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Diddy Kong Super Smash Bros. 4 artwork

Diddy Kong Super Smash Bros. 4 moves, tips and combos

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Scrub_Lord posted April 21, 2015

After the Diddy Kong nerf, it is very hard to adjust to his new set. None of his moves were buffed at all, and it was given no love by Nintendo.
Here is a list of the moves that were nerfed: http://www.nintendolife.com/news/2015...
Now, Diddy still has his main combo, the Hoo Hah", but it does less damage and less knockback. It now no longer kills at 90-100 percent, so Diddy Kong now has to really work for his kills. He is still top tier viable, but with the recent update he can never reach his full potential ever again.

delbuster posted November 24, 2014

Diddy has good reach on a lot of his moves, decent KO power, and monstrous ability to rack up damage and have setups due to his amazing throws, good projectiles, and Side B. One of his few weaknesses is his recovery. He can go a very far distance, but he has to charge his Up B to do so.

Good pokes are Fair and Ftilt. They have very long range, and decent knockback.
Dtilt, Grab, Dash Attack, and Side B provide a lot of his pressure game. Dtilt is rapid fire, and is much better than his jab - avoid doing his jab!

His Throw game is super high reward, so get used to going for them, but also look out for rolls and dodges once they get nervous in their shield.
Down Throw combos into Bair, Uair, or Fair at various percents; try them out in training mode! Up Throw goes into Up Air as well.

His air game is fantastic. See my writeups of Uair and Bair for more details. His Nair is also quite good; it is a launcher with low landing waiting time, so you can follow up with another air attack pretty quickly.

Side B is one of the best moves in the game. It is a forward moving grab that can become a very high priority kick with a button press. Be careful; you cannot Up B after doing the kick. However, this move DOES get refreshed every time you get hit, so don't be shy to use this for recovery; just avoid using the kick if you need Up B after.

Neutral B has a unique arc when uncharged. This is a great tool vs big characters, and players who jump a lot. The charge can also be canceled into shield if you misjudged your spacing, so it can be used as a bait.

Down B is the fearsome banana. It goes away when it hits something (including stage hittable things like Shy Guys) but not if the opponent shields it. It trips grounded opponents on hit, or if they step on it. This can be used in many ways! Go for a follow up grab or smash if they are on the ground, or Up Air if they are hit in the air.

KOing for Diddy is going to involve strong Up Airs, Dsmash, or Fsmash. Dsmash comes out super fast in front, and slightly after on his back, so you can use this to beat out people who roll behind you, and the second hit is stronger! Fsmash has pretty good reach and comes out somewhat quickly.

Up Smash and Up Tilt are fantastic anti airs; they are fast and have good priority. However, they tend to miss on grounded opponents that aren't big, so be careful.



lucasxness posted July 28, 2016

after the nerf hes mid tier at best because thats what a nerf means right guise??? also zer0 doesnt win anymore so MORE PROOF

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megamain260 posted June 3, 2016

He's back again and about time too,
and this time he's in the mood,
he can fly real high with his jetpack on,
with his pistols out, he's one tough Kong!
He'll make you smile when he plays his tune,
but Kremlings beware 'cause he's after you!

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nightmaresteam posted December 27, 2015

HOO HAH

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JASR posted September 3, 2015

Diddy Kong!

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littlekirby_captinshulk_ posted March 4, 2015

when people sat that diddykong's recovery is bad thats not true watch on youtube diddykong tricks from mysmashcorner

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