Diddy Kong

Diddy Kong is one of the playable characters in Super Smash Bros Tourney Legends

## Neutral B: Peanut Popgun

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 peanuts have the property of items and can be caught and thrown. The peanuts also bounce off of opponents and solid surfaces, but they lose their hitbox afterward. 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.

## Up B: Rocketbarrel Boost

Diddy Kong charges his rocket barrel 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 rocket barrels before falling a huge distance while being unable to perform any action, often falling too far to survive. Diddy Kong will also take recoil damage for hitting a surface. It travels significantly more horizontal/diagonal distance than it does vertically.

## Side B: Monkey Flip

Diddy Kong performs a back-flipping forward leap that has him cling onto an opponent. Inputting the move as a smash attack increases the distance of the jump. Once he has clung onto the opponent, he will continuously scratch them. During this time, he can perform an action depending on what button is pressed: pressing the attack or special move button will cause Diddy Kong to attack them with a double-handed chop them and then leap away while pressing the jump button will cause him to perform a pseudo footstool jump, which can meteor smash at high percentages. If the attack or special button is pressed during the jump, Diddy Kong will 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. This move is very useful in the neutral to pressure shielding opponents alongside the Banana Peel.

## Down B: Banana Peel

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 KOs, 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. Only one banana peel can exist at one time, and it disappears when hit by an opponent or when thrown twice.

## Level 1 Final Smash: Monkey Trouble

Diddy Kong jumps at the opponent doing wild swings with his hands and feet, then finishes with a handstand kick.

## Level 2 Final Smash: Rocketbarrel Barrage

Diddy will be able to fly around with his Rocketbarrel Pack and fire powerful shots from his Peanut Popguns. Each peanut does 5% damage, while making contact with the Rocketbarrel itself causes 12% damage and has more knockback than the peanuts; the final explosion does 20%.

## Level 3 Final Smash: Hyper Rocketbarrel

Diddy Kong activates his Rocketbarrel Pack and flies up. He then dashes across the screen in multiple directions, doing damage to whoever he touches. After a while, he will lock on to whatever opponent has taken the most damage and unleash one final dash attack that launches the targeted opponent, as well as any other nearby opponents. After this last attack, Diddy Kong descends back to his original position. His Rocketbarrel Pack explodes before he lands, which damages nearby opponents.