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DIXIE DLC HIGHLIGHTS

What can Dixie bring to the table as a new character for smash? "She is just another monkey and will more than likely be a Diddy clone"...Right? 

H
appy you asked! This page will discuss the many reasons Dixie should be in smash and the roles she can fufill as well as the huge moveset potential Dixie has going for her! There are so many aspects of the DK franchise that Smash has not brushed upon yet! Dixie can be just as unique as any other Smash ballot candidate and FAR from a Diddy Kong clone!

HERE ARE THE FACTS

Roster Diversity 

Dixie Kong will definitely fulfill the role of attempting to balance out the heavily one-sided Male/female fighter ratio in the roster! Smash needs more female fighters! One argument a user had against Dixie was that “There are already alot of female fighters” Which is a very false assumption. While there may appear to be a good amount of female fighters please keep in mind that looks can be deceiving.
 

If you count every pure (characters that don’t have gender pallet swaps) Female (9) fighter in the game and every pure male fighter (37) in the game you get Percentages of…
 

19.6% for female fighters
80.4% for male fighters 

Now let’s include characters that have both male and female swaps (the whole roster of 50 characters (not including miis). Because we are including swaps please keep in mind the percentages will equal over 100. Female characters (13) while male is (41)


26% Female fighters
82% Male fighters

 

On the other hand some people believe that Zelda/Sheik can count as the SAME FEMALE and the same could be said for Samus/Zero Suit. We want more unique/different characters not alts of the same character… So calculating the alts with full roster as the “same character” we end up with. Female (11) and Male (41)
22% female fighters

So Whichever way you decide to look at it this roster really lacks female fighters. Adding Dixie could be the 1st step towards correcting this issue with DLC.

Effort/Production

When making DLC characters we are sure that a lot of time and effort goes into making them. You got to figure out how the character plays, what unique qualities they would have, how the character model is going to look etc. and we understand that all of the above cost lots of money/time to do. However, Dixie has an advantage here that could serve as a shortcut in the development process!

Diddy looks very similar! They are both the same height, body type, approximately the same weight, and have the same facial features as well as a very similar run animation. So It would not take that long to produce a 3D character model for Dixie if they were to use Diddy’s as a base. So now at this point all Sakurai and his team would have to worry about is animating and coding her a new moveset. This makes Dixie a cheaper more cost efficient DLC choice assuming a character is more expensive to develop the more time that in put in to it.

Dixie's Moveset Potential

Alright let's go ahead and jump to the huge topic and get everyone's #1 fear out of the way. "Dixie is not unique she would just be another Diddy clone" meaning K Rool would be the "better DK newcomer choice". Well...No! Nobody deserves a spot on the roster more than the other. They are BOTH great choices for DLC. Choose the character you like the most (preferably both) but don't overlook Dixie based on a bad assumption or misinformation others have given you. Both characters can be totally unique in their own ways! Here is the reality of Dixie's potential!  

Dixie Kong could have a varity of play styles! She could be a head to head light weight air brawler with tricky stun attacks or crowd control to prevent stonger charcters from KOing her earilier on. Dixie could also be a projectile based fighter or even a mode changer based fighter! Or a combination of all!

This video shows Dixie's moves in motion

Normal Game Moves

Looking at her latest appearance in DKC: Tropical Freeze Dixie has a few attacks of her own that could fit pretty well in Smash Bros including…

An Underwater Spin - Which could translate into a multiple hit air attack or something along those lines making Dixie and excellt air fighter.

Gum Gun - Honestly the only move she could share with Diddy. However, with different properties. The gum could be used to temporary trap opponents making Dixie a pretty tricky fighter.

Hair Spin - Which works slightly different from the spin in DKC2. Feels more glide-ish and doesn’t seem to lose momentum could be used as a dash attack.

Hair Ground Pound - Dixie uses her hair to pound the ground side to side. Could be a smash attack or special that stuns opponents.

Rocket Barrels - Have yet to show up in a move set. Could be similar to villager’s lyodd rocket except with the option to control it.

Fly - Slightly different in this game than DKC2. She actually flies for short distance as opposed to just gliding. This opens up a lot of gameplay possibilities within Smash further adding
to Dixie's potential of being an agressive air fighter!

Let’s not forget her debut in DKC2 on the SNES as well as her appearance in DKC3!


Glide – Her spinning glide could be used to slow down her fall speed or could be used as an aerial attack.


Tether - In DKC 2 Dixie could grab hooks with her hair. She could tether with her hair as well in smash.


Grab/Throw – Dixie also picks stuff up and throws stuff with her hair. This could be used as a normal grab or command grab special move.


Kong Roll – Could easily replace Kiddy with a barrel and call it a move! 
 

Plausible Borrowed / Homage Moves

Donkey Kong 64 was released for the Nintendo 64 in 1999. Dixie Kong was not playable however her little sister Tiny Kong was. Like Dixie Kong, Tiny fights with her hair and basically was Dixie of the 64 bit era. Let's please note that in Earthbound Ness never learns PK Fire, Thunder, or Magnet (those were Paula's moves) and that his final smash is also from another character in the game. So, because Tiny and Dixie are so similar and related it wouldn’t be much of a stretch for Dixie to have some of Tiny’s moves. With the addition of Tiny’s moves Dixie could now also be a semi projectile based fighter!

Feather Bow – Dixie shoots feathers at opponents as a special move 

Orange Grenades – Dixie could throw grenades at opponents.

Back Flip Kick – Not too far off knowing that Dixie kicked Diddy as a switch animation in DKC2. This opens alot of kick type moves for Dixie.

Animal buddies

If you aren’t convinced by now that Dixie could be unique let’s talk about the Animal Buddies from Donkey Kong Country 2! They open up all sorts of new gameplay mechanics for Dixie. She can use them as a special attacks or she could be a character similar to Shulk who switches modes. Her mode changes could be different animal buddies each with their own move sets. She could trample opponents with Rambi, Hop all over the stage with Rattly, or fly with Squawks etc. Endless amounts of potential!   

Move sets!

Illustrated Movesets!

Text Movesets!

Bowser Lick's Moveset

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Dixie Kong

Innate ability: Like Peach the jump button can be held. If this happens, Dixie will descend slower while twirling her hair and gain the ability to move back and forth.

Specials

Up B
Squawks
: Appears above in a burst of feathers and grabs Dixie's pony tail. There is a small vertical jolt when the parrot seizes her hair. Squawks can then navigate freely. A press of A will have him shoot out a nut from his mouth. Eventually he will let go and fly away or a press of the jump button will have Dixie freefall away from his talons.

Down B
Bubble Gum (inspired by Shorties Dixie Kong moveset): Holding Down B will cause Dixie to blow a pink bubble which swells and slowly raises Dixie Kong off the ground. A release of Down B will cause the bubble gum to fly off in a descending arc. Anyone hit with it will pop up as it explodes, but if it collides with a wall or floor the gum will become a sticky puddle. An enemy that collides with it will become temporarily stuck.

The puddle eventually disappears over time or if Dixie uses another bubble.

Toward B
Barrel roll: Dixie flips upside down and during the rotation grabs a DK barrel out of hammer space and runs in place on top of it. The longer she goes in one direction, the faster the barrel rolls.

Can change direction if the barrel is not going too fast, otherwise she can tumble off. The barrel will smash if it collides with a wall or character. Dixie can jump off. Though it is slower to execute if the barrel is going fast. A clever Dixie can slow down the speed of the barrel by slowly going one way then another, then jumping off. The barrel will be stationary and become an item she can pick up.

In the air, Dixie gains a bit of a pop as she takes the barrel out and runs on top of it. But she cannot jump off until she hits the ground. Barrel can bounce.

B
Hair Grab: Dixie swings her hair hair back and then forward when it becomes a grab. When the tip connects with the foe, the hair wraps around the enemy.

Aerial: Constricts immediately and pops the enemy upwards.

Ground: Wraps around enemy and then unwinds sending the enemy forward as he or she twirls really fast. The enemy gains control of the movement as momentum wanes down. The higher the percentage, the faster and longer the spin. The enemy cannot jump or perform moves.

Attacks

A: Pivots her hips forward to deliver a butt attack. Good bounce.

Tilt A: Supports her body with a one hand, as she kicks forward with both feet and then slinks back into a stand position

Crouch: Low on all fours with her head tilted and her long pony tail laying on the floor trailing parallel to her body.

Down A: Swishes her pony tail forward low on the floor. The tip pushes away, the middle pops the enemy, and the base can trip if hit just right

Up A: Supports her body with a curved pony tail, leans back, and performs a back flip with one leg extra extended. Big hitbox, but comes with lag.

Dash A: Performs a grounded helicopter pony tail attack.

Up Smash: Looks at screen and head bangs once shooting her pony tail straight up. Knocks opponents away and the tip can grab them, pulling them back to the stage to bounce off the floor.

Down Smash (inspired by BirthNote's drawing): Jolts her neck to the side and slaps her ponytail hard against the floor behind her, then jolts her neck to the other side slapping the floor once more with her ponytail. Good clear move and could KO at higher percentages

Forward Smash: Spins her hair behind her like a giant blond fan propelling her toward the enemy as she swings an accelerated punch. Goes far with decent power.

Aerial Attacks

Forward Aerial: Leans back and does a succession of bicycle kicks (five total kicks, last hits the hardest)

Down Aerial: Looks at screen and slaps downward with both open palms, which leads into a somersault and another double open palm slap

Up Aerial: Flips upside down, holds her beret with both hands, scrunches like a spring and kicks straight up

Back Aerial: Locks hands together forming a hammerfist and flips backwards smashing her interlocked hands on the opponent's head. Hits down and away. Reverse DK forward aerial. But less powerful.

Neutral Aerial: Split in the air

Throws

Grab: Grabs with hands. Open grab she jumps on opponent's head and wraps her hair around their body.

Jab: Pounds a fist on their head

Forward throw: Starts wildly slapping their head. Can control the opponent's movement at this point by moving them forward or backwards. At the end, Dixie is shrugged off into the air by opponent.

Down Throw: Dixie leaps into the air, her hair (still wrapped around the enemy) pulls her body back down, crashing onto the opponent's head sending them into the floor

Back Throw: Jumps off in front of opponent and hoists them above her head (like how she holds a barrel) and then tosses them. KO potential.

Up Throw: Flips off opponent and hoists them straight upwards with her ponytail before releasing.

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WeirdChillFever's Moveset

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About Dixie Kong:
Dixie Kong is the protagonist of two DKC games, and appears in many other Donkey Kong games and Mario spin-offs.
She's mostly known for her hair-spinning ability, but that's only the beginning of her moveset potential.

Playstyle: 
Dixie Kong is just as acrobatic as her fellow monkey friend Diddy.
But whereas Diddy likes cartwheeling over the ground and throwing bananas, Dixie is more of an aerial acrobat, using her hair spinning abilities to achieve different air speeds.

Playing Dixie is like playing pinball, you'll have to eratically zoom around the stage, hitting opponents from left and right.
Sometimes you have to take it slowly with the helicopter spin, sometimes you'll need a bit of speed with her double jump and various haerials, but most of the time, you'll need both.

If you still think her aerials, helicopter spin and double jump don't enough aerial capabilities, her specials can help you out, as she has a Rocket Barrel to zoom around the stage, and a Barrel Blast to quickly reach high places.

Statistics:
Ground Speed: 7/10
Dixie is a very fast monkey, running and walking slightly slower than her friend Diddy.

Air Speed: 9/10
Dixie is very acrobatic, and zooms from point to point.
Her air speed is third best, after Yoshi and Jigglypuff.

Falling Speed: 7/10
Dixie's hair is weighing her down, so she falls pretty fast.
Her falling speed is above average.
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Weight: 4/10
Dixie is a monkey who has burned every banana calorie in her body.
She's pretty light because of that, lighter than Diddy.

Height: 4/10
Same as Diddy, they're of the same age after all.
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Jump Height: 8/10
Dixie has trained her jump height alot in her adventures.
Her already incredible jump height is augmented by her hair, making her go even higher.

Double Jump Height: 10/10
Dixie goes full force when her hair spins around.
Her double jump is no slouch, going slightly less high than Yoshi's and Ness's.
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Knockback: 4/10
Dixie's hair is more used for fast spinning and damage racking rather than knocking the opponent out.
Her powerful feet she uses for her incredibly high jumps are pretty hard hitters though.

Mobility specifics
Double Jump : Tropical Freeze Hair Whirl
Dixie has a float like Peach where she twirls her hair to slow descent.
Unlike Peach' float, Dixie's hair twirl doesn't make her completely stop falling.

Moveset
Normals
Jab:
 
The last hit of Dixie's jab

Dixie first slaps the opponent with her hand two times and then ducks to slam her hair in front of her (based on the grab in DKC) (last hit has upward knockback and can meteor smash aerial opponents.)

Forward Tilt:
Dixie moves a little bit forward while spinning her hair. Works like Diddy Kongs Forward Smash

Down Tilt:
Dixie uses her hair as a spring to let her roll forward.

Up Tilt:

Dixie jumps and twirls her hair rapidly, dealing multiple hits before popping the opponent up.

Dash Attack:
Dixie does a moving pirouette, using her hair to propel her forward.

Aerials:
Neutral Air: 
Dixie twirls around one time with her foot extended. 
Works as a *** kick, so the first hit has better knock back than the second one, which hits behind her and the last one, hitting in front of her again.

Dixie can move through the air while doing this move, turning her in a high-speed hitbox.

Foward Air: 
Dixie stomps her feet sidewards like Diddy, but instead uses her hair to give her a boost forwards, like R.O.B's Back Air.

Using this move in succession turns you in a zooming wall!

Up Air: 
Dixie hangs upside down and uses her hair to propel her up, while she kicks five times.
While the kicks are pretty weak, the boost is quick and far.
Use this move wisely though, the boost doesn't happen when using this move a second time.

Back Air: 
Like Diddy's Back Air, but with the boost of R.O.B's bair.
The boost moves you forward, and the foot is quite small, so hitting is hard.

Down Air: 
Dixie dives into the ground head first and twirls her hair for a multihit before headbutting her opponents for a meteor smash

Smashes:
Forward Smash:

Dixie blows a big bubble of bubble gum while charging, then it explodes. Charging extends the range.

Down Smash: 
Dixie crouches and spins her hair.

Up Smash: 
Stands on her head and begins to spin around.

Specials:
Neutral Special: 
Bubble Popgum:
 
Dixie quicly fires a bubble gum from her popgun, which bounces on the floor and can be picked up after.
Dixie can fire these bubble gum repeatedly, with three bubble gum on the screen at the time.

Neutral Special: 
Chargable Popgum: 
Complete clone of the Peanut Popgun.
The shots do not bounce, but are stronger.

Neutral Special: 
Kaboom Popgum:
The popgun fires popgum that explode when they touch the ground, knocking up opponents for more hitstun, damage and knockback than the default popgun.

However, the shots do not bounce on the ground and cannot be picked up.

Side Special: 
Rocket Barrel:
 
Dixie backflips on a Rocket Barrel that appears below her, she rides on it and she travels half of Final Destination at a varying speeds.

When the control stick is pressed backwards, she flies very slow.
When the control stick is pressed forward, she flies as fast as Sonic's Spin Dash.
When the control stick is not pressed, she flies as fast as Lloid Rocket.

If the barrel touches an opponent or the terrain, it causes a small blast that doesn't KO and Dixie will automatically backflip off.

Dixie can backflip of the barrel at any time, which doesn't consume her double jump.
The barrel will fly further on its own for a short time after Dixie backflips off.

This move is great to confuse the opponents, since Dixie can fly at varying speeds and even switch speed mid-flight.

Usage of this move is crucial to Dixie's pinball gameplay, since it goes at varying speeds.
This can be used to blend with Dixie's varying air speeds by using Dixie's float into a slow barrel or to make a sharp contrast with it by slowly floating over the stage before going in full force.

Although the barrel can be fast, it cannot be used for pure rushdown like Bowser Jr's Clown Kart since the explosion doesn't hurt the opponent much and the backflip is too laggy for any followup.
The barrel can also be used to zip over the stage, to recover or to chase the opponent.

Side Special: 
Dumb Barrel: 
Dixie sits on a Rocket Barrel for a long time, but it goes as slow as Bowser Jr's Clown Kart (Control Stick not pressed)

Unlike the default barrel, Dixie can jump off normally to surprise opponents.
This barrel also lingers longer after it is abadoned by Dixie, making it a semi-projectile.

The biggest charm to this version of the move however, is its incredible kill potential.
The explosion kills the cast reliably at 120%, making it a risky, but rewarding move.

Side Special: Loop Barrel: 
Dixie sits on a Rocket Barrel for a short time, going as slow as the Dumb Barrel, but Dixie can make loops, with it.

These loops can offer Dixie a more diverse ride, and it gives Dixie the ability to aerially chase the opponent.

Up Special:
Barrel Blast:
 
The familliar Barrel spins around, pressing B again results in Dixie being blasted far away, as far as Rosalina's Launch Star. If opponents break the barrel though, Dixie is helpless.

The Barrel Shot is faster than Rosalina's Launch Star, and after the move, Dixie has access to her aerials.

The big risk of this move is how the barrel is broken after taking 8% damage, which is not much, and Dixie has to wait for the barrel to launch her in the right direction.

This is even more augmented by the fact this move only has a small explosive hitbox when Dixie is blasted away by the barrel and a short during hitbox as Dixie twirls her hair when flying.

Up Special:
Aimable Blast: 
The Barrel no longer spins around on its own, but is aimable by the player. The drawback is that the Barrel blasts Dixie less far.

This barrel is the less risk, less reward version of Barrel Blast.
It allows for a faster, safer, but worse recovery also making it worse for chasing.

Up Special: 
Indestructible Barrel: 
The Barrel Blasts Dixie less far (As far as Fire Fox), but the barrel is indestructible, so Dixie is invincible when in it.

This is the stress-less version of the Barrel.
It's completely invincible, so no Dixie fan has to worry about a Villager sniping Dixie out of the barrel.

But after the barrel spins three times, it explodes on its own and sends Dixie upwards helplessly, so no Barrel camping this time!

Down Special: 
Guitar: 
 
Works like Barbara's AT, but only one time and stronger.
This move is best used as either a "Get off me" move or a move that can be used to gimp recovering opponents.

This move can be spammed slightly and does not cancel momentun or hurt Dixie's Air Speed so you can play the best Air Guitar!

Down Special: 
Rhythm Guitar:
Works like Konga Beat: Players have to press the button to make multiple weak waves.
This move is definitely spammable, so it allows for flying around and engulfing yourself in hitboxes.

It also acts as the best Easter Egg of the game.
Play multiple tones and it forms a classic Nintendo song.

Down Special: 
Rock Guitar: 
This move can be charged, and if charged up completely, Dixie makes one giant and strong blast.

When charging, Dixie plays the classic DKC theme.
When you complete it in one go, the blast will kill at 60%

Final Smash: 
Animal Barrel Mayhem!:
Dixie goes in a barrel to blast the animal crates and then the Animal buddies go on rampage

Grabs and Throws:
Grab: Dixie grabs the opponent with her hair 
Pummel: Kicks the opponent
Forward Throw: Dixie rolls over the opponent and then throws it.
Down Throw: Dixie just throws the opponent down
Up Throw: Dixie spins her hair with her opponent trapped and then sends it upwards.
Back Throw: Dixie does her Dash Attacks and then she faces backwards and throws the opponent

Taunts, Idle poses and Victory Poses
Forward Taunt: Dixie does a loop with a barrel
Down Taunt: Dixie uses her bubblegum
Up Taunt: Dixie plays a bit of the DKC theme on her guitar and then strikes a pose.

Victory Pose 1: Dixie flies around on her barrel while waving at the screen
Victory Pose 2: Dixie practices her guitar skills a bit by sliding on her knees while playing her victory theme. What a girl!
Victory Pose 3: Dixie tries to float for a short time but ends up falling

Idle Pose 1: Dixie holds her hair and looks at it
Idle Pose 2: Dixie swings her hair with her hand
Idle Pose 3: Dixie practices her guitar skills in the air

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