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:''This article is about Donkey Kong's appearance in [[Super Smash Bros. Brawl]]. For other uses, see [[Donkey Kong]].''
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:''This article is about Donkey Kong's appearance in [[Super Smash Bros. Brawl]]. For other uses, see [[Donkey Kong]].''
 
 
{{Infobox Character
 
{{Infobox Character
 
|name = Donkey Kong
 
|name = Donkey Kong
|image = [[Image:DonkeyKongBrawl.jpg|250px|Donkey Kong]]
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|image = [[File:Donkey Kong Clear SSBB.png|250px]]
|caption = [[Image:DK_Icon.gif]]
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|caption = [[File:DKSymbol.svg|50px]]
 
|universe = ''[[Donkey Kong (universe)|Donkey Kong]]''
 
|universe = ''[[Donkey Kong (universe)|Donkey Kong]]''
|games = ''[[Super Smash Bros|SSB]]''<br/>''[[Super Smash Bros. Melee|SSBM]]''<br/>''[[Super Smash Bros. Brawl|SSBB]]''
 
 
|firstgame = ''[[Donkey Kong (game)|Donkey Kong]]'' (1981)
 
|firstgame = ''[[Donkey Kong (game)|Donkey Kong]]'' (1981)
|availability = [[Starter character|Starter]]
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|games = ''[[Donkey Kong (SSB)|SSB]]''<br/>''[[Donkey Kong (SSBM)|Melee]]''<br/>''[[Donkey Kong (SSBWU/3DS)|SSBWU/3DS]]''<br/>''[[Donkey Kong (SSBU)|Ultimate]]''
|tier =
+
|availability = [[Starter]]
|ranking =
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|finalsmash = [[Konga Beat]]
}}
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|tier = D
  +
|ranking = 21
  +
|jnumber = 2
  +
|walljump = No
  +
|wallcling = No
  +
|crawl = No
  +
|glide = No
  +
|tether = No
  +
|voiceactor = None}}
  +
'''Donkey Kong''' ({{ja|ドンキーコング|Donkī Kongu}}, ''Donkey Kong'') is a returning character from the ''Donkey Kong ''series in ''[[Super Smash Bros. Brawl]]''. He was first shown very briefly at the [[E3]] 2007 press conference, and was officially confirmed on the Smash Bros. DOJO! on July 12, 2007.
   
'''Donkey Kong''' ({{ja|ドンキーコング}}, ''Donkī Kongu'') He is known as simply '''Donkey''' in the Japanese release. He is a character for ''[[Super Smash Bros. Brawl]]''. He was first shown very briefly at the [[E3]] 2007 press conference. His appearance, like most other characters in ''Brawl'', has been graphically updated to match his more recent appearances. This means, his fur colour is more brightly coloured, and he also appears furrier, especially around his head.
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Donkey Kong ranks in the D tier, 21st overall, due to his well rounded attacks, good mobility, good range and incredible finishers (namely a fully charged [[Giant Punch]]); however, being a candidate for infinite chain grabs as well as problems dealing with certain projectiles are the reasons for his drop from being a high tier character from the first tier list. Additionally, he has a poor vertical recovery, making him vulnerable to weak spikes.
   
An interesting fact about Donkey Kong is he is able to use his grabs and can move around at the same time while grabbing the foe by carrying him/her about his head. This technique is known as "carrying" or "cargo".
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==Attributes==
  +
Donkey Kong is a very [[Weight#SSBB Weight Ranking|heavy]] character with very powerful attacks, great attack range, and high knockback capabilities. Despite these pros, Donkey Kong lacks projectiles and a reliable way to deal with them, which makes his moveset and style of approach unvaried. He is one of the fastest heavyweight characters; his movement speed is above average: fast running, fast walking, fast air speed, and very high initial jump. Donkey Kong's weight helps him stay alive longer, though he is a big target and has very poor vertical recovery, but extremely long horizontal recovery. He can even use Spinning Kong to cancel knockback from an attack that would even KO [[Bowser (SSBB)|Bowser]], [[Snake (SSBB)|Snake]], or [[King Dedede (SSBB)|King Dedede]]. Despite his extremely long horizontal recovery, it is vulnerable to disjointed attacks and has poor vertical height, which means even weak spikes can be devastating, though it is hard to edgeguard without a disjointed attack due its initial invincibility frames and being a high priority move. Combining his impressive weight and good horizontal recovery with good [[Directional Influence]], he can be extremely hard to KO.
   
==Pros and Cons==
+
Although he can take a lot of damage before dying, he gets hit very easily due to his large size. His shield, though large, doesn't cover his body very well, making it hard for him to block attacks. His large size and heavy weight also leaves him open to many chain grabs (e.g. [[King Dedede (SSBB)|King Dedede's]] infinite chain grab without a wall, which is truly problematic at such a high level), except Bowser's ground releases. Though given his attack range and speed, it can be difficult for characters with short-ranged grabs like the [[Ice Climbers (SSBB)|Ice Climbers]] to grab him to begin with. His [[Headbutt]] allows him to get a free attack on the opponent, as many of his follow-up attacks have low startup time, and it also does very high damage to shields. His fully charged [[Giant Punch]] also heavily damages shields, and the super armor it grants may allow him to trade KO moves with an opponent and survive. Even his grounded [[Spinning Kong]] does high damage to opponents or shields. Having three high shield damage attacks he can give high shield pressure. Donkey Kong has no problems KOing: all his smashes are powerful, with Up Smash and Down Smash coming out very fast; Up Aerial can compensate for a missed edgeguard, three reliable [[Meteor Smash]]es, Back Aerial, Back Throw, an almost fully charged Giant Punch (which is actually more powerful than fully charged, but without [[Super Armor]]), and the cargo stage spike.
===Pros:===
 
*High damage, knockback, and range on many attacks.
 
*Hard to KO due to heaviness.
 
*Can [[Stage Spike]] with his carry throw.
 
*Throws overall powerful and have long range.
 
*Three different spike attacks, and two stage spikes.
 
*Above average running speed.
 
*Headbutt attack allows for a free-hit upon the opponent.
 
*Fully charged [[Giant Punch]] gives him [[super armor]] frames.
 
*Good [[air speed]] and horizontal recovery that can go almost all the way across Final Destination (5th fastest along with [[Sonic the Hedgehog (SSBB)|Sonic]]).
 
*Many attacks have a great start-up time.
 
*Up b can be landed with no lag when done right.
 
*Jab can "lock" characters in tumble if they tumble in front of Donkey Kong, racking up damage across the entire stage.
 
*Can chain grab some characters.
 
*Can carry [[Crate|Crates]], [[Barrel|Barrels]], and [[Bonsly]] without a reduction in walking speed.
 
*Overall DK is one of the fastest Heavyweights in the game.
 
*Up Aerial is fast, with little lag, and is a powerful upward KO attack.
 
*[[Sacrificial KO|Kongocide]]
 
   
===Cons:===
+
He can counter any ground grab releases because of his unique extremely short grab release animation, making him escape from release lag 10 frames earlier than any other character does, and being immune to Bowser's grab release game. with the addition of only Snake and Yoshi being able to force him to jump break from grabs. Donkey Kong is unique to be able to carry [[crate]]s, [[barrel]]s and [[Bonsly]] without a reduction in speed, but small items have unusual long end animation (though he has one of the best Glide Tosses in the game). DK also has a large grab range with powerful throws, and he is even able to chain-grab some characters, being able to infinite-Cargo release Lucas and Ness, and also KOing characters in low percents when using the Cargo stage spike. Donkey Kong can also perform Kongocide, although it is not the most useful of the sacrificial KOs.
*A very big target
 
*Poor vertical recovery.
 
*Recovery can be caught under stage lips.
 
*Lacks a varied moveset and style of approach.
 
*Small shield invites shield stabbing.
 
*Easy to combo, juggle & edgeguard.
 
   
==Changes from [[Super Smash Bros. Melee|Melee]] to Brawl==
+
Although Donkey Kong has his share of problems, he fares decently against the majority of the cast, and there are very few matchups he can't overcome.
* DK gets [[Super armor]] during Giant Punch
+
* Giant Punch is much shorter
+
===Changes from [[Super Smash Bros. Melee|''Melee'']] to ''Brawl''===
* Landing on the ground from his Spinning Kong leaves him vulnerable as he lands on his back and has to get up
+
Donkey Kong has been significantly [[buffed]] from SSBM to SSBB. Overall, he is a bigger, faster, and stronger too and longer ranged character with increased [[priority]] in most of his moves. For example, both his back air and down smash have highly increased knockback. Giant Punch has shorter range and has less knockback when fully charged (the 9 charge is much stronger but doesn't have [[super armor]] like the fully charged), but he can now also reverse it. In addition, it also charges faster. Headbutt comes out faster and deals more damage. Additionally, [[Headbutt]] can now dig if Donkey Kong uses it in the air and the opponent is in the ground rather than just Donkey Kong in the ground as well. Furthermore, since buried characters can now receive knockback, and the duration is increased if the victim has higher damage, Headbutt can now easily be comboed with Giant Punch. Hand Slap is a better move in general, as it covers more range and deals 14% instead of 11%.
* Attacks became slightly faster and stronger, range increased on nearly all moves
 
* Headbutt comes out faster
 
* Down+B attack covers more range
 
* Running speed has slightly increased
 
* Up B has less knockback
 
* Carry throw gives [[Super armor]]
 
* Smash attacks are now much faster and more powerful, range on side smash greatly increased
 
* Dtilt now trips, leaving them vulnerable
 
* Headbutt deals more damage
 
* Dash attack knocksback horizontally instead of vertical
 
* [[Headbutt]] can now ground opponents when used in midair due to the fact it is a [[Meteor smash]]
 
   
==Role in the [[Subspace Emissary]]==
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Spinning Kong does less knockback but grants super armor just before it is released. Landing on the ground from his Spinning Kong leaves him vulnerable as he lands on his back and has to get up. However, it gives slightly more horizontal distance and higher vertical height. Donkey Kong's shield is larger, but it's still small in relation to his body. His side smash has higher knockback, and a fully charged side smash has higher knockback than fully charged Giant Punch. His up smash can now hit grounded characters, and his down tilt now trips foes, leaving them vulnerable. People escape out of his carry throw automatically, even without touching the control stick. Additionally, only the opponent takes damage if released.
After Bowser's minions steal his banana horde, DK and [[Diddy Kong (SSBB)|Diddy Kong]] chase after them to get their bananas back. Soon they learned that it was a trap to lure them to Bowser. As Bowser aims his [[Dark Cannon]] at the duo, Donkey Kong punches Diddy away and is turned into a trophy. [http://www.youtube.com/watch?v=VWaqIBRvzkA]
 
   
Diddy Kong and [[Falco (SSBB)|Falco]] find DK and revive him while [[Captain Falcon (SSBB)|Captain Falcon]] and [[Pikmin & Olimar (SSBB)|Olimar]] team up with them. After a short battle, Falco flies away in his arwing while the others sneak into the Subspace Army's base. DK beats down the door to the Subspace Bomb room, meeting up with [[Samus (SSBB)|Samus]], [[Pikachu (SSBB)|Pikachu]] and [[R.O.B. (SSBB)|R.O.B.]], helps the heroes defeat [[Meta Ridley]], and joins with the heroes throughout the rest of the story.
+
Donkey Kong's falling speed is much slower (no longer among the fastest), which has both advantages (such as making chain grabs less effective) and disadvantages (such as making approaching with aerials less effective). His dash attack now has horizontal knockback instead of vertical knockback. Forward carry throw has more vertical knockback and less horizontal knockback.
   
==Event Matches==
+
In terms of cosmetics, Donkey Kong has more realistic gorilla roars (similar to other characters having more realistic noises). His costume is lighter and very different from ''Melee'' (making him comparable to his appearance in ''Donkey Kong Jungle Beat'' with his furrier appearance), and his black costume now has a yellow tie instead of a blue tie. Many of his attacks' sound effects (particularly his smash attacks) are significantly louder.
*'''[[Event 7: Diddy Kong Panic]]'''- As DK on Mario Circuit, KO the 15 small Diddy Kongs.
 
*'''[[Event 9: The Monster Beneath the Earth]]'''- On Castle Siege, you play as Ike and must KO both Diddy Kongs. If you don't complete the event before reaching the dungeon, a giant DK joins the battle against you.
 
*'''[[Event 10: All-Star Battle Regulars]]'''- Choose your character and take on the "original 8" fighters, two at a time, second fighter being D.K.
 
*'''[[Event 22: Monkeys Unite]]'''- Protect Donkey Kong against Sheik, and Lucario on Rumble Falls as Diddy Kong.
 
*'''[[Event 27: Three-Beast Carnage]]'''- Face Charizard, DK, and Bowser on New Pork City as a tiny R.O.B.
 
   
==Co-Op Event Matches==
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===Moveset===
*'''Event 4: D.K's Tag Calamity'''- DK and Diddy start out with the lightning effect and must KO all enemies on Mario Circuit.
+
====Ground Attacks====
*'''Event 14 :Guardians of Darkness'''- Play as tiny Ganondorf and Wolf on New Pork City against DK and Charizard. Each of you must get 1 KO between the two.
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=====Normal=====
*'''Event 21: The Real All-Star Brawl'''- Select your character and take on the entire roster on Battlefield.
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*Neutral attack - Does a quick cross punch and follows up with an uppercut. Certain hitboxes can jab lock. 4% first hit, 6% second hit
  +
*Dash attack - Skids to a halt doing a side-kick. High lag and poor shieldstun. Similar to a move from ''Donkey Kong 64''. 11% damage
  +
*Side Tilt - Swats in front. Large range and fast but low knockback. This move can go through Meta Knight's [[Mach Tornado]]. 10% damage, 12% angled up, 9% and trips angled down.
  +
*Up Tilt - Swats above his head. Fast with a good arch range. Can chain some characters at low percents. 9-11% damage depending on where it connects.
  +
*Down Tilt - Swats at his opponent's feet. This move causes opponents to trip. Slightly less range and similar start-up of his forward tilt, but barely any ending lag and still has long range. A great lock move at low percentages and a trip can be combined with his [[Hand Slap]]. 8% damage
   
  +
=====Smashes=====
  +
*Side Smash - Claps hands together in front of him. Highest damage from close, but slightly higher knockback at the farther hitboxes. Extremely high [[knockback]] when fully charged. Great [[priority]]. Fairly quick for a heavyweight. 20%-21% damage uncharged, 28-29% fully charged
  +
*Up Smash - Claps hands above his head. Good startup and ending lag. This move sweetspots when it hits foes above him, and becomes weaker when it hits right beside Donkey Kong. Huge knockback when hitting from below. Good hitting from below a platform and great running up smash. Has almost no hitlag, meaning it is nearly impossible to SDI. 18%-26% damage
  +
*Down Smash - Does a double back-handed punch by bringing his closed fists down 90 degrees at both sides. Good startup, but fairly bad ending lag. Very fast, great vertical [[knockback]], and one of the strongest down smashes in the game. 17%/25% damage when hit with his fists, 14% up close.
   
  +
=====Other=====
  +
*Ledge attack - Throws his back at the opponent. Fairly quick and has the longest range of any ledge attack in the game. 8% damage
  +
*100% Ledge attack - Climbs onto stage and swats forward. 10% damage
  +
*Floor attack - Swats with his hand in a wide arch. 6% damage
  +
*Trip attack - Spins with his fists as he stands. 5% damage
   
==Moveset==
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====Aerial Attacks====
===Ground Attacks===
+
*Neutral Aerial - Spins with arms extended. Similar to his [[Spinning Kong]] move. 8-11% damage
'''Normal'''
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*Forward Aerial - Puts fists together above his head, then does a powerful Axe-handle Smash. A powerful [[Meteor Smash]]. Great for catching edge guarders while recovering. Looks almost exactly like the one from ''Donkey Kong 64'', but obviously slower; has some of the highest starting and ending lag of any aerial. 16% damage
*Neutral A - Does a quick cross punch and follows up with an uppercut.
+
*Back Aerial - Back-kicks behind him. Very fast, long ranged and strong. 8% if not sweetspotted (closest to DK) or 13% on his foot for max damage and knockback.
*Dash A - Skids to a halt doing a side-kick.
+
*Up Aerial - Headbutts above. Extremely quick, can Star KO at high percentages. 15% damage
*Strong Side - Swats in front.
+
*Down Aerial - Stomps down, arching his body forward. When this move hits, it will always spike similar to Ganondorf's d-air, and it is his strongest Meteor Smash. Has [[Star KO]] potential. Can be used on many characters by carry down throwing, then jumping and dair. 14-16% damage.
*Strong Up - Swats above his head.
 
*Strong Down - Swats at his opponent's feet
 
'''Smash'''
 
*Side Smash - Claps hands together.
 
*Up Smash - Claps hands above his head.
 
*Down Smash - Does a double back-handed punch by bringing his closed fists down 90 degrees at both sides.
 
'''Other'''
 
*Ledge attack -
 
*100% Ledge attack -
 
*Floor attack -
 
*Trip attack -
 
 
===Aerial Attacks===
 
*Neutral Aerial - Spins, arms extended
 
*Forward Aerial - Puts fists together above his head, then does a powerful Axe-handle Smash. A powerful [[Meteor Smash]].
 
*Back Aerial - Back-kicks behind him. This attack is quick.
 
*Up Aerial - Headbutts above.
 
*Down Aerial - Stomps down, arching his body forward; is a spike.
 
   
 
===Grabs & Throws===
 
===Grabs & Throws===
*Pummel - does a slight karate chop at the enemy's neck
+
*Standing grab - One of the longest non-tether grab ranges and high vertical range
*Forward Throw - Heaves the opponent on his back, causing minor damage. He can carry around the opponent (regardless of size) as if the opponent were a heavy item.
+
*Running grab - Much worse than standing grab range: Much shorter range and a lot of ending lag
*Back Throw - Swings his arm back and throws the opponent
+
*Pivot grab - Slightly longer range than his standing grab range
*Down Throw - Slams the opponent down with his hand
+
*Pummel - Does a slight karate chop at the enemy's neck. 3% damage
*Up Throw - grabs the enemy and throws them in the air with his right hand
+
*Forward Throw - Heaves the opponent on his back, just like carrying the barrels from ''[[Donkey Kong Country]]'', causing minor damage. He can carry around the opponent (regardless of size) as if the opponent were a heavy item. Can also jump while holding an opponent to increase vertical launch. Can be released - opponent will take 6% - and regrabbed if he can react quicker, being an infinite on Lucas and Ness or fastfallers when turn releasing and turn grabbing. Follow-up throws result in;
  +
**Forward : 8% damage
  +
**Up: 7% damage
  +
**Down: 6% damage
  +
**Back:
  +
Donkey Kong is unable to use his forward throw on enemies in the SSE, making him the only character unable to use one of his standard throws for said reason. If the input for the forward throw is used, he will use his up throw instead.
  +
*Back Throw - Swings his arm back and throws the opponent. A very good KO throw and it has fast start-up. 11% damage
  +
*Up Throw - Grabs the enemy and throws them in the air with his right hand. 9% damage
  +
*Down Throw - Slams the opponent down with his hand. Can [[chain grab]] characters like Snake or Kirby. At low percentages, this can combo into [[Hand Slap]] and can start aerial juggles from there. 7% damage
   
==Special Moves==
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===Special Moves===
{{specialmoves|Giant Punch|Headbutt|Spinning Kong|Hand Slap|Konga Beat|Donkey Kong}}
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{{Donkey Kong Special Moves}}
   
  +
===On-screen appearance===
  +
*Breaks out of a DK barrel, grunts and makes a strongman pose.
   
== Strategies ==
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===Taunts===
*Whenever you get a good chance, charge up a Giant Punch. A vulnerable opponent can be pounded in with a Headbutt and slammed with fully-charged Punch. Once you Headbutt an opponent and initiate a Punch, your Super Armor frames will protect you from other interference.
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*'''Up''': Repeatedly pounds his chest while smiling.
  +
*'''Side''': Shakes his head from side to side, then doing it with the rest of his upper body.
  +
*'''Down''': Faces the screen, puts his palms of his hands near his cheeks and moves his head from side to side and making a questioning facial expression.
   
*Make sure to keep your distance from your opponent in a 1 on 1, most of your attacks will deal a stronger blow too, making it more encouragable to do.
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==In competitive play==
  +
{{SSBBMatchupTable|dk=yes}}
   
*At lower percentages try and knock your opponent up into the air and then use an aerial up+A, a second jump with another up+A or you could use your backwards+A attack too for an easy 25+ combo that requires little skill to perform
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==Role in the [[Subspace Emissary]]==
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[[Image:Subspace_donkeykong.PNG|frame|Donkey Kong in the ''[[SSE]]'']]The Koopa Troopas and [[Bowser]] steal Donkey Kong's Banana Hoard. As a [[Hammer Bro.]] drives off in a car which contains all the bananas, Donkey Kong watches him from a cliff. The Hammer Bro. and the Goomba aboard the car spot Donkey Kong and shoot Bullet Bills at him. However, [[Diddy Kong]] comes out from a bush and expertly shoots the [[Bullet Bill]]s with his [[Peanut Popgun]]s. Donkey Kong and Diddy Kong then follow the Hammer Bro. to retrieve the Banana Hoard. After following him, they see Bowser with a strange type of gun called a [[Dark Cannon]], revealing that he is working for the [[Subspace Army]]. When Bowser charges the cannon, Donkey Kong quickly charges his Giant Punch and launches Diddy into the sky and out of the way, sacrificing himself. Bowser shoots Donkey Kong and turns him into a trophy.
   
*Use your Forward+A and down+A to attack enemies on the ground, doing short hop and an aerial is not recommended unless you do a backwards jump with a back+A
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Later in the story, Diddy Kong, [[Fox McCloud]] and [[Falco Lombardi]] see a ship which is carrying Donkey Kong as a [[trophy]] to a mysterious floating island. Falco then helps Diddy by following it with his Arwing and having the little Kong with him. Falco then does a barrel roll and drops Diddy out. Diddy fires up his [[Rocketbarrel Boost|Rocket Barrel]]s and takes out his Popguns and shoots the ship. After seeing this, Captain Falcon and [[Olimar]] decide to help him and jump to the ship, where Diddy frees Donkey Kong. All four then fight the [[Primid|Primids]] and other enemies on the ship.
  +
The ship takes them inside a factory producing Subspace Bombs, and encounter various [[R.O.B.]]s that happen to live on the island. They later meet up with [[Pikachu]] and [[Samus Aran]] where they see the [[Ancient Minister]] and a whole lot of R.O.B.s. After [[Ganondorf]] controls the R.O.B.s into activating all of the [[Subspace Bomb]]s, the Ancient Minister is shown to be R.O.B., the leader of all the lesser R.O.B.s who were forced to work for the Subspace Army. R.O.B. then fights with the others. When trying to escape Captain Falcon calls for his Falcon Flyer and tries to leave the cave when [[Meta-Ridley]] appears and they must fight him. After that they all meet up with the others.
   
== Special Movements ==
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Donkey Kong and the other heroes enter [[Subspace]] and meet [[Tabuu]], who turns everyone into trophies with his [[Off Waves]]. However, [[King Dedede]] had anticipated this and created badges that revived certain fighters back into their original form. With his team consisting of [[Luigi]] and [[Ness]], Dedede rescues Donkey Kong and most of the others, although some of them were rescued by Kirby. They also recruit Bowser, Ganondorf, and [[Wario]] when they learned about Tabuu. At the end of the [[Great Maze]], [[Sonic the Hedgehog]] shows up and helps weaken Tabuu's Off Waves so Donkey Kong and the others would be able to beat him.
===[[Taunt|Taunts]]===
 
   
'''Up''': Beats his chest while standing up high.
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===Exclusive stickers===
  +
These stickers can only be used by Donkey Kong or a select few including him.
  +
*Chunky Kong: [Throwing] attack +31
  +
*Diddy Kong (Donkey Kong 64): Launch power +20
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*Diddy Kong (Mario Hoops 3-on-3!): [Leg] attack +28
  +
*Diddy Kong (Mario Superstar Baseball): [Leg] attack +12
  +
*Dixie Kong: Launch resistance +39
  +
*DK: [Head] attack +27
  +
*DK Barrel: Launch power +53
  +
*Donkey Kong (Donkey Kong Jungle Beat): [Arm] attack +22
  +
*Donkey Kong (Donkey Kong Country): [Electric] resistance +10
  +
*Donkey Kong Jr.: [Arm] attack +14
  +
*Enguarde: [Body, Spin] attack +15
  +
*Funky Kong: [Leg] attack +13
  +
*Karate Kong: [Battering] resistance +25
  +
*Lanky Kong: [Throwing] attack +6
  +
*Party Monkey: [Head] attack +6
  +
*Pauline & Donkey Kong: [Arm] attack +18
  +
*Tiny Kong: [Arm] attack +4
  +
*Wrinkly Kong: [Battering] resistance +4
   
'''Side''': Shakes body and head.
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==Palette Swap==
  +
[[image:alt-dk3.jpg|frame|center|Donkey Kong's changeable palette swaps in SSBB]]
   
'''Down''': Shrugs and makes an odd ape noise (same as ''[[Melee]] and [[SSB]]'').
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==Trophy description==
   
===[[On-Screen Appearance]]===
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=== Donkey Kong ===
Bursts out of a DK [[barrel]].
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:''A carefree jungle dweller with the charisma of a natural leader. He keeps busy by foiling the plans of the Kremlings and their boss, King K. Rool. As his physique suggests, this ape is a powerhouse. He's got speed to match too, and his love for bananas is second to none. His famous necktie is adorned with his initials, DK.''
===Idle Stance===
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*Leans forward while bearing teeth.
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*''[[Donkey Kong Country]]'' (Super Nintendo)
*Pats his chest with both hands and swings arms with one in a strong man position.
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*''[[Donkey Kong 64]]'' ([[Nintendo 64]])
   
===[[Victory Pose]]===
+
==Appearances==
'''[[Victory Theme]]''': ''[[Victory Theme#Donkey Kong Country Theme|Donkey Kong Country Theme]]''
+
Here are the games Donkey Kong appears in.
*Beats his chest
+
*Donkey Kong (1981, Arcade)
*Hands above his head together, he moves them side to side
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*Donkey Kong Jr. (1982, Arcade)
*Does a backflip, holds up his arms
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*Donkey Kong 3 (1986, NES)
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*Donkey Kong (1994, Game Boy)
===[[Wii Remote|Wii Remote Choice]]===
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*Donkey Kong Country (1994, SNES)
Growls ape-like.
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*Donkey Kong Country 2: Diddy Kong's Quest (1995, SNES)
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*Donkey Kong Country 3: Dixie Kong Trouble (1996, SNES)
===[[Classic Mode|Credits Music]]===
+
*Mario Party (1999, N64)
*''King K. Rool/Ship Deck 2''
+
*Super Smash Bros. (1999, N64)
  +
*Donkey Kong 64 (1999, N64)
  +
*Mario Party 2 (1999, N64)
  +
*Mario Party 3 (2001, N64)
  +
*Super Smash Bros. Melee (2001, GCN)
  +
*Donkey Kong Land (1994, Game Boy)
  +
*Donkey Kong Land II (1995, Game Boy)
  +
*Mario Kart 64 (1997, N64)
  +
*Mario Kart: Super Circuit (2001, GBA)
  +
*Mario Kart: Double Dash!!! (2003, GCN)
  +
*Mario Party 4 (2004, GCN)
  +
*Mario Party 5 (2005, GCN)
  +
*Mario Kart DS (2005, Nintendo DS)
  +
*DK King of Swing (2006, DS)
  +
*Mario Party 6 (2006, GCN)
  +
*Donkey Kong Jungle Beat (2005, GCN)
  +
*Donkey Kong Barrel Blast (2007, Wii)
  +
*Mario Party 7 (2007, Wii)
   
 
==Trivia==
 
==Trivia==
*DK's down B is the strongest attack against Bosses but only works on certain ground bosses.
+
*''Super Smash Bros. Brawl ''marks the first time Donkey Kong's name is fully spelled out, as opposed to the previous installments where it is abbreviated as D.K.
*DK might be left handed (or ambidextrous) do to the fact he uses his left hand for his Giant Punch, though he uses the right for [[Super Smash Bros.]]. In [[Mario Superstar Baseball]], Donkey Kong uses his right to pitch and left to bat.
+
*Even though Donkey Kong has teeth, he only shows them when performing certain attacks or taunts. He occasionally opens his mouth with no teeth showing.
*DK is one of the only characters without an aerial down B move.
+
*When DK is tiny, he actually moves faster while carrying a [[Crate]] or [[Blast Box]].
+
*DK is the only character in ''Brawl'' that has more than four different throws.
== [[Snake]]'s Codec ==
+
*Donkey Kong and Luigi are the only two veterans to be buffed and never be nerfed or unchanged from one game to another.
 
Snake: Otacon, there's a gorilla wearing a tie here. He's huge.
 
 
Otacon: Thats Donkey Kong, as you can tell, he's got strength to spare. He may be king of the jungle, but he lives in a house just like you or me. And he seems pretty smart--well, for an ape, anyway. The Donkey Kong who fought that epic battle with [[Mario]] was this guy's grand-father.
 
 
S: That was a long time ago. What about this Donkey Kong? Does he get along with Mario?
 
 
O: Nope, they're still at it. Seems like they're always competing in something--kart racing, sports, you name it.
 
 
S: A chip off the old block...
 
 
==External Links==
 
 
*[http://www.smashbros.com/en_us/characters/donkeykong.html Donkey Kong's page at Smash Bros. Dojo!!.]
 
   
  +
==External links==
  +
*[http://www.smashbros.com/wii/en_us/characters/donkeykong.html Donkey Kong's page at ''Smash Bros. DOJO!!''.]
  +
*[http://www.smashboards.com/showthread.php?t=190869 Donkey Kong Character Guide at SWF]
  +
*[http://www.youtube.com/watch?v=qExAo_hAXhI Donkey Kong's hitbox size of each of his moves]
  +
*[http://www.youtube.com/watch?v=u35fa-4uHQQ Donkey Kong's Moves - History Behind Super Smash Bros. Brawl, by CrappyCaptureDevice]
 
{{SSBBCharacters}}
 
{{SSBBCharacters}}
 
{{Donkey Kong}}
 
{{Donkey Kong}}
[[Category:Characters]]
 
 
[[Category:Characters (SSBB)]]
 
[[Category:Characters (SSBB)]]
 
[[Category:Donkey Kong universe]]
 
[[Category:Donkey Kong universe]]
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[[Category:Trophies (SSBB)]]
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[[Category:Characters]]
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[[Category:Mario universe]]
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[[Category:Mario Bros. Trophies]]
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[[Category:Donkey Kong Trophies]]
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[[Category:Playable Characters]]
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[[Category:DK Trophies]]
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[[Category:Starters]]
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[[Category:Veterans]]
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[[Category:Heroes]]
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[[Category:Super Smash Bros. Brawl]]

Latest revision as of 13:25, March 14, 2019

This article is about Donkey Kong's appearance in Super Smash Bros. Brawl. For other uses, see Donkey Kong.

Donkey Kong (ドンキーコング, Donkey Kong) is a returning character from the Donkey Kong series in Super Smash Bros. Brawl. He was first shown very briefly at the E3 2007 press conference, and was officially confirmed on the Smash Bros. DOJO! on July 12, 2007.

Donkey Kong ranks in the D tier, 21st overall, due to his well rounded attacks, good mobility, good range and incredible finishers (namely a fully charged Giant Punch); however, being a candidate for infinite chain grabs as well as problems dealing with certain projectiles are the reasons for his drop from being a high tier character from the first tier list. Additionally, he has a poor vertical recovery, making him vulnerable to weak spikes.

AttributesEdit

Donkey Kong is a very heavy character with very powerful attacks, great attack range, and high knockback capabilities. Despite these pros, Donkey Kong lacks projectiles and a reliable way to deal with them, which makes his moveset and style of approach unvaried. He is one of the fastest heavyweight characters; his movement speed is above average: fast running, fast walking, fast air speed, and very high initial jump. Donkey Kong's weight helps him stay alive longer, though he is a big target and has very poor vertical recovery, but extremely long horizontal recovery. He can even use Spinning Kong to cancel knockback from an attack that would even KO Bowser, Snake, or King Dedede. Despite his extremely long horizontal recovery, it is vulnerable to disjointed attacks and has poor vertical height, which means even weak spikes can be devastating, though it is hard to edgeguard without a disjointed attack due its initial invincibility frames and being a high priority move. Combining his impressive weight and good horizontal recovery with good Directional Influence, he can be extremely hard to KO.

Although he can take a lot of damage before dying, he gets hit very easily due to his large size. His shield, though large, doesn't cover his body very well, making it hard for him to block attacks. His large size and heavy weight also leaves him open to many chain grabs (e.g. King Dedede's infinite chain grab without a wall, which is truly problematic at such a high level), except Bowser's ground releases. Though given his attack range and speed, it can be difficult for characters with short-ranged grabs like the Ice Climbers to grab him to begin with. His Headbutt allows him to get a free attack on the opponent, as many of his follow-up attacks have low startup time, and it also does very high damage to shields. His fully charged Giant Punch also heavily damages shields, and the super armor it grants may allow him to trade KO moves with an opponent and survive. Even his grounded Spinning Kong does high damage to opponents or shields. Having three high shield damage attacks he can give high shield pressure. Donkey Kong has no problems KOing: all his smashes are powerful, with Up Smash and Down Smash coming out very fast; Up Aerial can compensate for a missed edgeguard, three reliable Meteor Smashes, Back Aerial, Back Throw, an almost fully charged Giant Punch (which is actually more powerful than fully charged, but without Super Armor), and the cargo stage spike.

He can counter any ground grab releases because of his unique extremely short grab release animation, making him escape from release lag 10 frames earlier than any other character does, and being immune to Bowser's grab release game. with the addition of only Snake and Yoshi being able to force him to jump break from grabs. Donkey Kong is unique to be able to carry crates, barrels and Bonsly without a reduction in speed, but small items have unusual long end animation (though he has one of the best Glide Tosses in the game). DK also has a large grab range with powerful throws, and he is even able to chain-grab some characters, being able to infinite-Cargo release Lucas and Ness, and also KOing characters in low percents when using the Cargo stage spike. Donkey Kong can also perform Kongocide, although it is not the most useful of the sacrificial KOs.

Although Donkey Kong has his share of problems, he fares decently against the majority of the cast, and there are very few matchups he can't overcome.

Changes from Melee to BrawlEdit

Donkey Kong has been significantly buffed from SSBM to SSBB. Overall, he is a bigger, faster, and stronger too and longer ranged character with increased priority in most of his moves. For example, both his back air and down smash have highly increased knockback. Giant Punch has shorter range and has less knockback when fully charged (the 9 charge is much stronger but doesn't have super armor like the fully charged), but he can now also reverse it. In addition, it also charges faster. Headbutt comes out faster and deals more damage. Additionally, Headbutt can now dig if Donkey Kong uses it in the air and the opponent is in the ground rather than just Donkey Kong in the ground as well. Furthermore, since buried characters can now receive knockback, and the duration is increased if the victim has higher damage, Headbutt can now easily be comboed with Giant Punch. Hand Slap is a better move in general, as it covers more range and deals 14% instead of 11%.

Spinning Kong does less knockback but grants super armor just before it is released. Landing on the ground from his Spinning Kong leaves him vulnerable as he lands on his back and has to get up. However, it gives slightly more horizontal distance and higher vertical height. Donkey Kong's shield is larger, but it's still small in relation to his body. His side smash has higher knockback, and a fully charged side smash has higher knockback than fully charged Giant Punch. His up smash can now hit grounded characters, and his down tilt now trips foes, leaving them vulnerable. People escape out of his carry throw automatically, even without touching the control stick. Additionally, only the opponent takes damage if released.

Donkey Kong's falling speed is much slower (no longer among the fastest), which has both advantages (such as making chain grabs less effective) and disadvantages (such as making approaching with aerials less effective). His dash attack now has horizontal knockback instead of vertical knockback. Forward carry throw has more vertical knockback and less horizontal knockback.

In terms of cosmetics, Donkey Kong has more realistic gorilla roars (similar to other characters having more realistic noises). His costume is lighter and very different from Melee (making him comparable to his appearance in Donkey Kong Jungle Beat with his furrier appearance), and his black costume now has a yellow tie instead of a blue tie. Many of his attacks' sound effects (particularly his smash attacks) are significantly louder.

MovesetEdit

Ground AttacksEdit

NormalEdit
  • Neutral attack - Does a quick cross punch and follows up with an uppercut. Certain hitboxes can jab lock. 4% first hit, 6% second hit
  • Dash attack - Skids to a halt doing a side-kick. High lag and poor shieldstun. Similar to a move from Donkey Kong 64. 11% damage
  • Side Tilt - Swats in front. Large range and fast but low knockback. This move can go through Meta Knight's Mach Tornado. 10% damage, 12% angled up, 9% and trips angled down.
  • Up Tilt - Swats above his head. Fast with a good arch range. Can chain some characters at low percents. 9-11% damage depending on where it connects.
  • Down Tilt - Swats at his opponent's feet. This move causes opponents to trip. Slightly less range and similar start-up of his forward tilt, but barely any ending lag and still has long range. A great lock move at low percentages and a trip can be combined with his Hand Slap. 8% damage
SmashesEdit
  • Side Smash - Claps hands together in front of him. Highest damage from close, but slightly higher knockback at the farther hitboxes. Extremely high knockback when fully charged. Great priority. Fairly quick for a heavyweight. 20%-21% damage uncharged, 28-29% fully charged
  • Up Smash - Claps hands above his head. Good startup and ending lag. This move sweetspots when it hits foes above him, and becomes weaker when it hits right beside Donkey Kong. Huge knockback when hitting from below. Good hitting from below a platform and great running up smash. Has almost no hitlag, meaning it is nearly impossible to SDI. 18%-26% damage
  • Down Smash - Does a double back-handed punch by bringing his closed fists down 90 degrees at both sides. Good startup, but fairly bad ending lag. Very fast, great vertical knockback, and one of the strongest down smashes in the game. 17%/25% damage when hit with his fists, 14% up close.
OtherEdit
  • Ledge attack - Throws his back at the opponent. Fairly quick and has the longest range of any ledge attack in the game. 8% damage
  • 100% Ledge attack - Climbs onto stage and swats forward. 10% damage
  • Floor attack - Swats with his hand in a wide arch. 6% damage
  • Trip attack - Spins with his fists as he stands. 5% damage

Aerial AttacksEdit

  • Neutral Aerial - Spins with arms extended. Similar to his Spinning Kong move. 8-11% damage
  • Forward Aerial - Puts fists together above his head, then does a powerful Axe-handle Smash. A powerful Meteor Smash. Great for catching edge guarders while recovering. Looks almost exactly like the one from Donkey Kong 64, but obviously slower; has some of the highest starting and ending lag of any aerial. 16% damage
  • Back Aerial - Back-kicks behind him. Very fast, long ranged and strong. 8% if not sweetspotted (closest to DK) or 13% on his foot for max damage and knockback.
  • Up Aerial - Headbutts above. Extremely quick, can Star KO at high percentages. 15% damage
  • Down Aerial - Stomps down, arching his body forward. When this move hits, it will always spike similar to Ganondorf's d-air, and it is his strongest Meteor Smash. Has Star KO potential. Can be used on many characters by carry down throwing, then jumping and dair. 14-16% damage.

Grabs & ThrowsEdit

  • Standing grab - One of the longest non-tether grab ranges and high vertical range
  • Running grab - Much worse than standing grab range: Much shorter range and a lot of ending lag
  • Pivot grab - Slightly longer range than his standing grab range
  • Pummel - Does a slight karate chop at the enemy's neck. 3% damage
  • Forward Throw - Heaves the opponent on his back, just like carrying the barrels from Donkey Kong Country, causing minor damage. He can carry around the opponent (regardless of size) as if the opponent were a heavy item. Can also jump while holding an opponent to increase vertical launch. Can be released - opponent will take 6% - and regrabbed if he can react quicker, being an infinite on Lucas and Ness or fastfallers when turn releasing and turn grabbing. Follow-up throws result in;
    • Forward : 8% damage
    • Up: 7% damage
    • Down: 6% damage
    • Back:

Donkey Kong is unable to use his forward throw on enemies in the SSE, making him the only character unable to use one of his standard throws for said reason. If the input for the forward throw is used, he will use his up throw instead.

  • Back Throw - Swings his arm back and throws the opponent. A very good KO throw and it has fast start-up. 11% damage
  • Up Throw - Grabs the enemy and throws them in the air with his right hand. 9% damage
  • Down Throw - Slams the opponent down with his hand. Can chain grab characters like Snake or Kirby. At low percentages, this can combo into Hand Slap and can start aerial juggles from there. 7% damage

Special MovesEdit

Donkey Kong's Special Moves
SSB Melee Brawl SSBWU/3DS Ultimate
Standard Special Giant Punch
Side Special Headbutt
Up Special Spinning Kong
Down Special Hand Slap
Final Smash Konga Beat Jungle Rush

On-screen appearanceEdit

  • Breaks out of a DK barrel, grunts and makes a strongman pose.

TauntsEdit

  • Up: Repeatedly pounds his chest while smiling.
  • Side: Shakes his head from side to side, then doing it with the rest of his upper body.
  • Down: Faces the screen, puts his palms of his hands near his cheeks and moves his head from side to side and making a questioning facial expression.

In competitive playEdit

Role in the Subspace EmissaryEdit

Subspace donkeykong

Donkey Kong in the SSE

The Koopa Troopas and Bowser steal Donkey Kong's Banana Hoard. As a Hammer Bro. drives off in a car which contains all the bananas, Donkey Kong watches him from a cliff. The Hammer Bro. and the Goomba aboard the car spot Donkey Kong and shoot Bullet Bills at him. However, Diddy Kong comes out from a bush and expertly shoots the Bullet Bills with his Peanut Popguns. Donkey Kong and Diddy Kong then follow the Hammer Bro. to retrieve the Banana Hoard. After following him, they see Bowser with a strange type of gun called a Dark Cannon, revealing that he is working for the Subspace Army. When Bowser charges the cannon, Donkey Kong quickly charges his Giant Punch and launches Diddy into the sky and out of the way, sacrificing himself. Bowser shoots Donkey Kong and turns him into a trophy.

Later in the story, Diddy Kong, Fox McCloud and Falco Lombardi see a ship which is carrying Donkey Kong as a trophy to a mysterious floating island. Falco then helps Diddy by following it with his Arwing and having the little Kong with him. Falco then does a barrel roll and drops Diddy out. Diddy fires up his Rocket Barrels and takes out his Popguns and shoots the ship. After seeing this, Captain Falcon and Olimar decide to help him and jump to the ship, where Diddy frees Donkey Kong. All four then fight the Primids and other enemies on the ship. The ship takes them inside a factory producing Subspace Bombs, and encounter various R.O.B.s that happen to live on the island. They later meet up with Pikachu and Samus Aran where they see the Ancient Minister and a whole lot of R.O.B.s. After Ganondorf controls the R.O.B.s into activating all of the Subspace Bombs, the Ancient Minister is shown to be R.O.B., the leader of all the lesser R.O.B.s who were forced to work for the Subspace Army. R.O.B. then fights with the others. When trying to escape Captain Falcon calls for his Falcon Flyer and tries to leave the cave when Meta-Ridley appears and they must fight him. After that they all meet up with the others.

Donkey Kong and the other heroes enter Subspace and meet Tabuu, who turns everyone into trophies with his Off Waves. However, King Dedede had anticipated this and created badges that revived certain fighters back into their original form. With his team consisting of Luigi and Ness, Dedede rescues Donkey Kong and most of the others, although some of them were rescued by Kirby. They also recruit Bowser, Ganondorf, and Wario when they learned about Tabuu. At the end of the Great Maze, Sonic the Hedgehog shows up and helps weaken Tabuu's Off Waves so Donkey Kong and the others would be able to beat him.

Exclusive stickersEdit

These stickers can only be used by Donkey Kong or a select few including him.

  • Chunky Kong: [Throwing] attack +31
  • Diddy Kong (Donkey Kong 64): Launch power +20
  • Diddy Kong (Mario Hoops 3-on-3!): [Leg] attack +28
  • Diddy Kong (Mario Superstar Baseball): [Leg] attack +12
  • Dixie Kong: Launch resistance +39
  • DK: [Head] attack +27
  • DK Barrel: Launch power +53
  • Donkey Kong (Donkey Kong Jungle Beat): [Arm] attack +22
  • Donkey Kong (Donkey Kong Country): [Electric] resistance +10
  • Donkey Kong Jr.: [Arm] attack +14
  • Enguarde: [Body, Spin] attack +15
  • Funky Kong: [Leg] attack +13
  • Karate Kong: [Battering] resistance +25
  • Lanky Kong: [Throwing] attack +6
  • Party Monkey: [Head] attack +6
  • Pauline & Donkey Kong: [Arm] attack +18
  • Tiny Kong: [Arm] attack +4
  • Wrinkly Kong: [Battering] resistance +4

Palette SwapEdit

Alt-dk3

Donkey Kong's changeable palette swaps in SSBB

Trophy descriptionEdit

Donkey Kong Edit

A carefree jungle dweller with the charisma of a natural leader. He keeps busy by foiling the plans of the Kremlings and their boss, King K. Rool. As his physique suggests, this ape is a powerhouse. He's got speed to match too, and his love for bananas is second to none. His famous necktie is adorned with his initials, DK.

AppearancesEdit

Here are the games Donkey Kong appears in.

  • Donkey Kong (1981, Arcade)
  • Donkey Kong Jr. (1982, Arcade)
  • Donkey Kong 3 (1986, NES)
  • Donkey Kong (1994, Game Boy)
  • Donkey Kong Country (1994, SNES)
  • Donkey Kong Country 2: Diddy Kong's Quest (1995, SNES)
  • Donkey Kong Country 3: Dixie Kong Trouble (1996, SNES)
  • Mario Party (1999, N64)
  • Super Smash Bros. (1999, N64)
  • Donkey Kong 64 (1999, N64)
  • Mario Party 2 (1999, N64)
  • Mario Party 3 (2001, N64)
  • Super Smash Bros. Melee (2001, GCN)
  • Donkey Kong Land (1994, Game Boy)
  • Donkey Kong Land II (1995, Game Boy)
  • Mario Kart 64 (1997, N64)
  • Mario Kart: Super Circuit (2001, GBA)
  • Mario Kart: Double Dash!!! (2003, GCN)
  • Mario Party 4 (2004, GCN)
  • Mario Party 5 (2005, GCN)
  • Mario Kart DS (2005, Nintendo DS)
  • DK King of Swing (2006, DS)
  • Mario Party 6 (2006, GCN)
  • Donkey Kong Jungle Beat (2005, GCN)
  • Donkey Kong Barrel Blast (2007, Wii)
  • Mario Party 7 (2007, Wii)

TriviaEdit

  • Super Smash Bros. Brawl marks the first time Donkey Kong's name is fully spelled out, as opposed to the previous installments where it is abbreviated as D.K.
  • Even though Donkey Kong has teeth, he only shows them when performing certain attacks or taunts. He occasionally opens his mouth with no teeth showing.
  • When DK is tiny, he actually moves faster while carrying a Crate or Blast Box.
  • DK is the only character in Brawl that has more than four different throws.
  • Donkey Kong and Luigi are the only two veterans to be buffed and never be nerfed or unchanged from one game to another.

External linksEdit

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