Donkey Kong's spidermonkey sidekick is back and better than ever! Diddy Kong plays like a traditional high agility character but with some extra tricks up his sleeve. Diddy Kong has good mobility and his attacks are fast, letting him poke at opponents and exploit openings. Diddy Kong has a strong grab game and a range of combos, helping him rack up damage with his weaker attacks. Additionally, both of his projectiles are highly useful either at zoning enemies out or setting them up for a powerful attack, while Monkey Flip is one of the best mixup moves in the game. Diddy Kong's biggest weakness would be his poor recovery, which takes a while to build up distance and can be easily intercepted. While he is not as strong compared to the game's initial release, Diddy Kong remains a solid pick with his high mobility and versatile moveset.
Diddy Kong is a middle-lightweight, suiting his agile playstyle. He has above average run speed, capable of rivalling Pikachu's dash. Diddy Kong's lateral air speed is one of the worst, forcing players to be more precise with their jumps to continue a combo. He has really high fall speed which also contributes to his high mobility. Diddy Kong can crawl along the ground with reasonable height decrease. He can also wall jump as well as wall cling, which compensates for his rather predictable recovery specials.
Diddy Kong fires a peanut that flies in an arc. The peanut can sometimes be caught by enemies and thrown like an item. Charging up the popgun gives the peanut more speed and a straighter trajectory, but charging too much causes it to explode, dealing self-damage and hurting nearby foes.
Exploding Popgun
Diddy Kong cannot shoot peanuts at all, but the popgun misfires quicker.
Jumbo Peanuts
Diddy Kong fires massive peanuts which have lower range but hit harder. The attack charges faster, while the firing animation is slower.
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Monkey Flip
Diddy Kong flips forward, latching onto any enemy he touches and pummeling them for a short while. Pressing attack while latched on cause him to knock the opponent away, while jumping makes him meteor the opponent. Alternatively, you an press either attack button to turn the grab into a kick.
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Back Flip
Diddy Kong flips backward instead of forward, but loses the ability to grab. Kicking sends him flying forward.
Flying Monkey Flip
Diddy Kong's flip has a much higher arc. His grab attack and kick are weaker, but jumping off of the enemy while latched on produces a stronger meteor smash.
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Rocketbarrel Boost
Diddy Kong charges up his Rocketbarrel Pack and launches himself up, ramming away enemies in his path. Hitting terrain or getting hit will cause the Rocketbarrels to fly around on their own, destroying itself in a powerful explosion. There's a small penalty window during which Diddy cannot act if he is attacked while recovering.
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Rocketbarrel Attack
Diddy Kong rams into enemies harder, but the Rocketbarrels take longer to charge and has a more restricted trajectory.
Rocketbarrel Kaboom
The Rocketbarrel Pack charges quickly and has more maneuverability, but it is more sensitive to explosions whenever you hit terrain.
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Banana Peel
Diddy Kong drops a banana peel behind him. Walking over or getting hit by the peel while on the ground causes enemies to trip. Only one peel per player can be present; trying to use another just causes Diddy to shrug. The peel can only be thrown twice before disappearing, and will instantly vanish if it successfully hits an enemy.
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Shocking Banana Peel
Diddy Kong drops a banana peel that paralyzes enemies. The stunning effect is stronger when the peel is walked over compared to when it is thrown at enemies.
Battering Banana Peel
Diddy Kong throws a banana peel straight up. The banana peel itself launches enemies upward.
Taunts
Control
Info
Wii U GamePad / Pro Controller
Wii Remote + Nunchuk
Wii Remote (sideways)
Wii Classic Controller
GameCube Controller
Nintendo 3DS
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Diddy Kong throws his cap up and catches it.
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Diddy Kong strikes a threatening pose.
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Diddy Kong dances around while clapping his hands together.
Diddy Kong equips his rocketbarrel pack and two peanut popguns and flies around while firing countless shots. Opponents can be hurt by the peanut shots, but will take more damage if rammed into. Diddy Kong starts to flash at the end of the Final Smash, which finishes with a moderately strong explosion. Rocketbarrel Barrage is one of the weaker Final Smashes in the game. The popgun shots are always fired in the opposite direction where Diddy travels, which not only makes it hard to control for novices, but also limits the amount of pressure you can tack on since the shots tend spread out the further you are from the enemy. The popgun shots are also very weak for how hard they are to land, only a measly 5%. Instead, you may treat it like a poor monkey's Volt Tackle, ramming directly into enemies to deal more damage. The ending explosion is your best bet for KOing enemies; start your pursuit when you can see Diddy flashing.