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:''This article is about Donkey Kong's appearance in [[Super Smash Bros.]] For other uses, see [[Donkey Kong]].''
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:''This article is about Donkey Kong's appearance in ''[[Super Smash Bros. (game)|Super Smash Bros.]]'' For other uses, see [[Donkey Kong]].''
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{{cquote|''Mario's former enemy, this mighty ape is bestowed with tremendous power and overwhelming attacks.''|cite=''Super Smash Bros's'' instruction manual}}
 
{{Infobox Character
 
{{Infobox Character
 
|name = Donkey Kong
 
|name = Donkey Kong
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|universe = ''[[Donkey Kong (universe)|Donkey Kong]]''
 
|universe = ''[[Donkey Kong (universe)|Donkey Kong]]''
 
|firstgame = ''[[Donkey Kong (game)|Donkey Kong]]'' (1981)
 
|firstgame = ''[[Donkey Kong (game)|Donkey Kong]]'' (1981)
|games = ''[[Donkey Kong (SSBM)|Melee]]''<br/>''[[Donkey Kong (SSBB)|Brawl]]''<br/>''[[Donkey Kong (SSBWU/3DS)|SSBWU/3DS]]''
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|games = ''[[Donkey Kong (SSBM)|Melee]]''<br/>''[[Donkey Kong (SSBB)|Brawl]]''<br/>''[[Donkey Kong (SSBWU/3DS)|SSBWU/3DS]]''<br/>''[[Donkey Kong (SSBU)|Ultimate]]''
 
|availability = [[Starter character|Starter]]
 
|availability = [[Starter character|Starter]]
|tier = B
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|tier = C
 
|ranking = 9
 
|ranking = 9
 
}}
 
}}
'''Donkey Kong''' ({{ja|ドンキーコング|Donkī Kongu}}, ''Donkey Kong'') is a [[starter character]] in ''[[Super Smash Bros.]]'' He is known as a slow (in terms of attacks) yet powerful character, with his trademark move being the [[Giant Punch]], which, when fully charged, deals 36% damage.
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'''Donkey Kong''' ({{ja|ドンキーコング|Donkī Kongu}}, ''Donkey Kong''), written as '''DK''', is a [[starter character]] in ''[[Super Smash Bros. (game)|Super Smash Bros.]]'' He is known as a slow (in terms of attacks) yet powerful character, with his trademark move being the [[Giant Punch]], which, when fully charged, deals 36% damage.
   
DK is ranked 9th in the [[tier list]] for his powerful moves and his infamous grab release. However he is somewhat slow, and is the largest and heaviest character in ''Super Smash Bros.'', making him viable for many combos.
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DK is ranked 9th in the [[tier list]] for his powerful moves and his infamous grab release. However, he is somewhat slow and is the largest and heaviest character in ''Super Smash Bros.'', making him viable for many combos.
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  +
Donkey Kong was heavily buffed in the international version, as in the Japanese version, he is ranked last on the tier, with a losing matchup against every other character in the game. [[Ganondorf (SSBB)|Ganondorf]] later suffered this in [[Super Smash Bros. Brawl]].
   
 
==Attributes==
 
==Attributes==
 
[[File:SSB64_DK.gif|right]]
[[File:Donkeykongending.jpg|thumb|250px|Donkey Kong's ending picture in Super Smash Bros.]]
 
Donkey Kong is the [[weight|heaviest]] and largest character in ''Super Smash Bros.'' This means he gets hit quite easily (and having a poor shield cover makes this worse), but he can take many hits before being KOed. Like most heavyweights, DK has attacks that deal lots of [[damage]] and have good [[knockback]]. He also has two [[spike]]s, and his Giant Punch is extremely powerful when fully charged. However, he has slow attacks, and most of his [[KO]]s still require setup. Contrary to popular belief, Donkey Kong has slightly above average [[dash|dashing]] speed.
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Donkey Kong is the [[weight|heaviest]] and largest character in ''Super Smash Bros.'' This means he gets hit quite easily, and he also has a poor [[shield]] cover, making him vulnerable to shield break combos such as {{SSB|Yoshi}}'s Z-canceled [[DJC]] neutral aerial performed repeatedly. However, he can take many hits and high [[damage]] before being [[KO]]'d. Like most heavyweights, Donkey Kong has attacks that deal lots of damage and have strong [[knockback]]. He also has two [[spike]]s (forward and down aerials), and he has some extremely powerful finishers, including his forward smash and Giant Punch when fully charged or close to fully charged. However, his attacks are generally slow and laggy, and most of his KOs still require setup.
   
Donkey Kong has a great grabbing/throwing game, due to having the longest non-tether [[grab]]bing horizontal range, terrific throw combos (especially when there are walls), and an infinite throw called the Infinite Throw Trap. Donkey Kong has good [[reach]], which allows for good combos despite his slow attack speed, but he lacks a projectile, as well as a reliable way to deal with them, making his approach poor and unvaried. Donkey Kong's [[Up Special Move]], [[Spinning Kong]], travels great horizontal distance, but poor vertical distance. It should be noted that Donkey Kong is extremely vulnerable to [[combo]]s, due to being very large, very heavy, and falling somewhat quickly.
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Contrary to popular belief, Donkey Kong has slightly above-average [[dashing|dash]] speed (although he does have a relatively slow [[air speed]]). Donkey Kong has a great [[grab]] and [[throw]] game due to having the longest non-tether [[grab]]bing horizontal range, terrific throw combos (especially when there are walls), and the infamous infinite throw trap that allows him to rack up damage and easily and effectively. He also has a KO throw in his back throw. Donkey Kong has good [[reach]], which allows for decent [[combo]]s despite slow attack speed, but he lacks a [[projectile]] and a reliable way to deal with them, making his approach poor and unvaried. His Up B however also breaks projectiles, outside of {{SSB|Fox}}'s laser.
   
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For recovery, Donkey Kong's up special move, [[Spinning Kong]], travels great horizontal distance, but has poor vertical gain, with no options to extend it. This makes him very vulnerable to [[meteor smash]]es. It should be noted that Donkey Kong is extremely vulnerable to [[combo]]s due to being very large, very heavy, and falling somewhat quickly. It is however quite powerful for how fast it is, being a reliable get out of danger move.
In high level play, DK is known for his incredible priority and for Back Throw gimps. He is known as a heavy counter to Jigglypuff, as he can grab, cargo, release, and regrab into a Giant Punch for kills. DK however has problems with projectiles and characters like Fox, Kirby, and Falcon combo DK too heavily.
 
   
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In high level play, Donkey Kong is known for his incredible Spinning Kong and back throw gimps. On platforms, it is possible for DK to platform cancel up airs into Giant Punch or up smash. His Up B, Spinning Kong, is an amazing gimping move, with strong knockback as well as being able to out-prioritize every recovery in the game. It also has some invincibility (at the edge of his fists) which makes it quite useful to out-space opponents in the neutral game. Donkey Kong is a hard counter to {{SSB|Jigglypuff}}, as he can grab, forward throw, cargo release, and re-grab into a Giant Punch for a low [[percentage]] KO. With good timing, it is also possible to cancel his Down B after one hit, allowing him to combo into a forward air as well as a fully charged Giant Punch on all characters except for Falcon, Fox, and Yoshi. Donkey Kong however has problems with [[projectile]]s, and the top characters in the game (including {{SSB|Pikachu}}, {{SSB|Kirby}}, {{SSB|Fox}}, and {{SSB|Captain Falcon}}) combo him too heavily for him to rise on the tier list. His poor mobility also gives him a disadvantage against fast characters like Fox and Captain Falcon. Donkey Kong is usually considered to be among the best low tier characters in low tier tournaments due to his Giant Punch combos and the fact that there are not many projectile users in the low tiers (as well as his Up B being able to out-prioritize all of their projectiles.) In short, DK's main strategies in competitive play are gimps using throws, outspacing with Spinning Kong, Down B combos, grab combos into spikes and otherwise, and up air chains.
DK is usually considered to be the best low tier in Low Tier Tournaments due to his punch combos, and the fact that there are a very low amount of projectile users in low tiers.
 
   
===In Doubles===
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===In doubles===
DK is considered to be better for doubles than singles, as he is better at killing as opponent characters are forced to approach. What helps him also is that partners can save him from large grab combos and that he is one of the few characters with a good recovery. DK also happens to be excellent at gimping, one of the main ways of KOing in teams. This is especially true on Dream land.
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Donkey Kong is considered to be slightly better for doubles than singles, mainly because he is better at KO'ing as some characters are forced to approach. His great reach also helps. Another good thing is that if he has a fast partner, they will be able to easily save him from large combos. He is one of the few characters with relatively good recovery. Donkey Kong is also excellent at edge-guarding and [[gimp]]ing, especially on {{SSB|Dream Land}}. However, his problem matchups, especially with Kirby and Pikachu, hinder many doubles matchups.
   
 
== Moveset ==
 
== Moveset ==
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{{Moveset Table
[[File:SSB64_DK.gif|right]]
 
  +
|game=SSB
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|neutralimage=Donkey Kong Neutral attack SSB.png
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|neutralcount=2
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|neutralname=&nbsp;
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|neutral1dmg=3-4%
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|neutral2dmg=3-4%
 
|neutraldesc=A jab followed by an uppercut. Comes out fast, but has short range.
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|ftiltimage=Donkey Kong Forward tilt SSB.png
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|ftiltangles=3
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|ftiltname=&nbsp;
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|ftiltupdmg=10-13%
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|ftiltsidedmg=9-12%
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|ftiltdowndmg=9-11%
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|ftiltdesc=A straightforward punch with decent range and good knockback.
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|utiltimage=Donkey Kong Up tilt SSB.png
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|utiltname=&nbsp;
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|utiltdmg=10-13%
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|utiltdesc=DK swings one arm in an arc over his head. In terms of startuo, its the fastest up tilt in the game along with {{SSB|Kirby}}, but also contains the highest ending lag out of any up tilt.
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|dtiltimage=Donkey Kong Down tilt SSB.png
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|dtiltname=&nbsp;
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|dtiltdmg=6-8%
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|dtiltdesc=DK ducks and swings his arm at the opponent's feet. Often used as a spacing move.
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|dashimage=Donkey Kong Dash attack SSB.png
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|dashname=&nbsp;
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|dashdmg=9-12%
 
|dashdesc=A very awkward move where DK sticks his foot out and stops. This move overall has bad range and duration, high amount of lag, and can easily [[Shield|shielded]], being by far the worst dash attack in the game. This move also very low [[set knockback]] and will not hit foes that are lying on the ground.
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|fsmashimage=Donkey Kong Forward smash SSB.png
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|fsmashangles=3
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|fsmashname=&nbsp;
  +
|fsmashupdmg=16-21%
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|fsmashsidedmg=15-20%
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|fsmashdowndmg=15-19%
 
|fsmashdesc=Dk reels his hand back and thrusts it forward, delivering a powerful slap at the opponent. Very noticeable start-up, but good range and excellent knockback. This move can be angled up or down.
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|usmashimage=Donkey Kong Up smash SSB.png
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|usmashname=&nbsp;
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|usmashdmg=16-21%
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|usmashdesc=DK claps both hands above his head. Despite having good vertical coverage, this attack has little horizontal range. Overall, a powerful finishing move to use on opponents standing on platforms above DK.
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|dsmashimage=Donkey Kong Down smash SSB.png
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|dsmashname=&nbsp;
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|dsmashdmg=15-19%
 
|dsmashdesc=DK does a 360° spin while doing a split. Comes out surprisingly fast, for a move of Donkey Kong, and hits on both sides at the same time. However, it does have some ending lag.
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|nairimage=Donkey Kong Neutral aerial SSB.png
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|nairname=&nbsp;
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|nairdmg=12-15% (clean), 9-12% (late)
 
|nairdesc=DK swirls around in the air. This attack last a long duration and is a good close-up move in the air.
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|fairimage=Donkey Kong Forward aerial SSB.png
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|fairname=&nbsp;
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|fairdmg=12-16%
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|fairdesc=Does a front flip with both his fists clasped together, smashing them onto the opponent. A powerful [[meteor smash]] if the foe is hit near the end of the animation.
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|bairimage=Donkey Kong Back aerial SSB.png
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|bairname=&nbsp;
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|bairdmg=12-15% (clean), 8-10% (late)
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|bairdesc=DK performs a reverse dropkick with both feet. Has [[sex kick]] properties, meaning it gets weaker the longer it stays out. DK is the only character in the whose neutral aerial isn't a sex kick.
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|uairimage=Donkey Kong Up aerial SSB.png
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|uairname=&nbsp;
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|uairdmg=9-12%
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|uairdesc=DK swings one arm in an arc over his head in a similar fashion to his up tilt. Unlike his up tilt, this attack is mostly used for juggling; barely KOing above 150% in most cases.
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|dairimage=Donkey Kong Down aerial SSB.png
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|dairname=&nbsp;
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|dairdmg=10-13% (clean), 8-10% (late)
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|dairdesc=A downward strike with both feet. A near-instantaneous [[meteor smash]] that contains a longer hitbox compared to most spikes.
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|grabimage=Donkey Kong Grab SSB.png
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|grabname=&nbsp;
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|grabdesc=&nbsp;
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|fthrowimage=Donkey Kong Forward throw SSB.png
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|fthrowname=&nbsp;
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|fthrowdmg=6-8% (carry), 6-8% (throw)
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|fthrowdesc=DK hoists the opponent on his back. He can then move around before throwing them forward. The opponent can break free of his grab by simply [[Button mash|button mashing]].
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|bthrowimage=Donkey Kong Back throw SSB.png
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|bthrowname=&nbsp;
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|bthrowdmg=14-18%
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|bthrowdesc=Turns around and tosses the opponent. Powerful in terms of both damage and knockback.
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|floorfimage=Donkey Kong Floor attack (front) SSB.png
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|floorfname=&nbsp;
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|floorfdmg=5-6%
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|floorfdesc=Gets up and attacks with a sweeping slap.
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|floorbimage=Donkey Kong Floor attack (back) SSB.png
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|floorbname=&nbsp;
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|floorbdmg=5-6%
 
|floorbdesc=Attacks on one side by forcing his body down, then picks himself up and kicks on the other side.
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|edgefimage=Donkey Kong Edge attack (fast) SSB.png
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|edgefname=&nbsp;
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|edgefdmg=5-6%
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|edgefdesc=Hoists himself onto the stage back-first, ramming into opponents. Has long range and very fast, but deals low knockback. Often considered to be a useful edge attack.
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|edgesimage=Donkey Kong Edge attack (slow) SSB.png
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|edgesname=&nbsp;
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|edgesdmg=5-6%
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|edgesdesc=Slowly climbs back onto the stage and swipes one hand forward. Has short range and deals low knockback, ironically considered to be less useful than the fast ledge attack.
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|nsimage=Giant Punch (SSB).png
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|nsname=Giant Punch
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|nsdmg=11-36%
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|nsdesc=DK winds up for a powerful punch. The punch gets stronger the longer DK winds up his fist, being a powerful finishing move when fully charged. The charge can be cancelled by pressing the shield button or by pressing left or right on the [[control stick]].
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|usimage=Spinning Kong (SSB).png
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|usname=Spinning Kong
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|usdmg=9-12% (startup), 6-8% (loop), 3% (final hit)
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|usdesc=DK spins around with both arms outstretched. While this move contains poor vertical distance, it can carry DK a good distance horizontally.
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|dsimage=Hand Slap (SSB).png
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|dsname=Hand Slap
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|dsdmg=8-10% (one slap)
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|dsdesc=Delivers an earth-shaking blow to the ground, sending nearby enemies skyward. It has considerable power, consistent and repetitive damage, and a large quake hitbox. This move cannot be used in midair.
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}}
   
=== [[Ground attack]]s ===
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=== [[Taunt]] ===
 
*Turns to his right, raises his arms so that his palms are facing upwards, and shrugs while shaking his head. Oddly causes his head to become invincible to projectiles (as it turns it on it's Z-axis as if it was a roll.)
*[[Neutral Attack]] - Jab with 4%, followed by an uppercut for another 4%. Comes out fast, but short range.
 
*[[Forward Tilt]] - Extended Punch. A somewhat slow punch forward with decent range and good knockback. 12% damage.
 
*[[Up Tilt]] - Upward Knock. DK swings his hand in an arch above him. Hitbox is the arch above him and foes standing on the ground close to him. Can chain into itself, but is [[DI]]-able. Sets up for aerial combos. Kills around 130%. Good anti-air move if timed right. Some ending lag. Can also lead into a Down Smash at lower percents. 13% damage.
 
*[[Down Tilt]] - Low Slap. A quick hand swipe aimed downwards with a little startup. 8% damage.
 
*[[Dash Attack]] - A very awkward move where DK sticks his foot out and stops. Bad range and duration, lots of lag, and easily shielded. Will not hit foes that are lying down on the ground. This move has set knockback. 12% damage.
 
   
=== [[Smash attack]]s ===
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===[[On-Screen Appearance]]===
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*Bursts out of a DK barrel.
*[[Forward Smash]] - DK reels his hand back and thrusts it forward. Very noticeable startup, but good range and excellent knockback. Damage depends on angle. 19%/20%/21% damage.
 
*[[Up Smash]] - DK claps directly above him, with some startup lag. Grounded enemies near him will not be affected at all. Best used under a platform where an opponent is standing or as a well timed anti-air attack. Very powerful. 21%.
 
*[[Down Smash]] - He does a 360° spin while doing a split, which comes out surprisingly fast, and hits on both sides at the same time. However, it does have some ending lag. 19% damage.
 
 
=== [[Aerial attack]]s ===
 
*[[Neutral Aerial]] - DK swirls around in the air. Some long duration and good close up move in the air. 15%, later 12%.
 
*[[Forward Aerial]] - DK does a complete aerial spin with both hands put together. A good spike if the foe is hit correctly, especially since it has range in front of DK. 16% damage.
 
*[[Back Aerial]] - DK puts his feet together and aims them behind, his body moving sideways with them. Some long duration, but good range. This attack is DK's [[Sex Kick]], since it not only has a long duration, but it gets weaker as it stays out. 8-15% damage.
 
*[[Up Aerial]] - DK swings his hand, in an arch almost exactly like his Up Tilt. Useful for juggling. Some ending lag. 12% damage.
 
*[[Down Aerial]] - A simple near-instantaneous spike where DK thrusts his feet down. His feet grow slightly as he's doing so, and has a slightly longer hitbox than most spikes. 13%, later 10%.
 
 
=== Other attacks ===
 
*Ledge Attack - Jumps onto the stage backwards, ramming into opponents with his back. Long range, low knockback. 5-6% damage.
 
*100% Ledge Attack - Climbs back onto the stage slowly, pausing when half on to slap opponents in front of him. Very short range, low knockback. 5-6% damage.
 
*Floor Attack - Kicks on his back, forcing his body down, then picks himself up and kicks on the other side. 6% damage.
 
 
=== [[Throw]]s ===
 
*[[Forward Throw]] - Cargo Throw - Donkey Kong will hold his opponent on his back, dealing 8%. He can then move around before throwing them forward for another 8%. This throw is heavily based on his ability in [[DKC|Donkey Kong Country]] to effortlessly carry barrels on his back. However, foes will eventually escape from his grasp whether DK likes it or not. The throw has good knockback, though is often DI'd. Can be used to Infinite Throw Trap (covered below). It also expands your dong until your expansion stops!
 
*[[Back Throw]] - Backward throw. Pretty strong in terms of damage and KO power. Best used by a ledge for a quick kill, or if it didn't kill, a Forward Aerial follow up on recovering foes. 18% damage.
 
 
=== [[Special move]]s ===
 
{{Donkey Kong Special Moves}}
 
 
=== [[Taunt]] ===
 
*Turns to his right, raises his arms so that his palms are facing upwards, and shrugs while shaking his head.
 
   
 
==[[Character matchups (SSB)|Matchups]]==
 
==[[Character matchups (SSB)|Matchups]]==
 
{{SSB64MatchupTable|dk=yes}}
 
{{SSB64MatchupTable|dk=yes}}
   
==In Single-player==
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==In 1P Game==
 
In the game's single-player mode, the player and two randomly chosen allies will fight a Giant DK on the [[Congo Jungle]] stage.
 
In the game's single-player mode, the player and two randomly chosen allies will fight a Giant DK on the [[Congo Jungle]] stage.
   
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DK has the ability to use his Forward Throw as a method to constantly stack damage to most characters. In order to do this, DK must use the Cargo Throw, but he must not throw the opponent. If the opponent wiggles out, they will likely wiggle out into DK's grab range, whereupon they can be grabbed again. This throw trap can be broken if the opponent can shake towards DK and his grab. Yoshi and Ness have the most problem getting out of the throw trap due to their different [[midair jump]]. Pikachu is the easiest to get out with due to being able to get out of it using the invincibility frames of [[Quick Attack]].
 
DK has the ability to use his Forward Throw as a method to constantly stack damage to most characters. In order to do this, DK must use the Cargo Throw, but he must not throw the opponent. If the opponent wiggles out, they will likely wiggle out into DK's grab range, whereupon they can be grabbed again. This throw trap can be broken if the opponent can shake towards DK and his grab. Yoshi and Ness have the most problem getting out of the throw trap due to their different [[midair jump]]. Pikachu is the easiest to get out with due to being able to get out of it using the invincibility frames of [[Quick Attack]].
   
Another infinite trap is to use [[Hand Slap]] in the lower left part of [[Mushroom Kingdom (SSB)|Mushroom Kingdom]] to continuously damage the target. However, this can easily be teched out of, and it is not allowed in tournaments anyway, because the stage is banned.
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Another infinite trap is to use [[Hand Slap]] in the lower left part of {{SSB|Mushroom Kingdom}} to continuously damage the target. However, this can easily be teched out of, and it is not allowed in tournaments anyway, because the stage is banned.
   
 
===Ledge Dropping===
 
===Ledge Dropping===
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When an opponent is off the map jump off the map facing towards the map. Use up-B to knock your opponent further from the edge and then swing back to the edge and stay there so your opponent has nothing to grab. Also, when an opponent is off the map wait at the edge and time the use of the Donkey Punch to KO an opponent.
 
When an opponent is off the map jump off the map facing towards the map. Use up-B to knock your opponent further from the edge and then swing back to the edge and stay there so your opponent has nothing to grab. Also, when an opponent is off the map wait at the edge and time the use of the Donkey Punch to KO an opponent.
   
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==Character description==
==Description==
 
''Donkey Kong and Mario started out as arch-rivals, but they've patched things up in recent years. These days DK spends his time searching the jungle for bananas instead of kidnapping beautiful maidens. In the past few years, other members of the Kong family have cashed in on DK's fame as well, including his favorite nephew, [[Diddy Kong|Diddy]].''
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:''Donkey Kong and Mario started out as arch-rivals, but they've patched things up in recent years. These days DK spends his time searching the jungle for bananas instead of kidnapping beautiful maidens. In the past few years, other members of the Kong family have cashed in on DK's fame as well, including his favorite nephew, [[Diddy Kong|Diddy]].''
   
Works:
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:Works:
*[[Donkey Kong (game)|Donkey Kong]] (NES)
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:*[[Donkey Kong (game)|Donkey Kong]] (NES)
*[[Donkey Kong Country]] (SNES)
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:*[[Donkey Kong Country]] (SNES)
*Mario Kart 64 (N64)
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:*Mario Kart 64 (N64)
   
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==[[Palette Swap (SSB)#Donkey Kong|Alternate Costumes]]==
==[[Costume]] Gallery==
 
[[image:alt-dk.jpg|350px|frame|center|Donkey Kong's changeable palette swaps in SSB]]
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[[Image:alt-dk.jpg|350px|frame|center|Donkey Kong's changeable palette swaps in ''[[Super Smash Bros. (game)|Super Smash Bros.]]'']]
   
 
==Trivia==
 
==Trivia==
*DK is one of 4 characters along with [[Kirby (SSB)|Kirby]], [[Mario (SSB)|Mario]], and [[Captain Falcon (SSB)|Captain Falcon]] in ''SSB'' to have a green costume not normally accessible via character select, only available if DK is in on the Green Team in Team Battle.
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*DK is one of four characters along with {{SSB|Kirby}}, {{SSB|Mario}}, and {{SSB|Captain Falcon}} in ''Super Smash Bros.'' to have a green costume not normally accessible via character select, only available if DK is in on the Green Team in [[Team Battle]].
*Donkey Kong, along with [[Yoshi (SSB)|Yoshi]], is one of two characters in ''Super Smash Bros.'' to never be portrayed with head wear in-game.
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*Donkey Kong, along with {{SSB|Yoshi}}, is one of two characters in ''Super Smash Bros.'' to never be portrayed with head wear in-game.
 
*Donkey Kong is the only character in ''Super Smash Bros.'' that can walk while carrying a [[Crate]] or [[Barrel]].
 
*Donkey Kong is the only character in ''Super Smash Bros.'' that can walk while carrying a [[Crate]] or [[Barrel]].
 
*Donkey Kong is the only character in ''Super Smash Bros.'' who can appear to be giant. This makes him to be the only character in all games that has a giant form.
 
*Donkey Kong is the only character in ''Super Smash Bros.'' who can appear to be giant. This makes him to be the only character in all games that has a giant form.
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{{SSBCharacters}}
 
{{SSBCharacters}}
 
{{Donkey Kong}}
 
{{Donkey Kong}}
[[Category:Characters (SSB)]]
 
[[Category:Donkey Kong universe]]
 
 
[[Category:Starters]]
 
[[Category:Starters]]
[[Category:Playable Characters]]
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[[Category:Super Smash Bros.]]
[[Category:Characters]]
 

Revision as of 14:15, 14 March 2019

This article is about Donkey Kong's appearance in Super Smash Bros. For other uses, see Donkey Kong.
Mario's former enemy, this mighty ape is bestowed with tremendous power and overwhelming attacks.
Super Smash Bros's instruction manual

Donkey Kong (ドンキーコング, Donkey Kong), written as DK, is a starter character in Super Smash Bros. He is known as a slow (in terms of attacks) yet powerful character, with his trademark move being the Giant Punch, which, when fully charged, deals 36% damage.

DK is ranked 9th in the tier list for his powerful moves and his infamous grab release. However, he is somewhat slow and is the largest and heaviest character in Super Smash Bros., making him viable for many combos.

Donkey Kong was heavily buffed in the international version, as in the Japanese version, he is ranked last on the tier, with a losing matchup against every other character in the game. Ganondorf later suffered this in Super Smash Bros. Brawl.

Attributes

SSB64 DK

Donkey Kong is the heaviest and largest character in Super Smash Bros. This means he gets hit quite easily, and he also has a poor shield cover, making him vulnerable to shield break combos such as Yoshi's Z-canceled DJC neutral aerial performed repeatedly. However, he can take many hits and high damage before being KO'd. Like most heavyweights, Donkey Kong has attacks that deal lots of damage and have strong knockback. He also has two spikes (forward and down aerials), and he has some extremely powerful finishers, including his forward smash and Giant Punch when fully charged or close to fully charged. However, his attacks are generally slow and laggy, and most of his KOs still require setup.

Contrary to popular belief, Donkey Kong has slightly above-average dash speed (although he does have a relatively slow air speed). Donkey Kong has a great grab and throw game due to having the longest non-tether grabbing horizontal range, terrific throw combos (especially when there are walls), and the infamous infinite throw trap that allows him to rack up damage and easily and effectively. He also has a KO throw in his back throw. Donkey Kong has good reach, which allows for decent combos despite slow attack speed, but he lacks a projectile and a reliable way to deal with them, making his approach poor and unvaried. His Up B however also breaks projectiles, outside of Fox's laser.

For recovery, Donkey Kong's up special move, Spinning Kong, travels great horizontal distance, but has poor vertical gain, with no options to extend it. This makes him very vulnerable to meteor smashes. It should be noted that Donkey Kong is extremely vulnerable to combos due to being very large, very heavy, and falling somewhat quickly. It is however quite powerful for how fast it is, being a reliable get out of danger move.

In high level play, Donkey Kong is known for his incredible Spinning Kong and back throw gimps. On platforms, it is possible for DK to platform cancel up airs into Giant Punch or up smash. His Up B, Spinning Kong, is an amazing gimping move, with strong knockback as well as being able to out-prioritize every recovery in the game. It also has some invincibility (at the edge of his fists) which makes it quite useful to out-space opponents in the neutral game. Donkey Kong is a hard counter to Jigglypuff, as he can grab, forward throw, cargo release, and re-grab into a Giant Punch for a low percentage KO. With good timing, it is also possible to cancel his Down B after one hit, allowing him to combo into a forward air as well as a fully charged Giant Punch on all characters except for Falcon, Fox, and Yoshi. Donkey Kong however has problems with projectiles, and the top characters in the game (including Pikachu, Kirby, Fox, and Captain Falcon) combo him too heavily for him to rise on the tier list. His poor mobility also gives him a disadvantage against fast characters like Fox and Captain Falcon. Donkey Kong is usually considered to be among the best low tier characters in low tier tournaments due to his Giant Punch combos and the fact that there are not many projectile users in the low tiers (as well as his Up B being able to out-prioritize all of their projectiles.) In short, DK's main strategies in competitive play are gimps using throws, outspacing with Spinning Kong, Down B combos, grab combos into spikes and otherwise, and up air chains.

In doubles

Donkey Kong is considered to be slightly better for doubles than singles, mainly because he is better at KO'ing as some characters are forced to approach. His great reach also helps. Another good thing is that if he has a fast partner, they will be able to easily save him from large combos. He is one of the few characters with relatively good recovery. Donkey Kong is also excellent at edge-guarding and gimping, especially on Dream Land. However, his problem matchups, especially with Kirby and Pikachu, hinder many doubles matchups.

Moveset

  Image Name Damage Description
Neutral attack Donkey Kong Neutral attack SSB   3-4% A jab followed by an uppercut. Comes out fast, but has short range.
3-4%
Forward tilt Donkey Kong Forward tilt SSB   10-13% A straightforward punch with decent range and good knockback.
9-12%
9-11%
Up tilt Donkey Kong Up tilt SSB   10-13% DK swings one arm in an arc over his head. In terms of startuo, its the fastest up tilt in the game along with Kirby, but also contains the highest ending lag out of any up tilt.
Down tilt Donkey Kong Down tilt SSB   6-8% DK ducks and swings his arm at the opponent's feet. Often used as a spacing move.
Dash attack Donkey Kong Dash attack SSB   9-12% A very awkward move where DK sticks his foot out and stops. This move overall has bad range and duration, high amount of lag, and can easily shielded, being by far the worst dash attack in the game. This move also very low set knockback and will not hit foes that are lying on the ground.
Forward smash Donkey Kong Forward smash SSB   16-21% Dk reels his hand back and thrusts it forward, delivering a powerful slap at the opponent. Very noticeable start-up, but good range and excellent knockback. This move can be angled up or down.
15-20%
15-19%
Up smash Donkey Kong Up smash SSB   16-21% DK claps both hands above his head. Despite having good vertical coverage, this attack has little horizontal range. Overall, a powerful finishing move to use on opponents standing on platforms above DK.
Down smash Donkey Kong Down smash SSB   15-19% DK does a 360° spin while doing a split. Comes out surprisingly fast, for a move of Donkey Kong, and hits on both sides at the same time. However, it does have some ending lag.
Neutral aerial Donkey Kong Neutral aerial SSB   12-15% (clean), 9-12% (late) DK swirls around in the air. This attack last a long duration and is a good close-up move in the air.
Forward aerial Donkey Kong Forward aerial SSB   12-16% Does a front flip with both his fists clasped together, smashing them onto the opponent. A powerful meteor smash if the foe is hit near the end of the animation.
Back aerial Donkey Kong Back aerial SSB   12-15% (clean), 8-10% (late) DK performs a reverse dropkick with both feet. Has sex kick properties, meaning it gets weaker the longer it stays out. DK is the only character in the whose neutral aerial isn't a sex kick.
Up aerial Donkey Kong Up aerial SSB   9-12% DK swings one arm in an arc over his head in a similar fashion to his up tilt. Unlike his up tilt, this attack is mostly used for juggling; barely KOing above 150% in most cases.
Down aerial Donkey Kong Down aerial SSB   10-13% (clean), 8-10% (late) A downward strike with both feet. A near-instantaneous meteor smash that contains a longer hitbox compared to most spikes.
Grab Donkey Kong Grab SSB    
Forward throw Donkey Kong Forward throw SSB   6-8% (carry), 6-8% (throw) DK hoists the opponent on his back. He can then move around before throwing them forward. The opponent can break free of his grab by simply button mashing.
Back throw Donkey Kong Back throw SSB   14-18% Turns around and tosses the opponent. Powerful in terms of both damage and knockback.
Floor attack (front) Donkey Kong Floor attack (front) SSB   5-6% Gets up and attacks with a sweeping slap.
Floor attack (back) Donkey Kong Floor attack (back) SSB   5-6% Attacks on one side by forcing his body down, then picks himself up and kicks on the other side.
Edge attack (fast) Donkey Kong Edge attack (fast) SSB   5-6% Hoists himself onto the stage back-first, ramming into opponents. Has long range and very fast, but deals low knockback. Often considered to be a useful edge attack.
Edge attack (slow) Donkey Kong Edge attack (slow) SSB   5-6% Slowly climbs back onto the stage and swipes one hand forward. Has short range and deals low knockback, ironically considered to be less useful than the fast ledge attack.
Neutral special Giant Punch (SSB) Giant Punch 11-36% DK winds up for a powerful punch. The punch gets stronger the longer DK winds up his fist, being a powerful finishing move when fully charged. The charge can be cancelled by pressing the shield button or by pressing left or right on the control stick.
Up special Spinning Kong (SSB) Spinning Kong 9-12% (startup), 6-8% (loop), 3% (final hit) DK spins around with both arms outstretched. While this move contains poor vertical distance, it can carry DK a good distance horizontally.
Down special Hand Slap (SSB) Hand Slap 8-10% (one slap) Delivers an earth-shaking blow to the ground, sending nearby enemies skyward. It has considerable power, consistent and repetitive damage, and a large quake hitbox. This move cannot be used in midair.

Taunt

  • Turns to his right, raises his arms so that his palms are facing upwards, and shrugs while shaking his head. Oddly causes his head to become invincible to projectiles (as it turns it on it's Z-axis as if it was a roll.)

On-Screen Appearance

  • Bursts out of a DK barrel.

Matchups

Super Smash Bros. Character Matchups
  SSBIconPikachu SSBKIconKirby SSBIconCaptainFalcon SSBIconFox SSBIconYoshi SSBIconJigglypuff SSBIconMario SSBIconSamus SSBIconDK SSBIconNess SSBIconLink SSBIconLuigi Avg.

In 1P Game

In the game's single-player mode, the player and two randomly chosen allies will fight a Giant DK on the Congo Jungle stage.

Strategies

Infinite Throw Trap

DK has the ability to use his Forward Throw as a method to constantly stack damage to most characters. In order to do this, DK must use the Cargo Throw, but he must not throw the opponent. If the opponent wiggles out, they will likely wiggle out into DK's grab range, whereupon they can be grabbed again. This throw trap can be broken if the opponent can shake towards DK and his grab. Yoshi and Ness have the most problem getting out of the throw trap due to their different midair jump. Pikachu is the easiest to get out with due to being able to get out of it using the invincibility frames of Quick Attack.

Another infinite trap is to use Hand Slap in the lower left part of Mushroom Kingdom to continuously damage the target. However, this can easily be teched out of, and it is not allowed in tournaments anyway, because the stage is banned.

Ledge Dropping

Due to DK's laggy aerials, DK has very little comboing potential with his aerials except Down Aerial or Forward Aerial into a Throw. However, if DK drops from a ledge, DK can quickly use an Up Aerial and then land to move to do another attack. DK can also jump, use an aerial, and land on a ledge for a similar effect. As a result, on ledges, DK can juggle characters with Up Aerial that he would otherwise never be able to. However, DK may accidentally Self-destruct while attempting this, due to the ending lag in his aerials. It is recommended to only try this on Planet Zebes or the top ledge of Sector Z.

Hand Slap Resets and Down Aerial Usage

DK can also cancel the first slap of the Hand Slap by moving the Control Stick directly back after the first slap to allow him to combo it into a Back Aerial, a grab, or even a Giant Punch or Up Smash to kill the majority of the cast outside of Luigi and Jigglypuff. DK's other main killing combo outside of grab-based gimps is Down Aerial into Up Smash or Down Aerial into Down Smash.

Edge Guarding

When an opponent is off the map jump off the map facing towards the map. Use up-B to knock your opponent further from the edge and then swing back to the edge and stay there so your opponent has nothing to grab. Also, when an opponent is off the map wait at the edge and time the use of the Donkey Punch to KO an opponent.

Character description

Donkey Kong and Mario started out as arch-rivals, but they've patched things up in recent years. These days DK spends his time searching the jungle for bananas instead of kidnapping beautiful maidens. In the past few years, other members of the Kong family have cashed in on DK's fame as well, including his favorite nephew, Diddy.
Works:

Alternate Costumes

Alt-dk

Donkey Kong's changeable palette swaps in Super Smash Bros.

Trivia

  • DK is one of four characters along with Kirby, Mario, and Captain Falcon in Super Smash Bros. to have a green costume not normally accessible via character select, only available if DK is in on the Green Team in Team Battle.
  • Donkey Kong, along with Yoshi, is one of two characters in Super Smash Bros. to never be portrayed with head wear in-game.
  • Donkey Kong is the only character in Super Smash Bros. that can walk while carrying a Crate or Barrel.
  • Donkey Kong is the only character in Super Smash Bros. who can appear to be giant. This makes him to be the only character in all games that has a giant form.
DKSymbol Donkey Kong universe
Characters Donkey Kong (64  · Melee  · Brawl  · 3DS/Wii U  · Ultimate)
Diddy Kong (Brawl  · 3DS/Wii U  · Ultimate)
King K. Rool (Ultimate)
Side Characters Boss Giant Donkey Kong
Assist Trophy Klaptrap
Mii Fighter Costumes King K. Rool  · Dixie Kong
Background characters Cranky Kong
Stage Hazards Klaptrap  · Donkey Kong
Enemies Kritter  · Tiki Buzz
Other Funky Kong
Stages Kongo Jungle  · Kongo Falls  · Jungle Japes  · Rumble Falls  · 75m  · Jungle Hijinxs
Items Hammer  · Barrel Cannon  · Spring  · Peanut
Music List List of Music (Donkey Kong series)
Song "Gang-Plank Galleon"
Collectibles Trophies Melee Trophies  · Brawl Trophies  · 3DS Trophies  · Wii U Trophies
Stickers List of Stickers (Donkey Kong series)
Spirits List of spirits (Donkey Kong series)
Masterpiece Donkey Kong
Related universes Mario  · Yoshi  · Wario  · Wrecking Crew