frame 17 → 15), with its total duration reduced as well (FAF 49 → 47).
    • Buff The removal ofteching for groundedmeteor smashes improves down aerial's combo potential onstage, compounded further by its reduced landing lag.

Throws and other attacks[edit]

  • Grabs:
    • Nerf All grabs have more startup (frame 6 → 7 (standing), 8 → 10 (dash), 9 → 11 (pivot)) and ending lag (FAF 32 → 37 (standing), 39 → 45 (dash), 37 → 40 (pivot)).
    • Nerf All grabs have less range (Z2 offset: 8.3u → 7.8u (standing), 9.9u → 9.5u (dash), 13.9u → 13.6u (pivot)).
    • Change Diddy Kong uses one hand to grab instead of both. He also has a surprised expression if he misses his grab.
  • Pummel:
    • Buff Pummel deals more hitlag (4 frames → 11), but has less startup (frame 2 → 1) and significantly less ending lag (FAF 17 → 7), shortening its effective duration.
    • Nerf It deals less damage (2% → 1%).
    • Change It has an altered animation where Diddy Kong no longer hops off the ground while pummeling.
  • Up throw:
    • Buff Up throw has less ending lag (FAF 28 → 27).
      • Nerf However, the faster knockback physics hinder up throw's combo potential at high percents despite this, no longer having a KO setup into up aerial unless initiated at the top platform of Battlefield.
  • Down throw:
    • Buff Diddy Kong releases opponents from down throw later (frame 19 → 22). While this does make it easier to DI, this also improves its combo potential, as its total duration was unchanged.
  • Edge attack:
    • Buff Edge attack deals more damage (7% → 9%).

Special moves[edit]

  • Peanut Popgun:
    • Buff Peanut Popgun has less startup lag (frame 18 → 16) and charges much faster (frame 120 → 94 (full charge), 123 → 97 (explosion)).
      • Nerf However, its total duration remains unchanged, giving it more ending lag.
    • Buff It has gained a melee hitbox that deals 3%, increasing its utility at point blank range by allowing it to rack up more damage and negatereflectors.
    • Buff The peanuts deal more damage (3.6%-12% → 4.8%-13.8%).
    • Change Diddy Kong's animation for Peanut Popgun is mirrored, and he can fire with either his left or right hand.
    • Change Peanuts bounce once upon hitting the ground, and float upwards before exploding upon hitting an opponent, although these animations are only aesthetic.
  • Monkey Flip:
    • Buff Monkey Flip has less startup lag (frame 20 → 18).
    • Buff The grab has more horizontal range (Z offset: 3u/2u → 4.5u/4u).
    • Change The jump attack now immobilises the opponent for exactly 20 frames if the move does not cause tumble, regardless of hitstun, increasing the stun time if hitstun is lower than 20 frames, but lowering it if hitstun is between 20 and 32 frames.
    • Nerf It has more ending lag (FAF 44 → 48).
    • Change The grab's automatic pummel has Diddy Kong repeatedly scratch the opponent instead of simply latching onto them.
  • Rocketbarrel Boost:
    • Buff Rocketbarrel Boost's clean hit has larger hitboxes (3.5u → 4u).
    • Buff The uncharged boost is larger (initial speed: 2.2 → 3.1).
    • Nerf The additional boost per frame of charge is smaller (0.031 → 0.019).
    • Nerf Its maximum charge time has been significantly reduced (90 frames → 60), combined with the previous change, this significantly reduces the height of the fully charged version to the point where it barely grants more distance than the uncharged version if used while falling, hindering Diddy Kong's recovery.
    • Nerf The boost multiplier when used in the air is lower (1.12× → 1.05×), and thus the height gained when using the move in the air isn't increased as much compared to when used on the ground, further reducing the distance it travels in the air.
  • Banana Peel:
    • Buff The Banana Peel can hit opponents twice before disappearing rather than only once, bouncing off in a high arc on the first hit. This allows Diddy Kong to pick it up and throw it again, but shielding opponents can likewise punish Diddy Kong and steal the Banana Peel, leaving him more disadvantaged. However, it drastically improves the moves combo potential.
    • Buff The Banana Peel now hastranscendent priority making it phase through other hitboxes. This allows it to be used much more effectively for spacing andedgeguarding, as it can combo into down air when z dropped at the ledge.
    • Nerf Diddy Kong throws the banana in a higher arc, causing it to take longer for him to pick up.
    • Nerf The amount of time that must pass before Diddy Kong can generate another banana peel is much higher (12 frames → 85). This makes the move more restrictive, and more importantly prevents Diddy Kong from exploiting the new Banana Peel properties to perform an infinite.
    • Change The move has a snappier animation.
  • Final Smash:
    • Change Diddy Kong has a new Final Smash,Hyper Rocketbarrel, which functions differently fromRocketbarrel Barrage. Diddy Kong generates a Special Rocketbarrel Pack, multiplys himself, and flies across the stage in all directions, attacking his trapped opponents. The final hit is where Diddy Kong does a delayed, aimed attack, dealing heavy knockback to opponents he attacked the most. Diddy Kong then lands at the spot he blasted off from.

Update history[edit]

Due to the engine changes and the direct nerfs to his most useful tools in the transition fromSmash 4 toUltimate, which overall significantly hindered his viability, Diddy Kong was buffed significantly via game updates. Update 2.0.0 only brought one, but substantial change to his neutral aerial; the move now autocancels significantly earlier. Update 3.0.0 also granted Diddy Kong with some worthwhile buffs. His dash attack is now faster overall with less startup on all of its hitboxes and the move ends slightly sooner. However, the first hitbox now lasts only one frame instead of two due to a frame speed multiplier being used without proper compensation. On the flipside, his forward tilt gained late hitboxes, overall increasing the move's hitbox duration. His down smash was made stronger, his neutral aerial now has bigger hitboxes and his up aerial deals more damage without fully compensated knockback, making the move much stronger.

Update 3.1.0 was the biggest patch for Diddy Kong, bringing him many plentiful and noteworthy buffs. The second hit of his neutral attack now connects more reliably into the first hit. The final hit of up smash was made stronger and the move now connects much better overall. His up aerial was buffed once more with less startup and ending lag. His down aerial also received similar buffs, with less startup and a shorter overall duration. Peanut Popgun also was graced with considerable buffs, with every charge instead of the max level dealing more damage. The move also charges much faster overall. And finally, his once previously weak recovery, Rocketbarrel Boost, was given two buffs. Diddy Kong now falls slower while charging the move (only applies to the first charge) and the move now flies higher after charging.

After a small buff intangibility buff in update 7.0.0, Diddy Kong was buffed once more in update 8.0.0. His forward tilt now launches opponents at a lower angle, the fist hitboxes were made bigger, and the late hitboxes added in update 3.0.0 now lasts two frames longer, further increasing the move's hitbox duration. The second hit of dash attack now links more reliably into the third hit, with the aforementioned hit now having larger hitboxes. Down smash now has two frames less startup on both hits and a shorter duration overall, making the move end sooner. And finally, the clean hit of his forward aerial has bigger hitboxes.

While Diddy was mostly buffed, he has also received two notable nerfs to his Banana Peel, thanks to update 8.0.0 and once more in update 11.0.0, it now takes longer for Diddy to respawn another Banana. As a result, all of his infinite banana combos are obsolete, though this change is negligible to his gameplay outside of the infinite.

Overall, Diddy Kong was one of the most buffed characters inUltimate, going from a mid-tier to a high tier, debatably top tier character. While Diddy Kong is still weaker than hisBrawl andSmash 4 incarnation, he is still a character that should not be underestimated and continues to receive good placements in tournaments.

Super Smash Bros. Ultimate2.0.0

  • Buff Neutral aerial autocancels earlier (frame 50 → 27). It is now early enough to buffer short hop and fastfall with no landing lag.
  • Bug fix Monkey Flip release glitch has been fixed.

Super Smash Bros. Ultimate3.0.0

  • Buff Dash attack has less startup lag (frame 9/18/24 → 8/16/22) with identical ending lag, shortening its duration (FAF 43 → 41).
  • Buff Forward tilt has a new late hit on frames 13-14 that deals less damage (10% → 7%) but increases its duration overall.
  • Buff Down smash deals more knockback (Hit 1: 40 base/72 scaling → 46/77; hit 2: 35 base → 38).
  • Buff Neutral aerial has more range (2u/2u/2u/2u → 3.5u/3.5u/3.5u/3.5u).
  • Buff Up aerial deals more damage (6% → 7%) with base knockback not fully compensated (64 → 57).

Super Smash Bros. Ultimate3.1.0

  • Buff Neutral attack 2 has more range and connects more reliably from neutral attack 1.
  • Change Dash attack's final hit sends at a slightly more vertical angle (78° → 83°).
  • Buff Up smash's hits connect more reliably.
  • Buff Up smash's final hit deals more knockback (50 base/129 scaling → 55/131).
  • Buff Up aerial has less ending (FAF 37 → 36) and landing lag (13 frames → 9).
  • Buff Down aerial has less startup lag (frame 17 → 15) with identical ending lag, shortening its duration (FAF 49 → 47).
  • BuffPeanut Popgun's peanut projectile deals more damage (with shield damage compensated: 0 → -1) (3.3%-15% → 4.3%-13.8%) and charges faster (max charge: frame 121 → 94, explosion startup: 123 → 97).
    • Nerf However, they deal less damage at full charge (15% → 13.8%).
  • Buff Diddy Kong falls slower while chargingRocketbarrel Boost.
  • Buff Rocketbarrel Boost travels more vertical distance when charged.
  • BuffHyper Rocketbarrel's explosion and jet at the start deal more damage (total: 7% → 16%).
  • Nerf Hyper Rocketbarrel's tackle deals less damage (2.5% → 2%).
  • Nerf Hyper Rocketbarrel's final tackle deals slightly less overall knockback (135 base/47 scaling → 115/58).

Super Smash Bros. Ultimate4.0.0

  • Bug fix The glitch that resultedRocketbarrel Boost to disappear instantaneous when hit by a certain move (ex.Palutena's neutral aerial) during the release has been fixed.

Super Smash Bros. Ultimate7.0.0

  • Buff Diddy Kong's right arm is briefly intangible when activating his shield.

Super Smash Bros. Ultimate8.0.0

  • Forward tilt:
    • Buff The move launches at a lower angle (45° → 35°), improving its ability to set up tech-chases and edgeguards.
    • Buff The hitboxes on Diddy Kong's fists are larger (2.7u → 3.8u).
    • Buff The late hit has a longer duration (frames 13-14 → 13-16).
  • Dash attack:
    • Buff The second hit has more consistentset knockback (55/40/70 → 45/45/70), allowing it to link more reliably into the third hit.
    • Buff The third hit has a larger hitbox (4.5u → 5.5u).
  • Down smash:
    • Buff The move has less startup (frame 9/14 → 7/12), with its total duration reduced as well (FAF 52 → 50).
    • Buff The second hit has a longer duration (frame 14 → frames 12-13).
  • Buff Forward aerial's clean hit has larger hitboxes (4u → 5u).
  • Bug fixRocketbarrel Boost no longer launches Diddy Kong at an unusually high speed if he is hit during the charge frames.
  • Nerf The time until Diddy Kong can produce anotherBanana Peel after releasing the previous one has been significantly extended (12 frames → 61), removing his "pyramid scheme" infinite combo.

Super Smash Bros. Ultimate11.0.0

  • NerfBanana Peel takes 24 frames longer to throw after having thrown a previous one. This removes all remaining infinites.

Moveset[edit]

For a gallery of Diddy Kong's hitboxes, seehere.

Note: All numbers are listed as base damage, without the1v1 multiplier.

 NameDamageDescription
Neutral attackRight Flap (ライトフラップ)
Left Flap (レフトフラップ)
Foot Push (フットプッシュ)
2%Two alternating inward slaps, followed by an outward sidekick. Holding the attack button will have Diddy repeat the first hit. The first 2 hits canlock.
1.5%
4%
Forward tiltDouble Arm (ダブルアーム)10% (clean), 7% (late)Leans to his side and thrusts both of his arms forward in a double punch. It can be angled upwards or downwards.
Up tiltOverhead Slap (オーバーヘッドスラップ)6%Swats the air above him with a slap in a similar fashion to an uppercut. Hits quite quickly and can combo into most of Diddy's aerial attacks at low to mid percent ranges. It can also kill at around 160%.
Down tiltHand Clap (ハンドクラップ)5.5%A low clap in front of himself while crouching. An extremely versatile combo starter, as it can combo into a variety of moves at nearly any realistic percentage, including down tilt to up smash as a KO confirm.
Dash attackRolling Slap (ローリングスラップ)2% (hits 1 and 2), 3% (hit 3)Diddy Kong's signatureCartwheel attack fromDonkey Kong Country, concluding with a double-handed ground-slap. The final hit has largely vertical knockback and can combo into aerials at low to mid percent ranges.
Forward smashSlap & Beat (スラップ&ビート)5% (hit 1),11%/9% (hit 2)Jumps forward while spinning, and performs an open-handed slap followed by a spinning back fist with his opposite arm. The first hit combos into the second, which has good knockback and KO power. However, it is easily punishable if whiffed or on shield. Often only used in combination with hisbanana peel.
Up smashTriple Attack (トリプルアタック)2.5% (hits 1 and 2),6% (hit 3)Leaps upward and performs a stationary cartwheel, attacking upwards with an open-handed slap, a reverse heel kick, and an uppercut. It is the fastest up smash in the game, coming out on frame 5. However, it is somewhat weak, not KOing until around 130%. It is mostly used as a follow-up from down tilt or as a close-range out-of-shield option.
Down smashTurning Leg (ターニングレッグ)12% (hit 1),15% (hit 2)Aflare, kicking in front and then behind himself. A fast smash attack with respectable power, KOing opponents at around 110% at the ledge. The back hit is stronger than the front hit KOing around 10% sooner.
Neutral aerialDiddy Roll (ディディーロール)6%An aerial cartwheel, similar to his dash attack. Very high ending lag, so much so that Diddy should avoid using this move offstage. However, it does a low amount of vertical knockback, which makes it an excellent combo starter on landing. It can combo into all of Diddy's aerials (even down aerial, which can KO at around 50% if done by the ledge). Additionally, it has a very generous autocancel window, being able to do so in a short hop fast fall.
Forward aerialScrew Kick (スクリューキック)10% (clean),8% (late)A dropkick while spinning. Comes out very fast with a long hitbox duration, generous autocancel window and great range, making it one of Diddy's core spacing tools. It is moderately powerful, KOing at around 145% at the edge. However, it has a bit of ending lag, making it unable to combo into itself unless landing with it. It is often considered one of the best forward aerials in the game due to its combination of speed, range, power and safety.
Back aerialQuick Backspin (クイックバックスピン)9%A reverse spin kick behind himself. Has very low start-up and ending lag, allowing it to be used twice in one short hop and combo into itself at low to mid percents. It also has decent range and KO power killing at around 130% at the edge, although it is somewhat weak compared to other moves of its type.
Up aerialTurn Kick (ターンキック)7%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 possesses a blindspot in front of Diddy, making it unable to hit most characters while rising with the move. 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.
Down aerialHammer Meteor Knuckle (ハンマーメテオナックル)13% (fists),10% (arms)Swings both arms downward in a double ax-handle punch. A strongmeteor smash and Diddy'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.
GrabGrab (つかみ)Reaches out in front of himself.
PummelGrab Headbutt (つかみヘッドバット)1%A headbutt. Fast but weak.
Forward throwRock Throw (ロックスルー)9%Tosses his opponent forwards. The throw is based on Diddy Kong's barrel toss animation fromDonkey Kong Country. Diddy's second strongest throw, KOing middleweights around 156% at the edge ofFinal Destination. It also has low ending lag, which allows it to combo into dash attack, forward- and back aerial at very low percentages.
Back throwBack Rock Throw (バックロックスルー)12%Tosses his opponent backward. Diddy's strongest and most damaging throw, KOing middleweights around 140% at the edge ofFinal Destination.
Up throwGrab Kick (グラブキック)1% (hit), 4% (throw)Throws his opponent up and handstand kicks them. It works as a good combo starter at a wide range of percents and can even potentially set up KO confirms into up aerial in specific circumstances. However, it deals low damage and knockback, being unable to kill even at very high percent.
Down throwLeap Frog (リープフロッグ)7%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.
Forward roll
Back roll
Spot dodge
Air dodge
Techs
Floor attack (front)
Floor getups (front)
 7%Gets up and kicks on both sides.
Floor attack (back)
Floor getups (back)
 7%Gets up and kicks on both sides.
Floor attack (trip)
Floor getups (trip)
 5%Gets up and kicks on both sides.
Edge attack
Edge getups
 9%A spinning tail slap.
Neutral specialPeanut Popgun4.8%-13.8% (peanuts), 3% (close range), 23% (explosion)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 forB-reversing to make Diddy'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 charges the attack, the farther and quicker the peanut will fly. If Diddy overcharges the attack, however, it will cause a very powerful explosion that leaves him vulnerable but possesses massive knockback, being his most reliable option out of a shield break.
Side specialMonkey Flip14% (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)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 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 canmeteor smash at high percentages. If the attack or special button is pressed during the jump, Diddy will attack with a flying kick instead of latching on to his opponent. However, if Diddy chooses to use the flying kick he will not be able to use hisrocketbarrel 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.
Up specialRocketbarrel Boost10% (launch explosion), 8% (early collision), 6% (late collision), 18% (collision explosion; detached Rocketbarrel Pack) 3.75%~4.33% (flying Rocketbarrel Pack); 5% (crash recoil)Charges his rocket barrel pack fromDonkey 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 Diddy lose his rocket barrels before falling a huge distance while being unable to perform any action, often falling too far to survive. Diddy will also take recoil damage for hitting a surface. It travels significantly more horizontal/diagonal distance than it does vertically.
Down specialBanana Peel3.8%~5.3%Tosses aBanana 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 andtrip on the floor. An integral part of Diddy'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 bestout 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.
Final SmashHyper Rocketbarrel1% (startup loop), 2% (per collision), 20% (final hit), 15% (collateral final hit), 10% (launch/ending explosion)Activates his Rocketbarrel Pack and flies up. He then dashes across the screen in multiple directions, doing damage to whoever he touches. After a while, he will lock on to whatever opponent has taken the most damage and unleash one final dash attack that launches the targeted opponent, as well as any other nearby opponents. After this last attack, Diddy descends back to his original position. His Rocketbarrel Pack explodes before he lands, which damages nearby opponents.

Stats[edit]

StatsWeightDash speedWalk speedTractionAir frictionAir speedAir accelerationGravityFalling speedJumpsquatJump heightDouble jump heightEmpty landing lag
Value902.09 – Initial dash
2.006 – Run
1.3130.0930.0080.9240 – Base
0.05 – Additional
0.1251.75 – Base
2.8Fast fall
341.21 - Base
19.9 -Short hop
41.214

Announcer call[edit]

Sound.pngThis article could use additional or higher-quality audio files.
The editor who added this tag suggests:Needs announcer calls from other languages.
If you have a good audio file for this article, upload ithere.

On-screen appearance[edit]

  • Bursts out of aDK Barrel and claps his hands above his head.
  • Diddy Kong's on-screen appearance

    Diddy Kong's on-screen appearance

Taunts[edit]

  • Up taunt: Tosses his cap in the air and has it land on his head. This is a reference to his victory pose inDonkey Kong Country after he defeats a boss or wins in aBonus Area.
  • Side taunt: Angrily does a fighter's stance while bellowing, asserting his dominance.
  • Down taunt: Claps his hands above his head four times, switching feet in the process.
  • Diddy Kong's up taunt.

    Diddy Kong's up taunt.

  • Diddy Kong's side taunt.

    Diddy Kong's side taunt.

  • Diddy Kong's down taunt.

    Diddy Kong's down taunt.

Idle poses[edit]

  • Scratches his rear, gets down on all fours, and shakes his fur.
  • Joyfully jumps in place twice.
  • Diddy Kong's first idle pose.

    Diddy Kong's first idle pose.

  • Diddy Kong's second idle pose.

    Diddy Kong's second idle pose.

Crowd cheer[edit]

Cheer (English)Cheer (Japanese/Chinese)Cheer (Italian)Cheer (Dutch)Cheer (French)
Cheer
NTSC

PAL
DescriptionDid - dy Kong!Diddy Kong!Diiii - ddy Koooo - ong! *clap 4 times*Di - ddy! Diddy Kong!Di - ddy Kong!
Cheer (German)Cheer (Spanish)Cheer (Russian)Cheer (Korean)
Cheer
NTSC

PAL
DescriptionDiddy Kong!Diddy Kong! Cha - cha - cha!Diddy Kong! *clap 2 times*Di - ddy Kong!

Victory poses[edit]

  • Left: Shoots 3 times with his Peanut Popguns (first with the right, then with the left, then the right again). Afterwards rolls towards the camera, and fires one more shot from his left Peanut Popgun.
  • Up: Rises from the ground with his Rocket Barrels. After doing a spin, he dismounts from them, causing them to fly away. Upon landing, he then faces the screen, dancing with hands on his head and chin.
  • Right: Performs an inverted spin kick, followed by a slap, and then he slams both of his hands on the ground, performing a front flip. He ends up balancing on his hand in a breakdance-like pose, clapping his feet together.
A cover of the short track that plays inDonkey Kong Country and subsequent games whenever a playable Kong defeated a boss or completed a bonus game.
  • DiddyKongVictoryPose1SSBU.gif
  • DiddyKongVictoryPose2SSBU.gif
  • DiddyKongVictoryPose3SSBU.gif

Incompetitive play[edit]

Most historically significant players[edit]

See also:Category:Diddy Kong players (SSBU)

  • USA Aaron - The second-best Diddy Kong player in the world from 2021 to 2023, peaking at 30th on theUltRank 2022. His best performances have been at large regionals and superregionals, which includes winningAlmost Pro overLight andKola, placing 2nd atRiptide 2023 defeatingMuteAce, and placing 3rd atShine 2023. In addition, he has seen exceptional performances at majors, including placing 7th atGet On My Level 2022 and defeatingSparg0 atSuper Smash Con 2023.
  • Japan chicken - He began co-maining Diddy Kong in the fall of 2020. While inconsistent, he had a number of strong performances at majors, including 5th atWave 2 and 13th atKagaribi 3. However, in 2024, he would reach new heights, ranking 51st onLumiRank 2024.2 with sets overShuton andMaister. He would also see consistency at supermajors, notably placing 9th atSmash Awesome! and 17th atUmebura SP 11.
  • USA Dakpo - One of the earliest notable Diddy Kong players in competitive play and one of the best in North America in the early metagame. He is best known for defeatingGlutonny atGENESIS 7 using the "Pyramid Scheme" technique, eventually finishing 25th at the event. He had also placed 2nd atDreamHack Anaheim 2020 and 13th atLow Tier City 7, in addition to a win overKola at2GG: Kongo Saga. He remains a notable Diddy Kong player in the post-pandemic metagame, notably placing 3rd atDreamHack Dallas 2023 defeatingLima.
  • Japan Etsuji - Although best known for usingLucina in the early metagame, he picked up Diddy Kong in the post-pandemic metagame and was the best Diddy Kong player in Japan from 2021 to mid-2022. Though his tournament activity was limited during this time, he achieved some of the best Diddy Kong performances outside of Tweek, including placing 5th atMaesuma TOP 8 defeatingAsimo andProtoBanham and placing 7th atKagaribi 5. He retired following Maesuma TOP 8, and has since made sporadic tournament appearances such as placing 17th atKagaribi 11 defeatingHurt andDoramigi.
  • Japan Naocha - One of the best Diddy Kong players in Japan since the mid-2020s. He was initially known for defeatingAtelier atCafeteria Cup and found additional success at smaller events throughout the year, leading him to rank in the top 150 in the first half of 2024. He especially came to prominence in 2025, specifically in the second half of the year, which featured him placing 9th atSumabato SP 59 and 17th atSumabato SP 63, alongside several wins over notable Japanese players at ranked events, including multiple overYaura,Akakikusu, andMild na H.O. As such, he was ranked 98th on theUltRank 2025, in addition to ranking 75th inthat half of the year.
  • Japan Nyonoknb - ASmash 4 veteran who did not compete inUltimate until 2023, when he became one of the best Diddy Kong players in Japan. He regularly placed wellKOWLOON events, and as such, had his breakout event atKOWLOON 13, where he placed 2nd after defeatingRaki andRarikkusu. He then followed it up with a string of strong major performances, which included placing 9th atSumabato SP 52 and 13th atUltCore Fourth, leading him to rank 53rd on theLumiRank 2024.2. Since then, he has also wonOH-BAI-TOH-RI 3 andGrand Slum 18, the former making him the second Diddy Kong to win an A-tier, and also placed 5th atSumabato SP 57.
  • Japan Ryuoh - The second best Diddy Kong player in the world in the latter half of 2024, peaking at 27th on theLumiRank 2024.2, and regularly placing well atSumabato events, most notably placing 3rd atSumabato SP 42 andSumabato SP 43, defeatingAsimo andDoramigi in the former andYoshidora in the latter. At a major level, he is most known for placing 7th atKowloon 12 with Kagaribi, defeating many notable players such asRaru,KEN, andSnow, the best run from a Diddy Kong player besides Tweek.
  • USA Tweek - One of the greatestUltimate players, and by far the greatest Diddy Kong player, of all time, picking up the character in the online metagame. He greatly contributed to Diddy Kong's metagame, with his performances spearheading the character's rise in the post-pandemic metagame. He is the only Diddy Kong player to win a major, having won many throughout his career includingSmash Ultimate Summit 3,Luminosity Makes BIG Moves 2024, andGet On My Level X.

Tier placement and history[edit]

UponUltimate's release, players quickly noticed Diddy Kong's weaknesses, which include his inconsistency in KO'ing at higher percents and his greatly nerfed recovery. As such, many of Diddy Kong's best fromSmash 4, most notablyMVD andZinoto, dropped him in favor of other characters. Fortunately, Diddy Kong eventually received buffs to his kit that compensated his KO issues and improved his recovery while dedicated players further optimized Diddy Kong's moveset, eventually leading to the discovery of his "Pyramid Scheme" infinite, which allowed Diddy Kong to trap opponents on a platform usingBanana Peels. This allowed dedicated players such asDakpo andAaron to see some success in tournament, with Dakpo notably defeating Glutonny atGENESIS 7 with the infinite. Even so, Diddy Kong's representation remained average, and although a few top players viewed him as a high-tier, the general consensus considered him as a mid-tier.

The online metagame further shifted Diddy Kong's metagame in a positive direction. Although a later patch removed the Pyramid Scheme infinite, the same patch granted Diddy Kong additional buffs that improved some of his hitboxes and frame data. In addition, Diddy Kong representation began improving, thanks to Aaron's improving results andTweek picking the character as his new main, with both players showcasing Diddy Kong's strong control over the neutral game thanks to Banana Peel setups and combos. This momentum continued into the offline metagame, with Tweek winning several major and supermajor events, Aaron becoming a top 100 player, and the rise of other Diddy Kong players, includingEtsuji, who dropped Lucina for Diddy Kong in 2021; andRyuoh, who became Japan's best Diddy Kong player following Etsuji's retirement. As such, Diddy Kong's representation since 2021 had remained above-average, with the character frequently ranking in the top 15 in terms of representation, and he is often considered to be a top-tier character. As such, Diddy Kong rose in each tier list, from 12th to the first to 9th to the second, then to 8th on the third, all the while remaining in the S- tier.

Classic Mode: Hey, Little Buddy![edit]

In Diddy Kong's path, he serves as the "little buddy" to the hero of various Nintendo franchises and fights the respective villains or final bosses. In the penultimate stage he finally teams up with his true partner, Donkey Kong, to defeat their nemesis King K. Rool. Donkey Kong is also Diddy Kong's partner for the final fight against Master Hand and Crazy Hand. The title originated from the manual ofDonkey Kong Country and was popularized by theDonkey Kong Country TV series; Diddy Kong is also referred to as Donkey Kong's "little buddy" in games such asBrawl andDonkey Kong Country Returns.

RoundOpponentStageMusicNotes
1Bowser (SSBU)Bowser andBowser Jr. (SSBU)Bowser Jr.Princess Peach's CastleKing Bowser - Super Mario Bros. 3Mario (SSBU)Mario is a CPU ally.
2Ridley (SSBU)Ridley andDark Samus (SSBU)Dark SamusNorfairNemesis RidleyZero Suit Samus (SSBU)Zero Suit Samus is a CPU ally.
3Ganondorf (SSBU)GanondorfUnova Pokémon League (Battlefield form)Death MountainZelda (SSBU)Zelda is a CPU ally. The stage references Ganon's Castle.
4Mewtwo (SSBU)MewtwoSpear PillarBattle! (Dialga/Palkia) / Spear PillarPokémon Trainer (SSBU)Pokémon Trainer is a CPU ally.
5King Dedede (SSBU)King Dedede andMeta Knight (SSBU)Meta KnightFountain of DreamsKing Dedede's Theme (Brawl)Kirby (SSBU)Kirby is a CPU ally.
6King K. Rool (SSBU)King K. RoolJungle JapesKing K. Rool / Ship Deck 2Donkey Kong (SSBU)Donkey Kong is a CPU ally.
Bonus Stage
FinalMaster Hand andCrazy HandFinal DestinationMaster Hand / Crazy HandDonkey Kong (SSBU) Donkey Kong is a CPU ally.

Credits roll after completing Classic Mode. Completing it as Diddy Kong hasStickerbush Symphony accompany the credits.

Role inWorld of Light[edit]

Finding Diddy Kong in World of Light

Diddy Kong was among the fighters that were summoned to fight the army ofMaster Hands.

During the opening cutscene, Diddy Kong was present on the cliffside whenGaleem unleashed its beams of light. He attempted to fly away withRosalina & Luma using hisRocketbarrel Pack, but a beam of light hit him and he was vaporized and placed under Galeem's imprisonment along with the other fighters, excludingKirby.

To find Diddy Kong, the player must access theDK Island sub-area reminiscent of the firstDonkey Kong Country game, where he's found right at the end.

Fighter Battle[edit]

No.ImageNameTypePowerStageMusic
36
Diddy Kong SSBU.png
Diddy Kong
Grab
Grab
9,000Kongo Jungle (Ω form)Stickerbush Symphony

Spirit[edit]

Diddy Kong's fighter spirit can be obtained by completingClassic Mode as Diddy Kong. It is also available periodically for purchase in the shop for 300 Gold, but only after Diddy Kong has been unlocked. Unlocking Diddy Kong in World of Light allows the player to preview the spirit below in the Spirit List under the name "???". As a fighter spirit, it cannot be used in Spirit Battles and is purely aesthetic. His fighter spirit has an alternate version that replaces it with his artwork inUltimate.

  • 135. Diddy Kong

    135.Diddy Kong

In Spirit Battles[edit]

As the main opponent[edit]

SpiritBattle parametersInspiration
No.ImageNameSeriesEnemy Fighter(s)TypePowerStageRulesConditionsMusicCharacter
147
SSBU spirit Lanky Kong.png
Lanky KongDonkey Kong SeriesDiddy Kong TeamDiddy Kong (SSBU)×6
Grab
3,900Kongo Falls•Item: Bananas•The enemy is easily distracted by items
•Defeat an army of fighters
DK Rap
148
SSBU spirit Tiny Kong.png
Tiny KongDonkey Kong SeriesDiddy KongDiddy Kong (SSBU)
Grab
9,500Jungle Japes•Tiny
•Hazard: Low Gravity
•Hazard: Heavy Wind
•Dangerously high winds are in effect
•Timed battle (1:00)
•Gravity is reduced
DK Rap
155
SSBU spirit Squitter.png
SquitterDonkey Kong SeriesDiddy KongDiddy Kong (SSBU)
Grab
3,600Jungle Japes•Move Speed ↓•You have reduced move speedIce Cave Chant
165
SSBU spirit Tiki Tak Tribe.png
Tiki Tak TribeDonkey Kong SeriesDiddy Kong TeamDiddy Kong (SSBU)Diddy Kong (SSBU)Diddy Kong (SSBU)Diddy Kong (SSBU)
Neutral
1,700Kongo FallsN/A•Take your strongest team into this no-frills battleJungle Hijinxs
179
SSBU spirit Octorok.png
OctorokThe Legend of Zelda SeriesDiddy Kong TeamDiddy Kong (SSBU)×4
Grab
1,800Great BayN/A•The enemy's neutral special has increased power
•The enemy favors neutral specials
Termina Field
207
SSBU spirit Deku Link.png
Deku LinkThe Legend of Zelda SeriesDiddy KongDiddy Kong (SSBU)
Grab
3,700Distant Planet (Battlefield form)•Item Tidal Wave
•Item:Lip's Stick
•The enemy favors neutral specials
•Certain items will appear in large numbers after a little while
•The enemy is easily distracted by items
Saria's Theme
320
from the game's files
UkikiYoshi SeriesDiddy Kong TeamDiddy Kong (SSBU)×4
Grab
2,000Yoshi's Story•Item:Food•The enemy becomes more powerful after eatingObstacle Course - Yoshi's Island
397
SSBU spirit Andrew Oikonny.png
Andrew OikonnyStar Fox SeriesDiddy KongDiddy Kong (SSBU)
Grab
1,700Corneria•Attack Power ↑•The enemy has increased attack power when the enemy's at high damageStar Wolf (Brawl)
406
SSBU spirit Dash Bowman.png
Dash BowmanStar Fox SeriesDiddy KongDiddy Kong (SSBU)
FoxFox (SSBU)
Neutral
1,500Corneria (Battlefield form)N/A•Defeat the main fighter to win
•Reinforcements will appear during the battle
Return to Corneria - Star Fox Zero
586
Salsa Spirit
SalsaEarthBound SeriesDiddy KongDiddy Kong (SSBU)
WarioWario (SSBU)
Grab
1,700Gerudo Valley (Battlefield form)•Item:Banana Peel•The enemy favors special movesMother 3 Love Theme
861
Leif
Leif (Animal Crossing)Animal Crossing SeriesDiddy KongDiddy Kong (SSBU)
Attack
3,500Yoshi's Island•Item:Timer•The enemy is easily distracted by itemsTitle Theme - Animal Crossing
992
SSBU spirit Dee Jay.png
Dee JayStreet Fighter SeriesDiddy KongDiddy Kong (SSBU)×3 (50 HP)
Grab
1,600Wuhu Island (Frisbee Dog Park)•Jump Power ↓Stamina battle
•The enemy favors side specials
•All fighters have reduced jump power
Dee Jay Stage Type B
1,139
SSBU spirit Goku & Chao.png
Goku &ChaoFamicom Mukashibanashi SeriesDiddy KongDiddy Kong (SSBU)
VillagerVillager (SSBU)
Shield
1,600Town and City•Item:Golden Hammer•Reinforcements will appear during the battle
•The enemy is easily distracted by items
Yūyūki MedleyGoku
1,239
from the game's files
Prince SarunoTsukutte Utau: Saru BandDiddy Kong TeamDiddy Kong (SSBU)×4
Attack
2,000New Donk City Hall•Defense ↑
•Item:Banana Peel
•The enemy has increased defense after a little whilePERFORMANCE
1,338
SSBU spirit Tooty.png
TootyBanjo-Kazooie SeriesDiddy KongDiddy Kong (SSBU)
Banjo & KazooieBanjo & Kazooie (SSBU)
Neutral
3,500Spiral MountainN/A•Defeat the main fighter to win
•The enemy shields often
•Magic attacks aren't as effective against the enemy
Main Theme - Banjo-Kazooie
1,369
SSBU spirit Grookey, Scorbunny, & Sobble.png
Grookey, Scorbunny, & SobblePokémon SeriesDiddy KongDiddy Kong (SSBU)
•BunnyIncineroarIncineroar (SSBU)
SquirtleSquirtle (SSBU)
Attack
9,600Onett (Battlefield form)N/A•The enemy has increased attack power when badly damaged
•Reinforcements will appear during the battle
•The enemy starts the battle with aLip's Stick
Road to Viridian City - Pokémon Red / Pokémon BlueGrookey

As a minion[edit]

SpiritBattle parametersInspiration
No.ImageNameSeriesEnemy Fighter(s)TypePowerStageRulesConditionsMusicCharacter
82
SSBU spirit Barrel Train.png
Barrel TrainMario Kart SeriesDonkey KongDonkey Kong (SSBU)
Diddy KongDiddy Kong (SSBU)
Shield
3,500Spirit Train•Item:Bullet Bill•The enemy can deal damage by dashing into you
•The enemy has increased attack power
•The enemy has increased move speed
Rainbow Road - Mario Kart: Double Dash!!Diddy Kong
141
SSBU spirit Funky Kong.png
Funky KongDonkey Kong SeriesCaptain FalconCaptain Falcon (SSBU)
Diddy KongDiddy Kong (SSBU)
Donkey KongDonkey Kong (SSBU)
Neutral
9,000Kongo Jungle•Item:Bullet Bill•The enemy is easily distracted by itemsFunky's FugueDiddy Kong
145
SSBU spirit Dixie Kong.png
Dixie KongDonkey Kong SeriesIsabelleIsabelle (SSBU)
Diddy KongDiddy Kong (SSBU)
Grab
9,100Jungle Japes•Item:Banana Peel•The enemy is easily distracted by itemsSwinger FlingerDiddy Kong
912
SSBU spirit Roll Caskett.png
Roll CaskettMega Man Legends SeriesIsabelleIsabelle (SSBU)
Diddy KongDiddy Kong (SSBU)
Shield
3,700Pilotwings•Item:Hocotate Bomb•Take your strongest team into this no-frills battleLight Plane (for 3DS / Wii U)Data
1,070
SSBU spirit The Creature & Flea Man.png
The Creature & Flea ManCastlevania Series•GiantMii BrawlerMii Brawler (SSBU) (Moveset1333, Hockey Mask, Business Outfit, Low Voice Type 11)
Diddy KongDiddy Kong (SSBU)
Shield
4,500Dracula's Castle (Battlefield form)•Hazard: Zap Floor•The floor is electrified
•The enemy is giant
Out of TimeFlea Man
1,130
donbe hikari
Donbe &HikariFamicom Mukashibanashi SeriesYoung LinkYoung Link (SSBU)
VillagerVillager (SSBU)
FalcoFalco (SSBU)
Diddy KongDiddy Kong (SSBU)
Duck HuntDuck Hunt (SSBU)
Neutral
3,500Duck Hunt (hazards off)N/A•Defeat an army of fightersShin Onigashima MedleyMatsunosuke
1,396
SSBU spirit Goda.png
GodaRiver City SeriesDonkey KongDonkey Kong (SSBU)
Diddy KongDiddy Kong (SSBU)
Neutral
2,000Onett•Item: Battering Types•Defeat the main fighter to win
•The enemy's side special has increased power
•The enemy favors side specials
Golden ForestGodai

Alternate costumes[edit]

Palette swap (SSBU)
Diddy Kong (SSBU)Diddy Kong (SSBU)Diddy Kong (SSBU)Diddy Kong (SSBU)Diddy Kong (SSBU)Diddy Kong (SSBU)Diddy Kong (SSBU)Diddy Kong (SSBU)

Gallery[edit]

Fighter Showcase Video[edit]

Trivia[edit]

  • Oddly, Diddy Kong's blog mentions his Final Smash utilizing his popguns, which is an error. His new Final Smash,Hyper Rocketbarrel, no longer utilizes the popguns he wielded like inRocketbarrel Barrage.
  • Diddy Kong andToon Link are the only characters who gain a CPU ally in every round of their Classic Mode (excluding the Bonus Game).
  • Oddly, Diddy Kong's stock icon does not change his fur and skin color to match the costume.
  • If Diddy Kongair grabs anAssist Trophy and usesBanana Peel, he will throw the Assist Trophy and it will be activated, bypassing the otherwise required animation of lifting the item to activate it.[1]

References[edit]


v • d • e
Fighters inSuper Smash Bros. Ultimate
VeteransBayonetta ·Bowser ·Bowser Jr. ·Captain Falcon ·Cloud ·Corrin ·Dark Pit ·Diddy Kong ·Donkey Kong ·Dr. Mario ·Duck Hunt ·Falco ·Fox ·Ganondorf ·Greninja ·Ice Climbers ·Ike ·Jigglypuff ·King Dedede ·Kirby ·Link ·Little Mac ·Lucario ·Lucas ·Lucina ·Luigi ·Mario ·Marth ·Mega Man ·Meta Knight ·Mewtwo ·Mii Fighter (Mii Brawler ·Mii Gunner ·Mii Swordfighter) ·Mr. Game & Watch ·Ness ·Olimar ·Pac-Man ·Palutena ·Peach ·Pichu ·Pikachu ·Pit ·Pokémon Trainer (Charizard ·Ivysaur ·Squirtle) ·R.O.B. ·Robin ·Rosalina & Luma ·Roy ·Ryu ·Samus ·Sheik ·Shulk ·Snake ·Sonic ·Toon Link ·Villager ·Wario ·Wii Fit Trainer ·Wolf ·Yoshi ·Young Link ·Zelda ·Zero Suit Samus
NewcomersBanjo & Kazooie ·Byleth ·Chrom ·Daisy ·Dark Samus ·Hero ·Incineroar ·Inkling ·Isabelle ·Joker ·Kazuya ·Ken ·King K. Rool ·Min Min ·Piranha Plant ·Pyra /Mythra ·Richter ·Ridley ·Sephiroth ·Simon ·Sora ·Steve ·Terry
v • d • e
Donkey Kong (universe)Donkey Kong universe
FightersDonkey Kong (SSB ·SSBM ·SSBB ·SSB4 ·SSBU) ·Diddy Kong (SSBB ·SSB4 ·SSBU) ·King K. Rool (SSBU)
Assist TrophyKlaptrap
BossGiant Donkey Kong
StagesKongo Jungle ·Kongo Falls ·Jungle Japes ·Rumble Falls ·75m ·Jungle Hijinxs
ItemsHammer ·Barrel Cannon ·Peanut ·Spring
EnemiesKritter ·Tiki Buzz
OtherDixie Kong ·DK Barrel ·DK Island ·Pauline ·Stanley ·Zinger
Trophies,Stickers andSpiritsTrophies (SSBM ·SSBB ·SSB4) ·Stickers ·Spirits
MusicBrawl ·SSB4 ·Ultimate
MasterpieceDonkey Kong
Related contentMario (universe) ·Banjo ·Barrel