Diddy Kong Guide: Matchup Chart and Combos | Super Smash Bros Ultimate

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Super Smash Bros. Ultimate Diddy Kong Guide

This is a guide to using Diddy Kong in Super Smash Bros. Ultimate. Diddy Kong's bread and butter combos, how to unlock, frame data, alt costumes and skins, as well as Diddy Kong's matchups, counters, and tier list placement can all be found here.

Diddy Kong Tier and Overview

Stats and General Info

Diddy Kong
Diddy Kong Image
Game Series Donkey Kong
Smash Bros. Debut Super Smash Bros. Brawl
Fighter Number 36
Unlock Order 37
Number of Jumps 2
Weight 90 Units (61/87)
Dash Speed 2.006 (21/87)
Air Speed 0.924 (74/87)
Fast Fall Speed 2.8 (24/87)
Special Attributes Crouch Walk, Wall Jump, Wall Cling

Tier List Placement

SSBU Diddy Kong Icon A Tier Tier

Limits opponent's options to rack up damage via combos

While not as prominent as in Smash 4, Smash Ultimate Diddy Kong has a variety of options, such as Banana (Down Special), Peanut Popgun (Neutral B), and Monkey Flip (Side B), which can be used to control neutral. These options can be used to limit opponents' options in order to bait them into a situation where Diddy can punish them. Good mobility and frame data also allow him to utilize a variety of combos.

Diddy's main kills moves are his smash attacks, which are easy to land when used after hitting the opponent with a banana. He can also use aerials such as the meteor hitbox of Down Aerial, or Bair, though they don't kill until high percents. Therefore, Diddy Kong does struggle to kill a bit. Additionally, his recovery is rather poor, so he has a hard time recovering from offstage, although his Side Special can help.

See Our Tier List Here!

Diddy Kong's Strengths and Weaknesses

Strengths ・Access to Banana, one of the best neutral tools (which can be thrown from shield)
・Great mobility and frame data
・Small size makes him hard to hit
・Side Special makes recovering from ledge and landing much easier
Weaknesses ・Struggles to kill
・Poor recovery

Diddy Kong Matchup Chart

Matchup Chart

Diddy Kong Image
-2
Pikachu
-1
Duck HuntFoxMarioMega ManMii GunnerOlimarPac-ManPichuSamus/Dark SamusSheikSnakeToon LinkVillagerWarioWolfYoung Link
0
Banjo & KazooieCloudDr. MarioFalcoGreninjaHeroIce ClimbersInklingIsabelleJokerKenLinkLucarioLucinaLuigiMii BrawlerMr. Game & WatchNessPeach/DaisyRosalina & LumaRyuShulkSimon/RichterSonicSteveWii Fit TrainerYoshi
+1
BayonettaBowserBowser Jr.BylethCaptain FalconChromCorrinDonkey KongIkeIncineroarJigglypuffKing DededeKing K. RoolKirbyLittle MacLucasMarthMeta KnightMewtwoMii SwordfighterMin MinPalutenaPiranha PlantPit/Dark PitPokemon TrainerR.O.B.RidleyRobinRoySephirothTerryZeldaZero Suit Samus
+2
Ganondorf

Notes About Matchup Chart

1. -2 = Disadvantage. -1 = Slight Disadvantage or Even. 0 = Even. +1 = Slight Advantage or Even. +2 = Advantage.
2. The matchup chart was based around both the opinions of professional players of each character, as well as our own experience through playing Diddy Kong.
3. Characters within each tier are unordered
4. Pokemon Trainer's individual Pokemon (Squirtle, Ivysaur, and Charizard) as well as Echo fighters with no significant difference than their regular counterpart are not shown.
5. For other characters who are not shown here, we are still investigating the matchup.

Diddy Kong Combos

Throw Combos
Down Throw→Bair
Up Throw→Jump→Up Air
Grounded Combos
Side Special→Banana Throw→Forward Smash
Jump→Dair→Up Smash
Nair→Up Tilt→Up Air

Throw Combos Explanation

Combo 1
Combo 2
Down Throw→Bair
A combo that will connect at various percents. An easy combo that deals around 20% damage.
Up Throw→Jump→Up Air
A combo that will connect at various percents. An easy combo that deals around 14% damage.

Grounded Combos Explanation

Combo 3
Combo 4
Combo 5
Side Special→Banana Throw→Forward Smash
A combo that will connect at any percent. Make your opponent slip on the banana and you can land a guaranteed smash attack. This kills foes at high percents.
Jump→Dair→Up Smash
This combo lands when foes are between 30% to 50%. Landing the down air directly above your opponent will make this combo successful.
Nair→Up Tilt→Up Air
A combo that will connect to opponents with low percents.

Diddy Kong Frame Data and Moveset

Best Out of Shield Options

Move Frames
Jump > Z-Drop Banana 4 Frames
Up Smash 5 Frames
Banana Throw (Forward) 7 Frames
Back Air 8 Frames
Up B 8 Frames
Banana Throw (Back) 9 Frames
Forward Air 9 Frames
Sheld Grab 11 Frames
Neutral Air 11 Frames

Diddy Kong's frame data, combined with the use of his held item (banana) gives him great out of shield options. His up smash is extremely quick, making it a very good option for an out of shield punish on opponents close to or above Diddy. When shields while holding banana, he has a number of quick and low commitment options he can use out of shield. Notably, jumping and using a z-dropped banana takes only 4 frames, and will lead into a down air or smash attack. He can also throw the banana forward or backward, which is great for hitting opponents from a distance. Lastly, his aerials also work pretty well out of shield, in the event that you do not have a banana in hand.

Jab (Neutral Attack)

1v1 Damage (%) Startup Frames
Jab 1
(A)
2.4 3
Jab 2 1.8 5
Jab 3 4.8 5

Jab

Diddy Kong's jab has a quick startup but short range, so it's primarily used as a get-off-me tool at short range, which is great as a landing tool. Unlike previous games, Diddy no longer has a rapid jab portion using hs tail.

Dash Attack / Tilts

1v1 Damage (%) Startup Frames
Dash Attack Hit 1-2
(Dash + A)
2.4 9/18
Dash Attack Hit 3 3.6 22
Forward Tilt
(← or → + A)
12 10
Forward Tilt - Lingering 8.4 12
Up Tilt
(↑ + A)
7,2 6
Down Tilt
(↓ + A)
6.6 4

Dash Attack

Diddy Kong's dash attack has a quick startup, long duration, and short cooldown, which all make it a good attack to find an opening, and overall one of his best neutral tools. The move itself launches opponents into the air, which you can follow up with an aerial, such as up air, neutral air, or forward air.

Forward Tilt

Diddy Kong's forward tilt has a quick startup and the largest range of all of Diddy Kong's attacks. It's lengthy cooldown makes the difficult to use as a poking tool, but it is quite powerful, and can be used to hit opponents near the ledge.

Up Tilt

Diddy Kong's up tilt has a quick startup. The wide attack range covers Diddy Kong's rear, so it's also primarily used as a short range get-off-me tool, and can also combo into Diddy's aerials.

Down Tilt

Diddy Kong's down tilt has a quick startup. It doesn't have the best range, but it's low endlag makes it useful as a poking tool. By running at the opponent after using down tilt, it can easily combo into itself at most percents, as well as an up smash at higher percentages for a KO confirm.

Smash Attacks

1v1 Damage (%) Startup Frames
Forward Smash Hit 1
(Smash ← or → + A
6.0 12
Forward Smash Hit 2
(Smash ← or → + A
13.2/13.2/10.8 21
Up Smash Hit 1-2
(Smash ↑ + A)
3.0 5/12
Up Smash Hit 3 7.2 19
Down Smash Hit 1
(Smash ↓ + A)
14.4 7
Down Smash Hit 2 18 12

Forward Smash

Diddy Kong's forward smash is an attack great for its damage, range, and knockback. It's one of Diddy Kong's attacks with the strongest KO power, and is the go-to follow up to use after throwing tripping a standing opponent with a banana. However, it runs the risk of being punishable when whiffed or used on shield, so it isn't used much outside of banana throw → forward smash.

Up Smash

Diddy Kong's up smash has a extremely quick startup. However, its speed doesn't totally make up for its weakness, since it only starts to KO around 140%. It can be used to catch landings, as an out of shield option, or as a quick whiff punish. It can be comboed into from down tilt as well.

Down Smash

Diddy Kong's down smash has a quick startup. As with up smash, be mindful of its weakness in KO power. The attack can be used to catch rolls or knock opponents off stage to set up for an edgeguard.

Aerials

1v1 Damage (%) Startup Frames
Neutral Air
(A + no direction while airborne)
7.2 8
Forward Air
(Hold ← or → in the direction you are facing + A while airborne)
12 6
Forward Air (Lingering) 9.6 10
Back Air
(← or → Opposite of the direction you are facing + A while airborne)
10.8 5
Up Air
(↑ + A While Airborne)
8.4 4
Down Air
(↓ + A While Airborne)
15.6/12 15

Neutral Air

Diddy Kong's neutral air has quick startup. The attack launches the opponent into the air, which can connect to a variety of aerial combos. Its long lasting hitbox makes it great as a combo starter, as fastfalling with it onto an opponent will put them in the air and allow for a follow up.

Forward Air

Diddy Kong's forward air is very fast attack. Pressing A+forward together with jump will allow you to use it while rising, which also decreases its ending lag. Its long range makes it a good poking tool.

Back Air

Diddy Kong's back air has a quick startup. It also has a short duration, allowing it to combo into itself on mid-air opponents. It is also a decent KO move, and can also be used offstage for an edgeguard.

Up Air

Diddy Kong's up air has a quick startup. The range isn't great, but its quick startup makes it a great combo extender and juggling tool.

Down Air

Diddy Kong's down air has a meteor hitbox. You can use this move for offstage KOs, but it is somewhat high risk/high reward, as it's difficult to hit due to its slow speed and short range. One useful application of down air is comboing into it from a Z-Dropped banana.

Specials

1v1 Damage (%) Startup Frames
Neutral Special
(B) - Peanut Popgun, No Charge
3.96 16
Neutral Special
(B) - Peanut Popgun, Fully Charged
27.6 123
Side Special - Grab
(← or → + B)
- 18
Side Special - Attack 14.4 6
Side Special - Attack, Lingering 12 11
Side Special - Grab, Success 1.2 11
Side Special - Grab, Attack 1 3.6 18
Side Special - Grab, Attack 2 8.4 21
Side Special - Grab, Jump 1 3.6 18
Side Special - Grab, Jump 2 6.0 27
Up Special
(↑ + B)
12 8
Up Special - Lingering 1 9.6 10
Up Special - Lingering 2 7.2 17
Up Special - Explosion 21.6 1
Down Special - Banana Peel
(↓ + B)
- 20

Neutral Special (Peanut Popgun)

Diddy Kong's fires a peanut from his popgun in his neutral special. The power and speed are increased when the special button is held longer before releasing. However, charging too much will result in an explosion, stunning him but also knocking back opponents within range. The fully charged explosion is perhaps Diddy Kong's best shield break punish.

Additionally, peanuts can be caught and thrown as an item. It is better to avoid having your opponents catch the peanuts, so mix up your charges to throw them off. Lastly, using it while in disadvantage allows Diddy to mix up his movement if a B-reverse is used, which can be used after a monkey flip.

Side Special (Monkey Flip)

In his side special, Diddy Kong does a backflip, then grabs or attacks his opponent. After grabbing your opponent, use the Jump button to stomp on your opponent or use the Attack button to knock them back. Since this move is a command grab, it will grab shielded opponents, so it is great to use with a banana in hand, since opponents will often shield out of fear of getting hit with it.

After initiating the flip, you can press the special button again to make Diddy let out a powerful kick. The flying kick does strong damage and has high KO potential, especially if the opponent is near the ledge. Be careful, however, for he will not be able to use up special until he touches the ground again, so when recovering, you should not press B a second time durning monkey flip.

Up Special (Rocketbarrel Boost)

Diddy Kong flies with his rocketbarrel in his up special. The direction of flight can be controlled, while the duration of flight can be increased by charging. Crashing into something or being hit will cause Diddy Kong to fall, unable to move, so be careful not to hit the under section of the stage with it, or Diddy will fall to his doom.

You can still, however, use the rocket barrel to your advantage after being shot down. You have some control over it and you can aim for it to crash and explode on to your opponent, by holding the control stick. While the barrel's movement is somewhat random, holding right on the control stick can steer it down to the ground, which can sometimes get a KO if it explodes on the opponent.

While somewhat hard to use, up special can be used as a combo tool from the grounf as well. Hitting an opponent with the startup of the move, and then steering it hard left or hard right toward the ground will lead to a strong two hit combo that results in an explosion that damages both Diddy and the opponent.

Down Special (Banana Peel)

Diddy Kong throws a Banana Peel onto the stage for his down special. Only one banana peel can be in play at a time on the stage. A banana peel will disappear only when an opponent slips on it or if it's thrown twice.

After using the move to throw out the banana peel, it can be picked up mid air via an aerial, or from the ground via a tilt, jab, or dash attack, which will allow Diddy to use it as a throwing Item. Careful execution of the banana peel is crucial to Diddy's gameplan. It can be thrown directly at an opponent on the ground for a smash attack or combo, z-dropped from the air to lead into a down air or other aerial, or simply placed on the stage to limit the opponent's movement. However, if the opponent picks up the peel and throws it, it will be in their possession, and can be used against Diddy, so try and avoid letting them gain control.

Grab / Throws

1v1 Damage (%) Startup Frames
Pummel 1.2 1
Grab (Normal) - 7
Dash Grab - 10
Pivot Grab - 11
Forward Throw (Throw)
(← or → While Grabbing)
10.8 21
Back Throw (Throw) 14.4 18
Up Throw (Hitbox)
(↑ While Grabbing)
1.2 17
Up Throw (Throw) 4.8 19
Down Throw (Throw)
(↓ While Grabbing)
8.4 22

Front Throw

Diddy Kong throws his opponent forward. While limited to low percentages, it can sometimes combo into Dash Attack.

Back Throw

Diddy Kong throws and knocks back his opponent behind him. It's not usually used for combos and is more for throwing your opponent off the stage or gaining stage control. At high percents, it can KO an opponent if used near the ledge.

Up Throw

Diddy Kong tosses his opponent upward, which you can then follow up with any aerial attack besides down air.

Down Throw

Diddy Kong throws his opponent down to the ground, knocking them up into the air and allowing for follow ups. You can build up damage by connecting this into back air or his other aerials, making it one of his main combo starters.

Final Smash

Attack How to Use Effect
Hyper Rocketbarrel Press B after obtaining the Smash Ball Diddy zips across the screen in several directions using is Rocketbarrel, dealing damage to any opponents he runs into. At the end, he will fly straight into the opponent with the highest damage, dealing heavy knockback upon impact.

Diddy Kong Balance Changes

Version 11.0.0 Balance Patch

Change
Down Special Increased the amount of time until you can throw another banana peel after throwing one.

Version 8.0.0 Balance Patch

Change
Dash Attack Made it easier to hit multiple times.
Increased attack range of the final attack.
Side Tilt Attack Increased attack range near the hands.
Adjusted launch angle.
Increased the amount of time hit detection lasts for the weak attack.
Down Smash Attack Increased attack speed.
Increased the amount of time hit detection lasts for the second attack.
Forward Air Attack Increased attack range of the beginning of the attack.
Down Special Extended the time until the banana peel can be thrown again after it has initially been thrown.

Version 7.0.0 Balance Patch

Change
Other Made the arm briefly invincible after deactivating shield.

Version 3.1.0 Balance Patch

Change
Neutral Attack 2 Increased attack range and made it easier to hit multiple times when continuing from Neutral Attack 1.
Dash Attack Adjusted launch angle.
Up Smash Attack Made it easier to hit multiple times.
Extended launch distance.
Up Air Attack Reduced vulnerability.
Reduced vulnerability when landing after using the move.
Down Air Attack Increased attack speed.
Neutral Special Increased power. However, the power against shields will remain the same.
Shortened the charge time.
Up Special Decreased the fall speed while charging.
Extended vertical distance when charged.
Final Smash & FS Meter Increased power of the explosion and jet at the start.
Decreased the power of the tackle.
Made it harder for opponents with lower damage to be launched with the final tackle.

Version 3.0.0 Balance Patch

Change
Down Smash Attack Extended launch distance.
Up Air Attack Increased attack power and maintained launch distance.
Neutral Air Attack Increased attack range.
Dash Attack Increased attack speed.
Side Tilt Attack Increased the amount of time hit detection lasts.

Version 2.0.0 Balance Patch

Change
Other Made the arm briefly invincible after deactivating shield.

Major Changes From Smash 4

Change
Jab
(A)
The tail rapid jab has been removed.
Down Tilt
(↓ + A)
Sends opponents further horizontally. Harder to use in combos now. Nerf.
Up Special
(↑ + B)
Distance significantly decreased. Worse recovery = Nerf.

How to Unlock Diddy Kong

Unlocking Via Smash Mode
37th Fighter Unlocked
After unlocking Lucas, let 10 minutes pass OR play another battle in smash after soft-resetting OR return to the menu from World of Light
Unlocking via Classic Mode
Clear Classing Mode 7 times using Donkey Kong.
Unlocking via World of Light
Jungle Japes

There are three ways to unlock Diddy Kong. Completing any of these, then defeating Diddy Kong when they appear in the “a New Challenger Appears” screen will allow you to use them afterward.

How to Unlock Characters Fast

Diddy Kong Alt Costumes and Skins

Diddy Kong Reveal Trailer

Smash Ultimate Character Guides

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Tier List
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Character Stats
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Air Speeds of All Characters Fast Fall Speeds of All Characters

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