nyuuzyou/wikis huggingface dataset:
Diddy Kong (SSB4)/Back throw

==Overview==
==Throw Data==
|}
==Timing==
The speed of this throw depends on the opponent's weight.
|-
!Invincible
|1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18
|}
|rowspan=2|Min (Jigglypuff) 
|-
|-
|rowspan=2|Baseline 
|-
|-
|rowspan=2|Max (Bowser) 
|-
Category:Diddy Kong (SSB4)
Category:Back throws (SSB4)
Diddy Kong (SSB4)/Down aerial

==Hitboxes==
|}
==Timing==
===Attack===
Initial autocancel	1-16
Hitboxes 	17
Ending autocancel 	37-
Interruptible 	49
Animation length 	52
|-
===Landing lag===
Animation length	28
Category:Diddy Kong (SSB4)
Category:Down aerials (SSB4)
Diddy Kong (SSB4)/Down throw

==Overview==
==Update history==
 1.0.6
*
 1.0.8
*
*
*
**
==Throw Data==
|}
==Timing==
Invincibility 	1-18
Throw Release 	19
Interruptible 	32
Animation length	61
|-
Category:Diddy Kong (SSB4)
Category:Down throws (SSB4)
Diddy Kong (SSB4)/Down tilt

==Overview==
Diddy Kong's down tilt is a very powerful move in his vast toolset. Usually followed up from a banana toss, down tilt adds extra damage and can be comboed into pretty much anything up to 200% on most characters. Diddy's down tilt to up smash is a bread and butter combo for Diddy Kong and is one of his most reliable kill confirms.
==Update history==
 1.0.8
*
*
==Hitboxes==
|}
==Timing==
Hitboxes 	4-5
Interruptible 	19
Animation length	28
Category:Diddy Kong (SSB4)
Category:Down tilts (SSB4)
Diddy Kong (SSB4)/Forward aerial

==Overview==
Diddy Kong plunges both feet forward. It deals 10% damage sweet spoted and 8% if it hits late. It is one of his most effective options due to its range, speed and power. It has a generous auto-cancel window that makes it safe on shield if spaced properly.
==Update history==
 1.0.6
*
==Hitboxes==
|}
==Timing==
===Attack===
Initial autocancel	1-2
Clean hit 	6-9
Late hit 	10-16
Ending autocancel 	26-
Interruptible 	47
Animation length 	54
|-
===Landing lag===
Animation length	26
Category:Diddy Kong (SSB4)
Category:Forward aerials (SSB4)
Diddy Kong (SSB4)/Forward smash

==Overview==
==Update history==
 1.0.6
*
*
==Hitboxes==
|}
==Timing==
Charges between 	4-5
Hit 1 	12-13
Hit 2 	22-24
Interruptible 	51
Animation length	73
Category:Diddy Kong (SSB4)
Category:Forward smashes (SSB4)
Diddy Kong (SSB4)/Forward throw

==Overview==
==Throw Data==
|}
==Timing==
The speed of this throw depends on the opponent's weight.
|-
!Invincible
|1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18
|}
|rowspan=2|Min (Jigglypuff) 
|-
|-
|rowspan=2|Baseline 
|-
|-
|rowspan=2|Max (Bowser) 
|-
Category:Diddy Kong (SSB4)
Category:Forward throws (SSB4)
Diddy Kong (SSB4)/Forward tilt

Diddy Kong forward tilt hitbox visualization	Diddy Kong forward tilt hitbox visualization
↗ 	
→ 	
↘ 	
==Overview==
==Hitboxes==
This move can be angled up, forward, or down, but all three have the same properties.
|}
==Timing==
Clean hit 	10
Late hit 	11-13
Interruptible 	37
Animation length	54
Category:Diddy Kong (SSB4)
Category:Forward tilts (SSB4)
Diddy Kong (SSB4)/Grab

==Overview==
==Update history==
 1.0.8
*
==Grabbox Data==
===Standing Grab===
|}
===Dash Grab===
|}
===Pivot Grab===
|}
==Timing==
===Standing grab===
Grab 	6-7
Interruptible 	32
Animation length	39
===Dash grab===
Grab 	8-9
Interruptible 	39
Animation length	49
===Pivot grab===
Grab 	9-10
Interruptible 	37
Animation length	49
Category:Diddy Kong (SSB4)
Category:Grabs (SSB4)
Diddy Kong (SSB4)/Hitboxes

==Hitboxes==
Move 	Name 	Hitbox
Neutral attack 1 	 	
Neutral attack 2 	 	
Neutral attack 3 	 	
Neutral attack infinite 	 	
Neutral attack infinite finisher	 	
Forward tilt 	 	
Forward tilt (angled up) 	 	
Forward tilt (angled down) 	 	
Up tilt 	 	
Down tilt 	 	
Dash attack 	 	
Forward smash 	 	
Up smash 	 	
Down smash 	 	
Neutral aerial 	 	
Forward aerial 	 	
Back aerial 	 	
Up aerial 	 	
Down aerial 	 	
Neutral special (explosion) 	Peanut Popgun 	
Side special (grab) 	Monkey Flip 	
Side special (kick) 	Monkey Flip 	
Up special 	Rocketbarrel Boost	
Down special 	Banana Peel 	(unavailable)
Grab 	 	
Dash grab 	 	
Pivot grab 	 	
Pummel 	 	
Forward throw (collateral) 	 	
Back throw (collateral) 	 	
Up throw (collateral) 	 	
Down throw (collateral) 	 	
Category:Diddy Kong (SSB4)
Category:Hitboxes (SSB4)
Diddy Kong (SSB4)/Neutral attack

==Overview==
For the technical data of each individual hit, see:
*Diddy Kong (SSB4)/Neutral attack/Hit 1
*Diddy Kong (SSB4)/Neutral attack/Hit 2
*Diddy Kong (SSB4)/Neutral attack/Hit 3
*Diddy Kong (SSB4)/Neutral attack/Infinite
Category:Diddy Kong (SSB4)
Category:Neutral attacks (SSB4)
Diddy Kong (SSB4)/Pummel

==Overview==
A headbutt that deals 2% damage. Its fairly fast speed and decent damage makes it good for racking up some damage before throwing the opponent.
==Hitboxes==
|}
==Timing==
Hitbox 	2
Interruptible 	17
Animation length	29
Category:Diddy Kong (SSB4)
Category:Pummels (SSB4)
Diddy Kong (SSB4)/Side special/Default

==Hitboxes==
===Kick===
|}
===Grab (pummel)===
|}
===Grab (up attack)===
====Throw====
Hitbox type	Damage	Angle	Base knockback	Knockback scaling	Fixed knockback value	Weight dependent
Throw 	5% 	361 	0 	50 	0 	No
====Collateral====
|}
===Grab (forward attack)===
Hitbox type	Damage	Angle	Base knockback	Knockback scaling	Fixed knockback value	Weight dependent
Throw 	3% 	361 	0 	50 	0 	No
Throw 	7% 	361 	50 	100 	0 	No
Category:Diddy Kong (SSB4)
Category:Special moves (SSB4)
Category:Side special moves (SSB4)
Diddy Kong (SSB4)/Up smash

==Overview==
Diddy Kong hops briefly and performs a stationary cartwheel while attacking three times upward. In terms of damage, it is rather weak, in terms of knockback however, it is average, killing at approximately 120% on mid weight characters. It has one of the fastest startup times for a move of its' type, with the first hitbox coming out on frame 5. It also has rather good upwards and sideways range. It is a true follow up after hitting the opponent with a down tilt at high percent ranges, provided that Diddy Kong starts a dash beforehand, which is an easy kill confirm. This gives it a large amount of safety and consistency that circumvents its poor knockback.
==Update history==
 1.0.8
*
==Hitboxes==
|}
==Timing==
Charges between 	1-2
Hit 1 	5-8
Hit 2 	12-15
Hit 3 	19-23
Interruptible 	54
Animation length	68
Category:Diddy Kong (SSB4)
Category:Up smashes (SSB4)
Diddy Kong (SSB4)/Up throw

==Overview==
==Update history==
Up throw has been weakened since the initial version of the game. In earlier versions of the game, up throw was a damaging throw and it could easily combo into up aerial at lower percents which could even be an extremely effective kill confirm on platforms. When the move stopped comboing into up aerial, it became an effective 50/50 which could easily KO most characters under 100%, even without rage. Version 1.0.6 decreased the amount of damage up throw dealt although this made its combo potential even greater (although up aerial was also made weaker in the patch). Up throw saw another change in version 1.0.8, although this change was purely negative. The hitbox's damage and knockback were reduced, with the throw now dealing half of its normal damage. This was further compounded by the additional nerfs up aerial received. Up throw remains a strong combo throw although due to severe nerfs to Diddy Kong's up aerial, its 50/50 kill potential has been drastically weakened.
 1.0.6
*
 1.0.8
*
==Throw and Hitbox Data==
===Hitbox===
|}
===Throw===
|}
==Timing==
Invincibility 	1-18
Hitbox 	17-18
Throw Release 	19
Interruptible 	28
Animation length	66
|-
Category:Diddy Kong (SSB4)
Category:Up throws (SSB4)
Diddy Kong (SSBB)/Back aerial

==Overview==
==Hitboxes==
|}
==Timing==
Initial autocancel	1-2
Hitbox 	5-8
Ending autocancel 	20-
Interruptible 	31
Animation length 	45
|-
===Landing lag===
Animation length	12
Category:Diddy Kong (SSBB)
Category:Back aerials (SSBB)
Diddy Kong (SSBB)/Back throw

==Overview==
==Throw data==
|}
==Timing==
The speed of this throw depends on the opponent's weight.
|-
!Invincible
|1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8
|}
|rowspan=2|Min (Jigglypuff) 
|-
|-
|rowspan=2|Baseline 
|-
|-
|rowspan=2|Max (Bowser) 
|-
Category:Diddy Kong (SSBB)
Category:Back throws (SSBB)
Diddy Kong (SSBB)/Dash attack

==Overview== 
Diddy Kong performs a cartwheel based on his attack from . It is a multi hit attack consisting of three hits, all of which contains transcendent priority. The first two hits are meteor smashes while the final hit launches opponents vertically. It is quite rare for all three hits to connect. One huge advantage with the move is that its interruptibility frames begin as soon as the last hitbox deceases. This would give the move no ending lag. The third hit has low knockback giving dash attack strong combo potential even at high percents and its non existent ending lag makes it extremely difficult to punish; being one of the few moves in the game which can be frame positive on shield. It also covers a large amount of distance and Diddy Kong can pick up any of his Banana Peels during its startup. Overall, this is one of Diddy Kong's most versatile moves in general, exhibiting excellent combo prowess and utility.
==Hitboxes==
|}
==Timing==
Hit 1 	9-13
Hit 2 	14-18
Hit 3 	20-23
DACUS window 	3
Boost grab window	2-3
Interruptible 	24
Animation length 	47
!Hitboxes 
|-
!DACUS 
|-
!Boost grab 
Category:Diddy Kong (SSBB)
Category:Dash attacks (SSBB)
Diddy Kong (SSBB)/Down smash

==Overview==
Diddy Kong performs a sweep kick hitting in front of him first and then behind him. The front hit has low startup lag and deals 16% uncharged and has decent KO potential overall. The back hit is much slower and weaker making it a lot less useful. Down smash is one of Diddy's most reliable KO moves as while it isn't as strong as his forward smash and it has more ending lag, it has half the amount of startup lag and only consists of one hit making it better in many situations.
==Hitboxes==
|}
==Timing==
Charges between 	1-2
Hit 1 	6-7
Hit 2 	15-17
Interruptible 	52
Animation length	56
Category:Diddy Kong (SSBB)
Category:Down smashes (SSBB)
Diddy Kong (SSBB)/Forward aerial

==Overview==
==Hitboxes==
|}
==Timing==
Initial autocancel	1-2
Clean hit 	6-9
Late hit 	10-16
Ending autocancel 	26-
Animation length 	47
|-
===Landing lag===
Animation length	30
Category:Diddy Kong (SSBB)
Category:Forward aerials (SSBB)
Diddy Kong (SSBB)/Forward throw

==Overview==
==Throw data==
|}
==Timing==
The speed of this throw depends on the opponent's weight.
|-
!Invincible
|1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8
|}
|rowspan=2|Min (Jigglypuff) 
|-
|-
|rowspan=2|Baseline 
|-
|-
|rowspan=2|Max (Bowser) 
|-
Category:Diddy Kong (SSBB)
Category:Forward throws (SSBB)
Diddy Kong (SSBB)/Forward tilt

Diddy Kong forward tilt hitbox visualizations	Diddy Kong forward tilt hitbox visualizations	Diddy Kong forward tilt hitbox visualizations	Diddy Kong forward tilt hitbox visualizations	Diddy Kong forward tilt hitbox visualizations
↗ 	 	 	 	
→ 	 	 	 	
↘ 	 	 	 	
==Overview==
==Hitboxes==
|}
==Timing==
Hitboxes 	10-13
Animation length	37
Category:Diddy Kong (SSBB)
Category:Forward tilts (SSBB)
Diddy Kong (SSBB)/Grab

==Overview==
==Grabboxes==
===Standing grab===
|}
===Dash grab===
|}
===Pivot grab===
|}
==Timing==
===Standing grab===
Grab 	6-7
Animation length	29
===Dash grab===
Grab 	10-11
Animation length	39
===Pivot grab===
Grab 	8-9
Animation length	35
Category:Diddy Kong (SSBB)
Category:Grabs (SSBB)
Diddy Kong (SSBB)/Hitboxes

==Hitboxes==
Move 	Name 	Hitbox
Neutral attack 1 	 	
Neutral attack 2 	 	
Neutral attack 3 	 	
Neutral attack (infinite) 	 	
Forward tilt 	 	
Forward tilt (angled up) 	 	
Forward tilt (angled down)	 	
Up tilt 	 	
Down tilt 	 	
Dash attack 	 	
Forward smash 	 	
Up smash 	 	
Down smash 	 	
Neutral aerial 	 	
Forward aerial 	 	
Back aerial 	 	
Up aerial 	 	
Down aerial 	 	
Neutral special 	Peanut Popgun 	
Side special 	Monkey Flip 	
Side special 	Monkey Flip (kick) 	
Up special 	Rocketbarrel Boost 	
Down special 	Banana Peel 	
Final Smash 	Rocketbarrel Barrage	
Grab 	 	
Dash grab 	 	
Pivot grab 	 	
Pummel 	 	
Forward Throw 	 	
Back Throw 	 	
Up Throw 	 	
Down Throw 	 	
Floor attack (front) 	 	
Floor attack (back) 	 	
Trip attack 	 	
Edge attack (fast) 	 	
Edge attack (slow) 	 	
Category:Hitbox repositories
Category:Diddy Kong (SSBB)
Category:Hitboxes (SSBB)
Diddy Kong (SSBB)/Neutral aerial

==Overview==
==Hitboxes==
|}
==Timing==
Initial autocancel	1-3
Hitboxes 	6-20
Ending autocancel 	27-
Animation length 	49
|-
===Landing lag===
Animation length	13
Category:Diddy Kong (SSBB)
Category:Neutral aerials (SSBB)
Diddy Kong (SSBB)/Neutral attack

==Overview==
For the technical data of each individual hit, see:
*Diddy Kong (SSBB)/Neutral attack/Hit 1
*Diddy Kong (SSBB)/Neutral attack/Hit 2
*Diddy Kong (SSBB)/Neutral attack/Hit 3
*Diddy Kong (SSBB)/Neutral attack/Infinite
==Quickest loop==
Jab 1 	3-4
Jab 2 	11-12
Jab 3 	24-25
Rapid jab 	35, 41, 46, 48, 53, 56
Interruptible 	18, 27, 41, 69
Animation lengths	25, 35, 45, 73
|-
|-
|-
Category:Diddy Kong (SSBB)
Category:Neutral attacks (SSBB)
Diddy Kong (SSBB)/Neutral attack/Infinite

==Overview==
==Hitboxes==
|}
==Timing==
Animation length is only for the finisher.
Hitboxes 	7, 13, 18, 20, 25, 28...
Interruptible 	10
Animation length	14
Category:Diddy Kong (SSBB)
Category:Neutral attacks (SSBB)
Diddy Kong (SSBB)/Up smash

==Overview==
An aerial cartwheel kick consisting of a punch and two kicks. Arguably the worst of all his three smash attacks, it has low general utility except for specific uses in certain combos. One of the primary reasons it is a poor smash attack is because of the move's pitifully weak knockback that upon contact with an opponent. Even if the move is fresh, it would usually take over 200% for the attack to finish off the target. Diddy Kong’s up smash consist of three hits, which is another reason why it is considered to be a poor move. In order for all three hits to connect, Diddy Kong must be standing extremely close to his target, as otherwise the knockback and damage output inflicted would be further weakened, resulting in only two or even one hit landing. As such, his up smash is considered to be one of his worst moves, with other attacks such as his dash attack granting far more versatility.
==Hitboxes==
|}
==Timing==
Charges between 	1-2
Hit 1 	5-7
Hit 2 	11-14
Hit 3 	18-22
Interruptible 	51
Animation length	58
Category:Diddy Kong (SSBB)
Category:Up smashes (SSBB)
Diddy Kong (SSBB)/Up throw

==Overview==
==Throw and Hitbox Data==
===Hitbox===
|}
===Throw===
|}
==Timing==
Invincibility 	1-8
Hitbox 	15
Throw Release 	16
Interruptible 	28
Animation length	34
|-
Category:Diddy Kong (SSBB)
Category:Up throws (SSBB)
Diddy Kong (SSBU)/Back aerial

==Overview==
==Hitboxes==
|}
==Timing==
===Attack===
Initial autocancel	1-2
Hitboxes 	5-8
Ending autocancel 	20-
Interruptible 	31
Animation length 	53
|-
===Landing lag===
Interruptible 	8
Animation length	19
Category:Diddy Kong (SSBU)
Category:Back aerials (SSBU)
Diddy Kong (SSBU)/Back throw

Diddy Kong back throw hurtbox visualization	Diddy Kong back throw hurtbox visualization	Diddy Kong back throw hurtbox visualization	Diddy Kong back throw hurtbox visualization	Diddy Kong back throw hurtbox visualization
 	 	 	 	
==Overview==
==Throw Data==
|}
==Timing==
Invincibility 	1-18
Turnaround 	18
Throw release 	18
Interruptible 	52
Animation length	56
|-
Category:Diddy Kong (SSBU)
Category:Back throws (SSBU)
Diddy Kong (SSBU)/Dash attack

==Overview==
==Update History==
 
*
 
*
 
*
*
==Hitboxes==
|}
==Timing==
Hit 1 	8-9
Hit 2 	16-17
Hit 3 	22-23
Interruptible 	41
Animation length	55
Category:Diddy Kong (SSBU)
Category:Dash attacks (SSBU)
Diddy Kong (SSBU)/Down aerial

==Overview==
==Update History==
 
*
==Hitboxes==
|}
==Timing==
===Attack===
Initial autocancel	1-14
Clean hit 	15
Late hit 	16
Ending autocancel 	35-
Interruptible 	47
Animation length 	50
|-
===Landing lag===
Interruptible 	18
Animation length	44
Category:Diddy Kong (SSBU)
Category:Down aerials (SSBU)
Diddy Kong (SSBU)/Down smash

==Overview==
==Update History==
 
*
 
*
*
==Hitboxes==
|}
==Timing==
Charges between 	2-3
Hit 1 	7-8
Hit 2 	12-13
Interruptible 	50
Animation length	64
Category:Diddy Kong (SSBU)
Category:Down smashes (SSBU)
Diddy Kong (SSBU)/Down special

==Update History==
 
*
==Hitboxes==
|}
==Timing==
The item throw is only if Diddy Kong is already holding an item.
Banana Generated	4
Item thrown 	14
Banana Thrown 	20
Interruptible 	40
Animation length	50
Category:Diddy Kong (SSBU)
Category:Down special moves (SSBU)
Diddy Kong (SSBU)/Down throw

Diddy Kong down throw hurtbox visualization	Diddy Kong down throw hurtbox visualization	Diddy Kong down throw hurtbox visualization	Diddy Kong down throw hurtbox visualization	Diddy Kong down throw hurtbox visualization
 	 	 	 	
==Overview==
==Throw Data==
|}
==Timing==
Invincibility 	1-22
Throw Release 	22
Interruptible 	32
Animation length	61
|-
Category:Diddy Kong (SSBU)
Category:Down throws (SSBU)
Diddy Kong (SSBU)/Down tilt

==Overview==
==Hitboxes==
|}
==Timing==
Hitboxes 	4-5
Interruptible 	19
Animation length	28
==Trivia==
*This move has a 20% trip chance, but due to its launch angles, it can only happen on steep slopes, such as the ones in Hanenbow.
Category:Diddy Kong (SSBU)
Category:Down tilts (SSBU)
Diddy Kong (SSBU)/Edge attack

==Overview==
==Hitboxes==
|}
==Timing==
For each ledge grab without touching the ground or being hit, intangibility is reduced on subsequent ledge grabs, until it is lost entirely from the fourth grab onward. The hitbox visualization only shows intangibility for the first ledge grab.
Intangibility (1st grab)	1-25
Intangibility (2nd grab)	1-20
Intangibility (3rd grab)	1-12
Hitbox 	23-25
Interruptible 	56
Animation length 	57
!Hitbox 
|-
!1st grab 
|-
!2nd grab 
|-
!3rd grab 
Category:Diddy Kong (SSBU)
Category:Edge attacks (SSBU)
Diddy Kong (SSBU)/Forward aerial

==Overview==
==Update History==
 
*
==Hitboxes==
|}
==Timing==
===Attack===
Initial autocancel	1-2
Clean hit 	6-9
Late hit 	10-16
Ending autocancel 	26-
Interruptible 	47
Animation length 	54
|-
===Landing lag===
Interruptible 	17
Animation length	38
Category:Diddy Kong (SSBU)
Category:Forward aerials (SSBU)
Diddy Kong (SSBU)/Forward throw

Diddy Kong forward throw hurtbox visualization	Diddy Kong forward throw hurtbox visualization	Diddy Kong forward throw hurtbox visualization	Diddy Kong forward throw hurtbox visualization	Diddy Kong forward throw hurtbox visualization
 	 	 	 	
==Overview==
==Throw Data==
|}
==Timing==
Invincibility 	1-21
Throw Release 	21
Interruptible 	32
Animation length	53
|-
Category:Diddy Kong (SSBU)
Category:Forward throws (SSBU)
Diddy Kong (SSBU)/Forward tilt

Diddy Kong forward tilt hitbox visualizations	Diddy Kong forward tilt hitbox visualizations	Diddy Kong forward tilt hitbox visualizations	Diddy Kong forward tilt hitbox visualizations	Diddy Kong forward tilt hitbox visualizations
↗ 	 	 	 	
→ 	 	 	 	
↘ 	 	 	 	
==Overview==
==Update History==
 
*
 
*
*
*
==Hitboxes==
|}
==Timing==
Clean hit (early, late)	10-11, 12
Late hit 	13-16
Interruptible 	37
Animation length 	53
Category:Diddy Kong (SSBU)
Category:Forward tilts (SSBU)
Diddy Kong (SSBU)/Grab

==Overview==
==Grabbox Data==
===Standing Grab===
|}
===Dash Grab===
|}
===Pivot Grab===
|}
==Timing==
===Standing grab===
Grab 	7-8
Interruptible 	37
Animation length	44
===Dash grab===
Grab 	10-11
Interruptible 	45
Animation length	49
===Pivot grab===
Grab 	11-12
Interruptible 	40
Animation length	49
Category:Diddy Kong (SSBU)
Category:Grabs (SSBU)
Diddy Kong (SSBU)/Hitboxes

==Hitboxes==
Move 	Name 	Hitbox
Neutral attack 1 	Right Flap 	
Neutral attack 2 	Left Flap 	
Neutral attack 3 	Foot Push 	
Forward tilt 	Double Arm 	
Forward tilt up 	Double Arm 	
Forward tilt down 	Double Arm 	
Up tilt 	Overhead Slap 	
Down tilt 	Hand Clap 	
Dash attack 	Rolling Slap 	
Forward smash 	Slap & Beat 	
Up smash 	Triple Attack 	
Down smash 	Turning Leg 	
Neutral aerial 	Diddy Roll 	
Forward aerial 	Screw Kick 	
Back aerial 	Quick Backspin 	
Up aerial 	Turn Kick 	
Down aerial 	Hammer Meteor Knuckle	
Neutral special peanut 	Peanut Popgun 	
Neutral special explosion	Peanut Popgun 	
Side special 	Monkey Flip 	
Side special kick 	Monkey Flip 	
Side special grab 	Monkey Flip 	
Side special grab attack 	Monkey Flip 	
Side special grab jump 	Monkey Flip 	(unavailable)
Up special 	Rocketbarrel Blast 	
Up special barrels 	Rocketbarrel Blast 	
Up special explosion 	Rocketbarrel Blast 	
Down special 	Banana Peel 	
Down special thrown 	Banana Peel 	
Standing grab 	 	
Dash grab 	 	
Pivot grab 	 	
Pummel 	Grab Headbutt 	
Forward throw 	Rock Throw 	
Back throw 	Back Rock Throw 	
Up throw 	Grab Kick 	
Down throw 	Leap Frog 	
Getup attack front 	 	
Getup attack back 	 	
Getup attack trip 	 	
Ledge attack 	 	
Category:Diddy Kong (SSBU)
Category:Hitboxes (SSBU)
Diddy Kong (SSBU)/Neutral aerial

==Overview==
==Update History==
 
*
==Hitboxes==
|}
==Timing==
===Attack===
Initial autocancel	1-3
Hitboxes 	8-20
Ending autocancel 	27-
Interruptible 	49
Animation length 	49
|-
===Landing lag===
Interruptible 	9
Animation length	30
Category:Diddy Kong (SSBU)
Category:Neutral aerials (SSBU)
Diddy Kong (SSBU)/Neutral attack

==Overview==
Diddy Kong's neutral attacks consist of 2 hand swipes and a kick. It does 7.5% in total.
For the technical data of each individual hit, see:
*Diddy Kong (SSBU)/Neutral attack/Hit 1
*Diddy Kong (SSBU)/Neutral attack/Hit 2
*Diddy Kong (SSBU)/Neutral attack/Hit 3
==Quickest loop==
Jab 1 	3
Consecutive jab 	10
Jab 2 	10
Jab 3 	16
Interruptible 	20, 26, 46
Animation lengths	35, 45, 54
|-
|-
Category:Diddy Kong (SSBU)
Category:Neutral attacks (SSBU)
Diddy Kong (SSBU)/Up aerial

==Overview==
==Update History==
 
*
 
*
==Hitboxes==
|}
==Timing==
===Attack===
Hitboxes 	4-7
Ending autocancel	27-
Interruptible 	36
Animation length 	48
|-
===Landing lag===
Interruptible 	10
Animation length	15
Category:Diddy Kong (SSBU)
Category:Up aerials (SSBU)
Diddy Kong (SSBU)/Up smash

==Overview==
==Update History==
 
*
*
==Hitboxes==
|}
==Timing==
Charges between 	1-2
Hit 1 (early, late)	5, 6-8
Hit 2 (early, late)	12-14, 15
Hit 3 	19-23
Interruptible 	54
Animation length 	68
Category:Diddy Kong (SSBU)
Category:Up smashes (SSBU)
Diddy Kong (SSBU)/Up special

==Overview==
==Update history==
 
*
==Hitboxes==
===Diddy Kong Rising===
|}
===Free Flying Rocketbarrels===
|}
==Timing==
Charges between 	7-8
Clean hit 	8-9
Late hit 	10-16
Latest hit 	17-35
Animation length	61
Category:Diddy Kong (SSBU)
Category:Up special moves (SSBU)
Diddy Kong (SSBU)/Up throw

Diddy Kong up throw hurtbox and hitbox visualization	Diddy Kong up throw hurtbox and hitbox visualization	Diddy Kong up throw hurtbox and hitbox visualization	Diddy Kong up throw hurtbox and hitbox visualization	Diddy Kong up throw hurtbox and hitbox visualization
 	 	 	 	
==Overview==
==Throw and Hitbox Data==
|}
|}
==Timing==
Invincibility 	1-19
Hitbox 	17-18
Throw Release 	19
Interruptible 	28
Animation length	69
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Category:Diddy Kong (SSBU)
Category:Up throws (SSBU)