Diddy Kong (SSBU)

Diddy Kong (, Diddy Kong) is a playable character in Super Smash Bros. Ultimate. He was officially confirmed on June 12th, 2018 alongside and the rest of the returning roster. Unlike his previous appearances in the Super Smash Bros. series, Diddy Kong is now an unlockable character instead of a starter character. Diddy Kong is classified as Fighter #36.
Diddy Kong once again retains his realistic chimpanzee screeches that were used in both Super Smash Bros. Brawl and Super Smash Bros. 4 instead of being voiced by Katsumi Suzuki.
Diddy Kong is currently ranked 8th out of 82 characters on the Ultimate tier list, ranking him at the top of S- tier. This is a slight drop from his ranking in Smash 4, where he was tied with at 2nd/3rd out of 54, and is technically his lowest placement in the series. Diddy Kong possesses many strengths that are core to his gameplan. He has a strong neutral with his signature item being the Banana Peel. It offers him an extensive and flexible array of options at his disposal, using it for combos or setups into KOs or edgeguards. His small size makes him generally hard to hit or pin down. Diddy Kong also has good frame data on his moves, allowing him to box out his opponents with ease. He also possesses a command grab which can also be a burst option in Monkey Flip to condition foes to shield.
Despite these strengths, Diddy Kong has some weaknesses. For example, since his Banana is an item, opponents can use it against him, allowing for their own combo or KO confirm on Diddy. Diddy Kong also does not have as many reliable ways to secure stocks at high percents if his opponents are past KO confirm percentages, which is further exacerbated by his light stature as he cannot take advantage of rage as effectively. Finally, his recovery is relatively exploitable as if he gets hit during Rocketbarrel Boost, he is in a lot of endlag until he can recover again.
Overall, while Diddy has a lot of strengths to contend with the best of the best, he has some weaknesses that can be exploited from players who know the matchup. He has seen strong tournament results from most notably , who has won several majors with him, and other players, such as and .
==How to unlock==
Complete one of the following:
*Play VS. matches, with Diddy Kong being the 37th character to be unlocked.
*Clear with or any character in his unlock tree, being the 7th character unlocked after .
*Have Diddy Kong join the player's party in World of Light.
With the exception of the third method, Diddy Kong must then be defeated on Kongo Falls. In World of Light, he is fought on the Ω form of .
==Attributes==
Diddy Kong is a small middleweight with typical attributes for his weight class; he has very fast dash, run, and walk speeds, which allows him to move on the ground very well. In contrast, his air mobility is rather lacking, as his air speed and air acceleration are both below average. Overall, while Diddy outspeeds many characters on the ground, his air game is rather clunky due to his lackluster air attributes.
Similar to other characters of his weight and size, Diddy Kong has very fast frame data, which allows him to throw out a flurry of moves at his opponent while still being able to chase them with his strong grounded mobility. In fact, nearly all of his moves, with the exception of his forward smash, down aerial, and special moves, come out before frame 10, with many of them also having low endlag. Thanks to these attributes, Diddy has a strong, flexible combo game, allowing him to use multiple different moves to string into each other and continually pressure his opponent even if they escape his combos, as he has multiple ways to keep them in a disadvantageous position.
Another important aspect of Diddy's combo game is his excellent selection of combo starters, which lets him start combos reliably both in the air and on the ground and also lets him create mix-ups and play unpredictably. One of his main combo starters is from a grab, as both his down and up throws have low endlag and send at great angles for immediate follow-ups, as down throw can lead into a forward or back aerial and up throw can lead into any of his aerials except for down aerial. Up throw also has potential KO setups into up aerial, although these are inconsistent and unreliable. His dash attack has a long duration and extremely low endlag and sends the opponent upwards, which lets Diddy follow up with an up, back or forward aerial. His neutral aerial has a long lasting hitbox and can lead into another aerial from low to high percents, with the late hit being particularly useful at high percents due to its lower knockback. Diddy's up and down tilts are both excellent combo starters themselves, with the latter having the ability to KO confirm into an up-smash at high percents. Additionally, all of Diddy's aerials except for neutral and up aerial can lead into a grab when landed on grounded opponents thanks to their low knockback and landing lag.
Diddy's special moveset also comes with several unique options. His neutral special, Peanut Popgun, is a small projectile with low range and knockback when uncharged. It is useful for pestering the opponent in the neutral game and can be charged, giving it extreme power when fully charged, although it has extremely high lag, doesn't shoot at a distance, and its charge cannot be saved like other chargeable projectiles(such as Samus' Charge Shot). He can also cancel charging the move by shielding, dodging, or spotdodging. His side special, Monkey Flip, has Diddy leap forward and will act as a command grab when landed on the opponent or will be a fast kick if the player presses the attack button again during the duration of the move. Due to its fast speed and decent distance, low endlag, and ability to edge-cancel off platforms or the ledge of the stage, it can be used as both a movement option and a way to approach, as its speed can compensate for his poor air mobility. It can also be used for horizontal recovery. His up special, Rocketbarrel Boost, is Diddy's main vertical recovery option. Uncharged, the move has unremarkable distance, but when fully charged, it moves much faster and travels much further. However, this requires Diddy to stay in place while charging the move in the air, leaving him highly vulnerable to gimps or edgeguards. The move also has a unique property in that if the opponent hits Diddy while using the move, the barrels will fly off and will irregularly move around, with the player having a small amount of control over their trajectory before they lose control. This gives him a useful, although niche stage-controlling option and the barrels will deal high damage and knockback when landed on an opponent. Lastly, Diddy's down special, Banana Peel is his most useful special and one of his best moves. It has him pull out a Banana Peel over himself, which can be picked up and thrown by both Diddy and his opponent. If Diddy places it down before the opponent could grab it, then they will be tripped by it if they attempt to pick it up. This lets Diddy land almost any attack he wants on his opponent if he times it before the tripping animation is done and allows for a plethora of combo options and even KO confirms into his smash attacks. Thanks to its ease of use and low commitment due to him only having to throw it at the opponent for it to work, it is integral to his kit and lets him punish missed attacks, have a strong advantage in the neutral game, create extremely long combos, and take control of the stage. He can also use a held banana as an excellent out-of-shield option when thrown. The only true downside to his Banana Peel is that the opponent can also catch and throw it just like he can, which allows them to use it against Diddy and take away one of his most important tools. Additionally, only one Banana Peel can be used at a time and it disappears when hit by an opponent or thrown twice.
Despite very strong strengths, Diddy isn't without his weaknesses. His two main flaws are a lackluster disadvantage state and predictable recovery. Monkey Flip, while fast, can be extremely predictable when used in a disadvantagous position, as it is Diddy's main way of getting out of juggle situations, due to his horrible air mobility. Diddy especially suffers when the opponent is able to consistently keep him in disadvantage state, not allowing banana to be pulled. This can snowball in some matchups, making it extremely hard to catch up to the opponent if diddy is not able to get his gameplan started. Diddy's other main weakness, his recovery, is arguably worse however. Monkey Flip has respectable distance and safety when the kick version is used, but has some endlag and also doesn't allow him to use Rocketbarrel Boost afterwards. Rocketbarrel Boost itself grants Diddy a relatively long ranged recovery option, the drawback being that it leaves Diddy wide open for attacks. If diddy is hit out of the Rocketbarrel Boost with a weak move he will become helpless and slowly fall to his death, making it easy to gimp him. Diddy Kong also suffers from a lack of range, though this is somewhat offset by his banana, which provides him with a fast and transcendent projectile.
Diddy Kong falls into a quick, bait and punish heavy playstyle. He must control the neutral game with his banana and great ground moves, capitalising on his opponents' mistakes by repeatedly getting them offstage or juggling them to rack up damage. Diddy can use his fast and non-committal down tilt to set up for kills at high percent or use his banana to set up for a smash attack, ending the opponents' stock even earlier. However, players must be smart in how they use his Banana Peel, as the opponent could potentially hinder his options by taking it away from him and also exploiting his linear recovery.
==Changes from Super Smash Bros. 4==
Diddy Kong was one of the most dominant characters in both of his first appearances thanks to his useful moves and the ability to produce items, namely s, which grant him an amazing control of the neutral game. Even after receiving nerfs in game updates in SSB4, Diddy would continue dominating other characters, ending his run in top tier (3rd out of 58 characters). Most likely owing to his overwhelming success, Diddy Kong was initially nerfed significantly in the transition to Ultimate, though he would later receive significant buffs in various updates to compensate. Ultimately, Diddy Kong is considered to be slightly nerfed overall. 
Diddy's neutral game has been toned down due to many of his staple moves being worsened in various ways. Up and down tilts, down smash, forward aerial's late hit, up aerial, and grab all have less range, making it harder for Diddy to take advantage of these moves at their highest range. Banana Peels cannot be grabbed as quickly due to him releasing one at a higher arc, and they have a cooldown before they can be produced again after disappearing. Rocketbarrel Boost travels a drastically shorter distance when fully charged, and the charge time itself was reduced by a third, worsening his already vulnerable recovery when hit very far offstage. Diddy is also lighter, making him easier to KO.
Further exacerbating these nerfs, the universal changes hinder Diddy overall. The reduced shieldstun for items and increased lag on grabs weaken his approach and defensive game with Banana Peel; the latter change is compounded by the nerfs to his grabs' range. The faster knockback physics reduce his up throw's combo potential, no longer having reliable combos or KO setups at high percents. He also suffers from the universal increase in jump speed, as he can no longer reliably hit small characters with his back aerial from a rising short hop.
Despite this, Diddy Kong has also received notable buffs to help compensate, some of which have been received through game updates. His neutral attack no longer has an infinite portion, which decreases its damage potential but allows it to connect much more reliably, improving its overall consistency and utility as a close range option. Some of his moves have more range and/or reduced lag that increases their combo ability, namely neutral aerial (which can now autocancel from a SHFF) forward aerial's clean hit, dash attack, up tilt, down aerial, and down throw, the latter working better as an alternative to his up throw at lower percents. A few of Diddy's moves also have more power, such as his up and down smash attacks.
His special moveset has also been improved in a number of ways. Monkey Flip has reduced startup lag and much more range, which when coupled with the changes to jostle mechanics greatly improve its utility as an offensive tool. Peanut Popgun has faster startup, deals more damage and charges significantly faster. Rocketbarrel Boost goes further when uncharged and makes Diddy fall much slower during the charge period, slightly improving his recovery overall. Finally, Banana Peels benefit from the item's tweaked natural properties: they now possess transcendent priority, making them unable to trade with attacks and thus riskier to pick up; and they can now be thrown twice at opponents before disappearing (though this does potentially give opponents more opportunities to use the item against Diddy). Finally, in terms of gameplay changes, the universal increase in mobility benefits Diddy, as his already fast mobility has been further improved, allowing him to keep up with the rest of the cast.
Overall, Diddy Kong's nerfs moderately outweigh his buffs, even accounting for game update changes. Diddy must now take more risks in order to win the neutral game with his standard moves, and his Banana Peels have been nerfed to be less spammable. However, he has been generally compensated in terms of moveset utility and power, and still possesses an oppressive factor courtesy of his fast frame data and movement speed, and Banana Peels remaining a strong tool in the neutral game, which is further noticeable due to their new inability to trade. 
==Update history==
Due to the engine changes and the direct nerfs to his most useful tools in the transition from Smash 4 to Ultimate, which overall significantly hindered his viability, Diddy Kong was buffed significantly via game updates. Update 2.0.0 only brought one, but substantial change to his neutral aerial; the move now autocancels significantly earlier. Update 3.0.0 also granted Diddy Kong with some worthwhile buffs. His dash attack is now faster overall with less startup on all of its hitboxes and the move ends slightly sooner. However, the first hitbox now lasts only one frame instead of two due to a frame speed multiplier being used without proper compensation. On the flipside, his forward tilt gained late hitboxes, overall increasing the move's hitbox duration. His down smash was made stronger, his neutral aerial now has bigger hitboxes and his up aerial deals more damage without fully compensated knockback, making the move much stronger.
Update 3.1.0 was the biggest patch for Diddy Kong, bringing him many plentiful and noteworthy buffs. The second hit of his neutral attack now connects more reliably into the first hit. The final hit of up smash was made stronger and the move now connects much better overall. His up aerial was buffed once more with less startup and ending lag. His down aerial also received similar buffs, with less startup and a shorter overall duration. Peanut Popgun also was graced with considerable buffs, with every charge instead of the max level dealing more damage. The move also charges much faster overall. And finally, his once previously weak recovery, Rocketbarrel Boost, was given two buffs. Diddy Kong now falls slower while charging the move (only applies to the first charge) and the move now flies higher after charging. 
After a small buff intangibility buff in update 7.0.0, Diddy Kong was buffed once more in update 8.0.0. His forward tilt now launches opponents at a lower angle, the fist hitboxes were made bigger, and the late hitboxes added in update 3.0.0 now lasts two frames longer, further increasing the move's hitbox duration. The second hit of dash attack now links more reliably into the third hit, with the aforementioned hit now having larger hitboxes. Down smash now has two frames less startup on both hits and a shorter duration overall, making the move end sooner. And finally, the clean hit of his forward aerial has bigger hitboxes. 
While Diddy was mostly buffed, he has also received two notable nerfs to his Banana Peel, thanks to update 8.0.0 and once more in update 11.0.0, it now takes longer for Diddy to respawn another Banana. As a result, all of his infinite banana combos are obsolete, though this change is negligible to his gameplay outside of the infinite.
Overall, Diddy Kong was one of the most buffed characters in Ultimate, going from a mid-tier to a high tier, debatably top tier character. While Diddy Kong is still weaker than his Brawl and Smash 4 incarnation, he is still a character that should not be underestimated and continues to receive good placements in tournaments. 
 
 
 
 
 
 
 
==Moveset==
*Diddy Kong can crawl, wall cling, and wall jump.
For a gallery of Diddy Kong's hitboxes, see here.
===Stats===
===Announcer call===
Diddy Kong English Announcer SSB4-SSBU.wav|English/Japanese/Chinese
Diddy Kong French Announcer SSBU.wav|French
Diddy Kong French EU Announcer SSBU.wav|French (PAL)
Diddy Kong Russian Announcer SSBU.wav|Russian
''
===On-screen appearance===
*Bursts out of a DK Barrel and claps his hands above his head.
DiddyKongOnScreenAppearanceSSBU.gif|Diddy Kong's on-screen appearance
===Taunts===
*Up taunt: Tosses his cap in the air and has it land on his head. This is a reference to his victory pose in Donkey Kong Country after he defeats a boss or wins in a .
*Side taunt: Angrily does a fighter's stance while bellowing, asserting his dominance.
*Down taunt: Claps his hands above his head four times, switching feet in the process.
SSBUDiddyKongTaunt1.gif|Diddy Kong's up taunt.
SSBUDiddyKongTaunt2.gif|Diddy Kong's side taunt.
SSBUDiddyKongTaunt3.gif|Diddy Kong's down taunt.
===Idle poses===
*Scratches his rear, gets down on all fours, and shakes his fur.
*Joyfully jumps in place twice.
SSBUDiddyKongIdle1.gif|Diddy Kong's first idle pose.
SSBUDiddyKongIdle2.gif|Diddy Kong's second idle pose.
===Crowd cheer===
 	Cheer (English)	Cheer (Japanese/Chinese)	Cheer (Italian) 	Cheer (Dutch) 	Cheer (French)
Cheer 	 	 	 	 	
Description	Did - dy Kong! 	Diddy Kong! 	Diiii - ddy Koooo - ong! *clap 4 times*	Di - ddy! Diddy Kong!	Di - ddy Kong!
 	Cheer (German)	Cheer (Spanish) 	Cheer (Russian) 	Cheer (Korean)
Cheer 	 	 	 	
Description	Diddy Kong! 	Diddy Kong! Cha - cha - cha!	Diddy Kong! *clap 2 times*	Di - ddy Kong!
===Victory poses===
*Left: Shoots 3 times with his Peanut Popguns (first with the right, then with the left, then the right again). Afterwards rolls towards the camera, and fires one more shot from his left Peanut Popgun.
*Up: Rises from the ground with his Rocket Barrels. After doing a spin, he dismounts from them, causing them to fly away. Upon landing, he then faces the screen, dancing with hands on his head and chin.
*Right: Performs an inverted spin kick, followed by a slap, and then he slams both of his hands on the ground, performing a front flip. He ends up balancing on his hand in a breakdance-like pose, clapping his feet together.
DiddyKongVictoryPose1SSBU.gif
DiddyKongVictoryPose2SSBU.gif
DiddyKongVictoryPose3SSBU.gif
==In competitive play==
===Most historically significant players===
See also: :Category:Diddy Kong players (SSBU)
* - The second-best Diddy Kong player in the world from 2021 to 2023, peaking at 30th on the UltRank 2022. His best performances have been at large regionals and superregionals events, which includes winning over and , placing 2nd at defeating , and placing 3rd at . In addition, he has seen exceptional performances at majors, including placing 7th at and defeating at .
* - He began co-maining Diddy Kong in the fall of 2020. While inconsistent, he had a number of strong performances at majors including 5th at and 13th at . However in 2024 he would reach new heights, ranking 51st on LumiRank 2024.2 with sets over and . He would also see consistency at supermajors, notably placing 9th at and 17th at .
* - One of the earliest notable Diddy Kong players best known for upsetting at using the "Pyramid Scheme" technique, placing 25th overall. He had also placed 2nd at , placed 13th at , and defeated at . Although he has since been overshadowed by other Diddy Kong players, he remains a notable Diddy Kong player in the newer metagame, including placing 3rd at defeating .
* - Although best known for his in the early metagame, he picked up Diddy Kong in the post-pandemic metagame and was the best Diddy Kong player in Japan from 2021 to mid-2022. Though his tournament activity was limited during this time, he achieved some of the best Diddy Kong performances outside of Tweek, including placing 5th at defeating and and placing 7th at . He retired following Maesuma TOP 8, and has made sporadic tournament appearances such as placing 17th at defeating .
* - A Smash 4 veteran who did not compete in Ultimate until 2023. He regularly placed well events, and as such had his breakout event at , where he placed 2nd after defeating and . He then followed it up with a string of strong major performances, which included placing 9th at , 13th at , and 17th at , defeating at the latter event. With these performances, he became one of the best Diddy Kong players in Japan.
* - The second best Diddy Kong player in the world in the latter half of 2024, peaking at 27th on the LumiRank 2024.2, and regularly placing well at events, most notably placing 3rd at and , defeating and in the former and in the latter. At a major level, he is most known for placing 7th at , with wins over , , , and , the best run from a Diddy Kong player that isn't Tweek.
* - One of the greatest Ultimate players of all-time and by far the greatest Diddy Kong player of all time, picking up the character in the online metagame. He greatly contributed to Diddy Kong's metagame, with his performances spearheading the character's rise in the post-pandemic metagame. He is the only Diddy Kong player to win a major, having won many throughout his career including , , and .
===Tier placement and history===
Upon Ultimates release, players quickly noticed Diddy Kong's weaknesses, which include his inconsistency in KO'ing at higher percents and his greatly nerfed recovery. As such, many of Diddy Kong's best from Smash 4, most notably and , dropped him in favor of other characters. Fortunately, Diddy Kong eventually received buffs to his kit that compensated his KO issues and improved his recovery while dedicated players further optimized Diddy Kong's moveset, eventually leading to the discovery of his "Pyramid Scheme" infinite, which allowed Diddy Kong to trap opponents on a platform using Banana Peels. This allowed dedicated players such as and to see some success in tournament, with Dakpo notably defeating Glutonny at with the infinite. Even so, Diddy Kong's representation remained average, and although a few top players viewed him as a high-tier, the general consensus considered him as a mid-tier.
The online metagame further shifted Diddy Kong's metagame in a positive direction. Although a later patch removed the Pyramid Scheme infinite, the same patch granted Diddy Kong additional buffs that improved some of his hitboxes and frame data. In addition, Diddy Kong representation began improving, thanks to Aaron's improving results and picking the character as his new main, with both players showcasing Diddy Kong's strong control over the neutral game thanks to Banana Peel setups and combos. This momentum continued into the offline metagame, with Tweek winning several major and supermajor events, Aaron becoming a top 100 player, and the rise of other Diddy Kong players, including , who dropped Lucina for Diddy Kong in 2021; and , who became Japan's best Diddy Kong player following Etsuji's retirement. As such, Diddy Kong's representation since 2021 had remained above-average, with the character frequently ranking in the top 15 in terms of representation, and he is often considered to be a top-tier character. As such, Diddy Kong rose in each tier list, from 12th to the first to 9th to the second, then to 8th on the third, all the while remaining in the S- tier.
==: Hey, Little Buddy!==
In Diddy Kong's path, he serves as the "little buddy" to the hero of various Nintendo franchises and fights the respective villains or final bosses. In the penultimate stage he finally teams up with his true partner, Donkey Kong, to defeat their nemesis King K. Rool. Donkey Kong is also Diddy Kong's partner for the final fight against Master Hand and Crazy Hand. The title originated from the manual of and was popularized by the TV series; Diddy Kong is also referred to as Donkey Kong's "little buddy" in games such as Brawl and .
Round 	Opponent 	Stage 	Music 	Notes
1 	and 	Princess Peach's Castle 	 	is a CPU ally.
2 	and 	Norfair 	 	is a CPU ally.
3 	 	Unova Pokémon League (Battlefield form)	 	is a CPU ally. The stage references Ganon's Castle.
4 	 	Spear Pillar 	 	is a CPU ally.
5 	and 	Fountain of Dreams 	 	is a CPU ally.
6 	 	Jungle Japes 	 	is a CPU ally.
Bonus Stage	Bonus Stage	Bonus Stage 	Bonus Stage	Bonus Stage
Final 	and 	 	 	Donkey Kong is a CPU ally.
Credits roll after completing Classic Mode. Completing it as Diddy Kong has accompany the credits.
==Role in World of Light==
Diddy Kong was among the fighters that were summoned to fight the army of Master Hands.
During the opening cutscene, Diddy Kong was present on the cliffside when Galeem unleashed its beams of light. He attempted to fly away with using his Rocketbarrel Pack, but a beam of light hit him and he was vaporized and placed under Galeem's imprisonment along with the other fighters, excluding .
To find Diddy Kong, the player must access the DK Island sub-area reminiscent of the first Donkey Kong Country game, where he's found right at the end.
===Fighter Battle===
No.	Image	Name 	Type	Power	Stage 	Music
36 	 	Diddy Kong	 	9,000	(Ω form)	
==Spirit==
Diddy Kong's fighter spirit can be obtained by completing as Diddy Kong. It is also available periodically for purchase in the shop for 300 Gold, but only after Diddy Kong has been unlocked. Unlocking Diddy Kong in World of Light allows the player to preview the spirit below in the Spirit List under the name "???". As a fighter spirit, it cannot be used in Spirit Battles and is purely aesthetic. His fighter spirit has an alternate version that replaces it with his artwork in Ultimate.
SSBU spirit Diddy Kong.png|135. Diddy Kong
==In Spirit Battles==
===As the main opponent===
Spirit	Spirit	Spirit 	Spirit 	Battle parameters	Battle parameters	Battle parameters 	Battle parameters 	Battle parameters 	Battle parameters	Battle parameters	Inspiration
No. 	Image 	Name 	Series 	Enemy Fighter(s) 	Type 	Power 	Stage 	Rules 	Conditions 	Music 	Character
147 	 	Donkey Kong Series 	• Team ×6 	 	3,900 	Kongo Falls 	•Item: Bananas 	•The enemy is easily distracted by items•Defeat an army of fighters 	 	 	
148 	 	Donkey Kong Series 	• 	 	9,500 	Jungle Japes 	•Tiny•Hazard: Low Gravity•Hazard: Heavy Wind	•Dangerously high winds are in effect•Timed battle (1:00)•Gravity is reduced 	 	 	
155 	 	Donkey Kong Series 	• 	 	3,600 	Jungle Japes 	•Move Speed ↓ 	•You have reduced move speed 	 	 	
165 	 	Donkey Kong Series 	• Team 	 	1,700 	Kongo Falls 	N/A 	•Take your strongest team into this no-frills battle 	 	 	
179 	 	The Legend of Zelda Series 	• Team ×4 	 	1,800 	Great Bay 	N/A 	•The enemy's neutral special has increased power•The enemy favors neutral specials 	 	 	
207 	 	The Legend of Zelda Series 	• 	 	3,700 	Distant Planet (Battlefield form)	•Item Tidal Wave•Item: Lip's Stick 	•The enemy favors neutral specials•Certain items will appear in large numbers after a little while•The enemy is easily distracted by items 	 	 	
320 	 	Yoshi Series 	• Team ×4 	 	2,000 	Yoshi's Story 	•Item: Food 	•The enemy becomes more powerful after eating 	 	 	
397 	 	Star Fox Series 	• 	 	1,700 	Corneria 	•Attack Power ↑ 	•The enemy has increased attack power when the enemy's at high damage 	 	 	
406 	 	Star Fox Series 	• • 	 	1,500 	Corneria (Battlefield form) 	N/A 	•Defeat the main fighter to win•Reinforcements will appear during the battle 	 	 	
586 	 	EarthBound Series 	• • 	 	1,700 	Gerudo Valley (Battlefield form) 	•Item: Banana Peel 	•The enemy favors special moves 	 	 	
861 	 	Animal Crossing Series 	• 	 	3,500 	 	•Item: Timer 	•The enemy is easily distracted by items 	 	 	
992 	 	Street Fighter Series 	• ×3 (50 HP)	 	1,600 	Wuhu Island (Frisbee Dog Park) 	•Jump Power ↓ 	•Stamina battle•The enemy favors side specials•All fighters have reduced jump power 	 	 	
1,139 	 	Famicom Mukashibanashi Series	• • 	 	1,600 	Town and City 	•Item: Golden Hammer 	•Reinforcements will appear during the battle•The enemy is easily distracted by items 	 	Goku 	
1,239 	 	Tsukutte Utau: Saru Band 	• Team ×4 	 	2,000 	New Donk City Hall 	•Defense ↑•Item: Banana Peel 	•The enemy has increased defense after a little while 	 	 	
1,338 	 	Banjo-Kazooie Series 	• • 	 	3,500 	Spiral Mountain 	N/A 	•Defeat the main fighter to win•The enemy shields often•Magic attacks aren't as effective against the enemy 	 	 	
1,369 	 	Pokémon Series 	• •Bunny • 	 	9,600 	Onett (Battlefield form) 	N/A 	•The enemy has increased attack power when badly damaged•Reinforcements will appear during the battle•The enemy starts the battle with a Lip's Stick	 	 	
===As a minion===
Spirit	Spirit	Spirit 	Spirit 	Battle parameters	Battle parameters	Battle parameters 	Battle parameters 	Battle parameters 	Battle parameters	Battle parameters	Inspiration
No. 	Image 	Name 	Series 	Enemy Fighter(s) 	Type 	Power 	Stage 	Rules 	Conditions 	Music 	Character
82 	 	Mario Kart Series 	• • 	 	3,500 	Spirit Train 	•Item: Bullet Bill 	•The enemy can deal damage by dashing into you•The enemy has increased attack power•The enemy has increased move speed	 	 	
141 	 	Donkey Kong Series 	• • • 	 	9,000 	 	•Item: Bullet Bill 	•The enemy is easily distracted by items 	 	 	
145 	 	Donkey Kong Series 	• • 	 	9,100 	Jungle Japes 	•Item: Banana Peel 	•The enemy is easily distracted by items 	 	 	
912 	 	Mega Man Legends Series 	• • 	 	3,700 	Pilotwings 	•Item: Hocotate Bomb 	•Take your strongest team into this no-frills battle 	 	Data 	
1,070 	 	Castlevania Series 	•Giant (Moveset 1333, Hockey Mask, Business Outfit, Low Voice Type 11)•	 	4,500 	Dracula's Castle (Battlefield form)	•Hazard: Zap Floor 	•The floor is electrified•The enemy is giant 	 	Flea Man 	
1,130 	 	Famicom Mukashibanashi Series	• • • • • 	 	3,500 	(hazards off) 	N/A 	•Defeat an army of fighters 	 	Matsunosuke 	
1,396 	 	River City Series 	• • 	 	2,000 	Onett 	•Item: Battering Types	•Defeat the main fighter to win•The enemy's side special has increased power•The enemy favors side specials 	 	Godai 	
==Alternate costumes==
							
							
==Gallery==
SSBU Diddy Kong Number.png|Diddy Kong's fighter card.
Diddy Kong unlock notice SSBU.jpg|Diddy Kong's unlock notice.
SSBUWebsiteDiddyKong1.jpg|Diddy Kong taunting on Kongo Falls.
SSBUWebsiteDiddyKong2.jpg|Striking with Monkey Flip on The Great Cave Offensive.
SSBUWebsiteDiddyKong3.jpg|Grabbing towards on Moray Towers.
SSBUWebsiteDiddyKong4.jpg|Charging his Peanut Popgun on Saffron City.
SSBUWebsiteDiddyKong5.jpg|The Peanut Popgun exploding on Spear Pillar.
SSBUWebsiteDiddyKong6.jpg|Tossing a on Great Bay.
SSBUWebsite16.jpg|Taunting with on Distant Planet.
SSBUWebsiteDonkeyKong3.jpg|Taunting with Donkey Kong on Great Bay, holding a Banana Gun.
SSBUWebsiteAlolanExeggutor1.jpg|Wall clinging onto Alolan Exeggutor with on Big Blue.
SSBUWebsiteMarshadow1.jpg|Diddy Kong and being attacked by Marshadow on the Bridge of Eldin.
===Fighter Showcase Video===
==Trivia==
*Diddy Kong's blog mentions his Final Smash utilizing his popguns. However, his new Final Smash, Hyper Rocketbarrel, no longer utilizes the popguns he wielded like in Rocketbarrel Barrage.
*Diddy Kong and are the only characters who gain a CPU ally in every round of their Classic Mode (excluding the Bonus Game).
*Oddly, Diddy Kong's stock icon does not change his fur and skin color to match the costume.
*If Diddy Kong air grabs an Assist Trophy and uses , he will throw the Assist Trophy and it will be activated, bypassing the otherwise required animation of lifting the item to activate it.It took OVER 5 YEARS for this Glitch to be discovered! [SMASH REVIEW 281]
==References==
 
Category:Spirits
es:Diddy Kong (SSBU)