Donkey and Dixie Kong were nowhere to be seen. The entire jungle was in fact gone. Diddy Kong had gone to go pick flowers for his girlfriend, Dixie and, when he came back, the entire forest was leveled. What remained behind was a dusty desert devoid of any life and Donkey Kong’s tree house. Searching in the tree house proved fruitless. What could have taken the jungle away? Diddy Kong was confounded and began running to where ever he could. Suddenly, he spotted a pink beret. It’s Dixie’s! It had to belong to Dixie! Diddy Kong grabbed the hat to his chest, shrieked, and began to running towards the mountains. Unknowingly, a giant mechanical island was floating behind the mountains and was waiting.
Universe: Donkey Kong
Debut: Donkey Kong Country (1994)
Element Alignment: Earth
Reason for Fighting: Love & Bananas
Diddy Kong is Donkey Kong’s pal and Dixie Kong’s boyfriend. He is a small monkey with a prehensile tail with a knack for playing the guitar and shooting peanuts from his peanut pop gun. He is a very fast and nimble character with a very high jump, fast dashing speed, and can set up amazing combos. He brings his A game to SSB4 and uses his abilities that he has honed both in the jungle and the battlefield.
Changes from SSBB to SSB4
Diddy Kong ranked 2nd on the newest tier list. As such, I would discourage nerfing Diddy Kong dramatically since he seems to be the most balanced of all characters.
Diddy Kong’s Special B Move Set
- Neutral B – Peanut Popgun
- Side B – Monkey Flip
- Up B – Rocketbarrel Boost
- Down B – Banana Peel
The Final Trio
- Final Smash: Giant Banana
- Final Melee: Rocketbarrel Barrage
- Final Brawl: Monkey Mischief
Giant Banana is Diddy Kong’s new Final Smash. A massive banana appears at the top of the screen and crash lands onto the stage which explodes, scattering 10-15 banana peels everywhere. The initial slam does 65% damage with high knock back while the banana peels do an additional 3% damage for each trip. The bananas peels will last8 seconds and can be picked up and thrown by other opponents.
- Beginning Cinematic: Diddy Kong shrieks and stands on his hands and claps his feet.
Rocket Barrel Barrage is Diddy Kong’s new Final Melee. It has the same properties as before.
- Diddy Kong straps on his Rocket Barrel and starts to rev it up by booster propellant shooting out,
Monkey Mischief is Diddy Kong’s new Final Brawl. Diddy Kong dashes at the opponent, jumps over then and lands. Diddy Kong points and laughs. The opponent sees the Rocketbarrel is strapped to his or her back. Diddy Kong then slaps the Rocketbarrel and takes off into the sky; trailing smoke. The Rocketbarrel swirls in the sky before exploding. Diddy Kong folds him arms and wears a serious and triumphant grin. It does 59-63% Fire damage.
Proposed New Stage – Diddy’s Island
Proposed New Palette Swap
Blue Diddy Kong (based off from Baby Kong)
Proposed DLC Costumes
Strikers Charged Diddy Kong (from Super Mario Strikers Charged)
- Attributes: Element alignment changes to Lightning, 5% speed increase, 5% air speed increase, 3% shield decrease, 8% power decrease.
Shadow Diddy Kong (from Super Smash Bros. Brawl)
- Attributes: Element alignment changes to Dark, 8% power increase, 4% speed increase, 10% shield decrease, 3% jump decrease, 2% projectile damage decrease.
Diddy Kong Current Move Set (taken from the SmashWikia)
changes are in BOLD
- Neutral Attack – Slaps twice, then turns around and kicks with one foot and keeps it raised. Repeatedly hits by lashing his tail out for damage.
- Dash Attack – Does a cartwheel spin, resembling the one from the Donkey Kong Country games. A great move due to having almost absolutely no ending lag and combines well with his up smash. Low knockback (9%)
- Strong Side – Places both arms together above his head. Stands on one foot, leaning to the side and punching with both fists together above his head (9%; 11% if he hits with the tip).
- Strong Up – Swats in the air above him with a slap and looks similar to an uppercut. Quick, and can combine with other attacks. This can be used to juggle at low percents, and KO at very high percents. Has higher knockback than his Up Smash. (7%).
- Strong Down- While crouching, slaps forward. His hands appear to grow for the duration of this attack. Combos well into more down tilts and even a down smash. Extremely useful for racking up damage at early percents. (7%).
- Side Smash – Spins, slapping forward twice. The first hit has no knockback; the second has below average knockback. First hit does (5%), and second hit does (13%) a total of (18%) uncharged (25%) fully charged. The first hit can be smash Directional Influenced upward out of the 2nd hit though.
- Up Smash – Hops a little and does a sort of cartwheel, hitting three times with extremely low knockback. First two hits do (5%) uncharged, (7%) fully charged, and the last hit does (6%), (8%) fully charged for a total of (16%) uncharged and (22%) fully charged. Fills in combos.
- Down Smash – Performs a sweeping kick. When hitting with the front does (16%) uncharged (22%) fully charged, when hitting with the back does (12%) uncharged (18%) fully charged. It has less knockback than his Forward Smash, but it’s still his most reliable smash.
- Ledge Attack – Spinning tail slap.(8%).
- 100% Ledge Attack – Short kick.(10%).
- Floor Attack – Gets up and punches on both sides. Short range. 6% damage.
- Neutral Aerial – Sticks out hands and feet and spins. Only hits once with decent knockback, making it a sex kick. Looks similar to his dash attack.(6%).
- Forward Aerial – Kicks both feet forward. Good knockback. (14%).
- Back Aerial – Sticks leg out and spins it behind him. His fastest aerial. (9%).
- Up Aerial – Overhead Flip Kick. Decent knockback, fairly fast.(11%).
- Down Aerial – Punches both arms down, meteor smashing powerfully as soon as it connects.(12%)
Grabs and Throws
- Pummel – Headbutts them, angled from the side of his body.(2%).
- Forward Throw – Tosses opponent forward.(11%). Strongest throw.
- Back Throw – Tosses opponent backward.(10%).
- Up Throw – Throws opponent up and kicks them.(9%).
- Down Throw – Performs a leap-frog-like maneuver and chucks the opponent underneath him. Has fair backwards knockback.(9%).
- Up: Throws his hat into the air, which lands on his head. This is actually his victory pose from DKC, after he defeats a boss or wins in a bonus room.
- Side: Does a playful fighter’s stance and cackles threateningly showing his teeth.
- Down: Claps his hands four times, changing feet as he does so.
Breaks out of a DK barrel and claps his hands above him.
Diddy Kong was one of the most well-balanced and model characters in the game. He was a mixture of speed and power with a technical feel. Obviously, every character in SSB can’t play like Diddy Kong but, using him as a model, many characters can receive the neccesary buffs (and nerfs) to make them higher tier in comparison to before. So I would say keep Diddy as how he was.