Welcome to Cloud Nine’s Diddy Kong amiibo training guide! To start off, thank you for taking the time to visit: your support is very much appreciated. Huge thanks to Trainer Blue for sharing his knowledge of Diddy Kong and for contributing to the completion of the guide!
Diddy Kong is Donkey Kong’s trusty partner. He sports his signature look: red hat, red shirt, and Rocketbarrel Pack. He’s famous for his quickness and his long tail. Diddy usually plays second banana to DK, but he recently teamed up with DK, Dixie, and Cranky to save his home DK Island from invading arctic Snomads.
This guide is up-to-date as of Version 1.1.7 of Super Smash Bros. for Wii U and Nintendo 3DS.
Table of Contents
Section 1: Amiibo Overview / Pros & Cons
In high-stake amiibo tournaments (yes, those do exist), most trainers stick to top-tier fighters – Bowser, Ganondorf, and Lucina are a few examples. Unfortunately, this means that characters like Diddy Kong are completely ignored: as a matter of fact, not only is Diddy Kong seldom seen in competitive play, but the character has never picked up a tourney win even once in recorded history. It’s a shame, too, because Diddy Kong is quite decent – decent enough to have at least a little bit of a fighting chance. He possesses a solid set of smash attacks, with his forward smash in particular hitting twice and catching opponents off-guard. His jab and tilts come out quick and do a good job of racking up fast damage.
All of that being said, Diddy Kong does have his flaws. His AI suffers from several annoying tendencies. It tends to overuse its aerials and down smash, and even misuses its recovery by waiting too long to charge the jetpack. On the subject of Diddy Kong’s recovery, it’s quite poor – at least when used by the AI – because it requires charging time to grant any notable distance.
Diddy Kong’s strengths and weaknesses are just about on par with each other. But in the amiibo metagame, “average” isn’t enough to make a character stand out from the rest. To train a champion Diddy Kong, you yourself must be a proficient amiibo trainer. It’s a tough task, but is one that’s certainly possible with hard work and perseverance.
Section 2: Recommended Equipment
Diddy Kong – Recommended Stats & Bonuses
For more information on equipment, including instructions on how to farm for custom parts, please read the amiibo equipment guide.
Before you begin training your amiibo, you must equip it with a viable setup of stats and bonuses. The following build has been extensively tested and proven effective:
+90 Attack / +90 Defense / -60 Speed
Once your amiibo’s equipment setup is refined and ready to go, your training will officially begin! If you ran into some sort of problem while feeding your amiibo, feel free to jump into Cloud Nine’s Discord server to ask a question.
Section 3: Training Your Amiibo
Amiibo training is a very specific task, and for the best possible results, you will need to go about it very carefully. You can’t just go all-out and use combos and aerials: both of these are frowned upon in the amiibo metagame. Instead, you should remain grounded at all times, punishing your amiibo for every aerial move it uses against you.
To help your amiibo properly utilize its moveset, you will mirror match it from Level 1 all the way to Level 50. Playing timed matches on Ω-form stages is highly recommended.
Diddy Kong Training Tips
- Primary damage-racking moves: jab, forward tilt, up tilt, and down tilt. Diddy Kong’s infinite jab comes out fast and is a great move to use in a neutral position. His tilts are even stronger, but slightly more situational: forward tilt has long range, up tilt can catch falling enemies, and down tilt is the fastest move in Diddy Kong’s arsenal.
- Primary KO moves: forward smash and up smash. Diddy Kong’s forward smash hits twice: more often than not, his opponent will drop their guard and get hit by the second strike of the attack. Up smash should be used exclusively as an aerial punish.
- Moves to avoid: down special. Diddy Kong’s amiibo isn’t very proficient in the use of its Banana Peel. The AI either fails to grab it (leaving it open for the opponent to use), holds onto the peel for too long, or throws it off the stage. It’s simply not worth the time it takes to spawn a Banana Peel.
- Utilize Peanut Popgun sparingly. From far range, charge Peanut Popgun for a short time before firing it. This can help your amiibo to close the gap between it and an enemy. Don’t use this move too often, though – if your amiibo learns to overuse it, it may fully charge the attack, which leads to a self-damaging explosion.
- Utilize Monkey Flip sparingly. Monkey Flip is a situational command grab that can either latch onto an opponent or kick them for solid damage. Use this move occasionally – it’s best to latch onto your amiibo rather than kick it, since latching cannot be shielded.
When your amiibo finally reaches Level 50, its training will truly begin. Just like a real player, amiibo need match experience and practice against different characters. For more information on training your amiibo past Level 50, follow this link.
Section 4: Conclusion & Credits
Thank you so much for reading! Although the guide may be coming to an end, your training most certainly isn’t: there’s always a way to make an amiibo stronger, and yours is no exception. If you need additional help, give the Amiibo Mechanics & Metagame Guide a read. If you want to ask specific questions, you can also stop by Cloud Nine’s Discord server.
If your desire to read amiibo training guides and articles hasn’t been entirely fulfilled, there are some more posts here that you might like. Cloud Nine’s ongoing series, Amiibo Training Analysis, analyzes a specific aspect of the metagame in great detail. Meanwhile, the official amiibo tier list ranks every amiibo’s overall capabilities – you might even learn something new if you take a look at it. The FAQ is another good resource worth checking out. Alternatively, you can head to the master list of guides for even more amiibo training methods!