Editing Donkey Kong (SSBU)
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Donkey Kong retains his gorilla-like grunts and roars from ''[[Super Smash Bros. 4]]'', instead of using his voice actor, Takashi Nagasako. | Donkey Kong retains his gorilla-like grunts and roars from ''[[Super Smash Bros. 4]]'', instead of using his voice actor, Takashi Nagasako. | ||
Donkey Kong is ranked 68th out of 82 on the current tier list, placing him in the D+ tier. This is a significant drop from his 22nd out of 54 placement in ''SSB4''. Donkey Kong has surprisingly good mobility for a superheavyweight, having both a good dash and air speed. He also has a strong set of normals in his moveset. His down tilt has a chance to trip; his up tilt is a solid anti air that can kill at high percents, and his forward tilt is a good spacing tool. His aerials are all good as they serve their purpose in Donkey Kong's strong advantage state, with back aerial as a good walling and edgeguarding option, up air as a strong juggling and KO tool, down aerial and forward aerial for spiking opponents offstage, and neutral aerial as a good get off me or landing option. Donkey Kong also | Donkey Kong is ranked 68th out of 82 on the current tier list, placing him in the D+ tier. This is a significant drop from his 22nd out of 54 placement in ''SSB4''. Donkey Kong has surprisingly good mobility for a superheavyweight, having both a good dash and air speed. He also has a strong set of normals in his moveset. His down tilt has a chance to trip; his up tilt is a solid anti air that can kill at high percents, and his forward tilt is a good spacing tool. His aerials are all good as they serve their purpose in Donkey Kong's strong advantage state, with back aerial as a good walling and edgeguarding option, up air as a strong juggling and KO tool, down aerial and forward aerial for spiking opponents offstage, and neutral aerial as a good get off me or landing option. Donkey Kong also has a strong grab game, with cargo throw, being his main way of throwing opponents offstage, which is a reason why he does fine against a lot of characters with poor to mediocre recoveries. His specials are also improved as [[Giant Punch]] became a more viable move to challenge opponents; [[Headbutt]] has the ability to break shields; [[Spinning Kong]] can be a useful out of shield option; and [[Hand Slap]] can be used to set up for kill confirms. | ||
Donkey Kong has a lot of flaws to counteract his strengths. Despite having a strong advantage state, his disadvantage state is among one of the worst in the game. Donkey Kong has little to no option to escape from combos due to his frame 4 air dodge, and not having many moves that are fast enough to combo break. As a result, this makes him one of the easiest characters to juggle. DK has a lackluster and risky [[neutral game]], especially when his opponent is at low percents, as his attacks have high ending lag and a decent chunk of them are unsafe on hit at low percents, while most of his out-of-shield options are too slow to be reliable. His recovery is also one of the most exploitable in the game, as a simple spike is enough for Donkey Kong to quickly lose his stock, since [[Spinning Kong]] offers very little vertical distance. | Donkey Kong has a lot of flaws to counteract his strengths. Despite having a strong advantage state, his disadvantage state is among one of the worst in the game. Donkey Kong has little to no option to escape from combos due to his frame 4 air dodge, and not having many moves that are fast enough to combo break. As a result, this makes him one of the easiest characters to juggle. DK has a lackluster and risky [[neutral game]], especially when his opponent is at low percents, as his attacks have high ending lag and a decent chunk of them are unsafe on hit at low percents, while most of his out-of-shield options are too slow to be reliable. His recovery is also one of the most exploitable in the game, as a simple spike is enough for Donkey Kong to quickly lose his stock, since [[Spinning Kong]] offers very little vertical distance. |