Editing Donkey Kong (PM)

From SmashWiki, the Super Smash Bros. wiki
Jump to navigationJump to search
Warning You aren't logged in. While it's not a requirement to create an account, doing so makes it a lot easier to keep track of your edits and a lot harder to confuse you with someone else. If you edit without being logged in, your IP address will be recorded in the page's edit history.

The edit can be undone. Please check the comparison below to verify that this is what you want to do, and then publish the changes below to finish undoing the edit.

Latest revision Your text
Line 1: Line 1:
{{ArticleIcons|pm=y|p+=y}}
{{ArticleIcons|pm=y}}
{{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       = [[Image: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   = ''[[wikipedia:Punch-Out!! (Wii)|Punch Out!!]]'' Outfit
|moveset1 = Donkey Kong (SSBM)
|moveset1     = Donkey Kong (SSBM)
|tier        = Mid
|ranking      = 20
}}
}}
'''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]]''. In ''Project M'', Donkey Kong was remade as a buffed version of his ''Melee'' counterpart. <!--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.  
==Attributes==
Donkey Kong maintains his traditional archetype, being the classic heavyweight fighter (he is the second heaviest, being lighter than {{PM|Bowser}} and heavier than {{PM|King Dedede}}) who has a surprisingly fast dashing speed, a fast falling speed (making him one of the only two fast-fallers to be heavyweight, alongside {{PM|Captain Falcon}}; he shares the same falling speed as {{PM|Roy}}), an average air speed, and decent attack [[reach]]; as a result of his weight 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, respectively. 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 doesn't have much trouble setting up a hit with his forward aerial, his [[Giant Punch]], or any of his other powerful finishers.


==Attributes==
True to his weight, Donkey Kong is unsurprisingly strong and among the strongest fighters in the game, possessing several reliable and powerful finishers in his repertoire. His unusually fast speed, combined with his amazing power, allows him to execute devastating combos, similar to Captain Falcon who has very similar stats. 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.
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.


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.
However, Donkey Kong suffers from mobility issues. A combination of a long jump squat and an above average traction gives him a slow wavedash. Combined with his large size, this makes him an easy target to combo or KO. As well as this, while he has an above-average horizontal recovery, his vertical recovery is quite sub-par compared to the rest of the cast, and is overall among the worst. Donkey Kong's greatest weakness, however, may be his lack of means to combat projectiles. Being the large target that he is, Donkey Kong is forced to play aggressively against projectile users, who may have the ability to punish Donkey Kong if he gets close.


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.
Despite his flaws, it is generally agreed that he is much more formidable than he was before, and that his fighting skills have vastly improved.


==Changes from ''Melee'' to ''PM''==
==Changes from ''Melee'' to ''PM''==
 
[[image:Boxer_DK_PM.png|thumb|Donkey Kong in his ''Punch Out'' outfit.]]
===Aesthetics===
*{{change|Most of Donkey Kong's attacks involving his arms or head have new hit SFX.}}


===Attributes===
===Attributes===
*{{buff|Donkey Kong dashes slightly faster (1.6 → 1.8), now running as fast as {{PM|Marth}}, {{PM|Pikachu}}, and {{PM|Sheik}}.}}
*{{buff|Donkey Kong dashes slightly faster (1.6 → 1.8), now running as fast as {{PM|Marth}}, {{PM|Pikachu}}, and {{PM|Sheik}}.}}
*{{buff|Most attacks retain their Arm Intangibility from ''Brawl''.}}
*{{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.}}


===Ground attacks===
===Ground attacks===
*{{change|Jab 1 has more base knockback (0 → 1).}}
*{{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|Jab 1 has less start-up (Frame 5 → 3).}}
*{{buff|Up tilt has less ending lag (IASA 40 → 36).}}
*{{buff|Down tilt deals more damage (7% → 9%) and has higher knockback (10 (base)/80 (growth) → 25/95).}}
*{{buff|Forward smash's sweetspot has slightly more base knockback (22 → 30).}}
*{{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.}}


===Aerial attacks===
===Aerial attacks===
*{{buff|Neutral aerial has more range and has less startup (frame 10 → 7).}}
*{{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|Neutral aerial's animation has been slightly altered where Donkey Kong stretches out his arms more, further improving it's range.}}
*{{buff|Forward aerial comes out faster and has more KO potential, and its late hitbox now [[spike]]s opponents instead of meteor smash, meaning it cannot be meteor canceled anymore.}}
*{{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.}}
*{{buff|Up aerial has a longer duration (3 frames → 4).}}
*{{buff|Down aerial's [[ending lag]] has been shortened.}}
*{{buff|Down aerial's [[ending lag]] has been shortened.}}


Line 51: Line 41:
*{{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]].}}
*{{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]].}}
*{{buff|[[Giant Punch]] no longer causes DK to become [[helpless]] if used while airborne.}}
*{{buff|[[Giant Punch]] no longer causes DK to become [[helpless]] if used while airborne.}}
*{{buff|[[Headbutt]] no longer [[meteor smash]]es, as it now [[spike]]s opponents, thus improving his [[edgeguarding]] potential.}}
*{{buff|[[Headbutt]] no longer [[meteor smash]]es, as it now [[spike]]s opponents.}}


==Revisions==
==Revisions==
Line 119: Line 109:
|-
|-
! rowspan="3" | Forward tilt || ↗
! rowspan="3" | Forward tilt || ↗
| 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.
| rowspan="3" | || 12% || rowspan="3" | Donkey Kong quickly swats his outstretched hand. Donkey Kong's arm is [[intangible]] while the hitboxes are out, allowing it to be used safely against most other attacks. This can be aimed up or down.
|-
|-
!→
!→
Line 131: Line 121:
|-
|-
! colspan="2"| Down tilt
! colspan="2"| Down tilt
| Slouch Slap || 9% || Donkey Kong does a quick swat across the ground.
| || 9% || Donkey Kong does a quick swat across the ground.
|-
|-
! colspan="2"| Dash attack
! colspan="2"| 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.
| || 10% (clean), 7% (late) || A roll attack similar to that of the ''Donkey Kong Country'' series. It has light armor and can roll off edges and platforms.
|-
|-
! colspan="2"| Forward smash
! colspan="2"| Forward smash
| || {{ChargedSmashDmgSSBM|18}}-{{ChargedSmashDmgSSBM|19}} (body), {{ChargedSmashDmgSSBM|20}} (hands), {{ChargedSmashDmgSSBM|21}} (arms) || Donkey Kong performs a very forceful clap with both hands.
| || {{ChargedSmashDmgSSBM|18}}-{{ChargedSmashDmgSSBM|19}} (body), {{ChargedSmashDmgSSBM|20}} (hands), {{ChargedSmashDmgSSBM|21}} (arms) || Donkey Kong performs a very forceful clap.
|-
|-
! colspan="2"| Up smash
! colspan="2"| 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.
| || {{ChargedSmashDmgSSBM|18}} (hands), {{ChargedSmashDmgSSBM|16}} (body) || Donkey Kong claps both his hands above his head. Both of DK's arms and his head are intangible while the hitboxes are out. This is one of the strongest up smashes in the game.
|-
|-
! colspan="2"| Down smash
! colspan="2"| 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.
| || {{ChargedSmashDmgSSBM|16}} (close), {{ChargedSmashDmgSSBM|17}} (far) || Donkey Kong performs a double back-handed punch by bringing his closed fists down 90˚ at both sides. Both of DK's arms are intangible while the hitboxes are out.
|-
|-
! colspan="2"| Neutral aerial
! colspan="2"| Neutral aerial
Line 149: Line 139:
|-
|-
! colspan="2"| Forward aerial
! colspan="2"| 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.
| || 17% || Donkey Kong puts his fists together above his head, and then does a powerful ax-handle smash. The move can [[meteor smash]] opponents the moment DK swings his arms in front of his face.
|-
|-
! colspan="2"| Back aerial
! colspan="2"| Back aerial
Line 158: Line 148:
|-
|-
! colspan="2"| Down aerial
! colspan="2"| 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.
| || 16% (foot), 13% (body) || Donkey Kong performs a downward stomp whilst holding his arms up in a macho pose. Always treated as a meteor smash when it hits.
<!--Grab aerial-->
<!--Grab aerial-->
|-
|-
Line 168: Line 158:
|-
|-
! colspan="2"| Forward throw
! colspan="2"| 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.
| || 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.
Forward: Tosses the opponent forward.<br/>
Forward: Tosses opponent forward.<br/>
Back: Tosses the opponent behind him.<br/>
Back: Tosses opponent behind him.<br/>
Up: Tosses the opponent upwards. Can [[chain grab]] fastfallers.<br/>
Up: Tosses opponent upwards. Can chain grab fastfallers.<br/>
Down: Tosses the opponent forward like a bowling ball.
Down: Tosses opponent like a bowling ball.
|-
|-
! colspan="2"| Back throw
! colspan="2"| Back throw
| || 11% || Donkey Kong swings his arm back and throws the opponent.
| || 11% || Swings his arm back and throws the opponent.
|-
|-
! colspan="2"| Up throw
! colspan="2"| Up throw
| || 9% || Donkey Kong throws the opponent upwards.
| || 9% || Throws the opponent upwards.
|-
|-
! colspan="2"| Down throw
! colspan="2"| Down throw
| || 7% || Donkey Kong slams the opponent onto the ground with his hand.
| || 7% || Slams the opponent into the ground with his hand.
|-
|-
! colspan="2"| Floor attack (front)
! colspan="2"| Floor attack (front)
| || 6% || Donkey Kong gets up and swats both sides of himself.
| || 6% || Gets up and swats both sides of himself.
|-
|-
! colspan="2"| Floor attack (back)
! colspan="2"| Floor attack (back)
| || 6% || Donkey Kong gets up and claps once both sides of himself.
| || 6% || Gets up and claps once both sides of himself.
|-
|-
! colspan="2"| Floor attack (trip)
! colspan="2"| Floor attack (trip)
Line 193: Line 183:
|-
|-
! colspan="2"| Edge attack (fast)
! colspan="2"| Edge attack (fast)
| || 8% || Donkey Kong throws his rear at the opponent.
| || 8% || Throws his rear at the opponent.
|-
|-
! colspan="2"| Edge attack (slow)
! colspan="2"| Edge attack (slow)
| || 10% || Donkey Kong slowly climbs onto the stage and swats forward.
| || 10% || Climbs onto the stage and swats forward.
|-
|-
! colspan="2"| Neutral special
! colspan="2"| 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]] || 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 intangibility frames right before DK unleashes the punch. The attack itself has good range and decent speed.
|-
|-
! colspan="2"| Side special
! colspan="2"| 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% (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 has taken. The move spikes airborne opponents.
|-
|-
! colspan="2"| Up special
! colspan="2"| 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: 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 vertical distance. Donkey Kong has intangibility frames during the startup of the move.
|-
|-
! colspan="2"| Down special
! colspan="2"| 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% || Donkey Kong repeatedly slaps his hands against the ground, causing earth-shaking vibrations in the process. The 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.
|-
|-
! colspan="2"| Final Smash
! colspan="2"| Final Smash
Line 215: Line 205:


==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|Axxo|USA}}
 
*{{Sm|Chandy|USA}}
 
*{{Sm|Fire|Canada}}
''See also: [[:Category:Donkey Kong players (PM)]]''
*{{Sm|Mew2King|USA}}
*{{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|Mojohnbo|USA}}
*{{Sm|Nogh|USA}} - Considered the best active Donkey Kong. Ranked 5th on [[PMRank 2022]].
*{{Sm|POOB|USA}}
*{{Sm|King Koney|USA}} - Ranked 6th on the Connecticut ''Project M'' Power Rankings. Placed 17th at [[Blacklisted 3]] and 49th at [[The Bigger Balc]].
*{{Sm|Strong Bad|USA}}
*{{Sm|Sora|Australia|p=Australia}} - One of the best Australian ''Project M'' players. Ranked 2nd on the Australian ''Project M'' Power Rankings.
*{{Sm|Freze|USA}}
*{{Sm|Stango|USA}} - Fox, ZSS and DK tri-main ranked #4 on [[PMRank 2022]].
*{{Sm|ScanmasterB|USA}}


==Alternate costumes==
==Alternate costumes==
===Project M===
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.
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]]''.


{|style="margin:1em auto 1em auto;text-align:center"
{|style="margin:1em auto 1em auto;text-align:center"
Line 247: Line 236:
|colspan=3|
|colspan=3|
|}
|}
===Project+===
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]]''.
[[File:Donkey Kong Palette (P+).png|960px|thumb|center|Donkey Kong's alternate costumes in P+]]
'''Secret costumes:'''
[[File:DK Z P+.png|160px]] [[File:Funky Kong 1 CSP HD.png|160px]]
'''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''.
'''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.


==Trivia==
==Trivia==
*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.
*His green recolor for the ''Punch-Out!!'' outfit is based off of [[Little Mac]].
*Donkey Kong is one of the only two characters to be equipped with two [[spike]]s, alongside {{PM|Roy}}.


==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]


{{Project M}}
{{Project M}}
[[Category:Donkey Kong]]
[[Category:Donkey Kong]]
[[Category:Characters (PM)]]
[[Category:Characters (PM)]]

Please note that all contributions to SmashWiki are considered to be released under the Attribution-ShareAlike 3.0 Unported license (see SmashWiki:Copyrights for details). Your changes will be visible immediately. Please enter a summary of your changes above.

Do not submit copyrighted work without permission!

Cancel Editing help (opens in new window)