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| {{ArticleIcons|pm=y|p+=y}} | | {{ArticleIcons|pm=y}} |
| | {{stub}} |
| | {{for|the original version of Donkey Kong which this mod's Donkey Kong was based off of gameplay-wise|Donkey Kong (SSBM)}}{{for|the unmodded version of Donkey Kong|Donkey Kong (SSBB)}} |
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| {{Infobox Character Mod | | {{Infobox Character Mod |
| |name = Donkey Kong | | |name = Donkey Kong |
| |image = {{tabber|title1=Donkey Kong (PM)|content1=[[File:Donkey Kong SSBB.jpg|250px]]|title2=Donkey Kong (P+)|content2=[[File:PPlus DK.png|250px]]|title3=Punch-Out!! (PM)|content3=[[File:Boxer DK PM.png|250px]]|title4=Punch-Out!! (P+)|content4=[[File:PPlus Punch-Out DK.png|250px]]|title5=Turbo Charge Donkey Kong (P+)|content5=[[File:PPlus Turbo Charge DK.png|250px]]}} | | |image = [[File:Donkey Kong_SSBB.jpg|250px]] |
| |mod = Project M | | |mod = Project M |
| |base = SSBB | | |base = ssbb |
| |altcostume = ''[[wikipedia:Punch-Out!! (Wii)|Punch-Out!!]]'' Outfit, Turbo Charge Donkey Kong (''[[Project+]]'') | | |altcostume = Punch Out!! Outfit |
| |moveset1 = Donkey Kong (SSBM) | | |tier = |
| | |ranking = |
| }} | | }} |
| '''Donkey Kong''' is a playable character in the ''[[Brawl]]'' mod ''[[Project M]]''. In ''Project M'', Donkey Kong was remade as a buffed version of his ''Melee'' counterpart. | | '''Donkey Kong''' is a playable character in the ''[[Brawl]]'' mod [[Project M]]. He was remade to be nearly identical to his ''Melee'' counterpart in terms of attack hitboxes and animations. |
| | | <!--tier position paragraph--> |
| Donkey Kong is currently ranked 11th out of 41 on the [[Project M#Tier list|official]] [[tier list]], placing him in the higher half of the A- tier. This position is significantly higher than his ''Melee'' and ''Brawl'' placements, where he was 16th out of 26 and 21st out of 38, respectively. In the official ''Project+'' {{h2|Project+|tier list}}, Donkey Kong ranks 15th in the A tier, a slight drop from his ''Project M'' placement but nevertheless a noticeable improvement over his ''Melee'' and ''Brawl'' counterparts.
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| ==Attributes== | | ==Attributes== |
| Donkey Kong falls under the generic super heavyweight archetype, boasting slow but powerful attacks. What sets Donkey Kong apart is his surprisingly fast dashing speed, a fast falling speed (making him one of the only two fast-fallers to be heavyweight, alongside {{PM|Captain Falcon}}), an average air speed, and decent attack [[reach]]. As a result of his weight (he is the second heaviest, being second only to {{PM|Bowser}}) and falling speed, Donkey Kong inherits the second best horizontal and third best vertical endurance, losing only to Bowser horizontally and {{PM|Captain Falcon}} and {{PM|Wolf}} vertically. Donkey Kong has a unique throw that allows him to carry opponents on his back. He is able to walk in either direction, jump, and throw in any direction while he has an opponent in cargo. The up throw out of cargo is notorious for setting up both combos and KOs, especially on fast-fallers. Donkey Kong has many moves with decent range like his back air and his [[Hand Slap]], the latter of which is great at tech chasing, as it can cover multiple options at once. With his heavy damage and knockback-dealing moves and his aerial and grab combos, Donkey Kong does not have much trouble setting up a hit with his forward aerial, his [[Giant Punch]], or any of his other powerful finishers.
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| Donkey Kong is one of the strongest fighters in the game, possessing a myriad of reliable and powerful finishers in his repertoire. His unusually fast mobility, combined with his power, allows him to execute devastating combos. Donkey Kong's aerial game is above average, as his array of aerial attacks have great utility and strength. His forward and down aerials send his opponents downwards, with the latter being a strong [[meteor smash]] (especially with his foot) and the former being a powerful [[spike]] with the late hitbox. He also has incredibly deadly options out of shield.
| | ===Changes from ''Melee'' to PM=== |
| | *{{buff|Dash attack has been changed. It is now a roll similar to that of the Donkey Kong Country series. It acts much like the original one, but has light armor and can roll off edges and platforms similar to Kirby's ''Melee'' dash attack. Can be jumped out of in midair. Overall has more utility than the old dash attack.}} |
| | *{{buff|Neutral aerial is now an effective approach option; it was given more range and slight invincibility on his arms during part of the attack.}} |
| | *{{buff|Forward aerial comes out faster and has more KO potential.}} |
| | *{{buff|Down aerial's [[ending lag]] has been shortened.}} |
| | *{{buff|Back throw's knockback has increased.}} |
| | *{{buff|[[Hand Slap]] now has much wider grounded hitboxes that ground-bounce the opponent and only slaps the ground twice per button press (making it optionally much shorter); it functions well for shield [[pressure]] and [[tech-chasing]].}} |
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| However, Donkey Kong suffers from approach issues. A combination of a long jump squat and an above average traction gives him a slow and short wavedash. Additionally, while his high weight and falling speed make him difficult to KO off the stage horizontally and vertically, said factors also make him easy to combo, an issue compounded by his large size. Additionally, while Donkey Kong has an above-average horizontal recovery in [[Spinning Kong]], the move is among the worst in terms of vertical distance. Donkey Kong's greatest weakness, however, may be his lack of means to combat projectiles. As a large target, Donkey Kong is forced to play aggressively against projectile users, who may have the ability to punish Donkey Kong if he gets close.
| | ===Alternate Costume=== |
| | *Donkey Kong has an alternate costume based on his secret boss fight in the Wii version of Punch Out. |
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| ==Changes from ''Melee'' to ''PM''==
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| ===Aesthetics=== | | ==Revisions== |
| *{{change|Most of Donkey Kong's attacks involving his arms or head have new hit SFX.}}
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| ===Attributes=== | | ===2.1=== |
| *{{buff|Donkey Kong dashes slightly faster (1.6 → 1.8), now running as fast as {{PM|Marth}}, {{PM|Pikachu}}, and {{PM|Sheik}}.}}
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| *{{buff|Most attacks retain their Arm Intangibility from ''Brawl''.}}
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| *{{buff|Most arm bases attacks have had their hitboxes adjusted to cover his whole arm, where as in ''Melee'' most of the said hitboxes failed to do so, this greatly improves Donkey Kong's overall range and spacing capabilities.}}
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| ===Ground attacks===
| | * Donkey Kong's cargo drop from platforms glitch has been fixed |
| *{{change|Jab 1 has more base knockback (0 → 1).}} | | * Fixed Donkey Kong's dash attack grabbing the edge bug |
| *{{buff|Jab 1 has less start-up (Frame 5 → 3).}} | | * Donkey Kong is now be able to Fastfall his dash attack when it goes offstage |
| *{{buff|Up tilt has less ending lag (IASA 40 → 36).}}
| | * Donkey Kong's Up-Aerial received an animation adjustment |
| *{{buff|Down tilt deals more damage (7% → 9%) and has higher knockback (10 (base)/80 (growth) → 25/95).}}
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| *{{buff|Forward smash's sweetspot has slightly more base knockback (22 → 30).}}
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| *{{buff|Up smash has slightly more knockback growth (93 → 98).}} | |
| *{{buff|Dash attack has been changed. It is now a roll similar to that of the ''Donkey Kong Country'' series. It acts much like the original one, but has light armor and can roll off edges and platforms similar to Kirby's ''Melee'' dash attack. Can be jumped out of in midair. The move has more utility overall than the old dash attack.}}
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| ===Aerial attacks=== | | ===2.5b=== |
| *{{buff|Neutral aerial has more range and has less startup (frame 10 → 7).}}
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| **{{buff|Neutral aerial's animation has been slightly altered where Donkey Kong stretches out his arms more, further improving it's range.}}
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| *{{buff|Forward aerial comes out faster (frame 25 → 22) and has more KO potential, and its late hitbox now [[spike]]s opponents instead of meteor smashes, meaning it cannot be meteor canceled anymore.}}
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| *{{buff|Up aerial has a longer duration (3 frames → 4).}}
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| *{{buff|Down aerial's [[ending lag]] has been shortened.}}
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| ===Grabs and throws===
| | * Donkey Kong's hurtboxes adjusted |
| *{{buff|Back throw's knockback has increased, making it a reliable KO move against light characters.}} | | * Donkey Kong's Dash and Run slightly increased in speed |
| | * Donkey Kong's Jab 1 comes out faster and links better into Jab 2 |
| | * Donkey Kong's Jab 2 hitbox sends at a higher trajectory than previously |
| | * Donkey Kong's Neutral-Air has better coverage and comes out slightly sooner |
| | * Donkey Kong's Forward-Air reduced slightly in damage and knockback, and a misplaced hitbox was moved from his body to his arm |
| | * Donkey Kong's Forward-Air spike sends slightly outward like other spikes do to be outside meteor trajectory range |
| | * Donkey Kong's Down-Air leg hitbox position adjusted |
| | * Donkey Kong's Cargo hold mashing formula adjusted, and it is no longer possible to break out by holding up or down on the control stick |
| | * Donkey Kong's Up-B multihits hit at the same times as they did in Melee |
| | * Donkey Kong's Up-B can now be reversed on the ground during startup |
| | * Donkey Kong's Down-B knockback has been adjusted, extra shield damage removed, and is slightly less safe on block |
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| ===Special moves=== | | ===2.6b=== |
| *{{buff|[[Hand Slap]] now has much wider grounded hitboxes that ground-bounce the opponent and only slaps the ground twice per button press (making it optionally much shorter); it functions well for shield [[pressure]] and [[tech-chasing]].}}
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| *{{buff|[[Giant Punch]] no longer causes DK to become [[helpless]] if used while airborne.}}
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| *{{buff|[[Headbutt]] no longer [[meteor smash]]es, as it now [[spike]]s opponents, thus improving his [[edgeguarding]] potential.}}
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| ==Revisions==
| | * Dash Attack duration reduced slightly. Strong hit damage increased slightly. Armor changed from 6/3% damage to Light Armor throughout. Grounded version can now be Jump Canceled a few frames after the hitbox terminates |
| ===v2.1===
| | * Forward-Aerial damage and knockback reduced slightly |
| *{{buff|Donkey Kong's cargo drop from platforms glitch has been fixed}} | | * Back-Aerial's sweetspot damage increased slightly. Duration on weaker hit increased slightly |
| *{{bugfix|Fixed Donkey Kong's dash attack grabbing the edge bug}} | | * Dash-Grab distance reduced significantly. Grab boxes adjusted to better match animation |
| *{{buff|Donkey Kong is now be able to Fastfall his dash attack when it goes offstage}} | | * Turn-Grab range reduced slightly |
| *{{change|Donkey Kong's Up-Aerial received an animation adjustment}} | | * Cargo Hold is now fastfallable |
| | * Fixed an issue with dropping through a platform while Cargo Holding an item |
| | * Neutral-B graphical effect visible at the appropriate time |
| | * Neutral-B shoulder hit damage/knockback decreased significantly |
| | * Down-B range reduced significantly, graphical effects adjusted to match. Damage reduced slightly, knockback mostly compensated. Outer hitboxes send very slightly inward instead of straight up |
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| ===v2.5b=== | | ===3.0=== |
| *{{buff|Donkey Kong's Dash and Run slightly increased in speed}}
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| *{{buff|Donkey Kong's Jab 1 comes out faster and links better into Jab 2}}
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| *{{buff|Donkey Kong's Jab 2 hitbox sends at a higher trajectory than previously}}
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| *{{buff|Donkey Kong's Neutral-Air has better coverage and comes out slightly sooner}}
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| *{{buff|Donkey Kong's Cargo hold mashing formula adjusted, and it is no longer possible to break out by holding up or down on the control stick}}
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| *{{buff|Donkey Kong's Up-B can now be reversed on the ground during startup}}
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| *{{nerf|Donkey Kong's Forward-Air reduced slightly in damage and knockback, and a misplaced hitbox was moved from his body to his arm}}
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| *{{nerf|Donkey Kong's Down-B knockback has been adjusted, extra shield damage removed, and is slightly less safe on block}}
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| *{{change|Donkey Kong's hurtboxes adjusted}}
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| *{{change|Donkey Kong's Forward-Air spike sends slightly outward like other spikes do to be outside meteor trajectory range}}
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| *{{change|Donkey Kong's Down-Air leg hitbox position adjusted}}
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| *{{change|Donkey Kong's Up-B multihits hit at the same times as they did in Melee}}
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| ===v2.6b===
| | * Jab1 links more reliably into Jab2 |
| *{{buff|Back-Aerial's sweetspot damage increased slightly. Duration on weaker hit increased slightly}}
| | * Grounded Dash Attack Jump-Cancel removed |
| *{{buff|Cargo Hold is now fastfallable}}
| | * Dash Attack (ground & air) sweet/sourspot roles reversed from previously. Sweetspot now sends upward and has slightly less duration, sourspot sends outward |
| *{{buff|Fixed an issue with dropping through a platform while Cargo Holding an item}}
| | * Neutral-Air bone invincibility duration reduced significantly |
| *{{nerf|Forward-Aerial damage and knockback reduced slightly}}
| | * Up-B travels less horizontal distance, but gains more height. SDI multipliers on grounded multi-hits reduced to be normalized |
| *{{nerf|Dash-Grab distance reduced significantly. Grab boxes adjusted to better match animation}}
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| *{{nerf|Pivot Grab range reduced slightly}}
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| *{{nerf|Neutral-B shoulder hit damage/knockback decreased significantly}}
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| *{{nerf|Down-B range reduced significantly, graphical effects adjusted to match. Damage reduced slightly, knockback mostly compensated. Outer hitboxes send very slightly inward instead of straight up}}
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| *{{change|Neutral-B graphical effect visible at the appropriate time}}
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| *{{change|Dash Attack duration reduced slightly. Strong hit damage increased slightly. Armor changed from 6/3% damage to Light Armor throughout. Grounded version can now be Jump Canceled a few frames after the hitbox terminates}}
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| ===v3.0===
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| *{{buff|Jab1 links more reliably into Jab2}} | |
| *{{nerf|Grounded Dash Attack Jump-Cancel removed}} | |
| *{{nerf|Neutral-Air bone invincibility duration reduced significantly}} | |
| *{{change|Dash Attack (ground & air) sweet/sourspot roles reversed from previously. Sweetspot now sends upward and has slightly less duration, sourspot sends outward}}
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| *{{change|Up-B travels less horizontal distance, but gains more height. SDI multipliers on grounded multi-hits reduced to be normalized}} | |
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| ===v3.5===
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| *{{nerf|All aerials except down aerial are weaker, having reduced damage and knockback.}}
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| *{{nerf|Can no longer [[jump cancel]] when using a grounded dash attack.}}
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| *{{change|Arm invincibility in Giant Punch changed to intangibility to remove hitlag when interacted with an opponent's attack.}}
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| *{{change|Arm invincibility in grounded Spinning Kong changed to intangibility to remove hitlag when interacted with an opponent's attack.}}
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| *{{buff|Wavedashing ability significantly improved.}}
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| ===v3.6===
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| ====Beta====
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| *{{change|White costume's tie is made blue as a reference to Super Kong in Donkey Kong Country Returns.}}
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| ====Full====
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| *{{change|[[Headbutt]]'s angle for both grounded and aerial changed from 290 and 315, respectively, to 300.}}
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| ==Moveset== | | ==Moveset== |
| Up to date as of version 3.6. | | Up to date as of version 3.0. |
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| {|class="wikitable" | | {|class="wikitable" |
| ! colspan="2"| !!Name!!Damage!!Description | | ! !!Name!!Damage!!Description |
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| ! colspan=2 rowspan=2 | Neutral attack
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| | rowspan=2 | || 4% || rowspan=2 | Donkey Kong performs a quick cross punch followed by an uppercut.
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| |6%
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| ! rowspan="3" | Forward tilt || ↗
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| | rowspan="3" | || 12% || rowspan="3" | Donkey Kong quickly swats nearby foes with his outstretched hand. Donkey Kong's extended arm is [[intangible]] while the hitboxes are out, allowing it to be used safely against most other attacks. This move can be aimed up or down.
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| !→ | | !Neutral attack |
| |11% | | | Double Punch || 4% First Punch, 6% Second Punch|| Donkey Kong punches the opponent twice. |
| |- | | |- |
| !↘ | | !Forward tilt |
| |10% | | | Backhand Slap || 11%|| Donkey Kong slaps the opponent with a wide-ranged back-hand. |
| |- | | |- |
| ! colspan="2"| Up tilt | | !Up tilt |
| | || 9% (hand), 10% (arm), 11% (shoulder) || Donkey Kong quickly swipes his hand in the air. Fast with a good arch range. Again, DK's arm cannot be injured while the hitboxes are out. | | | Spider Web Swipe || 9% Start and End, 11% Middle|| Donkey Kong swipes at the air. Can hit at the sides. |
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| ! colspan="2"| Down tilt | | !Down tilt |
| | Slouch Slap || 9% || Donkey Kong does a quick swat across the ground. | | | Slouch Slap || 9%|| Donkey Kong swipes at the ground. |
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| ! colspan="2"| Dash attack | | !Dash attack |
| | || 10% (clean), 7% (late) || Donkey Kong performs a rolling attack similar to that of the ''Donkey Kong Country'' series. This move has light armor and can roll off edges and platforms. | | | Roll Attack || 10% Inital Frames. 7% Last Frame|| A roll similar to that of the Donkey Kong Country series. It has light armor and can roll off edges and platforms . |
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| ! colspan="2"| Forward smash | | !Forward smash |
| | || {{ChargedSmashDmgSSBM|18}}-{{ChargedSmashDmgSSBM|19}} (body), {{ChargedSmashDmgSSBM|20}} (hands), {{ChargedSmashDmgSSBM|21}} (arms) || Donkey Kong performs a very forceful clap with both hands. | | | Kong Klap || |20% Uncharged, 25% Charged| Donkey Kong slaps both his hands together to smash the opponent. |
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| ! colspan="2"| Up smash | | !Up smash |
| | || {{ChargedSmashDmgSSBM|18}} (hands), {{ChargedSmashDmgSSBM|16}} (body) || Donkey Kong claps both his hands above his head. This move has great vertical reach, but will fail to hit a nearby enemy due to its poor horizontal range. One of the strongest up smashes in the game. Both of DK's arms and his head are intangible while the hitboxes are out. | | | Ape Applause || 16% Uncharged, 21% Charged|| Donkey Kong does a clap to the air. |
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| ! colspan="2"| Down smash | | !Down smash |
| | || {{ChargedSmashDmgSSBM|16}} (close), {{ChargedSmashDmgSSBM|17}} (far) || Donkey Kong performs a double back-handed punch by bringing both his closed fists down 90° at both sides. Both of DK's arms are intangible while the hitboxes are out. | | | Twin Beat || 16% Close, 17% at the Hands(Uncharged), 23% Charged|| Donkey Kong smashes the ground with both fists. |
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| ! colspan="2"| Neutral aerial | | !Neutral aerial |
| | || 14% (clean), 10% (late) || Donkey Kong quickly spins with his arms extended. | | | Kong Whirl || 15% First Spin, 10% Subsequent spins|| Donkey Kong spins in the air to hit opponents with his twirling arms. |
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| ! colspan="2"| Forward aerial | | !Forward aerial |
| | || 17% || Donkey Kong puts his fists together above his head, and then does a powerful ax-handle smash. This move sends enemies downwards the moment Donkey Kong swings his arms in front of his face. However, unlike in ''Melee'', this move is now a [[spike]] rather than a [[meteor smash]], meaning it can no longer be meteor-canceled. | | | Hammer Knuckle || 18%|| A meteor smash. Donkey Kong hammers the opponent with large knockback. |
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| ! colspan="2"| Back aerial | | !Back aerial |
| | || 13% (clean), 9% (late) || Donkey Kong performs a quick kick directed behind him that lingers briefly. | | | Back Kick || 14% Inital Frames, dropping to 9%|| A short-ranged kick to the back. |
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| ! colspan="2"| Up aerial | | !Up aerial |
| | || 14% || Donkey Kong performs a quick headbutt upwards. A great [[juggling]] move. | | | Flying Headbutt || 14%|| Donkey Kong does a mid-air headbutt. |
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| ! colspan="2"| Down aerial | | !Down aerial |
| | || 16% (foot), 13% (body) || Donkey Kong performs a downward [[stomp (archetype)|stomp]] whilst holding his arms up in a macho pose. Serves as a [[meteor smash]] should it hit. | | | Flying Stomp || 16%|| Donkey Kong steps on the opponent for a meteor smash. |
| <!--Grab aerial--> | | <!--Grab aerial--> |
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| ! colspan="2"| Grab | | !Grab |
| | || — || | | | || Grab|| Grabs the opponent. |
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| ! colspan="2"| Pummel | | !Pummel |
| | || 3% || A fairly quick slap. | | | Jungle Chop || 3%|| A fairly quick slap. |
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| ! colspan="2"| Forward throw | | !Forward throw |
| | Kong Karry || 6% (breakout), 9% (forward & back throw), 7% (up throw), 6% (down throw) || Donkey Kong cradles the opponent on his back, allowing him to move and jump around while still holding the victim. Then, he can perform any of the following throws listed below. | | | Kong Karry || 9% Forward, 7% Upwards, 9% Backwards|| Donkey Kong carries the opponent like a barrel and can throw him/her up, forwards, or backwards. |
| Forward: Tosses the opponent forward.<br/>
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| Back: Tosses the opponent behind him.<br/>
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| Up: Tosses the opponent upwards. Can [[chain grab]] fastfallers.<br/>
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| Down: Tosses the opponent forward like a bowling ball.
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| ! colspan="2"| Back throw | | !Back throw |
| | || 11% || Donkey Kong swings his arm back and throws the opponent. | | | Donkey Fling || 11%|| Donkey Kong flings the opponent with stunning force. |
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| ! colspan="2"| Up throw | | !Up throw |
| | || 9% || Donkey Kong throws the opponent upwards. | | | Coconut Toss || 9%|| The opponent is tossed upwards. |
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| ! colspan="2"| Down throw | | !Down throw |
| | || 7% || Donkey Kong slams the opponent onto the ground with his hand. | | | Simian Slam || 7%|| Donkey Kong slams the opponent into the ground. |
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| ! colspan="2"| Floor attack (front) | | !Floor attack (front) |
| | || 6% || Donkey Kong gets up and swats both sides of himself. | | | Double Swat || 6%|| Donkey Kong swats at the opponent. |
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| ! colspan="2"| Floor attack (back) | | !Floor attack (back) |
| | || 6% || Donkey Kong gets up and claps once both sides of himself. | | | Double Clap || 6%|| Donkey Kong tries to clasp the opponent. |
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| ! colspan="2"| Floor attack (trip) | | !Floor attack (trip) |
| | || 5% || Gets up and does a wind-up spin around the floor. | | | Ground Spin || 5%|| Donkey Kong does a wind-up spin to the opponent. |
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| ! colspan="2"| Edge attack (fast) | | !Edge attack (fast) |
| | || 8% || Donkey Kong throws his rear at the opponent. | | | Butt Fling || 8%|| Donkey Kong rams into the opponent back first. |
| |- | | |- |
| ! colspan="2"| Edge attack (slow) | | !Edge attack (slow) |
| | || 10% || Donkey Kong slowly climbs onto the stage and swats forward. | | | Slow Swipe || 10%|| Donkey Kong slowly gets up and swats at the opponent. |
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| ! colspan="2"| Neutral special | | !Neutral special |
| | [[Giant Punch]] || 12%/10% (uncharged), +2% per windup, 28%/30% (fully charged ground), 25%/27% (fully charged air) || Donkey Kong winds up and thrusts out his arm as a potentially powerful attack. The attack is at fully charged after eleven windups and gains invincibility frames right before he unleashes the punch. The attack itself has good range and decent speed. | | | [[Giant Punch]] || 1(10%), 2(12%), 3(14%), 4(16%), 5(18%), 6(20%), 7(22%), 8(24%), 9(26%), 10(28%), 10Sweetspot(31%), 11(Full)(30%)|| An 11 staged punch, each more strong than the last. The Stage 10 sweetspot occurs when you are facing behind the opponent, and you charge to level 1. A slightly raised hitbox in the back of Donkey Kong becomes powerful. |
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| ! colspan="2"| Side special | | !Side special |
| | [[Headbutt]] || 8% (bury), 10% (grounded), 14% (aerial) || Donkey Kong slams his head downward. When performed on a grounded opponent, they will be buried and will remain submerged the more damage they have taken. Like with his forward air, this attack was changed from a meteor to a spike (270° to 300°). | | | [[Headbutt]] || 8%|| The opponent is headbutted into the ground so hard, that they become stuck for a few seconds. |
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| ! colspan="2"| Up special | | !Up special |
| | [[Spinning Kong]] || Ground: 12% (startup), 8% (loop early), 3% (loop late)<br/>Air: 10% (startup), 4-5% (loop early), 2% (loop late) || Donkey Kong spins in the air, getting great horizontal distance, but little distance vertically. Donkey Kong gains invincibility frames during the startup of this move. | | | [[Spinning Kong]] || Ground: 8% Each Hit, Air: 5% Each Hit|| Donkey Kong spins in the air, getting great horizontal distance, but little vertical distance. |
| |- | | |- |
| ! colspan="2"| Down special | | !Down special |
| | [[Hand Slap]] || 12% || Donkey Kong repeatedly slaps his hands against the ground, causing earth-shaking vibrations in the process. This attack gives him some protection from opponents while grounded due to its good range but cannot hit airborne opponents. This move cannot be used in the air. | | | [[Hand Slap]] || 12% Per Hit|| Donkey Kong slaps the ground twice with each press of the down-special. |
| |- | | |- |
| ! colspan="2"| Final Smash | | !Final Smash |
| | [[Konga Beat]] || Varies || Donkey Kong takes out a pair of bongos and begin to play them to the beat of "DK Island Swing", sending out shock-waves in the process. The attacks range and power is determined by the player's input. The player must push the attack button in succession with the song's beat in order have the greater range and power. | | | [[Konga Beat]] || 4% Off Beat, 10% On Beat|| Donkey Kong takes out his congo drums and plays a tune. By hitting the A button with a certain rhythm, the attack becomes much more powerful, along with having Donkey Kong clapping added. |
| |} | | |} |
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| ==In [[competitive play]]== | | ==In [[competitive play]]== |
| ===Most historically significant players=== | | ===Notable players=== |
| <!--This character has a ten player limit for this section. Before adding and/or removing a player, read these guidelines: https://www.ssbwiki.com/SmashWiki:Notability#%22Most_historically_significant_players%22_guidelines -->
| | *{{Sm|Strong Bad|USA}} |
| | | *{{Sm|Eli|USA}} |
| | | <!--==Palette swaps==--> |
| ''See also: [[:Category:Donkey Kong players (PM)]]''
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| *{{Sm|ThundeRzReiGN|USA}} - One of the best players in the world, and the best Donkey Kong main in the world. Formerly ranked 1st on [[PMRank 2016]] and [[PMRank 2017]]. | |
| *{{Sm|Nogh|USA}} - Considered the best active Donkey Kong. Ranked 5th on [[PMRank 2022]]. | |
| *{{Sm|King Koney|USA}} - Ranked 6th on the Connecticut ''Project M'' Power Rankings. Placed 17th at [[Blacklisted 3]] and 49th at [[The Bigger Balc]].
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| *{{Sm|Sora|Australia|p=Australia}} - One of the best Australian ''Project M'' players. Ranked 2nd on the Australian ''Project M'' Power Rankings.
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| *{{Sm|Stango|USA}} - Fox, ZSS and DK tri-main ranked #4 on [[PMRank 2022]].
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| ==Alternate costumes==
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| ===Project M===
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| Donkey Kong has an alternate costume based on his secret boss fight in the Wii version of ''Punch-Out!!'' The costume has no gameplay effects. It also has green and blue recolors so that it can be used in [[Team Battle]]s. The green color on Donkey Kong third ''Punch Out!!'' outfit is based on [[Little Mac]] and his default white recolor, however, has its necktie changed from red to blue, in reference to [[mariowiki:Super Kong|Super Donkey Kong]] from ''[[mariowiki:Donkey Kong Country Returns|Donkey Kong Country Returns]]''.
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| {|style="margin:1em auto 1em auto;text-align:center"
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| |colspan=12|[[File:Donkey Kong Palette (PM).png|frame|center|Donkey Kong's alternate costumes in PM]]
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| |colspan=2|[[File:DonkeyKongHeadSSBB.png]]
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| |colspan=2|[[File:DonkeyKongHeadBlackSSBB.png]]
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| |colspan=2|[[File:DonkeyKongHeadRedSSBB.png]]
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| |colspan=2|[[File:DonkeyKongHeadBlueSSBB.png]]
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| |colspan=2|[[File:DonkeyKongHeadGreenSSBB.png]]
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| |colspan=2|[[File:DonkeyKongHeadWhiteSSBB.png]]
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| |-
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| |colspan=3|
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| |colspan=2|[[File:DonkeyKongHeadPM.png]]
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| |colspan=2|[[File:DonkeyKongHeadBluePM.png]]
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| |colspan=2|[[File:DonkeyKongHeadGreenPM.png]]
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| |colspan=3|
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| |}
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| ===Project+===
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| Donkey Kong received an updated Boxer costume with battle damage. Bandages will appear as he takes more damage. The pink Boxer costume is based on the character [[mariowiki:Junior (II)|Junior (II)]] from the NES game ''Donkey Kong Jr. Math''. His new costume is Turbo Charge Donkey Kong from the Nintendo-exclusive releases of ''Skylanders: Superchargers'' and ''Skylanders: Imaginators''. His Red Turbo Charge color coincidentally resembles Fire Donkey Kong, Dark Turbo Charge Donkey Kong is also included, and his pink Turbo Charge color resembles {{iw|wikipedia|Giorno Giovanna}} from ''[[wikipedia:Golden Wind (manga)|JoJo's Bizarre Adventure: Golden Wind]]''.
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| [[File:Donkey Kong Palette (P+).png|960px|thumb|center|Donkey Kong's alternate costumes in P+]]
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| '''Secret costumes:'''
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| [[File:DK Z P+.png|160px]] [[File:Funky Kong 1 CSP HD.png|160px]]
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| '''Z-Secret Costume:''' Mini Donkey Kong: Based on the [[mariowiki:Mini Donkey Kong|Mini Donkey Kong]] toys that first appeared in ''Mario vs. Donkey Kong 2: March of the Minis''.
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| '''R-Secret Costume:''' Funky Kong: Based on [[mariowiki:Funky Kong|Funky Kong]], a surfer dude member of the Kong family with a similar build to Donkey Kong who first appeared in ''Donkey Kong Country''. The costume is based on the character's redesign from ''DK: King of Swing'', which itself is partly based on his appearance in ''Donkey Kong Country 3: Dixie Kong's Double Trouble'', minus the toolbelt and shoes.
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| ==Trivia==
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| *Donkey Kong is one of the only two characters to be equipped with two [[spike]]s, alongside {{PM|Roy}}, who coincidentally shares the same falling speed.
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| ==External links== | | ==External links== |
| *[https://pmunofficial.com/en/characters/donkey-kong/ Donkey Kong's page at the Project M website] | | *[http://projectmgame.com/en/characters/donkey-kong Project M character page] |
| *[https://www.reddit.com/r/SSBPM/comments/aupwtq/labbing_discord_results_donkey_kong/ Labbing Discord Tech Post]
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| {{Project M}} | | {{Project M}} |
| [[Category:Donkey Kong]] | | [[Category:Donkey Kong]] |
| [[Category:Characters (PM)]] | | [[Category:Characters (PM)]] |