36 Diddy Kong
Donkey Kong Country (1994 - SNES)
Diddy Kong possesses loads of options in the neutral game, in order to punish and to impose his rhythm to his opponent. This explains why it will be difficult to face a Diddy Kong if you are not prepared to, because he will easily combo you, leaving you no space and no escape.
- Really good combo game
- Good neutral
- Nice ground mobility
- Small size
- Requires practice
- Bad disadvantage state
- Usable recovery
- Struggles to kill
- Can run everywhere
- The enemy can't land
- Hard against campers
- Annoying slopes for the Side and Down B
Diddy's side B can either be use as a command grab or as a foot strike, having priority on other attacks and projectiles. The banana is the core of Diddy's game. It is one of the best tools of the entire game, passing through nearly all other projectiles. Holding a banana is also a good conditioning action, forcing the opponent to shield, giving you an opportunity to grab him while still holding the banana. Be careful though, when inputting down B, Diddy drops his banana behind him, making him vulnerable. You will have to wait the perfect time to pick it up serenely for, a Diddy equipped with a banana is terrifying !
With its good hitbox, this move can easily be followed up by another aerial attack, working until high percentage. Nailing this move is a guaranteed combo starter, to pressure your opponent in disadvantage state or to even spike.
One of diddy's most useful special attack. Breaking projectiles, this move is useful to quickly reach your opponent, to punish rolls or simply just runaway ! It can help you to come back in the game, kill at the ledge and don't forget to transform this attack in a command grab during the last frames...resulting in a smacking surprise !
Diddy drops a banana on the ground, which he can pick up. Just throw the fruit at the opponent's face and start an all-you-can- « hit »-buffet leading you to an advantage state. It also is a good out of shield option, if already holding the banana. A fantastic projectile, that need to be respected, and the main pressuring tool of Diddy.
Fairly good move, quick and hard to punish, it can KO on some combos. Great in rising attack but best while landing, to space or to put some pressure on the shield. An attack that gets the job done.
It is better when performed in a rising jump, because it can be canceled when fast falling on the ground, making it a decent option during neutral to shield pressure. Also, in patch 8.0, this move’s hitbox was buffed, making it a good anti-air option.
Having a little bit of lag, it is a great shield pressure tool and a good combo starter and can even lead to KO. A good attack which, on some character, can be chained up.