User blog:Wassboss/Super Smash Bros Tournament Reboot: Diddy Kong vs Bowser Jr.



It's the battle of the tricksters in this round, as these two pint sized fighters go head to head. One is the nephew of the king of the jungle, the other the son of the koopa king. Their older relatives grudge has rubbed off on these two and this promises to be a real family affair;

Diddy Kong: The Jet Pack using, Peanut firing spider monkey and Nephew of Donkey Kong

vs

Bowser Jr.: The Son of Bowser, obsessed with punishing the plumber who took away his beloved 'Mama Peach'

Who is Deadliest

Diddy Kong
"You lazy ape, you are getting too old for this"

- Diddy Kong

Standard Moves
Neutral Attack: Swats his hand twice, turns to quickly kick his foot, and proceeds to repeatedly hit with his tail.

Dash Attack: Performs a cartwheel and then does a ground slap with both hands.

Forward Tilt: Leans to the side and flings both of his hands forward.

Up Tilt: Swats the air above him with his hand.

Down Tilt: Crouches and slaps forward.

Forward Smash: Spins and slaps forward twice.

Up Smash: Hops and kicks both of his legs into the air.

Down Smash: Performs a sweeping kick.

Neutral Aerial: Does and aerial cartwheel.

Forward Aeriel: Kicks both his feet forward.

Back Aerial: Thrusts his leg backwards and spins it behind him.

Up Aerial: Performs and overhead flip kick.

Down Aerial: Punches down with both arms in a powerful attack which can meteor smash.

Throws: Diddy Kong grabs an opponent and does one of four throws; He tosses his opponent forwards or backwards depending on the throw. He throws his opponent into the air and kicks them. Throws the opponent on the ground and jump over them.

Link for more detailed stats and further standard moves:

http://www.ssbwiki.com/Diddy_Kong_(SSB4)#Moveset

Special Moves
Neutral Special: Peanut Popgun. Diddy Kong takes out his Peanut Popgun and fires an peanut out of it. The longer the attack is charged the farther and quicker the peanut will fly and the damage will also be increased. Does medium damage and little knockback. If overcharged then it cause a very powerful explosion in close range which does high damage and knockback.

Side Special: Monkey Flip. Diddy Kong leaps forward and grabs onto his opponent face. He can then pummel them for several seconds before being dislodged. Does minor damage with no knockback. Can instead perform a flying kick which does medium damage.

Up Special: Rocketbarrel Boost. Diddy Kong charges his rocketbarrels which can then launch him into the air. The initial launch explosion does medium damage and colliding with an opponent in mid-air will do minor damage with some knockback.

Down Special: Banana Peel. Diddy Kong tosses a banana peel into the air to have it fall on the ground. An opponent who steps on the peel will slip and trip, stunning them for a follow up attack. Only one peel can be out at any time and will disappear once an opponent comes into contact with it. Does no damage.

Final Smash: Rocketbarrel Barrage. Diddy Kong flies around on his rocketbarrels and can fire explosives peanuts which do minor-medium damage. Diddy Kong can also collide with his opponent to do medium damage.

Bowser Jr.
"Yahoo! I'm the best!"

- Bowser Jr

Standard Moves
Neutral Attack: The Clown Car punches twice, followed by a flurry of punches and a finishing hit using boxing gloves

Dash Attack: Slashes multiple times with a grinder.

Forward Tilt: Slashes forward with a pitchfork.

Up Tilt: Slashes upwards with a pitchfork.

Down Tilt: Clown Car opens it's mouth and swipes at the opponent with it's tongue

Forward Smash: Uses two drills to drill his opponent.

Up Smash: Flips upside down and uses the Clown Car spinning propeller.

Down Smash: Slams the ground both sides of him with wrecking balls.

Neutral Aerial: Clown Car swings around with boxing gloves extended.

Forward Aeriel: The Clown Car swings a wrecking ball in front of itself.

Back Aerial: The Clown Car swings a wrecking ball behind itself.

Up Aerial: Swings a hammer above himself.

Down Aerial: Extends a drill from below the Clown Car to drill an opponent.

Throws: Bowser Jr grabs an opponent and does one of four throws; A boxing glove uppercuts the opponent forward. He spins and throws the opponent behind him. He throws the opponent above him. He throws the opponent on the floor and drills them.

Link for more detailed stats and further standard moves:

http://www.ssbwiki.com/Bowser_Jr._(SSB4)#Moveset

Special Moves
Neutral Special: Clown Cannon. Bowser Jr fires a cannonball from the Clown Car's mouth. The cannon can be charged for a more powerful shot. Damage varies between medium-high depending on the charge and does average knockback.

Side Special: Clown Kart Dash. Bowser Jr turns the Clown Car into a kart which speeds forward, doing damage to anyone it comes into contact with. Changing the direction will cause the Kart to spin out which will also do damage. Does medium damage with a decent knockback.

Up Special: Abandon Ship. Bowser Jr ejects out of the Clown Car which explodes, doing damage to any nearby opponents. As Bowser Jr falls back to the ground he can swing his hammer to do damage. Both the Explosion and Hammer swing have high damage and Bowser Jr will gain a new Clown Car upon hitting the ground.

Down Special: Mechakoopa. Bowser Jr drops a Mechakoopa from a hatch in the Clown Car. It will walk towards an opponent and if it makes contact will detonate. Does minor damage and has a weak knockback.

Final Smash: Shadow Mario Paintbrush. Bowser Jr transforms into Shadow Mario and paints an Orange X on the screen. Any opponent caught in the X will receive minor damage while Bowser Jr will be teleported above the X. The X will clear away after a few seconds, doing massive knockback to anyone still caught in the X.

X Factors
Strength: Diddy Kong=50/Bowser Jr=60

Diddy Kong is small and not very heavy and thus his strength is very low and as a result he doesn't really have many powerful moves. Bowser Jr doesn't fair much better (despite being one the heaviest fighters in the game) but he at least has some more powerful attacks at his disposal and the Clown Car beefs his strength rating up a bit.

Speed: Diddy Kong=80/Bowser Jr=65

Diddy Kong is very much a typical lightweight fighter, his attacks may not be strong but they are quick and enable him to use a hit and run type of fighting style. Bowser Jr has some quick attacks and special moves but his dash speed is low and the Clown Car's bulk and weight make it hard him to move around particularly quickly.

Agility/Aerial Mobility: Diddy Kong=89/Bowser Jr=72

Diddy Kong's small frame and lightweight make him a very agile fighter, both in the air and on the ground. He's a very acrobatic fighter and he shows this in fighting style and moves often. Bowser Jr is alot more agile than you'd think in his Clown Car and is pretty good in the air but he just can't compare to Diddy Kong.

Close Quarters Combat: Diddy Kong=78/Bowser Jr=78

These two are both fairly decent in close quarters combat and each brings a different style to the battlefield which suits each others styles well. Diddy Kong can take advantage of Bowser Jr's lack of speed and agility to chip away at his health but he also has to be careful to avoid some of his powerful attacks. Bowser Jr can take advantage of Diddy Kong's weak attacks and his own weight to absorb damage and wait for his time to strike but must be careful not to let Diddy Kong run circles around him. In the end they both match each other well in close range and that's why I've called it even.

Ranged Combat: Diddy Kong=63/Bowser Jr=70 

Diddy Kong's projectile weapons, the Peanut Gun and the Banana Peel, suit his style well but are not very powerful and are only really useful at chipping away damage or creating a minor diversion. Bowser Jr packs alot of power in his projectiles and this will work well against the against a lightweight such as Diddy Kong.

Killer Instinct/Brutality: Diddy Kong=56/Bowser Jr=70

Diddy Kong is a hero and is thus unlikely to try and kill his opponent although he may hold an animosity towards Bowser Jr which boosts his rating slightly. Bowser Jr, while not as brutal and evil as his father, can still be cruel at times and will not have a problem dealing out a violent punishment to an opponent.

Voting System/Notes
In order to counted as full votes must be at least 5 lines long or have been done in an edges format.

Anything less than 5 lines but which is competently argued and thought out will be counted as a half vote. I will inform anybody if their vote is considered a half vote and allow them to amend it to bring it up to a full point.

Irrelevant votes will not be counted at all.

Remember this tourny is based on the fighters on how they are portrayed in the smash bros universe so take that into consideration when you vote.

Attacks will only be as damaging as they are in the smash universe regardless on how powerful they are in the universe they are from.

Remember the moves listed are not the only moves the characters are using in this fight, they are merely there to make it easier for people to give edges if they so wish to. I have given a brief description of each standard and special move but have also linked to each characters respective move-set list for more detailed analysis if you so wish.