Super Smash Bros. Obliteration/Diddy Kong

Diddy Kong is a Default/Starter Character in Super Smash Bros. Obliteration. "The Champ Of Chimps" as he is known across the Kong Islands is Donkey Kong's Nephew and best friend who has traversed with him through the thick and thin battlling King K. Rool and various other threats against the Kongs existance and very ways of life. This Chimp might lack in size and power but has plenty of speed and quick wit to make up for that. Diddy is ready to prove that he can topple any opponent regardless of size or power using speed in a true fight to be seen for the ages. 
==Attacks==
Type 	Name 	Damage 	Description
Neutral 	 	(1% first two hits, 2% = third hit, Total = 4%). 	Swipes twice with his hands and then turns around and kicks back, 
Neutral Combo	Infinate jab	1% = first two hits, 2% = third hit, 1% = each following hit, 3% = finisher).	Swipes twice and then swipes with his tail repeatedly, 
Forward Tilt 	 	(7%) 	Leans Forward, then punches with both of his fists.
Up Tilt 	 	(6%) 	Swipes in an Arc Above Him.
Down Tilt 	 	(5%) 	Claps at the opponent in front of him.
Forward Smash	 	(13%) 	Swings with one fist and then spins around to strike with his fist a second time, 
Up Smash 	 	(16% = clean, 10% = late) 	 Swings upwards with one hand, going into a flip; he then attacks by kicking upwards with one foot and upon up-righting himself again finishes with a powerful uppercut
Down Smash 	 	(16% = fully charged, 8% = half charged) 	Spins around, sweeping his legs across the ground on each side
==Aerial Attacks==
Type 	Name 	Damage 	Description
Neutral	 	(4% hits 1-6, 2% = hits 7-8, 8% = total). 	Performs a cartwheel in midair, hitting with all of his limbs,
Forward	 	(11%) 	Kicks forward while airborne, with both feet.
Back 	 	(9%) 	Kicks behind himself with one foot in the air.
Up 	 	(8%) 	Kicks upward, and above him at an opponent with one foot.
Down 	Swinging Fist	(8% = impact, 4% = shockwave, 12% = total).	Puts his fists together and swings them downwards between his legs, to smash an opponent downward to the surface.
==Other Attacks==
Type 	Name 	Damage 	Description
Floor Attack (Front) = 	 	(6%) 	Spins his tail in both Forward/Back Directions while getting up.
Floor Attack (Back) = 	 	(5%) 	Same As Front Attack, just with less power.
Floor Attack (Trip) = 	 	(6%) 	Spins his tail in both Forward/Back directions near the ground.
Ledge Attack 	 	(7%) 	Perfoms a cartwheel kick, while climbing up.
Dash Attack 	Cartwheel	(6% = hit 1, 4% = hit 2, 10% = total).	An attack from Donkey Kong Country. Performs a cartwheel attack
==Grabs and Throws==
Type 	Name	Damage 	Description
Grab 	 	(N/A) 	Grabs an Opponent.
Pummel 	 	(1.2%) 	Slaps the Opponent with his tail, a weak but very fast Pummel.
Forward	 	(6% = Hit 1, 3% = Throw, 9% = Total) 	Hurls the Opponent forward with one hand.
Back 	 	(5% = Hit 1, 3% = Throw, 8% = Total) 	Hurls the opponent backwards using both hands.
Up 	 	(9% = Kick, 2% = Throw, 11% = Total) 	Tosses them above him and the flips upside down to perform an upward kick to the opponent.
Down 	 	(10% = Launch, 4% = Throw, 14% = Total)	 Does a hop and bounces the opponent on the ground beneath him, launching them behind him at the end of the move. Referred to as the 'Hoo Hah' combo when followed by an up air
==Taunts==
Up Taunt = Diddy flips his hat and lands it on his head.
Side Taunt = Diddy holds both his hands to the side and shakes his head, making a horse-like noise with his lips.
Down Taunt = Diddy hops and claps.
==Special Moves==
Type 	Name 	Damage 	Description
Neutral Special	Peanut Popgun 	(3%-12% = Peanuts, 23% = Explosion) 	 Diddy Kong 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 for B-reversing to make Diddy Kong's movement harder to predict. The longer Diddy Kong charges the attack, the farther and quicker the peanut will fly. If Diddy Kong overcharges the attack, however, it will cause a very powerful explosion that leaves him vulnerable but possesses massive knockback.
Side Special 	Monkey Flip 	 (14% = clean midair kick, 12% = mid midair kick, 10% =late midair kick, 1% = pummel, 3% = grab attack hit 1, 7% = grab attack hit 2, 3% = jump attack hit 1, 5% = jump attack hit 2).	Diddy Kong performs a sideways hop that has the potential to launch him onto an opponent's face if timed correctly. Tilting the control stick and pressing the special button will cause Diddy Kong to fly a shorter distance than he would if the player smashed the control stick instead, similar to performing the input for a forward tilt as opposed to a forward smash. Once he has clung onto his foe's face, he can double chop them and leap away by pressing the attack button, or can perform a pseudo footstool jump with the jump button. Finally, tapping the special button while he is flipping will cause Diddy Kong to attack with a flying kick instead of latching on to his opponent. However, if Diddy Kong chooses to use the flying kick he will not be able to use his rocketbarrel pack unless he touches the ground first, making it a risky option offstage. More reliable for returning to the stage than Rocketbarrel Boost overall, and should be used for this purpose in place of his rocketbarrels whenever possible or safe to do so, 
Up Special 	Rocketbarrel Boost	(10% = launch explosion, 6-8% = collision with opponent). 	Diddy Kong charges his rocketbarrel pack from Donkey 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 Kong lose his rocketbarrels before falling a huge distance while being unable to perform any action, often falling too far to survive. Diddy Kong will also gain 5% damage for hitting a surface.
Down Special 	Banana Peel 	(N/A) 	Diddy Kong tosses a Banana 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 and trip on the floor. An integral part of Diddy Kong’s kit, as it allows him to take control of the stage, extend and create combos, set up kills, 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 best out of shield options in the game when thrown. Unlike in Brawl, only one banana peel can exist at one time, and it disappears when hit by an opponent or when thrown twice.
==Final Smash==
Type 	Name 	Damage 	Description
Final Smash	Rocketbarrel Barrage	(5%-10% = Peanuts, 12% = Collision).	Rocketbarrel Barrage = Diddy Kong flies around on his rocketbarrel pack, shooting explosive peanuts everywhere. The peanuts travel large distances and have great power, however crashing into enemies with Diddy Kong himself does even more damage to his opponents than firing the peanuts at them. Has greater movement speed than it did back in Brawl or 4, in addition to it no longer putting Diddy Kong into a helpless state when ended in the air, but it is even harder to control than it was previously.
Category:Characters
Category:Playable Characters
Category:Males
Category:Donkey Kong (series)
Category:Donkey Kong Characters
Category:Super Smash Bros. (series)
Category:Super Smash Bros. Characters