Stage: Diddy’s Island


Name: Diddy`s Island

Universe: Diddy Kong

Debut: Diddy Kong`s Racing

Stage Size: Large

Hazard Level: 2 (out of 5)

Availability: Starter

Diddy`s Island is technically Timber`s Island from the Diddy Kong Racing series.  However, it is unknown when or if ownership ever switched hands between the tiger and money.  That being said, the island is known in the Super Smash Bros. universe as Diddy`s Island.  The island is a drivers sanctuary with rolling hills, caverns, and waterways for hoverboats.  located in and around the island are portals that lead to different aeras of the island that plays host to themed-race tracks such as beach, winter wonderlands, or dinosaur parks.  This peace was hsattered when the evil alien Wizpig enslaved this sanctuary, put is denizens into slavery, and set himself as ruler.  Diddy Kong and Dixie Kong set off to fight against Wizpig in the 2nd installent of the game Diddy Kong`s Racing DS.


Appearance

There are 6 zones that the stage appears in.  The first zone is the Lobby Zone and is the main courtyard in front of Wizpig`s statue.  Frogs jump around, birds fly overhead, and waterfalls splash down into crystal like pools.  The players fight on the ground in front of the statue.  Ocassionally, the racers like Tiptup and Pipsy will appear.  A warning will show and the stage (a piece of racetrack) will elevate and the background will distort and then fade in to the next zone.

The second zone is the Dinosaur Zone.  This represents Dino Domain from the series.  The track itself resembles Ancient Lake the most with elements from Fossil Canyon (a evening sun), Jungle Falls (crumbling ruins and waterfalls), and Hot top Volcano (a volcano in the distance).  Somewhere during the track, Tricky the Triceratops appears and charges the stage.  The stage itself follows a specified track that zips around curves, underneath dinosaurs, through ruins, and around ancient rocks.

The zone vanishes and the next zone Ice Zone will appear.  This represents Snowflake Mountain from the series.  The track itself resembles Frosty Village the most with some elements from Everfrost Peak (a frozen river), Walrus Cove (a ice loop track portion that the stage flies through), and Snowball Valley (giant snowballs that come crashing down in the distance).  During the race, Bluey the Walrus will appear and will run in front of the stage for a little while.  The stage follows a specified track that flies down snowy hills, blasts through quiet village, zips through a icy loop, and barely misses massive snowballs.

The next zone is the Beach Zone.  It represents Sherbert Island from the series.   The track itself resembles Pirate Lagoon mostly with some elements taken from Whale Bay (a partially sunken ship and topical foliage), Crescent Cove (a floating ship and beautiful waterfalls), and Treasure Caves (patches of green goo).  During the race, Bubbler the Octopus can be seen floating in the water.  he will lunge at the stage but miss.  The stage follows a specified track that splashes into the water, goes through waterfalls, zips past sunken and floating ships, and plays in the waves.

The next zone is the Dragon Zone.  It represents Dragon Forest from the series.  The track resembles Greenwood Village with some elements taken from Windmill Plains (massive windmills in the distance and hills of hay), Boulder Canyon (dark sewers with algae), and Haunted Woods (a dark area with ghosts that resemble Wizpig).  During the race, Smokey the Dragon will appear and fly overhead.  He will fly high into the air, circle, and then return back and soars right above the stage.

The last zone is Space Zone.  It represents Future Fun Land from the series.  The track itself resembles Star City with some elements from Spacedust Alley (lasers), Darkmoon Caverns (a loop in the track, craters, and Wizpig`s spaceships), and Spaceport Alpha (a powerful fan).  Oddly, Wizpig himself doesn`t make a appearance but his mug shows up on televised screens has he mockingly laughs at the players.

Going through all the zones and re-looping back to the Lobby Zone takes around 6 minutes and 30 seconds.  Each zone takes one minute and 5 seconds to change the zones.


Hazards

There aren`t too many hazrads in this stage and it is pretty straight forward.  However, the camera changes and moves to go along with the shifting of the stage.


Music

Title Theme (Diddy Kong Racing)
Ancient Lake (Diddy Kong Racing)
Hot Top Volcano (Diddy Kong Racing)
Greenwood Village (Diddy Kong Racing)
Whale Bay (Diddy Kong Racing)
Center Area (Diddy Kong Racing)
Darkmoon Caverns (Diddy Kong Racing)
Walrus Cove (Diddy Kong Racing DS)
Pirate Lagoon (Diddy Kong Racing DS)
Meandering Mount (Diddy Kong Racing DS)


Cameos

Taj the Genie
Wizpig
Drumstick
Pipsy
Tiptup
Bumper
Timber
Krunch
Tricky the Triceratops
Bluey the Walrus
Bubbler the octopus
Smokey the Dragon
Frog


My Thoughts

Diddy Kong Racing was popular when it was first released and while a sequel wasn`t released until much later, it still remains a very important game for the Nitendo 64.  This is why I propose for it to become a stage as well as Diddy and Dixie`s home stage.  To me, this stage is solely Diddy`s stage and has no Donkey Kong influence.


Chances of it being in SSB4

?% – This was a idea I had and honestly cannot predict if sakurai will includeDiddy Kong Racing into a SSB ga,e.  However, with the recent Diddy Kong Racing DS game, it has a decent shot at having some representation.

Advertisements

Veteran: Diddy Kong


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.

Diddy Kong from Super Smash Bros. Brawl

Name: Diddy Kong

Universe: Donkey Kong

Debut: Donkey Kong Country (1994)

Element Alignment: Earth

Affinity: Good

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

Descriptions

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

Diddy Kong from Super Mario Strikers Charged

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 Costume

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

Ground attacks

Normal
  • 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%).
Smash
  • 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.
Other
  • 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.

Aerial Attacks

  • 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%).

Taunts

  • 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.

Stage Entrance

Breaks out of a DK barrel and claps his hands above him.


My Thoughts

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.