This article is a production of St. Clair Publications Do not edit without the permission of User:Alexs23743 unless you are correcting spelling or grammar errors, a bad translation, or an egregious factual error. |
- This article is strictly about how Diddy Kong appears in Super Smash Stadium. For information about him in general, see his article on MarioWiki.
Diddy Kong (SSS) | |
---|---|
Home Universe: | Donkey Kong |
Canon Debut: | DK Country 1, Super NES, 1994 |
Home Stage: | Jungle Japes |
SSS Debut: | April 22, 1980 |
Previous Character to Debut: | Mr. Game and Watch |
Next Character to Debut: | Kritter |
In a canon Smash game? | yes |
Canon Smash Debut: | Super Smash Bros. Brawl |
Diddy Kong is a playable character on Super Smash Stadium. He debuted close to the end of Season 8, alongside Jungle Japes. He went on hiatus about halfway through Season 37, but came back close to the end of Season 40, almost on the 32nd anniversary of his debut. He still remains a staple of the show.
In his own universe[]
Introduced to the Donkey Kong franchise as a sidekick to the "new" DK, Diddy was seen as inferior to DK, much like Luigi to Mario. However, he did have his advantages over DK; he was faster and jumped higher, and him holding barrels in front of him rather than over his head proved to be more useful tactically. He got a further boost with DK Country 2, where DK was kidnapped, and it was his turn to be the star along with his new girlfriend, Dixie Kong. Unfortunately, he had to sit DK Country 3 out, as "Baron K. Roolenstein" [sic] kidnapped both DK AND him to power his new robot, KAOS. Diddy returned in full force for DK 64, however.
Attributes[]
Unlike most other sidekicks, Diddy is not in any way a clone of DK, and is a much different beast to the big guy. A typical lightweight in typical lightweight mode, "fast but weak" is his mantra. Despite being weak, though, he's quite skilled at racking the damage up, via two good projectiles in his Peanut Popguns and his banana peels. His close-quarters attacks also have surprisingly long reach. He has a high jump and a good air game to match, too.
However, his up special is somewhat difficult to learn, making his recovery difficult.
Changes[]
...Yes.
Moveset[]
Entrance: Busts out of a DK Barrel.
Move Name | Description |
---|---|
Neutral Special:
Peanut Shot |
Diddy shoots a peanut out of one of his Peanut Popguns. It travels in an arc in front of him. Opponents can air dodge to intercept the peanut and throw it back, and there's a 10% chance that the actual nuts will stay on the battlefield, healing anyone by 5%. You can charge the move by pressing longer (causing the peanut to do more damage, up to 15%, and fly further in the process), but if you hold the charge for too long, the gun explodes. This leaves Diddy extremely vulnerable for three seconds, but if an opponent was caught in the blast, they take up to 25%.
The peanuts kill at 200%, while an explosion kills at 75%. |
Side Special:
Monkey Flip |
Diddy flips forward. If he hits anyone, he'll latch onto them. You can then press repeatedly to scratch them like a pummel, again to kick them away, or / to jump off. This move is considered a grab, and thus will ignore shields as well as Kirby's Stone. Also a good alternate recovery, but risky since he cannot take any further action unless he hits someone, gets hit himself, or touches the ground.
Kills at 95%. |
Up Special:
Jetbarrel |
Diddy whips out his Jetbarrel and launches himself a short distance. Is actually pretty useless right out of the gate; to make it useful, you must charge the move to send him farther. Charging it also allows you to steer him with . But again, if you charge the move for too long, it explodes. Hitting a wall or otherwise botching the move also leaves Diddy incredibly vulnerable as he falls helplessly; however, the barrels will fly wildly around the battlefield, potentially doing severe damage and knockback to whoever gets hit.
Kills at 55%. |
Down Special:
Banana Peel |
Diddy throws a banana peel behind him, functioning exactly the same as the Banana Gun's "leftovers". Anyone who touches the peel trips and falls, leaving them vulnerable; however, they can just as easily pick the peel up and turn it back against Diddy. Arguably Diddy's best move. He can only have one of these active at a time, but before Season 39, he could have two. This was seen as broken, especially in the "Brawl Era", where he could do an infinite chaingrab with help from the banana peels.
Cannot kill. |
Final Smash:
Rocketbarrel Barrage |
Diddy takes to the skies in his Jetbarrel with his popguns out for 15 seconds, during which you can fire peanuts at will and fly him all over the battlefield. He's invincible, and can't die (he'll stop when he hits a kill zone).
Kills at 55%. |
Taunts[]
- Up Taunt: Flips his hat, referencing his "bonus win" pose in DKC1.
- Side Taunt: His snake pops out of his pocket; he pushes it back in.
- Down Taunt: Shoots off sparks of PK energy.
Victory[]
- Pose: Referencing DKC2, he assumes a rapper-type pose, holding a boom box next to him, a combo that just SCREAMS 1990's.
- Theme: Team DK's victory theme.
- "No Contest"/Loss Theme: A special variant on Team DK's loss theme: the "bramble" version of his DKC2 death theme, which also plays for Dixie Kong.
Costumes[]
- Default
- Two-Player Contest/Hero Diddy: His yellow palette swap from DKC1
- DKC2 2P Contest: His purple palette swap from that game
- Green
- Blue
- Yellow with black fur
- Sky Blue
- Orange with a silverback gorilla's fur