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{{ArticleIcons|ssb=y}} | {{ArticleIcons|ssb=y}} | ||
{{disambig2|Donkey Kong's appearance in ''Super Smash Bros''|the character in other contexts|Donkey Kong}} | {{disambig2|Donkey Kong's appearance in ''Super Smash Bros''.|the character in other contexts|Donkey Kong}} | ||
{{Infobox Character | {{Infobox Character | ||
|name = Donkey Kong | |name = Donkey Kong | ||
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|rankingJP = 12 | |rankingJP = 12 | ||
}} | }} | ||
{{cquote|''Mario's former enemy, this mighty ape is bestowed with tremendous power and overwhelming attacks.'' | |||
|cite=Super Smash Bros<nowiki>'</nowiki>s instruction manual}} | |||
'''Donkey Kong''' ({{ja|ドンキーコング|Donkī Kongu}}, ''Donkey Kong''), written as '''DK''', is a [[starter character]] in ''[[Super Smash Bros.]]'' He has slow, yet powerful attacks, like his trademark move: the [[Giant Punch]]. Due to this, his archetype has also inspired the archetype for most of the heavyweight characters in subsequent games, in which he has also appeared. His voice clips mostly use gorilla grunts and sounds. | '''Donkey Kong''' ({{ja|ドンキーコング|Donkī Kongu}}, ''Donkey Kong''), written as '''DK''', is a [[starter character]] in ''[[Super Smash Bros.]]'' He has slow, yet powerful attacks, like his trademark move: the [[Giant Punch]]. Due to this, his archetype has also inspired the archetype for most of the heavyweight characters in subsequent games, in which he has also appeared. His voice clips mostly use gorilla grunts and sounds. | ||
Donkey Kong is currently ranked 9th out of 12 on the [[tier list]]. He has powerful moves such as his aforementioned Giant Punch which when fully charged, deals 36% damage. He also sports an infamously abusable [[grab release]], remarkable reach throughout his moveset, and is the heaviest character in the game, making him very difficult to KO, especially vertically | Donkey Kong is currently ranked 9th out of 12 on the [[tier list]]. He has powerful moves such as his aforementioned Giant Punch which when fully charged, deals 36% damage. He also sports an infamously abusable [[grab release]], remarkable reach throughout his moveset, and is the heaviest character in the game, making him very difficult to KO, especially vertically. However, he is somewhat slow, and is also the largest character in the game, which coupled with his heavy weight makes him an easy target for combos. Despite his incredible endurance, his off-stage survivability is almost non-existent, as he has among the worst vertical-distanced recovery moves in the game. Despite this, Donkey Kong was indirectly [[buff]]ed in the international releases thanks to the changes to [[smash DI]] system as well as the decreased shield stun. As a result, Donkey Kong is ranked 12th in the Japanese tier list, having a losing matchup against every character in the game, especially against {{SSB|Kirby}}, which is considered to be virtually unwinnable. | ||
==Attributes== | ==Attributes== | ||
[[File:SSB64 Congratulations DK.png|thumb|250px|Donkey Kong's | [[File:SSB64 Congratulations DK.png|thumb|250px|Donkey Kong's ending picture in ''Super Smash Bros.'']] | ||
[[File:Ssb64donkeykong.jpg|thumb|Donkey Kong | [[File:Ssb64donkeykong.jpg|thumb|Donkey Kong in the ''SSB'' instruction booklet.]] | ||
Donkey Kong is the [[weight|heaviest]] and largest character in ''Super Smash Bros.'' This means he gets hit quite easily, and he also has a poor [[shield]] | Donkey Kong is the [[weight|heaviest]] and largest character in ''Super Smash Bros.'' This means he gets hit quite easily, and he also has a poor [[shield]] cover, making him vulnerable to [[shield break]] combos such as {{SSB|Yoshi}}'s Z-canceled [[DJC]] neutral aerial performed repeatedly. However, he can take many hits and high [[damage]] before being [[KO]]'d. Like heavyweight characters in subsequent games, Donkey Kong has attacks that deal lots of damage and have strong [[knockback]]. He also has two [[meteor smash]]es (forward and down aerials), and some extremely powerful finishers, including his forward smash and Giant Punch when fully charged or close to fully charged. However, his attacks are generally slow and laggy, and most of his KOs still require setup. | ||
Contrary to popular belief, Donkey Kong has slightly above-average [[dash]]ing speed (although he does have a relatively slow [[air speed]]). Donkey Kong has a great [[grab]] and [[throw]] game due to having the longest non-tether [[grab]]bing horizontal range, terrific throw combos (especially when there are walls), and the infamous [[infinite throw trap]] that allows him to rack up damage easily and effectively. He also has a KO throw in his back throw. Donkey Kong has good [[reach]], which allows for decent [[combo]]s despite slow attack speed, but he lacks a [[projectile]] and a reliable way to deal with them, making his [[approach]] poor and unvaried. His Up B however also breaks projectiles, outside of {{SSB|Fox}}'s laser. | Contrary to popular belief, Donkey Kong has slightly above-average [[dash]]ing speed (although he does have a relatively slow [[air speed]]). Donkey Kong has a great [[grab]] and [[throw]] game due to having the longest non-tether [[grab]]bing horizontal range, terrific throw combos (especially when there are walls), and the infamous [[infinite throw trap]] that allows him to rack up damage and easily and effectively. He also has a KO throw in his back throw. Donkey Kong has good [[reach]], which allows for decent [[combo]]s despite slow attack speed, but he lacks a [[projectile]] and a reliable way to deal with them, making his [[approach]] poor and unvaried. His Up B however also breaks projectiles, outside of {{SSB|Fox}}'s laser. | ||
For recovery, Donkey Kong's up special move, [[Spinning Kong]], travels great horizontal distance, but has poor vertical gain, with no options to extend it. This makes him very vulnerable to meteor smashes. It should be noted that Donkey Kong is extremely vulnerable to [[combo]]s due to being very large, very heavy, and falling somewhat quickly. It is however quite powerful for how fast it is, being a reliable get out of danger move. | For recovery, Donkey Kong's up special move, [[Spinning Kong]], travels great horizontal distance, but has poor vertical gain, with no options to extend it. This makes him very vulnerable to meteor smashes. It should be noted that Donkey Kong is extremely vulnerable to [[combo]]s due to being very large, very heavy, and falling somewhat quickly. It is however quite powerful for how fast it is, being a reliable get out of danger move. | ||
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==Difference between game versions== | ==Difference between game versions== | ||
Donkey Kong | Donkey Kong is the only character to not be significantly changed in his transition to the NTSC version. While he gets adversely affected by the removal of [[momentum sliding]], he also benefits from the higher [[SDI]] presence, which allows him to escape combos better. This makes him overall better than in the Japanese version. | ||
===Attributes=== | ===Attributes=== | ||
*{{nerf|The removal of [[momentum sliding]] slightly hinders Donkey Kong's approach.}} | *{{nerf|The removal of [[momentum sliding]] slightly hinders Donkey Kong's approach.}} | ||
*{{ | *{{change|Donkey Kong is negligibly heavier (0.84 → 0.83).}} | ||
==Moveset== | ==Moveset== | ||
[[File:SSB64 DK.gif|right]] | |||
[[File:DK SSB Air Attacks.PNG|thumb|150px|Donkey Kong's aerial attacks]] | |||
{{MovesetTable | {{MovesetTable | ||
|game=SSB | |game=SSB | ||
|neutralcount=2 | |neutralcount=2 | ||
|neutralname= | |neutralname= | ||
|neutral1dmg=4% | |neutral1dmg=4% | ||
|neutral2dmg=4% | |neutral2dmg=4% | ||
|neutraldesc= | |neutraldesc=A jab followed by an uppercut. Comes out fast, but short range. It also does not give DK the ability to jab grab due to its slow speed. | ||
|ftiltangles=3 | |ftiltangles=3 | ||
|ftiltname= | |ftiltname= | ||
|ftiltupdmg=13% | |ftiltupdmg=13% | ||
|ftiltsidedmg=12% | |ftiltsidedmg=12% | ||
|ftiltdowndmg=11% | |ftiltdowndmg=11% | ||
|ftiltdesc= | |ftiltdesc=A somewhat slow punch forward with decent range and good knockback. It is considered to be semi-useless due to its slow startup but it can be used in certain situations vs. Falcon's recovery. | ||
|utiltname= | |utiltname= | ||
|utiltdmg=13% | |utiltdmg=13% | ||
|utiltdesc= | |utiltdesc=Swings his hands in an arch above him. Hitbox is the arch above him and foes standing on the ground close to him. Can chain into itself, but opponent can DI. Sets up aerial combos. KOs at around 130%. Good anti-air move if timed right. Some ending lag (highest amount of ending lag in the game of an u-tilt). Can also lead into a d-smash at lower damage percentages. In terms of start-up, it is the fastest u-tilt in the game, along with {{SSB|Kirby}}'s. | ||
|dtiltname=Slouch Slap | |||
|dtiltname=Slouch Slap | |||
|dtiltdmg=8% | |dtiltdmg=8% | ||
|dtiltdesc= | |dtiltdesc=A quick hand swipe aimed downwards with a little start-up. Spacing move, combos into grab and down b at lower percents and can help with gimping low recoveries. | ||
|dashname= | |||
|dashname= | |||
|dashdmg=12% | |dashdmg=12% | ||
|dashdesc= | |dashdesc=A very awkward move where DK sticks his foot out and stops. Bad range and duration, high amount of lag, and easily [[Shield|shielded]]. Has very low [[set knockback]]. Will not hit foes that are floored. Competitively, this is considered to be the worst move in the entire game, as it is unsafe even on hit against the majority of the cast. It is also impossible to combo into and out of. It can, however, set up a tech chase, since it will knock opponents onto the side platforms of Dreamland if he is under them. | ||
|fsmashangles=3 | |fsmashangles=3 | ||
|fsmashname= | |fsmashname= | ||
|fsmashupdmg=21% | |fsmashupdmg=21% | ||
|fsmashsidedmg=20% | |fsmashsidedmg=20% | ||
|fsmashdowndmg=19% | |fsmashdowndmg=19% | ||
|fsmashdesc= | |fsmashdesc=Reels his hand back and thrusts it forward. Very noticeable start-up, but good range and excellent knockback. Can be angled. Useful vs. Falcon/Fox's recovery when Up B isn't possible. Possible to combo into using n-air. | ||
|usmashname= | |||
|usmashdmg=16-21% | |||
|usmashname= | |usmashdesc=Claps directly above him, with some start-up lag. Very large hitbox. Grounded enemies are occasionally affected. Best used under a platform where an opponent is standing or a well timed anti-air attack. Very powerful. Can be comboed into using a platform cancelled up air. | ||
|usmashdmg=21% | |dsmashname= | ||
|usmashdesc= | |||
|dsmashname= | |||
|dsmashdmg=19% | |dsmashdmg=19% | ||
|dsmashdesc= | |dsmashdesc=He does a 360° spin while doing a split, which comes out surprisingly fast, for a move of Donkey Kong, and hits on both sides at the same time. However, it does have some ending lag. Useful for catching [[roll]]s. | ||
|nairname= | |||
|nairname= | |||
|nairdmg=15% (clean), 12% (late) | |nairdmg=15% (clean), 12% (late) | ||
|nairdesc= | |nairdesc=Spins around with his arms out. Somewhat long duration, decent defensive move. Can combo into giant punch at mid percents as well as f-air. Is safe on shield and leads to a free grab. | ||
|fairname= | |fairname= | ||
|fairdmg=16% | |fairdmg=16% | ||
|fairdesc= | |fairdesc=Does a front flip with his fists clasped together, smashing them into opponents. A powerful [[meteor smash]] if the foe is hit near the end of the animation. This move inspired Donkey Kong's air attack in ''Donkey Kong 64''. Can be comboed into out of a cargo throw or n-air. Possible to link out of if it hits a grounded opponent into a Grab, another f-air to spike, or even a giant punch depending on percent. Semi-safe on shield (except vs. characters with 3 [[frame]]s or less grounded moves such as Fox's shine or Pikachu's Up B.) It also had a hitbox on his arms that sends opponents upward. | ||
|bairname= | |||
|bairname= | |||
|bairdmg=15% (clean), 10% (late) | |bairdmg=15% (clean), 10% (late) | ||
|bairdesc= | |bairdesc=Puts his feet together and thrusts them out behind him, his body moving sideways with them. Some long duration, but good range. This attack is Donkey Kong's [[sex kick]], since it not only has long duration, but gets weaker as it stays out. Donkey Kong's nair is the only one in the game that isn't a sex kick, and him and {{SSB|Fox}} being the only characters to have a bair sex kick. Weak hit combos into d-smash awkwardly, strong hit has no combo potential but is quite powerful as a spacing move. Safe on shield. | ||
|uairname= | |||
|uairname= | |||
|uairdmg=12% | |uairdmg=12% | ||
|uairdesc= | |uairdesc=Swings his hands in an arch almost exactly like his up tilt. However, it is weaker than his up tilt, in fact barely KO'ing above 150% in most cases. Its main use is for [[juggling]]. Also has some ending lag. It is also possible to platform cancel this move into up smash and giant punch which is quite powerful on Dreamland and Hyrule. | ||
|dairname= | |dairname= | ||
|dairdmg=13% (clean), 10% (late) | |dairdmg=13% (clean), 10% (late) | ||
|dairdesc=Donkey Kong thrusts his feet down, | |dairdesc=A simple near-instantaneous [[meteor smash]] where Donkey Kong thrusts his feet down. His feet grow slightly as he's doing so, and slightly longer hitbox than most spikes. A grounded hit freely combos into up smash and throw. Safe on most characters shield and leads to a grab outside of Pikachu (who can up b out of it.) | ||
|grabname= | |||
|grabdesc= | |||
|grabname= | |fthrowname=Kong Karry | ||
|grabdesc= | |||
|fthrowname=Kong Karry | |||
|fthrowdmg=8% (carry), 8% (throw) | |fthrowdmg=8% (carry), 8% (throw) | ||
|fthrowdesc= | |fthrowdesc=Trap throw; holds his opponent on his back. He can then move around before throwing them forward. This throw is based on his ability in Donkey Kong Country to effortlessly carry barrels on his back. However, foes will eventually automatically escape from his grasp. The throw has good knockback, although it can be DI'd. Can be used to perform the [[infinite throw trap]] (covered below). It is possible to combo it into a f-air or giant punch. | ||
|bthrowname= | |||
|bthrowname= | |||
|bthrowdmg=18% | |bthrowdmg=18% | ||
|bthrowdesc= | |bthrowdesc=Turns around and tosses the opponent. Powerful in terms of both damage and knockback. Effective for both gimping and KO'ing. | ||
|floorbname= | |floorbname= | ||
|floorbdmg=6% | |floorbdmg=6% | ||
|floorbdesc= | |floorbdesc=Kicks while on his back, forcing his body down, then picks himself up and kicks on the other side. | ||
|floorfname= | |floorfname= | ||
|floorfdmg=6% | |floorfdmg=6% | ||
|floorfdesc= | |floorfdesc=Kicks while on his back, forcing his body down, then picks himself up and kicks on the other side. | ||
|edgefname= | |edgefname= | ||
|edgefdmg=6% | |edgefdmg=6% | ||
|edgefdesc= | |edgefdesc=Hoists himself onto the stage back-first, ramming into opponents. Long range, low knockback but very fast. Considered to be a useful edge attack | ||
|edgesname= | |edgesname= | ||
|edgesdmg=6% | |edgesdmg=6% | ||
|edgesdesc= | |edgesdesc=Climbs back onto the stage slowly, slapping opponents in front of him. Very short range, low knockback. Mostly useless and unsafe on shields or hit at low percent. | ||
|nsname=Giant Punch | |nsname=Giant Punch | ||
|nsdmg= | |nsdmg=11-36% | ||
|nsdesc=When B is pressed, he starts charging up a punch. Pressing Z stores the charge, and it can then be continued by pressing B. The longer the move is charged, the more powerful it is. When fully charged or close to fully charged, it is a very powerful KO move. | |nsdesc=When B is pressed, he starts charging up a punch. Pressing Z stores the charge, and it can then be continued by pressing B. The longer the move is charged, the more powerful it is. When fully charged or close to fully charged, it is a very powerful KO move. | ||
|usname=Spinning Kong | |usname=Spinning Kong | ||
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|usdesc=A recovery move that gains very little vertical recovery height, but gives quite a large amount of horizontal distance. Contains many hits that can do high damage, but it is very difficult to land all the hits. He is invincible for the first 5 frames. Has very high set knockback at the edge of the fists as well as invincibility in the same region which makes it quite useful at gimping. | |usdesc=A recovery move that gains very little vertical recovery height, but gives quite a large amount of horizontal distance. Contains many hits that can do high damage, but it is very difficult to land all the hits. He is invincible for the first 5 frames. Has very high set knockback at the edge of the fists as well as invincibility in the same region which makes it quite useful at gimping. | ||
|dsname=Hand Slap | |dsname=Hand Slap | ||
|dsdmg=10% | |dsdmg=10% (one slap) | ||
|dsdesc=Delivers an earth-shaking blow to the ground, sending nearby enemies skyward. It has considerable power, consistent and repetitive damage, and a large hitbox. Cannot be used in midair. It is possible to combo this move by only using one hit of it into a giant punch vs. everyone other than | |dsdesc=Delivers an earth-shaking blow to the ground, sending nearby enemies skyward. It has considerable power, consistent and repetitive damage, and a large [[quake]] hitbox. Cannot be used in midair. It is possible to combo this move by only using one hit of it (and then moving the stick back to [[neutral]]) into a giant punch vs. everyone other than fast fallers. | ||
}} | }} | ||
===[[On-screen appearance]]=== | ===[[On-screen appearance]]=== | ||
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|victory-theme=DKTheme64.ogg | |victory-theme=DKTheme64.ogg | ||
|victory-desc=A flourish originating from ''Donkey Kong Country'' that played whenever a Kong defeated a boss or completed a bonus level. | |victory-desc=A flourish originating from ''Donkey Kong Country'' that played whenever a Kong defeated a boss or completed a bonus level. | ||
|desc-1=Holds his hands and shakes them above his head in self-congratulation to the left, then to the right, then forward (reference to when he completes a Bonus Stage or defeats a boss in ''Donkey Kong Country'' | |desc-1=Holds his hands and shakes them above his head in self-congratulation to the left, then to the right, then forward (reference to when he completes a Bonus Stage or defeats a boss in ''Donkey Kong Country''). | ||
|desc-2=Hops and flexes (also his character selection animation). | |desc-2=Hops and flexes (also his character selection animation). | ||
|desc-3=Beats his chest. | |desc-3=Beats his chest. | ||
|char=DK}} | |char=DK}} | ||
==In [[ | ==In [[Competitive play]]== | ||
=== | ===Matchups=== | ||
====International versions==== | |||
{{SSB64MatchupTable|donkeykong=y}} | |||
====Japanese version==== | |||
{{SSB64MatchupTable-JPN|donkeykong=y}} | |||
===Notable players=== | |||
*{{ | :''See also: [[:Category:Donkey Kong professionals (SSB)]]'' | ||
*{{ | ''Numbers in brackets indicate position in [[64 League Rankings]] 2017'' | ||
*{{sm|Annex|USA}} Ranked 1st in [[Minnesota Power Rankings]] | |||
*{{Sm| | *{{sm|Clubbadubba|USA}} (#53) 25th at [[Super Smash Con 2017]] | ||
*{{sm|Darkhorse|USA}} (#45) Captain Falcon main with a DK secondary | |||
*{{sm|Herbert Von Karajan|USA}} (#54 (2016)) Fox main with a DK secondary | |||
*{{sm|2438gakuen|Japan}} 17th at [[Kanto 2014]] and [[Kanto 2017]] | |||
*{{Sm|Lorenzo|Brazil}} (#61) | |||
=== | ===Inactive=== | ||
*{{sm|Amasawa|Japan}} One of the best Japanese players in the early meta | |||
*{{sm|Morgen|Sweden}} | |||
==In single-player== | ==In single-player== | ||
In the game's single-player mode, the player and two randomly chosen allies will fight a | In the game's single-player mode, the player and two randomly chosen allies will fight a Giant Donkey Kong on [[Congo Jungle|Kongo Jungle]]. | ||
==Techniques== | ==Techniques== | ||
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===Amasawa Loop=== | ===Amasawa Loop=== | ||
Due to Donkey Kong's laggy aerials, Donkey Kong has very little combo ability with his aerials except a down aerial or forward aerial into a throw. However, if Donkey Kong shield drops from a ledge, he can quickly use an up aerial and then [[Z-cancel]]. Donkey Kong can also jump, use an aerial, and Z-cancel on a ledge for a similar effect. As a result, on [[ledge]]s, Donkey Kong can juggle characters with up aerials whom he would otherwise be unable to combo. | Due to Donkey Kong's laggy aerials, Donkey Kong has very little combo ability with his aerials except a down aerial or forward aerial into a throw. However, if Donkey Kong shield drops from a ledge, he can quickly use an up aerial and then [[Z-cancel]]. Donkey Kong can also jump, use an aerial, and Z-cancel on a ledge for a similar effect. As a result, on [[ledge]]s, Donkey Kong can juggle characters with up aerials whom he would otherwise be unable to combo. | ||
===Down special resets and down aerial usage=== | ===Down special resets and down aerial usage=== | ||
Donkey Kong can also cancel the first slap of [[Hand Slap]] by | Donkey Kong can also cancel the first slap of [[Hand Slap]] by moving the [[control stick]] back after the first slap, enabling him to combo it into a virtually any move to KO the majority of the cast outside of {{SSB|Jigglypuff}}. It also makes him invincible for the first 2 frames. Donkey Kong's other main KO'ing setup outside of grab-based gimps is a Down Aerial into an Up Smash or a Down Air into a Down Smash. | ||
==Description== | ==Description== | ||
===From the Game=== | ===From the Game=== | ||
''Donkey Kong and [[Mario]] started out as arch-rivals, but they've patched things up in recent years. These days DK spends his time searching the jungle for bananas instead of | ''Donkey Kong and [[Mario]] started out as arch-rivals, but they've patched things up in recent years. These days DK spends his time searching the jungle for bananas instead of kidnapping beautiful maidens. In the past few years, other members of the Kong family have cashed in on DK's fame as well, including his favorite nephew, [[Diddy Kong|Diddy]].'' | ||
Works: | Works: | ||
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|{{Head|Donkey Kong|g=SSB|s=25px|cl=Green}} | |{{Head|Donkey Kong|g=SSB|s=25px|cl=Green}} | ||
|} | |} | ||
==Trivia== | ==Trivia== | ||
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*Donkey Kong, along with {{SSB|Yoshi}}, is one of two characters in the original ''Super Smash Bros.'' to never be portrayed with headwear in-game. | *Donkey Kong, along with {{SSB|Yoshi}}, is one of two characters in the original ''Super Smash Bros.'' to never be portrayed with headwear in-game. | ||
*Donkey Kong is the only character without a [[sex kick]] as his neutral aerial. | *Donkey Kong is the only character without a [[sex kick]] as his neutral aerial. | ||
*Donkey Kong is oddly able to avoid projectiles from hitting his head if he taunts at the precise moment. | *Donkey Kong is oddly able to avoid projectiles from hitting his head if he taunts at the precise moment. | ||
*This is the only game where Donkey Kong is the heaviest. In future installments, he would be replaced by [[Bowser]]. | *This is the only game where Donkey Kong is the heaviest. In future installments, he would be replaced by [[Bowser]]. | ||
**This is also the only game in which a protagonist is the heaviest character. | **This is also the only game in which a protagonist is the heaviest character. | ||
*Donkey Kong's portrait on the [[Character selection screen]] greatly resembles some of his official artwork from ''[[mariowiki:Donkey Kong Country|Donkey Kong Country]]''. | |||
*Donkey Kong's portrait on the [[Character selection screen]] greatly resembles | |||
{{SSBCharacters}} | {{SSBCharacters}} |