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Donkey Kong’s pal has finally joined the battle! Unfortunately, screenshots fail to truly capture the way he moves.
He scrambles around the battle, using whimsical fighting moves while wielding both his Rocketbarrel Boost and Peanut Pop Gun!




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For some reason, Diddy has a weapon made of wood. Is that jungle technology?

It’s a peanut shooter!
This is Diddy’s projectile weapon. You can boost the speed of your shots by holding down the button...

But if you hold it down too long, the gun explodes, so be careful.
Also, if the shell breaks and a peanut pops out, you can apparently eat the peanut.

You recover a little damage when you eat it. Is this for real?

It’s a double-barreled jet engine!
If you charge this up before using it, your jump power increases. And if you tilt the Control Stick left or right while charging it up...

You can even curve your flight path!
If you get attacked while riding your Rocketbarrel Blast, you’ll lose your barrels...and they can sometimes go flying away on their own.

Danger! Danger!
Gimpyfish's E4All Impression
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Character Impression
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Character Impression
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Alright, let’s start off with Diddy Kong. I played as Diddy a bit and watched some other competitive players use him a lot. Diddy moves up and down quickly, which is important in Brawl since most players seem to be slower in this regard (he is still slower up and down than any melee character is, that’s for sure). Diddy moves fast, a lot of his moves combo fairly well and he has some nice KO potential. He isn’t particularly strong, but he kills reasonably well. Diddy’s recovery is questionable however. You can over b and it causes him to do a little jumping grab towards whatever side you pressed, or you can use his up b.
Diddy’s Up B is chargeable, he will hover during the charge for a moment then will start to fall quicker and quicker (think holding fox’s shine from melee). Diddy’s uncharged up b goes only a short distance, and only goes straight up, so you almost have to charge it at most moments. When it is charged you can move to the left or the right, fully charged this up b goes FAR and FAST. There is a SERIOUS problem with Diddy’s up b however. It seems that if you hit Diddy out of his up b with certain moves he can’t up b again until he has touched the ground. Yes, that means if you hit him out of his up b he cannot up b again. He CAN use his over b, which does gain small amounts of height and horizontal distance, but this needs to be fixed. I’m unsure as to whether or not ALL moves knock the barrels off of Diddy, or if it only happens at certain frames, but I know that I saw him unable to up b after getting hit SEVERAL times, and it happened to me once when I was using Diddy. We didn’t just mess up, this was simply how it worked. This needs to be fixed because it’s a little extreme, and also incredibly random. This factor seems to be holding back Diddy a little bit, but he is still overall a very good character.
With the game generally being more floaty and slower, having a character who seems to move up and down quicker, as well as have a fast run speed seemed to be very advantageous for the game play. Diddy’s grabs seemed to be effective, one or two of them looked like they could even combo (which is much more rare in this game) and his grab range is really high. Diddy unfortunately seems to suffer from a lack of range on most of his aerials and ground attacks, but generally his overall speed, comboabiltiy, and edgeguarding make up for that. His weakness is likely his recovery.
The coolest thing I saw a Diddy do at the expo was a sort of anti edgeguard. Nick (Diddy) was playing against Mike Haze (Fox). Haze went out to edgeguard Nick and he used his over b. Diddy’s forward b is an air grab. The move grabbed Mike, he hit him a couple times, then he spiked him straight down out of it. Diddy’s air grab is the coolest spike I’ve ever seen. Diddy is also able to use his up b after this move lands, because Nick made it back onto the stage safely after that.
Diddy also has a fairly reliable projectile, it doesn’t do a lot of knockback and it isn’t too quick… Think of Diddy almost like you thought of Mario in melee (if I have to make a comparison between the two games that is) he is pretty strong in mostly every area, lacks in range, has a situational projectile, and doesn’t have the strongest of kill moves.
More Diddy information will likely be added (including taunts and costumes), but I figured I would give you something for now!
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Final Smash
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Final Smash
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Diddy’s Final Smash honestly looked like it would be one of the worst ones for a little bit. He flies all around the screen and it’s awkward to aim his shots. You have to fly in the opposite direction you want to shoot in, so it’s difficult to control. It seemed like you could just ledge camp, but once we learned how to control Diddy we found out that his final smash is really quite powerful and also fast, it’s hard to avoid and it does a ton of knockback. It’s pretty good, although it looks incredibly weird.
