Editing Donkey Kong (SSB)
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'''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 [[SDI]] 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 using Hand Slap in the ''SSB'' instruction booklet.]] | [[File:Ssb64donkeykong.jpg|thumb|Donkey Kong using Hand Slap 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 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. | ||
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==Moveset== | ==Moveset== | ||
{{MovesetTable | {{MovesetTable | ||
|game=SSB | |game=SSB | ||
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Jab is overall a situational move for Donkey Kong, with his grab being a far better option overall. | Jab is overall a situational move for Donkey Kong, with his grab being a far better option overall. | ||
|ftiltangles=3 | |ftiltangles=3 | ||
|ftiltname=Kong Straight | |ftiltname=Kong Straight {{ja|コングストレート|Kongu Sutorēto}} | ||
|ftiltupdmg=13% | |ftiltupdmg=13% | ||
|ftiltsidedmg=12% | |ftiltsidedmg=12% | ||
|ftiltdowndmg=11% | |ftiltdowndmg=11% | ||
|ftiltdesc=Donkey Kong punches forwards. The move is slow and not particularly powerful either, although it can be angled up or down and it does have long range (although its range doesn't quite match Donkey Kong's hand). It is unsafe on shield but it can be spaced to be made safe. It is overall a very situational move, with a dash grab being the superior option in most situations, although forward tilt can be used to edgeguard in certain situations due to its ability to be angled. | |ftiltdesc=Donkey Kong punches forwards. The move is slow and not particularly powerful either, although it can be angled up or down and it does have long range (although its range doesn't quite match Donkey Kong's hand). It is unsafe on shield but it can be spaced to be made safe. It is overall a very situational move, with a dash grab being the superior option in most situations, although forward tilt can be used to edgeguard in certain situations due to its ability to be angled. | ||
|utiltname=Spider Web Clearing | |utiltname=Spider Web Clearing {{ja|蜘蛛の巣の除去|Kumo no su no Jokyo}} | ||
|utiltdmg=13% | |utiltdmg=13% | ||
|utiltdesc=Donkey Kong swings his hand in an arch above him, with the move having strong vertical knockback. It comes out on frame 4, making it tied with {{SSB|Kirby}}'s up tilt for the fastest in the game in terms of startup. It also has great range above and behind Donkey Kong although its range in front of him is lacking. It is also the strongest up tilt in the game, KOing {{SSB|Mario}} at 118% on [[Dream Land]]. | |utiltdesc=Donkey Kong swings his hand in an arch above him, with the move having strong vertical knockback. It comes out on frame 4, making it tied with {{SSB|Kirby}}'s up tilt for the fastest in the game in terms of startup. It also has great range above and behind Donkey Kong although its range in front of him is lacking. It is also the strongest up tilt in the game, KOing {{SSB|Mario}} at 118% on [[Dream Land]]. | ||
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|dashname=Iron Kick ({{ja|アイアンキック|Aian Kikku}}) | |dashname=Iron Kick ({{ja|アイアンキック|Aian Kikku}}) | ||
|dashdmg=12% | |dashdmg=12% | ||
|dashdesc=Donkey Kong sticks his foot out and slowly advances forward before stopping completely | |dashdesc=Donkey Kong sticks his foot out and slowly advances forward before stopping completely. The move launches opponents up and towards Donkey Kong with set knockback. It comes out very quickly on on frame 3 although this is the only positive with the move. | ||
Dash attack has incredibly high ending lag, it covers a short amount of distance and while it technically has a lot of active frames, its hitboxes end before Donkey Kong stops moving, giving it a deceptively short amount of range, especially during the later parts of the animation. These factors make the move difficult to land and incredibly unsafe if it does not connect. It can even be unsafe on hit in some cases, especially if the opponent [[crouch cancel]]s the move and even when it is safe on hit, it is too laggy to lead into anything (although it can lead into followups if it is interrupted by a weaker attack). It can set up tech chases on Dream Land platforms but even in this case, Donkey Kong might not have a significant enough frame advantage to punish the opponent's tech options. It can also be used to [[clang]] with other attacks due to its quick speed but this is overall very risky and not reliable, as a mistimed dash attack can be fatal for Donkey Kong. | Dash attack has incredibly high ending lag, it covers a short amount of distance and while it technically has a lot of active frames, its hitboxes end before Donkey Kong stops moving, giving it a deceptively short amount of range, especially during the later parts of the animation. These factors make the move difficult to land and incredibly unsafe if it does not connect. It can even be unsafe on hit in some cases, especially if the opponent [[crouch cancel]]s the move and even when it is safe on hit, it is too laggy to lead into anything (although it can lead into followups if it is interrupted by a weaker attack). It can set up tech chases on Dream Land platforms but even in this case, Donkey Kong might not have a significant enough frame advantage to punish the opponent's tech options. It can also be used to [[clang]] with other attacks due to its quick speed but this is overall very risky and not reliable, as a mistimed dash attack can be fatal for Donkey Kong. | ||
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Up smash is overall a situational yet powerful move for Donkey Kong when used in the right situations. | Up smash is overall a situational yet powerful move for Donkey Kong when used in the right situations. | ||
|dsmashname=Ground Roll ({{ja|グランドロール|Gurando Rōru}} | |dsmashname=Ground Roll ({{ja|グランドロール|Gurando Rōru}} | ||
|dsmashdmg=19% | |dsmashdmg=19% | ||
|dsmashdesc=Donkey Kong performs a 360° spin while doing a split. It deals 19% and high diagonal knockback, having above average KO power for a down smash. It also has a long hitbox duration and hits on both sides of Donkey Kong, making it effective at catching rolls. The move does come out slowly on frame 12 but it is Donkey Kong's fastest smash attack. It also has very high ending lag, which makes it very unsafe and easily punishable. It also has an unfavorable launch angle which makes it ineffective at both edgeguarding and setting up combos, especially when combined with its ending lag. | |dsmashdesc=Donkey Kong performs a 360° spin while doing a split. It deals 19% and high diagonal knockback, having above average KO power for a down smash. It also has a long hitbox duration and hits on both sides of Donkey Kong, making it effective at catching rolls. The move does come out slowly on frame 12 but it is Donkey Kong's fastest smash attack. It also has very high ending lag, which makes it very unsafe and easily punishable. It also has an unfavorable launch angle which makes it ineffective at both edgeguarding and setting up combos, especially when combined with its ending lag. | ||
Down smash is overall a situational move for Donkey Kong as while it has utility in some areas, the move is often too risky for the reward it can give. | Down smash is overall a situational move for Donkey Kong as while it has utility in some areas, the move is often too risky for the reward it can give. | ||
|nairname= | |nairname=DK Lariat ({{ja|DKラリアット|DK rariatto}}) | ||
|nairdmg=15% (clean), 12% (late) | |nairdmg=15% (clean), 12% (late) | ||
|nairdesc=Donkey Kong spins around with his arms out. It starts off dealing 15% but after its first four active frames, it deals less damage and knockback. It comes out quickly on frame 4 and it has a somewhat long hitbox duration, making it a decent defensive move. It has above average damage for a neutral aerial although its knockback is below average. It can lead into followups at lower percents but its utility is limited at higher percents and it does not hit below Donkey Kong very well, making him easy to hit from below. It also has high ending lag which can make it quite unsafe to use off stage. | |nairdesc=Donkey Kong spins around with his arms out. It starts off dealing 15% but after its first four active frames, it deals less damage and knockback. It comes out quickly on frame 4 and it has a somewhat long hitbox duration, making it a decent defensive move. It has above average damage for a neutral aerial although its knockback is below average. It can lead into followups at lower percents but its utility is limited at higher percents and it does not hit below Donkey Kong very well, making him easy to hit from below. It also has high ending lag which can make it quite unsafe to use off stage. | ||
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In the Japanese version, back aerial dealt less knockback, having the same power as neutral aerial. This made it a worse KO move but this did also allow it to combo into other moves for longer. | In the Japanese version, back aerial dealt less knockback, having the same power as neutral aerial. This made it a worse KO move but this did also allow it to combo into other moves for longer. | ||
|uairname=Mid-air Spider Web Clearing | |uairname=Mid-air Spider Web Clearing {{ja|空中蜘蛛の巣除去|Kūchū Kumo no su Jokyo}} | ||
|uairdmg=12% | |uairdmg=12% | ||
|uairdesc=Donkey Kong swings his hands in an arch, similarly to his up tilt. The move deals 12% and launches opponents up and towards Donkey Kong with below average vertical knockback for an up aerial. It typically cannot KO and has very high ending lag and landing lag, which can make it quite unsafe and punishable (although the landing lag can be mostly eliminated with Z-canceling, which also makes the move very safe on landing). It has extremely low startup on frame 3 however, and it has a long hitbox duration, with the move covering both in front and behind Donkey Kong, in addition to above him. When combined with its weak vertical knockback and Z-canceling, this makes the move a useful juggling tool. It can be awkward to utilize in some situations, but it can be a strong combo tool when used in the right scenarios, with the move being able to lead into itself multiple times as well as Donkey Kong's up smash, forward aerial, and Giant Punch for KOs at certain percentages. | |uairdesc=Donkey Kong swings his hands in an arch, similarly to his up tilt. The move deals 12% and launches opponents up and towards Donkey Kong with below average vertical knockback for an up aerial. It typically cannot KO and has very high ending lag and landing lag, which can make it quite unsafe and punishable (although the landing lag can be mostly eliminated with Z-canceling, which also makes the move very safe on landing). It has extremely low startup on frame 3 however, and it has a long hitbox duration, with the move covering both in front and behind Donkey Kong, in addition to above him. When combined with its weak vertical knockback and Z-canceling, this makes the move a useful juggling tool. It can be awkward to utilize in some situations, but it can be a strong combo tool when used in the right scenarios, with the move being able to lead into itself multiple times as well as Donkey Kong's up smash, forward aerial, and Giant Punch for KOs at certain percentages. | ||
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In the Japanese version, down aerial dealt less knockback, which can be beneficial or detrimental depending on when it is used. | In the Japanese version, down aerial dealt less knockback, which can be beneficial or detrimental depending on when it is used. | ||
|grabname= | |grabname= | ||
|grabdesc=Donkey Kong clenches his hands forwards. Donkey Kong has the longest normal grab range out of any character in the game, with his grab also being just as fast as other characters' grabs. This makes Donkey Kong's grab very easy to land, especially since Donkey Kong has multiple ways to confirm into grab. When combined with his very potent throws, Donkey Kong's grab is one of the best in the game (and one of his most useful tools in general), with its only notably weakness being that Donkey Kong grabs fairly high, which can allow shorter characters to low profile under the grab. | |grabdesc=Donkey Kong clenches his hands forwards. Donkey Kong has the longest normal grab range out of any character in the game, with his grab also being just as fast as other characters' grabs. This makes Donkey Kong's grab very easy to land, especially since Donkey Kong has multiple ways to confirm into grab. When combined with his very potent throws, Donkey Kong's grab is one of the best in the game (and one of his most useful tools in general), with its only notably weakness being that Donkey Kong grabs fairly high, which can allow shorter characters to low profile under the grab. | ||
|fthrowname=Kong Karry ({{ja|リフティング|Rifutingu}}, ''Lifting'') | |fthrowname=Kong Karry ({{ja|リフティング|Rifutingu}}, ''Lifting'') | ||
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|dsname=Hand Slap | |dsname=Hand Slap | ||
|dsdmg=10% | |dsdmg=10% | ||
|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 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. | ||
}} | }} | ||
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===[[Crowd cheer]]=== | ===[[Crowd cheer]]=== | ||
{{Crowd | |||
|char=Donkey Kong | |||
|game=SSB | |||
|desc-us=*clap* Donk- *clap* -ey *clap* Kong | |||
|desc-jp=Donk-ey Kong | |||
| | |pitch-us=Crowd Chant | ||
|pitch-jp=Crowd Chant}} | |||
|- | |||
|} | |||
===[[Victory pose]]s=== | ===[[Victory pose]]s=== | ||
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:''See also: [[:Category:Donkey Kong players (SSB)]]'' | :''See also: [[:Category:Donkey Kong players (SSB)]]'' | ||
*{{Sm|Allgreen|Japan}} - A North Carolina player | *{{Sm|Allgreen|Japan}} - A North Carolina player that commonly competed in Japanese tournaments. While he doesn't play Donkey Kong at every tournament, co-maining the character with {{SSB|Kirby}}, he placed 17th at {{Trn|Super Smash Con 2019}}, 25th at {{Trn|Kansai 2020}}, and was considered a hidden boss on the [[2019-2020 Smash 64 Power Rankings]]. | ||
*{{Sm|Amasawa|Japan}} - Was one of the best Japanese players in the early | *{{Sm|Amasawa|Japan}} - Was one of the best Japanese players in the early meta while maining Donkey Kong, a character considered significantly worse in the Japanese version of ''Smash 64''. He holds wins over {{Sm|Red}}, {{Sm|Sekirei}}, and {{Sm|Rinko}}. | ||
*{{Sm|Darkhorse|USA}} - While he mains {{SSB|Captain Falcon}}, he has | *{{Sm|Darkhorse|USA}} - While he mains {{SSB|Captain Falcon}}, he has gone solo Donkey Kong at a few events such as 9th at {{Trn|Hitstun 5}} and 17th at {{Trn|Keystoned II}} with wins over {{Sm|Wookiee}} and {{Sm|Roman}}. He also used the two characters to place 5th at {{Trn|The Big House 9}} and 7th at {{Trn|Shine 2017}}. Was previously ranked 33rd on the [[2019-2020 Smash 64 Power Rankings]] with Captain Falcon and Donkey Kong being his primary characters listed. | ||
*{{Sm|Lorenzo|Brazil}} - The best solo Donkey Kong player in South America and one of the best in 2017, being ranked 61st on the [[2017 64 League Rankings]]. | *{{Sm|Lorenzo|Brazil}} - The best solo Donkey Kong player in South America and one of the best in 2017, being ranked 61st on the [[2017 64 League Rankings]]. Some of his most notable results are 7th at {{Trn|Boss Battle 2}}, 13th at {{Trn|UFSmash 3}}, and 17th at {{Trn|Get On My Level 2017}}, being able to secure wins over {{Sm|Shalaka}}, {{Sm|Dext3r}}, and {{Sm|Shears}}. He has been inactive since early 2019. | ||
*{{Sm|tacos|USA}} - The current best Donkey Kong player in the world, albeit as a secondary at many tournaments. Notably placed 2nd at {{Trn|Operation Desert Smash III}} | *{{Sm|tacos|USA}} - The current best Donkey Kong player in the world, albeit as a secondary at many tournaments. Notably placed 2nd at {{Trn|Get On My Level 2019}} and {{Trn|Operation Desert Smash III}} using Donkey Kong in a few of his sets and beating {{Sm|Josh Brody}} and {{Sm|Wangera}}. He continues to occasionally use the character in recent tournaments and is currently ranked 26th on the [[2021-2022 Smash 64 Power Rankings]] as the highest and only player to use Donkey Kong. | ||
===Tier placement and history=== | ===Tier placement and history=== | ||
Donkey Kong has historically been considered a low to lower-middle tier character. | Donkey Kong has historically been considered a low to lower-middle tier character. His major disadvantages are his large size and lack of speed make him easy to combo, which is a death sentence in this game due to the massive amount of hitstun. However, he does have a few saving graces in Spinning Kong and back air being good gimping tools as well as having the only true chain grab in the game. Players only tend to use Donkey Kong when their opponent is picking a specific character like {{SSB|Jigglypuff}}, as Donkey Kong seems to be designed specifically to counter them. Donkey Kong does fair better in doubles, as his above average K.O. potential pairs well with characters that can rack up damage but have little in the way of closing stocks like {{SSB|Fox}} and {{SSB|Ness}}. | ||
==In single-player== | ==In single-player== | ||
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===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: |