Diddy Kong (SSBB)/Moveset

Move 	Description 	Segment 	Segment 	Damage 	 	Hit Frames 	Hit Frames 	 	 	 	 	
Neutral attack 	  	Slaps twice, then turns around and kicks with one foot and keeps it raised, while repeatedly hitting by lashing his tail out. First hit can set-up a grab if jab-cancel or even a buffered down smash. 	Hit 1 	Hand 	3% 	80 	3 	4 	0 	100 	10 	 	
Neutral attack 	  	Slaps twice, then turns around and kicks with one foot and keeps it raised, while repeatedly hitting by lashing his tail out. First hit can set-up a grab if jab-cancel or even a buffered down smash. 	Hit 1 	Arm 	3% 	60 	3 	4 	0 	100 	10 	 	
Neutral attack 	  	Slaps twice, then turns around and kicks with one foot and keeps it raised, while repeatedly hitting by lashing his tail out. First hit can set-up a grab if jab-cancel or even a buffered down smash. 	Hit 1 	Body 	3% 	* 	3 	4 	0 	100 	10 	 	
Neutral attack 	  	Slaps twice, then turns around and kicks with one foot and keeps it raised, while repeatedly hitting by lashing his tail out. First hit can set-up a grab if jab-cancel or even a buffered down smash. 	Hit 2 	Hand 	2% 	80 	11 	12 	0 	100 	10 	 	
Neutral attack 	  	Slaps twice, then turns around and kicks with one foot and keeps it raised, while repeatedly hitting by lashing his tail out. First hit can set-up a grab if jab-cancel or even a buffered down smash. 	Hit 2 	Arm 	2% 	60 	11 	12 	0 	100 	10 	 	
Neutral attack 	  	Slaps twice, then turns around and kicks with one foot and keeps it raised, while repeatedly hitting by lashing his tail out. First hit can set-up a grab if jab-cancel or even a buffered down smash. 	Hit 2 	Body 	2% 	* 	11 	12 	0 	100 	10 	 	
Neutral attack 	  	Slaps twice, then turns around and kicks with one foot and keeps it raised, while repeatedly hitting by lashing his tail out. First hit can set-up a grab if jab-cancel or even a buffered down smash. 	Hit 3 	Foot 	2% 	90 	24 	25 	0 	100 	15 	 	
Neutral attack 	  	Slaps twice, then turns around and kicks with one foot and keeps it raised, while repeatedly hitting by lashing his tail out. First hit can set-up a grab if jab-cancel or even a buffered down smash. 	Hit 3 	Leg 	2% 	85 	24 	25 	0 	100 	15 	 	
Neutral attack 	  	Slaps twice, then turns around and kicks with one foot and keeps it raised, while repeatedly hitting by lashing his tail out. First hit can set-up a grab if jab-cancel or even a buffered down smash. 	Hit 3 	Body 	2% 	80 	24 	25 	0 	100 	15 	 	
Neutral attack 	  	Slaps twice, then turns around and kicks with one foot and keeps it raised, while repeatedly hitting by lashing his tail out. First hit can set-up a grab if jab-cancel or even a buffered down smash. 	Infinite 	Tail 	2% 	60 	2, 8, 13,15, 20, 23(24-frame loop)	2, 8, 13,15, 20, 23(24-frame loop)	0 	100 	8 	 	
Neutral attack 	  	Slaps twice, then turns around and kicks with one foot and keeps it raised, while repeatedly hitting by lashing his tail out. First hit can set-up a grab if jab-cancel or even a buffered down smash. 	Infinite 	Tip 	1% 	60 	2, 8, 13,15, 20, 23(24-frame loop)	2, 8, 13,15, 20, 23(24-frame loop)	0 	100 	8 	 	
Forward tilt 	  	Places both arms together above his head. Stands on one foot, leaning to the side and punching with both fists together above his head. Good KO move at high percentages. 	Fists 	Fists 	11% 	* 	10 	13 	10 	100 	0 	 	
Forward tilt 	  	Places both arms together above his head. Stands on one foot, leaning to the side and punching with both fists together above his head. Good KO move at high percentages. 	Arms 	Arms 	9% 	* 	10 	13 	10 	100 	0 	 	
Forward tilt 	  	Places both arms together above his head. Stands on one foot, leaning to the side and punching with both fists together above his head. Good KO move at high percentages. 	Body 	Body 	8% 	* 	10 	13 	10 	100 	0 	 	
Up tilt 	  	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 damage percentages and KO at very high percentages with higher knockback than his up smash. 	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 damage percentages and KO at very high percentages with higher knockback than his up smash. 	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 damage percentages and KO at very high percentages with higher knockback than his up smash. 	7% 	80 	6 	12 	28 	130 	0 	 	
Down tilt 	  	While crouching, slaps forward. Combos well into more down tilts and even a down smash. Extremely useful for racking up damage at low percentages. Has a trip chance of 40%. 	Hands 	Hands 	7% 	60 	4 	6 	15 	75 	0 	 	
Down tilt 	  	While crouching, slaps forward. Combos well into more down tilts and even a down smash. Extremely useful for racking up damage at low percentages. Has a trip chance of 40%. 	Arms 	Arms 	7% 	50 	4 	6 	15 	75 	0 	 	
Down tilt 	  	While crouching, slaps forward. Combos well into more down tilts and even a down smash. Extremely useful for racking up damage at low percentages. Has a trip chance of 40%. 	Body 	Body 	7% 	40 	4 	6 	15 	75 	0 	 	
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. 	Hit 1 	Grounded 	3% 	270 	9 	13 	70 	50 	0 	 	
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. 	Hit 1 	Aerial 	3% 	58 	9 	13 	70 	50 	0 	 	
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. 	Hit 2 	Hit 2 	2% 	285 	14 	18 	0 	50 	15 	 	
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. 	Hit 3 	Hit 3 	4% 	68 	20 	23 	24 	50 	70 	 	
Up smash 	  	Hops a little and does a sort of cartwheel, hitting three times with extremely low knockback (weakest up smash in the game in terms of knockback). Fills in combos, can rack up damage easily. 	Hit 1 	Hand 	rowspan="7"	 	 	 	 	 	 	 	
Up smash 	  	Hops a little and does a sort of cartwheel, hitting three times with extremely low knockback (weakest up smash in the game in terms of knockback). Fills in combos, can rack up damage easily. 	Hit 1 	Elbow 	50 	 	 	 	 	 	 	 	
Up smash 	  	Hops a little and does a sort of cartwheel, hitting three times with extremely low knockback (weakest up smash in the game in terms of knockback). Fills in combos, can rack up damage easily. 	Hit 1 	Shoulder 	70 	 	 	 	 	 	 	 	
Up smash 	  	Hops a little and does a sort of cartwheel, hitting three times with extremely low knockback (weakest up smash in the game in terms of knockback). Fills in combos, can rack up damage easily. 	Hit 1 	Body 	70 	90 	 	 	 	 	 	 	
Up smash 	  	Hops a little and does a sort of cartwheel, hitting three times with extremely low knockback (weakest up smash in the game in terms of knockback). Fills in combos, can rack up damage easily. 	Hit 2 	Foot 	95 	11 	14 	30 	 	 	 	 	
Up smash 	  	Hops a little and does a sort of cartwheel, hitting three times with extremely low knockback (weakest up smash in the game in terms of knockback). Fills in combos, can rack up damage easily. 	Hit 2 	Knee 	95 	11 	14 	50 	 	 	 	 	
Up smash 	  	Hops a little and does a sort of cartwheel, hitting three times with extremely low knockback (weakest up smash in the game in terms of knockback). Fills in combos, can rack up damage easily. 	Hit 2 	Hip 	95 	11 	14 	70 	 	 	 	 	
Up smash 	  	Hops a little and does a sort of cartwheel, hitting three times with extremely low knockback (weakest up smash in the game in terms of knockback). Fills in combos, can rack up damage easily. 	Hit 3 	Hit 3 	95 	 	18 	70 	22 	70 	0 	 	
Down smash 	  	Performs a sweeping kick. It has less knockback than his forward smash, but it's still his most reliable smash attack. 	Hit 1 	Hit 1 	 	* 	6 	7 	40 	72 	0 	 	
Down smash 	  	Performs a sweeping kick. It has less knockback than his forward smash, but it's still his most reliable smash attack. 	Hit 2 	Hit 2 	 	* 	15 	17 	35 	72 	0 	 	
Forward smash 	  	Spins, slapping forward twice. The first hit has no knockback, comboing into the second hit; however this can be escaped rather easily. The second hit does an extra 3 damage if shielded. When fully charged and both hits connect, it can KO at 94%. 	Hit 1 	Hand 	rowspan="4"	90 	12 	13 	0 	100 	28 	 	
Forward smash 	  	Spins, slapping forward twice. The first hit has no knockback, comboing into the second hit; however this can be escaped rather easily. The second hit does an extra 3 damage if shielded. When fully charged and both hits connect, it can KO at 94%. 	Hit 1 	Elbow 	60 	35 	12 	13 	0 	100 	 	 	
Forward smash 	  	Spins, slapping forward twice. The first hit has no knockback, comboing into the second hit; however this can be escaped rather easily. The second hit does an extra 3 damage if shielded. When fully charged and both hits connect, it can KO at 94%. 	Hit 1 	Shoulder 	30 	42 	12 	13 	0 	100 	 	 	
Forward smash 	  	Spins, slapping forward twice. The first hit has no knockback, comboing into the second hit; however this can be escaped rather easily. The second hit does an extra 3 damage if shielded. When fully charged and both hits connect, it can KO at 94%. 	Hit 1 	Body 	30 	50 	12 	13 	0 	100 	 	 	
Forward smash 	  	Spins, slapping forward twice. The first hit has no knockback, comboing into the second hit; however this can be escaped rather easily. The second hit does an extra 3 damage if shielded. When fully charged and both hits connect, it can KO at 94%. 	Hit 2 	Hand 	rowspan="3"	40 	21 	23 	40 	90 	0 	 	
Forward smash 	  	Spins, slapping forward twice. The first hit has no knockback, comboing into the second hit; however this can be escaped rather easily. The second hit does an extra 3 damage if shielded. When fully charged and both hits connect, it can KO at 94%. 	Hit 2 	Elbow 	50 	 	21 	23 	40 	90 	0 	 	
Forward smash 	  	Spins, slapping forward twice. The first hit has no knockback, comboing into the second hit; however this can be escaped rather easily. The second hit does an extra 3 damage if shielded. When fully charged and both hits connect, it can KO at 94%. 	Hit 2 	Arm 	60 	 	21 	23 	40 	90 	0 	 	
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. 	Arms 	Arms 	6% 	80 	6 	20 	60 	75 	0 	 	
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. 	Legs 	Legs 	6% 	80 	6 	20 	60 	75 	0 	 	
Forward aerial 	  	Kicks both feet forward. Diddy's strongest aerial, a great edgeguarding option, and a good move to use in a short hop (though a bair is quicker and better for spacing). On the edge at above 100%, edge drop -> jump -> fair is considered one of the best options available. 	Clean 	Clean 	14% 	* 	6 	9 	30 	80 	0 	 	
Forward aerial 	  	Kicks both feet forward. Diddy's strongest aerial, a great edgeguarding option, and a good move to use in a short hop (though a bair is quicker and better for spacing). On the edge at above 100%, edge drop -> jump -> fair is considered one of the best options available. 	Late 	Late 	11% 	* 	10 	16 	30 	80 	0 	 	
Back aerial 	  	Sticks leg out and spins it behind him. His fastest aerial, a great option for spacing whether a short hop is used or not. A short hopped bair is useful for quickly picking up bananas; while an air dodge is usually a better option due to having no landing lag, a bair can knock nearby opponents away. 	Sticks leg out and spins it behind him. His fastest aerial, a great option for spacing whether a short hop is used or not. A short hopped bair is useful for quickly picking up bananas; while an air dodge is usually a better option due to having no landing lag, a bair can knock nearby opponents away.	Sticks leg out and spins it behind him. His fastest aerial, a great option for spacing whether a short hop is used or not. A short hopped bair is useful for quickly picking up bananas; while an air dodge is usually a better option due to having no landing lag, a bair can knock nearby opponents away.	9% 	* 	5 	8 	30 	100 	0 	 	
Up aerial 	  	An overhead flip kick. Decent knockback, fairly fast. 	An overhead flip kick. Decent knockback, fairly fast. 	An overhead flip kick. Decent knockback, fairly fast. 	11% 	100 	3 	7 	30 	90 	0 	 	
Down aerial 	  	Punches both arms down, meteor smashing powerfully as soon as it connects, but with some start-up lag. 	Punches both arms down, meteor smashing powerfully as soon as it connects, but with some start-up lag. 	Punches both arms down, meteor smashing powerfully as soon as it connects, but with some start-up lag. 	12% 	270 	13 	15 	30 	100 	0 	 	
Pummel 	  	Headbutts his target, angled from the side of his body. Hits almost instantly. 	Headbutts his target, angled from the side of his body. Hits almost instantly. 	Headbutts his target, angled from the side of his body. Hits almost instantly. 	2% 	* 	2 	2 	0 	100 	40 	 	
Forward throw 	  	Tosses opponent forward. Strongest throw. Based on how Diddy Kong would throw barrels in Donkey Kong Country. Best used to get opponents offstage to set up an edgeguard, can combo into an fair. 	Tosses opponent forward. Strongest throw. Based on how Diddy Kong would throw barrels in Donkey Kong Country. Best used to get opponents offstage to set up an edgeguard, can combo into an fair. 	Tosses opponent forward. Strongest throw. Based on how Diddy Kong would throw barrels in Donkey Kong Country. Best used to get opponents offstage to set up an edgeguard, can combo into an fair. 	11% 	42 	11 	11 	69 	55 	0 	 	
Back throw 	  	Tosses opponent backward, very similar to his f-throw in that it is useful for getting opponents offstage. 	Tosses opponent backward, very similar to his f-throw in that it is useful for getting opponents offstage. 	Tosses opponent backward, very similar to his f-throw in that it is useful for getting opponents offstage. 	10% 	38 	9 	9 	66 	55 	0 	 	
Up throw 	  	Throws opponent up and kicks them. Can be comboed with Rocketbarrel Boost, is a decent option for getting opponents into the air. If animation is interrupted by something like a projectile, Diddy Kong will freeze in place. 	Hit 1 	Hit 1 	4% 	75 	15 	15 	30 	100 	0 	 	
Up throw 	  	Throws opponent up and kicks them. Can be comboed with Rocketbarrel Boost, is a decent option for getting opponents into the air. If animation is interrupted by something like a projectile, Diddy Kong will freeze in place. 	Throw 	Throw 	5% 	87 	16 	16 	70 	72 	0 	 	
Down throw 	  	Performs a leapfrog-like manoeuvre and throws the opponent underneath him. Has fair backwards knockback. Has little utility and almost no followups available. 	Performs a leapfrog-like manoeuvre and throws the opponent underneath him. Has fair backwards knockback. Has little utility and almost no followups available. 	Performs a leapfrog-like manoeuvre and throws the opponent underneath him. Has fair backwards knockback. Has little utility and almost no followups available. 	9% 	130 	11 	11 	85 	40 	0 	 	
Floor (back) 	  	Gets up and kicks to both sides. 	Hit 1 	Hit 1 	6% 	* 	16 	17 	80 	50 	0 	 	
Floor (back) 	  	Gets up and kicks to both sides. 	Hit 2 	Hit 2 	6% 	* 	25 	26 	80 	50 	0 	 	
Floor (front) 	  	Gets up and punches on both sides. 	Hit 1 	Hit 1 	6% 	* 	16 	17 	80 	50 	0 	 	
Floor (front) 	  	Gets up and punches on both sides. 	Hit 2 	Hit 2 	6% 	* 	26 	27 	80 	50 	0 	 	
Floor (trip) 	  	Another two kicks to either side. 	Hit 1 	Hit 1 	5% 	* 	19 	20 	60 	50 	0 	 	
Floor (trip) 	  	Another two kicks to either side. 	Hit 2 	Hit 2 	5% 	* 	27 	28 	60 	50 	0 	 	
Edge (<100%) 	  	Spinning tail slap. 	Base 	Base 	8% 	45 	28 	30 	0 	100 	110 	 	
Edge (<100%) 	  	Spinning tail slap. 	Tip 	Tip 	6% 	45 	28 	30 	0 	100 	110 	 	
Edge (100%+) 	  	  	  	  	10% 	* 	50 	54 	0 	100 	110 	 	
Neutral special move	Peanut Popgun 	Diddy shoots a peanut. Damage depends on either speed or charge level (unknown). 	Shot 	Shot 	1% 	* 	  	  	10 	100 	0 	 	
Neutral special move	Peanut Popgun 	Diddy shoots a peanut. Damage depends on either speed or charge level (unknown). 	Thrown 	Thrown 	4% 	* 	  	  	6 	20 	0 	 	
Side special move 	Monkey Flip 	A sideways hop, which grabs opponents and can be kicked out of. Can be used to gain some extra recovery distance. If Diddy jumps off the opponent in the air, they will be meteor smashed weakly. If the special move button is pressed after the flip, Diddy will kick, being a great combo move that can lead into a fair if a midair jump is available. However, if the kick is used, Rocketbarrel Boost cannot be used until landing. An impractical sacrificial KO is possible with this move by using it in the air and falling to the lower blast line with the opponent (referred to as "Diddycide"). In the Subspace Emissary, does repeated damage to enemies it passes through instead of grabbing.	SSE 	SSE 	2% 	20 	  	  	0 	100 	60 	 	
Side special move 	Monkey Flip 	A sideways hop, which grabs opponents and can be kicked out of. Can be used to gain some extra recovery distance. If Diddy jumps off the opponent in the air, they will be meteor smashed weakly. If the special move button is pressed after the flip, Diddy will kick, being a great combo move that can lead into a fair if a midair jump is available. However, if the kick is used, Rocketbarrel Boost cannot be used until landing. An impractical sacrificial KO is possible with this move by using it in the air and falling to the lower blast line with the opponent (referred to as "Diddycide"). In the Subspace Emissary, does repeated damage to enemies it passes through instead of grabbing.	Kick 	Hip 	14% 	* 	4 	25 	40 	50 	0 	 	
Side special move 	Monkey Flip 	A sideways hop, which grabs opponents and can be kicked out of. Can be used to gain some extra recovery distance. If Diddy jumps off the opponent in the air, they will be meteor smashed weakly. If the special move button is pressed after the flip, Diddy will kick, being a great combo move that can lead into a fair if a midair jump is available. However, if the kick is used, Rocketbarrel Boost cannot be used until landing. An impractical sacrificial KO is possible with this move by using it in the air and falling to the lower blast line with the opponent (referred to as "Diddycide"). In the Subspace Emissary, does repeated damage to enemies it passes through instead of grabbing.	Kick 	Knee 	12% 	* 	4 	25 	40 	50 	0 	 	
Side special move 	Monkey Flip 	A sideways hop, which grabs opponents and can be kicked out of. Can be used to gain some extra recovery distance. If Diddy jumps off the opponent in the air, they will be meteor smashed weakly. If the special move button is pressed after the flip, Diddy will kick, being a great combo move that can lead into a fair if a midair jump is available. However, if the kick is used, Rocketbarrel Boost cannot be used until landing. An impractical sacrificial KO is possible with this move by using it in the air and falling to the lower blast line with the opponent (referred to as "Diddycide"). In the Subspace Emissary, does repeated damage to enemies it passes through instead of grabbing.	Kick 	Foot 	10% 	* 	4 	25 	40 	50 	0 	 	
Side special move 	Monkey Flip 	A sideways hop, which grabs opponents and can be kicked out of. Can be used to gain some extra recovery distance. If Diddy jumps off the opponent in the air, they will be meteor smashed weakly. If the special move button is pressed after the flip, Diddy will kick, being a great combo move that can lead into a fair if a midair jump is available. However, if the kick is used, Rocketbarrel Boost cannot be used until landing. An impractical sacrificial KO is possible with this move by using it in the air and falling to the lower blast line with the opponent (referred to as "Diddycide"). In the Subspace Emissary, does repeated damage to enemies it passes through instead of grabbing.	Attack 	Attack 	5% 	* 	  	  	40 	75 	0 	 	
Side special move 	Monkey Flip 	A sideways hop, which grabs opponents and can be kicked out of. Can be used to gain some extra recovery distance. If Diddy jumps off the opponent in the air, they will be meteor smashed weakly. If the special move button is pressed after the flip, Diddy will kick, being a great combo move that can lead into a fair if a midair jump is available. However, if the kick is used, Rocketbarrel Boost cannot be used until landing. An impractical sacrificial KO is possible with this move by using it in the air and falling to the lower blast line with the opponent (referred to as "Diddycide"). In the Subspace Emissary, does repeated damage to enemies it passes through instead of grabbing.	Attack Release 	Attack Release 	10% 	* 	  	  	10 	80 	0 	 	
Side special move 	Monkey Flip 	A sideways hop, which grabs opponents and can be kicked out of. Can be used to gain some extra recovery distance. If Diddy jumps off the opponent in the air, they will be meteor smashed weakly. If the special move button is pressed after the flip, Diddy will kick, being a great combo move that can lead into a fair if a midair jump is available. However, if the kick is used, Rocketbarrel Boost cannot be used until landing. An impractical sacrificial KO is possible with this move by using it in the air and falling to the lower blast line with the opponent (referred to as "Diddycide"). In the Subspace Emissary, does repeated damage to enemies it passes through instead of grabbing.	Jump Attack 	Jump Attack 	5% 	* 	  	  	30 	40 	0 	 	
Side special move 	Monkey Flip 	A sideways hop, which grabs opponents and can be kicked out of. Can be used to gain some extra recovery distance. If Diddy jumps off the opponent in the air, they will be meteor smashed weakly. If the special move button is pressed after the flip, Diddy will kick, being a great combo move that can lead into a fair if a midair jump is available. However, if the kick is used, Rocketbarrel Boost cannot be used until landing. An impractical sacrificial KO is possible with this move by using it in the air and falling to the lower blast line with the opponent (referred to as "Diddycide"). In the Subspace Emissary, does repeated damage to enemies it passes through instead of grabbing.	Jump Release 	Jump Release 	5% 	270 	  	  	25 	40 	0 	 	
Up special move 	Rocketbarrel Boost 	Diddy charges up his barrels and launches himself upwards. Can be angled with the Control Stick (but not if the move is uncharged). Diddy's primary recovery move, but leaves him vulnerable during the charging and can also self-stage spike on stages such as . If Diddy is attacked out of the move, the barrels will fly around and can damage opponents (they also cannot be blocked). Ramming into opponents with the move sends them on a semi-spike trajectory. 	Hit 1 	Grounded opponents 	10% 	* 	1 	1 	85 	40 	0 	 	
Up special move 	Rocketbarrel Boost 	Diddy charges up his barrels and launches himself upwards. Can be angled with the Control Stick (but not if the move is uncharged). Diddy's primary recovery move, but leaves him vulnerable during the charging and can also self-stage spike on stages such as . If Diddy is attacked out of the move, the barrels will fly around and can damage opponents (they also cannot be blocked). Ramming into opponents with the move sends them on a semi-spike trajectory. 	Hit 1 	Aerial opponents 	10% 	271 	1 	1 	30 	50 	0 	 	
Up special move 	Rocketbarrel Boost 	Diddy charges up his barrels and launches himself upwards. Can be angled with the Control Stick (but not if the move is uncharged). Diddy's primary recovery move, but leaves him vulnerable during the charging and can also self-stage spike on stages such as . If Diddy is attacked out of the move, the barrels will fly around and can damage opponents (they also cannot be blocked). Ramming into opponents with the move sends them on a semi-spike trajectory. 	Hit 2 	Hit 2 	10% 	70 	2 	8 	85 	40 	0 	 	
Up special move 	Rocketbarrel Boost 	Diddy charges up his barrels and launches himself upwards. Can be angled with the Control Stick (but not if the move is uncharged). Diddy's primary recovery move, but leaves him vulnerable during the charging and can also self-stage spike on stages such as . If Diddy is attacked out of the move, the barrels will fly around and can damage opponents (they also cannot be blocked). Ramming into opponents with the move sends them on a semi-spike trajectory. 	Hit 3 	Hit 3 	8% 	60 	9 	31 	40 	80 	0 	 	
Up special move 	Rocketbarrel Boost 	Diddy charges up his barrels and launches himself upwards. Can be angled with the Control Stick (but not if the move is uncharged). Diddy's primary recovery move, but leaves him vulnerable during the charging and can also self-stage spike on stages such as . If Diddy is attacked out of the move, the barrels will fly around and can damage opponents (they also cannot be blocked). Ramming into opponents with the move sends them on a semi-spike trajectory. 	Loose barrel 	Flying 	8% 	* 	  	  	40 	140 	0 	 	
Up special move 	Rocketbarrel Boost 	Diddy charges up his barrels and launches himself upwards. Can be angled with the Control Stick (but not if the move is uncharged). Diddy's primary recovery move, but leaves him vulnerable during the charging and can also self-stage spike on stages such as . If Diddy is attacked out of the move, the barrels will fly around and can damage opponents (they also cannot be blocked). Ramming into opponents with the move sends them on a semi-spike trajectory. 	Loose barrel 	Explosion 	15% 	* 	  	  	10 	100 	0 	 	
Down special move 	Banana Peel 	Pops a peel into the air. 	  	  	  	 	3 	20 	 	 	 	 	 
Final Smash 	Rocketbarrel Barrage	Diddy flies around shooting explosive peanuts. 	Ram 	Ram 	18% 	30 	  	  	30 	100 	0 	 	
Final Smash 	Rocketbarrel Barrage	Diddy flies around shooting explosive peanuts. 	Peanut 	Peanut 	18% 	70 	  	  	50 	60 	0 	 	
Final Smash 	Rocketbarrel Barrage	Diddy flies around shooting explosive peanuts. 	Explosion 	Explosion 	20% 	70 	  	  	40 	90 	0 	 	
Category:Diddy Kong (SSBB)