36-
Diddy Kong

Last Updated:
February 10th, 2021

Notes on the Young Link vs Diddy Kong MU

Attributes

Air Acceleration: 0.05 (#70)

Air Speed: 0.924 (#74)

Fall Speed: 1.75/2.8 (#24)

Dash Speed: 2.09 (#18)

Run Speed: 2.006 (#21)

Walk Speed: 1.313 (#12)

Weight: 90 (#61)

Wall Jump: Yes

Wall Cling: Yes

Crawl: Yes

Jumps: 2

Win Conditions

Diddy Kong's Win Conditions:


Young Link’s Win Conditions:

Out of Shield

Jab1 (-13) & Jab2 (-12):
NAir (Frame 7)

Jab3 (-24):
GSA (Frame 9)
USmash (Frame 10)

FTilt (-16):
NAir (Frame 7)
GSA (Frame 9)
USmash (Frame 10)
Grab (Frame 16)

UTilt (-17):
NAir (Frame 7)
GSA (Frame 9)
USmash (Frame 10)
Grab (Frame 16)

DTilt (-8):
NAir (Frame 7)
(Can be spaced out)

Dash Attack (-14):
GSA (Frame 9)
USmash (Frame 10)

FSmash (-21):
GSA (Frame 9)
USmash (Frame 10)
Grab (Frame 16)

USmash (-29):
FSmash (Frame 26)

DSmash (-35/-28):
FSmash (Frame 26)

NAir (-5):
Unpunishable
(Safe on shield)

FAir (-12):
NAir (Frame 7)
GSA (Frame 9)
USmash (Frame 10)

BAir (-3):
Unpunishable
(Safe on shield)

UAir (-6):
Unpunishable
(Safe on shield)

DAir (-26/-13):
GSA (Frame 9)
USmash (Frame 10)

Peanut Popgun (-13):
NAir (Frame 7)
GSA (Frame 9)
(Punishes only count the melee attack, otherwise it's projectile usage)

Monkey Flip:
Command Grab

Monkey Flip Kick (-5):
Unpunishable
(Safe on shield, also crosses up)

Rocketbarrel Boost (--):
--

Banana Peel (--):
Unpunishable
(Projectile usage)

Neutral
What Moves To Watch Out For, When Neutral Is Happening, Main Strategies and Mix-Ups, Spacing, Stage Control.

  • Neutral Moves: Aerials, Tilts, Banana Peel, Jab, Grab.


  • Kill Moves: BAir, Smash Attacks, Rocketbarrel Boost explosion, DAir, Pyramid Scheme, UAir, UTilt.


  • Kill Confirms: DTilt > USmash/BAir, Banana Peel > FSmash and anything else, sliding DTilt > FSmash.


  • Watch out for the Pyramid Scheme (The Diddy Kong platform infinite. It can be setup into with falling NAir, DThrow, or ANY HIT that tumbles you onto a platform). Don’t fall for it.


  • Banana Peel is the X-factor in Diddy Kong’s neutral. Touch it and you trip, leading to certain death or hefty damage. He will use this to mix up his pressure and tricks in neutral, punishing your timing with options. Banana Peel is great at conditioning in that regard. It will disappear if it hits your shield.


  • However, there’s one flaw to it; it’s still an item. Banana Peel can be grabbed and suddenly all those conditioning tricks are taken away from him.


  • Though it’s seemingly smart to use the Banana Peel against Diddy Kong, it’s better to simply guard it from him. That way you can still use most of your tools.


  • Monkey Flip is a scary mix-up tool that Diddy Kong has. It’s a huge burst option that he can use in neutral, way up in the air, or even from ledge. There’s a command grab and attack variant, so shielding isn’t safe.


  • Because of this, avoid midrange with Diddy Kong. By human nature, Monkey Flip is unreactable from there.


  • Zone Diddy Kong out, and keep his Banana Peel away from him.


  • NAir will win most trades up close. It's really good in this MU.


  • Boomerang is as good as always in neutral, and you can still use it with a Banana Peel in hand.


  • Same with Fire Arrows, great as always for disrupting Diddy Kong’s grounded movement.


  • Bombs are fine, but you can’t hold his Banana Peel and a Bomb at the same time, so be wary of that. Likewise for Diddy Kong, too.


  • All projectiles are good in this MU, and all should be used for maximum zoning potential.

Disadvantage
Above Stage, Ledgetrapping, Edgeguarding

Boxing

(How do I escape this situation?):


  • Diddy Kong will look for an aerial to send you offstage, or a Grab off of Banana Peel pressure.


  • He can also use DTilt to force a conversion.


Platform Pressure

(What tools do they have? How can we escape this pressure?):


  • Do not tech in place on platforms. This gives more time for the Diddy Kong player to set up the Pyramid Scheme.


  • Watch out for Banana Peel in general on platforms.


  • He can platform pressure with aerials and USmash.


Landing

(How do they cover it? What are my best options?):


  • Watch out for Diddy Kong’s UAir and BAir, NAir won’t beat them from the sides.


  • Keep a Bomb in hand to cancel out attacks.


  • Airdodge around UAir higher up.


Offstage

(How Do I Escape This Position And What Do I Look Out For?):


  • Diddy Kong can go offstage and FAir, BAir or even Monkey Flip offstage, though this is extremely risky.


  • Diddy Kong also has a DAir spike.


  • So use the same timing/tether tactics to get around this.


  • Banana Peel can be used to reset your air drift.


Ledge:


  • Diddy Kong can place his Banana Peel at ledge or at roll distance to cover respective options. You can still jump over it, though.

  • Do not roll into the Banana Peel. It will trip you again.

Advantage
What are my best options? What does advantage look like? What mix-ups are available?

Juggling/Boxing:


  • Juggling Diddy Kong isn’t the easiest task. Watch out for Banana Peel and Monkey Flip.


  • You either want to be really close to Diddy Kong to hit him with NAir, or far away with zoning. Advantage is just zoning in this MU.


Offstage:

  • Diddy Kong can use Monkey Flip to boost himself towards ledge.


  • FAir is good as a hard read if Diddy Kong hasn’t activated his Rocketbarrel Boost.


  • If Diddy gets hit by NAir while he’s using Rocketbarrel Boost, the Rocketbarrel will fly off and Diddy Kong will go flying without it, helpless. This will be your main method of edgeguarding him.


  • Double jump NAir is great for this.


  • Boomerang is also great for sniping Rocketbarrel Boost, but with the returning hit. Slam it against the ledge horizontally at your desired angle.


  • Don’t let Diddy Kong reset neutral by flying past you with his Rocketbarrel Boost.


  • If you have his Banana Peel here, use it against him. Place it at ledge to cover several options or cover roll distance.


Ledge Info:

XLR8’s Spreadsheet Young Link Ledge Info:

DTilt: Doesn’t Hit

DSmash: Hits

FTilt: Hits

Most Reliable Move: DSmash

Animation Info: N/A

Note: Normal, FTilt Reaches farthest.

Miscellaneous
Other Tips/General Notes, Move Kill Percents

  • FD DTilt > ASA%s: 107, 98


  • FD FThrow @ Ledge %s: 173, 144


  • Milkshake %s: 99-141, 88-114


  • Diddy Kong Kill Throws: FThrow, BThrow


  • Watch out for DThrow > DAir, DI out to avoid dying at 0.

Stages

  • Battlefield:
    Bad? Diddy Kong players say their worst stages are triplats, but we get so much out of larger stages in the MU. Ban this stage anyways, to avoid the Pyramid Scheme.


  • Final Destination:
    Good. Diddy Kong can move around on flat stages, but no worries about the Pyramid Scheme. Zone him to death.


  • Smashville:
    Terrible. This is just asking to die.


  • Town & City:
    Great. Same reasons as Kalos, just be wary of the center platforms.


  • Lylat Cruise:
    Bad. The entire stage is a hotbed for the Pyramid Scheme. I wouldn’t risk going here, and would always ban unless I know they have a strong dislike for this stage.


  • Pokémon Stadium 2:
    Good. Enough space to zone, but you could get hit by the Pyramid Scheme here.


  • Kalos Pokémon League:
    Great. The platform gives us extra ways to get around Diddy Kong's ledgetrapping, the Pyramid Scheme won’t work here too. Lots of space to zone, as well.


  • Yoshi’s Story:
    Indifferent. The platforms extend past the stage, so there is some hope for safety.

Sets & Resources