Diddy+Dk team=pwnage!
Diddy is gonna rock, no doubt!
His final smash should be his electric guitar. My Diddy Kong moveset:
nB: Peanut Guns: Diddy fires them similar to Fox’s blaster, but at Falco’s blaster’s speed, and 1 followed by another, then pause, 1 and then 1 (since he has two guns). This stuns the opponent, but for a short time only. Great for charging your opponents!
^B: Jet Pack: Diddy boosts up with his Jetpack, and then can control the DI much better, and can DI faster sideways, much like Peach’s parasol. The damage is racked up by when the boost is hit, and he opponent is headbutted on the way up, or afterwards from the jetpack’s engines.
<B> Chimp Charge: Straight from DK64, Diddy headbut charges forward, and can go shorter distances when B is pressed. It does a very high amount of damage, but doesn’t pack much of a punch.
dB: Orange Gernade: Acting as sorta of Diddy’s version of Link’s bombs, Diddy ducks and throws them, or can simply fast toss them. Diddy pulls them out, and can do a array of things with them. For example, dB can be held for a harder throw, with more distance, and the gernades bounce and do more damage. Also, in air they are used exactly like Link’s bombs, but fall much faster.
They generally do a fair amount of damage, and when combined with Diddy’s guns it can be great spamability. Also, they generally bounce two or three times, but when charged they can go up to 5 or 6, and there explosion is fairly small, like Link’s bombs. They have overall decent damage, stun, and knockback, and are all around good, but not overpowerful. Also, when hey hit something other than the ground (or the ground after X amount of bounce), they immediately explode.
Running A: Cartwheel: Diddy Cartwheels into the opponent, doing a decently high amount of damage with little impact, but around average amount of stun.
dAtilt: Diddy swipes forward with his tail.
dA smash: Diddy clears the area, attacking in front and back with his tail, similar to Mario’s dA smash, but with less damage, about the same impact and stun, and more range.
Auptilt: Diddy headbutts toward the sky.
Aupsmash: Diddy does a full charged hard hitting headbutt, that doesn’t do as much damage as you would like, but has decent stun, and good impact.
nA: Punch, kick, tail whip.
Asidesmash: Diddy raises his tail and tailwhips his opponent. This doesn’t do as much damage as most would like, but the stun and impact are great!
Aupair: Diddy Flips and kicks his opponents with both feet, getting some impact, good stun, and a fair amount of damage.
<A>air: Diddy spins, damaging his opponents with his arms and tails. Has little impact and stun, but is a good damage racker!
dAair: Diddy straight headbutts his opponent, doing good damage, impact, and stun. However, it takes a bit to charge and launch this attack.
nA air: Diddy extends his knee and tail to hit his opponent. Does decent damage, impact, and stun, and if done towards the ground can be very comboable.
Grab: Diddy pulls in his opponents, using his tail.
Grab hits: Constant hjeadbutting of the opponent until thrown, they break free, or other fighters or something ends the grab.
Grab throw: Diddy whirls them out in his tail, doing little damage, but good stun and kinda good impact.
down Grab Throw: Diddy uses his tail, and thrashes his opponents down, doing good damage, greay impact, and some stun. However, they usually bounce into the air, ready for combat.
up Grab Throw: Diddy throws his opponent up with his arms. smacking them before released. Decent damage, some impact, and decent stun, but the real advantage is that this is bvery comboable.
up side Grab throw: Diddy grabs his opponent with his arms, chucks them Mario and Luigi style, and then shoots them. Does great damage, decent impact, and good stun. Definetly the best damage racking grab, outside of combos.
Z air: Like Link, Samus, and YLink, I felt Diddy deserved a Z air attack. Diddy whips his tail out, and smacks his opponent(s) downward hard. Does extremely great impact, well below average damage, and good stun. While lacking damage, this move can be effective for mid-air combos, or air to ground combos. When done right, this move can be a huge tactical advantage for the users.