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'''Donkey Kong''' ({{ja|ドンキーコング|Donkī Kongu}}, ''Donkey Kong'') is a playable character in ''[[Super Smash Bros. 4]]''. His return to the series was announced during the [[Electronic Entertainment Expo|E3]] [[Nintendo Direct]] on June 11th, 2013.<ref>[https://www.youtube.com/watch?v=13D1I5s236o Nintendo Direct@E3 2013]</ref> Donkey Kong uses realistic gorilla grunts | '''Donkey Kong''' ({{ja|ドンキーコング|Donkī Kongu}}, ''Donkey Kong'') is a playable character in ''[[Super Smash Bros. 4]]''. His return to the series was announced during the [[Electronic Entertainment Expo|E3]] [[Nintendo Direct]] on June 11th, 2013.<ref>[https://www.youtube.com/watch?v=13D1I5s236o Nintendo Direct@E3 2013]</ref> Donkey Kong uses realistic gorilla grunts like in ''[[Super Smash Bros. Brawl]]'', although he now has updated voice clips. | ||
Donkey Kong | Donkey Kong is currently ranked 22nd out of 55 on the [[tier list]], placing him in the C tier, and making him the highest ranked super heavyweight in the game. This is also a moderate improvement from Donkey Kong's placement in ''Brawl'', where he was ranked 21st out of 38, and is his best placement in the series to date. | ||
Donkey Kong retains his outstanding power, deceptively fast mobility, and great [[spacing]] options, but has also been improved both directly and indirectly. Donkey Kong now boasts great combo potential thanks to his "cargo up throw", which has been re-purposed into a very reliable combo starter that boasts guaranteed and extremely damaging follow-ups at varying percentages, alongside [[Combos#Types of combos|KO confirm]]s into his up aerial at a wide range of percents. Changes to game mechanics have also improved DK: the removal of both [[chain grab]]bing and [[edge-hogging]] drastically improve his endurance and recovery, respectively, whereas [[rage]] supplements his power, granting him an effective advantage state. | Donkey Kong retains his outstanding power, deceptively fast mobility, and great [[spacing]] options, but has also been improved both directly and indirectly. Donkey Kong now boasts great combo potential thanks to his "cargo up throw", which has been re-purposed into a very reliable combo starter that boasts guaranteed and extremely damaging follow-ups at varying percentages, alongside [[Combos#Types of combos|KO confirm]]s into his up aerial at a wide range of percents. Changes to game mechanics have also improved DK: the removal of both [[chain grab]]bing and [[edge-hogging]] drastically improve his endurance and recovery, respectively, whereas [[rage]] supplements his power, granting him an effective advantage state. | ||
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==Attributes== | ==Attributes== | ||
As the second heaviest character in the game, Donkey Kong is a [[Weight|super heavyweight]] | As the second heaviest character in the game, Donkey Kong is unsurprisingly a [[Weight|super heavyweight]]. However, he is also one of the fastest heavyweights in the game in terms of both movement and attack speed, to the point that he defies the typical heavyweight archetype. He has the 9th fastest [[walk]]ing speed and the 22nd fastest [[dash]]ing speed, above average [[falling speed]] and [[gravity]], and very fast [[air speed]], but below average [[air acceleration]]. His large size also gives his attacks great physical [[range]]. | ||
As expected, Donkey Kong's greatest asset is his power. In typical heavyweight fashion, Donkey Kong has a plethora of reliable | As expected, Donkey Kong's greatest asset is his power. In typical heavyweight fashion, Donkey Kong has a plethora of reliable KOing options ([[sweetspot]]ted up tilt, all of his smash attacks, his forward, back, up and down aerials, his back throw, [[Giant Punch]], and grounded [[Spinning Kong]]) and high endurance thanks to his high weight and fast falling speed. However, his aforementioned mobility and frame data (almost all of his attacks are faster than any other super heavyweight) gives him an effective approach and makes it easier to land his attacks, further complemented by his large reach. Conversely, his moves that lack KO potential are effective for set-ups, thanks to their high speed, low knockback, and favorable launch angles. Thanks to these attributes, Donkey Kong can rack up damage and KO his opponents not only quickly, but safely, compared to most heavyweights. Donkey Kong also has the second best vertical and horizontal endurance in the game, being surpassed by only {{SSB4|King Dedede}} vertically and {{SSB4|Bowser}} horizontally. | ||
Donkey Kong's grounded moveset is very useful; his neutral attack can be [[jab cancel]]ed for follow-ups, and can jab lock, as well as being able to set up into grab, his forward tilt is great for spacing, as it has long range and is intangible, his up tilt is a decent combo starter at low percentages, and his down tilt has incredible speed and can trip opponents, making it ideal for starting or extending combos. All of his smash attacks pack incredible power and have very long ranges, while not being particularly slow either. To complement his ground game, Donkey Kong's aerial game is extremely effective. His forward and down aerials can [[meteor smash]] and can effectively finish off his combos or his opponents, thanks to their high power. His neutral aerial is very quick and can lead into follow-ups, or it can be used to give Donkey Kong some space. His up aerial launches opponents upwards, making it great for combos and KOing. His back aerial is long-ranged, has a long-lasting hitbox, and can be used to [[edge-guard]] opponents. The last three aerials can also [[auto-cancel]] in a [[short hop]], further demonstrating their utility. Finally, Donkey Kong's fast air speed allows him to easily pursue opponents in the air. | Donkey Kong's grounded moveset is very useful; his neutral attack can be [[jab cancel]]ed for follow-ups, and can jab lock, as well as being able to set up into grab, his forward tilt is great for spacing, as it has long range and is intangible, his up tilt is a decent combo starter at low percentages, and his down tilt has incredible speed and can trip opponents, making it ideal for starting or extending combos. All of his smash attacks pack incredible power and have very long ranges, while not being particularly slow either. To complement his ground game, Donkey Kong's aerial game is extremely effective. His forward and down aerials can [[meteor smash]] and can effectively finish off his combos or his opponents, thanks to their high power. His neutral aerial is very quick and can lead into follow-ups, or it can be used to give Donkey Kong some space. His up aerial launches opponents upwards, making it great for combos and KOing. His back aerial is long-ranged, has a long-lasting hitbox, and can be used to [[edge-guard]] opponents. The last three aerials can also [[auto-cancel]] in a [[short hop]], further demonstrating their utility. Finally, Donkey Kong's fast air speed allows him to easily pursue opponents in the air. | ||
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Donkey Kong's forward throw is an all-purpose throw, as well as an excellent damage racker. Using it will open up four different throws, commonly known as the "cargo throws". Cargo down throw is a [[semi-spike]] and is great for edge-guarding. Cargo back throw deals 12% and can KO at very high percentages near the upper blast line. His most notable throw, however, is his cargo up throw, which can lead into any aerial at lower percents. Since it connects directly into his powerful up aerial at most percentages, this combo can be used to KO opponents at specific percentages, and has since been nicknamed the "Ding Dong". | Donkey Kong's forward throw is an all-purpose throw, as well as an excellent damage racker. Using it will open up four different throws, commonly known as the "cargo throws". Cargo down throw is a [[semi-spike]] and is great for edge-guarding. Cargo back throw deals 12% and can KO at very high percentages near the upper blast line. His most notable throw, however, is his cargo up throw, which can lead into any aerial at lower percents. Since it connects directly into his powerful up aerial at most percentages, this combo can be used to KO opponents at specific percentages, and has since been nicknamed the "Ding Dong". | ||
Donkey Kong's special moveset has a lot of utility. [[Giant Punch]] is a deadly KO move, and a fully charged one has [[super armor]], making it difficult to interrupt. [[Headbutt]] can [[bury]] opponents, leaving them exposed to any move. It also does strong [[shield damage]], threatening attempts to block the move. [[Hand Slap]] has very long range and allows for stage control, but since it is a quake move, it has no effect on aerial opponents when it is performed on the ground. However, an aerial Hand Slap is now capable of meteor smashing and is not only fairly easy to land, but it is an effective one as well. | Donkey Kong's special moveset has a lot of utility. [[Giant Punch]] is a deadly KO move, and a fully charged one has [[super armor]], making it difficult to interrupt. [[Headbutt]] can [[bury]] opponents, leaving them exposed to any move. It also does strong [[shield damage]], threatening attempts to block the move. [[Hand Slap]] has very long range and allows for stage control, but since it is a [[quake]] move, it has no effect on aerial opponents when it is performed on the ground. However, an aerial Hand Slap is now capable of meteor smashing and is not only fairly easy to land, but it is an effective one as well. | ||
Finally, [[Spinning Kong]] can be used as an [[out of shield]] option, thanks to its super armor and high damage output. As a recovery, it lets Donkey Kong move horizontally quickly and for a long time, giving him a very long horizontal [[recovery]]. Spinning Kong also retains its ability from ''Brawl'' to completely negate all momentum, against both horizontal and vertical knockback however, this is considered impractical and nearly impossible to utilize due to the changes to [[hitstun canceling]]. | Finally, [[Spinning Kong]] can be used as an [[out of shield]] option, thanks to its super armor and high damage output. As a recovery, it lets Donkey Kong move horizontally quickly and for a long time, giving him a very long horizontal [[recovery]]. Spinning Kong also retains its ability from ''Brawl'' to completely negate all momentum, against both horizontal and vertical knockback however, this is considered impractical and nearly impossible to utilize due to the changes to [[hitstun canceling]]. | ||
Despite these advantages, Donkey Kong has noticeable flaws. His most notable flaw is his poor defensive game. Although his large size gives him high reach, it also makes him very easy to hit | Despite these advantages, Donkey Kong has noticeable flaws. His most notable flaw is his poor defensive game. Although his large size gives him high reach, it also makes him very easy to hit. While his out of shield game is strong, Donkey Kong's shield itself is rather poor, due to it being unusually small for a character of his size (like {{SSB4|Ganondorf}}), making him heavily vulnerable to [[shield stab]]bing. His [[roll]]s and [[edge recovery]] options are also very slow. With all of this working against him, Donkey Kong is heavily vulnerable to combos and [[juggling]], worsened by his lack of combo breakers (due to his polarizing aerials) and lack of good dodging options outside of aerial maneuvering. | ||
Despite being very fast in terms of start-up, Donkey Kong's moveset is slow in regard to ending lag, making him susceptible to [[punishment]] without careful spacing. Finally, his vertical recovery is almost nonexistent, due to Spinning Kong's vertical distance being considerably low. This also makes it extremely difficult for him to survive even the weakest meteor smashes. | Despite being very fast in terms of start-up, Donkey Kong's moveset is slow in regard to ending lag, making him susceptible to [[punishment]] without careful spacing. Finally, his vertical recovery is almost nonexistent, due to Spinning Kong's vertical distance being considerably low. This also makes it extremely difficult for him to survive even the weakest meteor smashes. | ||
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Custom moves can give Donkey Kong considerable benefits, more so than most other characters. Kong Cyclone is often considered to be Donkey Kong's most valuable move, as well as the best custom in the game: it grants super armor, has a suction effect, can be auto-canceled, and possesses greater power, maneuverability and speed compared to Spinning Kong. Altogether, these traits enable Kong Cyclone to significantly improve DK's [[neutral game]]. | Custom moves can give Donkey Kong considerable benefits, more so than most other characters. Kong Cyclone is often considered to be Donkey Kong's most valuable move, as well as the best custom in the game: it grants super armor, has a suction effect, can be auto-canceled, and possesses greater power, maneuverability and speed compared to Spinning Kong. Altogether, these traits enable Kong Cyclone to significantly improve DK's [[neutral game]]. | ||
Chopper Kong does no damage and grants less horizontal distance, but covers more vertical distance, enabling Donkey Kong to survive meteor smashes more effectively. Storm Punch has a push effect, and is very effective for edge-guarding and spacing. Lightning Punch charges much faster, giving Donkey Kong a more readily available KO option in case his moveset can't get the job done. However, it deals less damage, more so than Storm Punch. Jumping Headbutt has more vertical range and a hitbox during most of its descent, making it a good alternative to [[fast falling]], but at the cost of being unable to properly bury opponents. Stubborn Headbutt eschews its role as a pressure move due to its | Chopper Kong does no damage and grants less horizontal distance, but covers more vertical distance, enabling Donkey Kong to survive meteor smashes more effectively. Storm Punch has a push effect, and is very effective for edge-guarding and spacing. Lightning Punch charges much faster, giving Donkey Kong a more readily available KO option in case his moveset can't get the job done. However, it deals less damage, more so than Storm Punch. Jumping Headbutt has more vertical range and a hitbox during most of its descent, making it a good alternative to [[fast falling]], but at the cost of being unable to properly bury opponents. Stubborn Headbutt eschews its role as a pressure move due to its slow start-up. However, it has higher power and super armor, protecting Donkey Kong from any attack. Focused Slap and Hot Slap sacrifice range for [[Paralyze|paralysis]] and vertical range, respectively. Both are also potent KOing options, with the latter having high diagonal knockback, and the former having extremely high vertical knockback. | ||
Overall, Donkey Kong is a potent character; with speed, power, range, endurance, and easy-to-use combos, there are very few matchups he cannot overcome. As a result, DK is, alongside {{SSB4|Bowser}}, one of the two most effective super heavyweights in the game. This, in turn, is reflected in his presence in the competitive scene, as he has average tournament representation and above average results, the latter of which has been thanks to the likes of {{Sm|HIKARU}}, {{Sm|Tweek}}, {{Sm|Konga}} and {{Sm|DKwill}}. | Overall, Donkey Kong is a potent character; with speed, power, range, endurance, and easy-to-use combos, there are very few matchups he cannot overcome. As a result, DK is, alongside {{SSB4|Bowser}}, one of the two most effective super heavyweights in the game. This, in turn, is reflected in his presence in the competitive scene, as he has average tournament representation and above average results, the latter of which has been thanks to the likes of {{Sm|HIKARU}}, {{Sm|Tweek}}, {{Sm|Konga}} and {{Sm|DKwill}}. | ||
==Changes from '' | ==Changes from ''Brawl''== | ||
Donkey Kong has seen a mix of buffs and nerfs in the transition from ''Brawl'' to ''SSB4'' | Donkey Kong has seen a mix of buffs and nerfs in the transition from ''Brawl'' to ''SSB4''. As for his buffs, the most noticeable improvement has been to his overall speed. His already solid movement speed has also been greatly increased although this is the case for a majority of returning veterans. Donkey Kong has received some new attacks which help him out overall including a new dash attack which covers much more distance and has much less ending lag and an aerial variant of [[Hand Slap]] which gives him a new landing option and edgeguarding tool. He also has additional [[intangibility]] on a variety of his moves. His grab game is noticeably more effective as his grabs have more range and his dash grab is less laggy. All variants of his Cargo Throw have been altered and improved but the most significant variant of Cargo Throw which was improved was his up throw His Cargo up throw has altered knockback which when combined with the removal of [[hitstun canceling]] and the changes to [[DI]], gives it much better combo potential and at certain percents, it can lead into an up aerial for a guaranteed kill at very low percents especially with [[rage]]. Donkey Kong has received many benefits from the game's new mechanics. Donkey Kong heavily benfits from the introduction of [[rage]] as his increased [[weight]] enables him to live for a long period of time and build up rage, which makes his already solid power becoming even more effective and allows his "Ding Dong" (Cargo up throw up aerial) to kill opponents at obscenely early percents. Donkey Kong also benefits from the removal of [[chain grab]]bing as it improves his endurance against certain characters although he lost a couple of chain grabs of his own. Finally, DK benefits considerably from the removal of edge hogging and the introduction of edge stealing, which prevents his poor vertical recovery from being edge-hogged. | ||
Donkey Kong did receive a few noticeable nerfs both direct and indirect. As for indirect nerfs, the | Donkey Kong did receive a few noticeable nerfs both direct and indirect. As for indirect nerfs, the removal of hitstun canceling does not benefit him as much as other characters. It does not grant him much better combo ability and it makes him much easier to combo combined with his higher weight, falling speed and gravity and it significantly hinders his endurance especially horizontally although it combined with his altered Cargo up throw gives him incredible followup potential including his "Ding Dong" (which greatly makes up for the removal of hitstun canceling). The removal of [[glide toss]]ing and [[edge momentum shifting]] also hinder his mobility in certain situations. As for his direct nerfs, his overall damage output and KO power outside of his "Ding Dong" and rage have been reduced and he has less range especially when relative to the cast hindering his ability to wall out opponents and making it easier for his opponents to approach him. | ||
Overall, the general changes to ''Smash 4''{{'}}s mechanics benefit him more than they hinder and some of his buffs benefit him quite a bit resulting in him being considered to be more viable than he was in ''Brawl'' despite the various downgrades his ground moves and aerials received. He was initially considered to be much worse in earlier versions of the game although update [[1.1.0]] gave him multiple beneficial changes most notably his "Ding Dong" resulting in players having a much higher opinion of him | Overall, the general changes to ''Smash 4''{{'}}s mechanics benefit him more than they hinder and some of his buffs benefit him quite a bit resulting in him being considered to be more viable than he was in ''Brawl'' despite the various downgrades his ground moves and aerials received. He was initially considered to be much worse in earlier versions of the game although update [[1.1.0]] gave him multiple beneficial changes most notably his "Ding Dong" resulting in players having a much higher opinion of him. | ||
===Aesthetics=== | ===Aesthetics=== | ||
*{{change|Due to the aesthetic used in '' | *{{change|Due to the aesthetic used in ''SSB4'', Donkey Kong's skin is sleeker, his tie is more vibrant, and his fur is of a significantly higher visual quality than in ''Brawl''. His teeth are also white, instead of straw yellow. Altogether, these changes make Donkey Kong appear virtually identical to his appearance as of ''{{s|mariowiki|Donkey Kong Country Returns}}''.}} | ||
*{{change|Donkey Kong is significantly more expressive. He now scowls during certain attacks, his up [[taunt]], and while hanging from an edge; he appears confused during his down taunt and while [[teeter]]ing; his irises shrink when he is hit, [[grab]]bed, [[screen KO]]'d, and when an opponent escapes his grab; his eyes comically bulge outward when he is launched;<ref>[https://miiverse.nintendo.net/posts/AYMHAAACAABnUYnjrQ_heQ Pic of the Day: February 12, 2014]</ref> he sports a toothy grin during his side taunt, backflipping and chest-beating [[victory pose]]s, and standing and pivot grabs; and he {{GameIcon|ssb4-u}}smiles with his lips pursed during his self-congratulatory victory pose. The majority of Donkey Kong's animations are also more fluid.}} | *{{change|Donkey Kong is significantly more expressive. He now scowls during certain attacks, his up [[taunt]], and while hanging from an edge; he appears confused during his down taunt and while [[teeter]]ing; his irises shrink when he is hit, [[grab]]bed, [[screen KO]]'d, and when an opponent escapes his grab; his eyes comically bulge outward when he is launched;<ref>[https://miiverse.nintendo.net/posts/AYMHAAACAABnUYnjrQ_heQ Pic of the Day: February 12, 2014]</ref> he sports a toothy grin during his side taunt, backflipping and chest-beating [[victory pose]]s, and standing and pivot grabs; and he {{GameIcon|ssb4-u}}smiles with his lips pursed during his self-congratulatory victory pose. The majority of Donkey Kong's animations are also more fluid.}} | ||
*{{change|[[Idle pose]]'s animation has slightly changed. Donkey Kong now purses his lips, instead of slightly baring his teeth.}} | *{{change|[[Idle pose]]'s animation has slightly changed. Donkey Kong now purses his lips, instead of slightly baring his teeth.}} | ||
*{{change|Aside from his down taunt's voice clip, Donkey Kong's other voice clips have been updated | *{{change|Aside from his down taunt's voice clip, Donkey Kong's other voice clips have been updated.}} | ||
===Attributes=== | ===Attributes=== | ||
*{{ | *{{change|Like other large characters, such as {{SSB4|Bowser}} and {{SSB4|King Dedede}}, Donkey Kong's general size in proportion to the other playable characters is also greater than in previous installments.<ref>[https://miiverse.nintendo.net/posts/AYMHAAACAADMUKlhFSRn7g Pic of the Day: January 16, 2014]</ref> This improves his [[range]], but makes his hurtbox larger.}} | ||
*{{buff|Donkey Kong [[ | *{{change|Donkey has two new [[alternate costume]]s.}} | ||
*{{buff|Donkey Kong | *{{change|Donkey Kong is [[weight|heavier]] (116 → 122) making him more susceptible to combos. While this technically improves his endurance, it is offset with the changes to [[hitstun canceling]] which in turn greatly reduces the effect of [[momentum canceling]].}} | ||
*{{buff|Donkey Kong [[walk]]s faster (1.2 → 1.3).}} | |||
*{{buff|Donkey Kong [[dash]]es faster (1.622 → 1.7031).}} | |||
*{{buff|Donkey Kong's [[air speed]] is faster (1.081 → 1.15).}} | *{{buff|Donkey Kong's [[air speed]] is faster (1.081 → 1.15).}} | ||
*{{change|Donkey Kong [[Falling speed|falls]] | *{{change|Donkey Kong [[Falling speed|falls]] faster (1.58 → 1.63). This slightly improves his vertical endurance, but makes him slightly more susceptible to combos.}} | ||
*{{change|Donkey Kong's [[gravity]] is | *{{change|Donkey Kong's [[gravity]] is higher (0.081 → 0.08505).}} | ||
*{{buff| | *{{buff|[[Shield]] is larger, as it now fully covers Donkey Kong while it is at full health.}} | ||
*{{nerf|Donkey Kong's [[Grab release#Ground release|ground release]] animation has received 10 more frames, now matching the rest of the cast. This gives him less time to counterattack removing his guaranteed followups.}} | |||
*{{change|The changes to [[hitstun canceling]] both help and hinder Donkey Kong. They significantly improve his combo potential, but make him more susceptible to combos.}} | |||
*{{nerf|Donkey Kong's [[Grab release#Ground release|ground release]] animation | *{{buff|The removal of [[chain grab]]bing significantly improves Donkey Kong's endurance.}} | ||
*{{change|The changes to [[hitstun canceling]] both help and hinder Donkey Kong. They significantly improve his | *{{change|The removal of [[meteor canceling]] both helps and hinders Donkey Kong. It significantly improves the reliability of his [[meteor smash]]es, but makes him significantly more susceptible to meteor smashes.}} | ||
*{{buff|The removal of [[chain grab]]bing significantly improves Donkey Kong's endurance | |||
*{{change|The removal of [[meteor canceling]] | |||
*{{nerf|The removal of [[glide toss]]ing significantly hinders Donkey Kong's approach with [[item]]s.}} | *{{nerf|The removal of [[glide toss]]ing significantly hinders Donkey Kong's approach with [[item]]s.}} | ||
*{{buff|[[Roll]]s have less landing lag ( | *{{buff|[[Roll]]s have less landing lag (frame 32 → 30).}} | ||
*{{nerf|Rolls have a shorter duration (frames 4-19 → 4-16).}} | *{{nerf|Rolls have a shorter duration (frames 4-19 → 4-16).}} | ||
*{{buff|[[Air dodge]] has less ending lag ( | *{{buff|[[Air dodge]] has less ending lag (frame 50 → 35) although it is still slower compared to other air dodges.}} | ||
*{{buff|[[ | *{{buff|[[Spotdodge]] has less ending lag (frame 31 → 29) although it is still one of the slowest in the game.}} | ||
*{{nerf| | *{{nerf|Spotdodge has more startup lag with a shorter duration (frames 2-23 → 4-19).}} | ||
===Ground attacks=== | ===Ground attacks=== | ||
*{{buff|Neutral attack's first hit's body hitbox has altered knockback (0 (base), 100 (scaling) → 35/25) and its angle has been altered (140° → 110°/130°). This makes it connect together better with its second hit.}} | |||
*{{nerf|Neutral attack's first and second hit have shorter durations (frames 5-7 → 5-6 (first hit), frames 6-11 → 6-7 (second hit)).}} | |||
*{{change|Neutral attack's animation has slightly changed. Donkey Kong now turns farther inward when throwing the [[wikipedia:hook (boxing)|hook]].}} | |||
*{{buff|Forward tilt has increased [[intangibility]] (frames 8-11 (all) → 7-11 (up), 1-25 (non angled/down)).}} | |||
*{{nerf|Upward angled forward tilt deals 1% less damage (12% → 11%) and all variants have more startup lag with a shorter duration (frames 8-11 → 9-11) and more ending lag (frame 34 → 38). All variants also have smaller hitboxes (5.5u/5u/4u/3.5u → 5u/4.5u/3.2u).}} | |||
*{{buff|Up tilt has increased intangibility (frames 5-11 → 5-25) and its sourspot is larger (5u → 5.3u).}} | |||
*{{buff|Donkey Kong's arm is now intangible when performing down tilt.}} | |||
*{{change|Down tilt deals less damage (8% → 7% (arm)/6% (hand)) and has decreased base knockback (20 → 10). This allows it to [[lock]] and [[trip]] for longer, but hinders its damage racking and spacing potential.}} | |||
*{{nerf|Down tilt has more startup lag with a shorter duration (frames 6-9 → 7-9). It also has smaller hitboxes (4.8u/4.8u/5.28u/6.4u → 4.4u/4.4u/5.5u).}} | |||
*{{buff|Donkey Kong has a new dash attack, the {{s|mariowiki|Barrel Roll}} based on his main attack from "Donkey Kong Country". Compared to the previous dash attack, it covers much more distance, has a longer duration (frames 9-20 → 9-24), and less ending lag (frame 55 → 42) making it safer and greatly improving its approach potential. The clean hit also deals more knockback (100 (base), 20 (scaling) → 85/53) and the late hit no longer has set knockback (120 (set), 100 (scaling) → 60 (base)/65).}} | |||
*{{nerf|Dash attack deals 1% less damage (11% (clean)/9% (late) → 10%/8%).}} | |||
*{{buff|All smash attacks now have [[transcendent priority]], improving their reliability.}} | *{{buff|All smash attacks now have [[transcendent priority]], improving their reliability.}} | ||
*{{nerf|Forward smash's hitboxes deal consistent damage (21%/20% → 20% (hands), 19%/18% → 19% (body)) and has decreased knockback (30 (base), 94 (scaling) → 30/91 (hands), 18/100 → 25/91 (body)), hindering its KO potential. It also has smaller hitboxes (6.4u/6.8u/4.3u/3u → 5.7u/3.7u).}} | |||
*{{change|Sweetspotted forward smash's angle has been altered ([[Sakurai angle|361°]] → 46°).}} | |||
*{{buff|Forward smash now grants [[intangibility]] to Donkey Kong's head and arms on frames 20-26.}} | |||
*{{buff|The 19% damage increase to shields and the increase to [[shieldstun]] significantly improve sweetspotted forward and down smash's shield pressuring potentials.}} | *{{buff|The 19% damage increase to shields and the increase to [[shieldstun]] significantly improve sweetspotted forward and down smash's shield pressuring potentials.}} | ||
*{{nerf|Up smash has decreased knockback (40 (base), 93 (scaling) → 30/83), hindering its KO potential. Its hitbox is also smaller (9.5u → 8.8u/7u).}} | |||
*{{buff|Down smash has received hitboxes at the tips of Donkey Kong's fists that deal 18%, improving its safety and slightly increasing its overall duration.}} | |||
*{{nerf|Down smash has decreased knockback scaling (100 → 88) and the new sweetspots have lower base knockback to compensate for their higher damage (35 → 30) hindering its KO potential. Its arms and fists' hitboxes are smaller (7u → 4u/6u).}} | |||
*{{change|Down smash's angles have been altered (115°/98° → 70°, 55°/82°).}} | |||
===Aerial attacks=== | ===Aerial attacks=== | ||
*{{buff|Forward and down aerial have decreased landing lag (30 frames → 29 (forward), 31 frames → 24 (down)).}} | |||
*{{nerf|Neutral, back, and up aerial have increased landing lag (15 frames → 17 (neutral), 15 frames → 18 (back), 22 frames → 25 (up)).}} | |||
*{{buff|Neutral aerial [[auto-cancel]]s earlier (frame 39 → 27).}} | |||
*{{nerf|Forward aerial's late hit deals less damage (16% → 15% (clean)/13% (late)), and the early hit and late sourspot deal less knockback (30 (base), 100 (scaling) → 30/85 (early), 50/85 → 30/100 (late)). Forward aerial also has smaller hitboxes (6u/6u/4u/4u → 5.5u/4.5u (early), 7u/7u/4u/4u → 6u/5u (late)).}} | |||
*{{buff|Forward aerial has decreased start-up lag (frame 25 → 18) and ending lag (frame 60 → 56). The late sweetspot has higher knockback scaling (85 → 100) improving its KO potential.}} | |||
*{{nerf|Back aerial has decreased knockback scaling (100 → 97) and has smaller hitboxes (7.6u/6u/6u → 7u/5u/5u (clean), 7u/5u/5u → 6u/4u/4u (late)), hindering its KO and spacing potential.}} | |||
*{{buff|Donkey Kong's head is now intangible while performing up aerial.}} | |||
*{{nerf|Up aerial deals 1% less damage (14% → 13%), hindering its KO potential. It also has a smaller hitbox (8u → 7.5u).}} | |||
*{{buff|Down aerial has decreased start-up lag (frame 18 → 14).}} | |||
*{{nerf|Down aerial has a shorter duration (frames 18-23 → 14-16) and has smaller hitboxes (8.5u/7.7u/5.7u → 7u/5.8u). Sweetspotted down aerial also has decreased base knockback (38 → 30).}} | |||
*{{change|Due to its angle being altered (270° → 361°), sourspotted down aerial is no longer a [[meteor smash]].}} | |||
===Throws/other attacks=== | ===Throws/other attacks=== | ||
*{{ | *{{buff|All grabs have increased ranges. Standing and dash grabs can also now grab certain characters hanging on an edge.}}<ref>[https://m.youtube.com/watch?v=n1bnkhmTbgI| Video demonstrating Donkey Kong being able to grab ledge-hanging opponents]</ref> | ||
*{{buff|Dash grab has decreased ending lag (frame 50 → 39).}} | |||
*{{nerf|Standing and pivot grabs have increased ending lag (frame 30 → 31 (standing), frame 36 → 37 (pivot)). Pivot grab also has increased start-up lag (frame 10 → 11).}} | |||
*{{buff|Dash grab has | *{{change|Grabs' animations have slightly changed. Donkey Kong now grabs with one hand, instead of both.}} | ||
*{{nerf| | *{{nerf|Pummel deals 1% less damage (3% → 2%).}} | ||
*{{buff|Cargo forward throw deals 2% more damage (8% → 10%).}} | |||
*{{buff|Cargo back throw deals 4% more damage (8% → 12%), and has increased knockback (80 (base), 50 (scaling) → 70/80).}} | |||
*{{change|Cargo back throw's angle has been altered (55° → 72°). This improves its KO potential near the upper blast line, but significantly hinders its [[stage spike]] potential.}} | |||
*{{buff|Cargo up throw deals 3% more damage (7% → 10%), with altered knockback (90 (base), 30 (scaling) → 58/52). These changes combined with the removal of hitstun canceling grant it combo potential at low to high percentages with it leading into an up aerial at certain percents for a kill confirm.}} | |||
*{{buff|Cargo down throw deals 1% more damage (6% → 7%), although its knockback was somewhat compensated (65 (base), 26 (scaling) → 50/38). Its angle has also been altered (28° → 48°). Altogether, these changes improve its stage spike potential.}} | |||
*{{change|Down throw's animation has slightly changed.}} | |||
*{{nerf|The removal of chain grabbing hinders down throw's damage racking potential.}} | |||
*{{change|Donkey Kong has a new edge attack, a [[wikipedia:Professional wrestling attacks#Forearm club|forearm club]]. Compared to the previous edge attacks, it is slower and has less range than the one used below 100%, but is slightly faster than the one used at 100%+.}} | |||
*{{buff|Front and back floor attacks deal 1% more damage (6% → 7%).}} | |||
===Special moves=== | ===Special moves=== | ||
*[[Giant Punch]] | *{{nerf|[[Giant Punch]] takes longer to fully charge (127 frames → 144) and has increased ending lag (frame 45 → 48 (uncharged), frame 59 → 63 (fully charged)).}} | ||
*{{buff|The 19% damage increase to shields and the increase to shieldstun significantly improve fully charged Giant Punch's shield pressuring potential. However, its extra shield damage was reduced (2 → 0).}} | |||
*{{buff|Giant Punch now has transcendent priority, improving its reliability.}} | |||
*{{buff|Uncharged Giant Punch has decreased start-up lag (frame 25 → 18 (clean grounded/clean aerial)/19 (late grounded/late aerial)) and no longer has a sourspot.}} | |||
*{{buff|Fully charged Giant Punch's has increased super [[armor]] frames (frames 17-20 → 11-20).}} | |||
*{{change|Giant Punch's wind-up is lower pitched.}} | |||
*{{nerf|Aerial clean [[Headbutt]] deals 4% less damage (14% → 10%), its meteor smash hitbox is more difficult to land and it barely stalls Donkey Kong's descent, significantly hindering its recovery potential. The removal of [[edge momentum shifting]] also hinders its utility.}} | |||
*{{buff|Grounded Headbutt has increased range.}} | |||
*{{nerf|Headbutt has increased ending lag (frame 60 → 64).}} | |||
*{{buff|The 19% damage increase to shields and the increase to shieldstun significantly improve Headbutt's shield pressuring potential despite its reduced shield damage (30 → 25).}} | |||
*{{buff|Grounded [[Spinning Kong]]'s first hit deals more damage (5% (arms)/4% (body) → 7%). Additionally, due to their angles being altered (361° → 20°/180°), its loop hits connect together better. Lastly, it has increased super armor frames (frames 10-16 → 8-17).}} | |||
*{{nerf|Grounded Spinning Kong's loop hits deal 1.7% less damage (3% → 1.3%).}} | |||
*{{change|Grounded Spinning Kong's animation has changed. Donkey Kong now performs a series of [[wikipedia:Professional wrestling attacks#Clothesline|discus clotheslines]] and [[Wikipedia:Professional wrestling attacks#Spinning back fist|spinning backfists]] before striking a flexing pose upon finishing. This new animation lengthens its duration (frames 19-56 → 19-62) and improves its vertical range, but increases its ending lag (frame 85 → 94).}} | |||
*{{buff|The weakening of [[SDI]] makes Spinning Kong significantly more difficult to escape from.}} | |||
**{{nerf|Headbutt has increased ending lag ( | *{{nerf|Donkey Kong can no longer perform the "Invincicopter". Additionally while aerial Spinning Kong can still be used for momentum canceling, its effect is significantly weaker as Donkey Kong can no longer use hitstun canceling to reduce his launch speed and make greater use of Spinning Kong.}} | ||
* | *{{buff|Hand Slap can now be used in midair, with its second hit being a meteor smash. These changes grant it edge-guarding potential and give Donkey Kong an extra aerial attack.}} | ||
*{{nerf|Hand Slap has increased ending lag (frame 61 → 75).}} | |||
*{{buff|The 19% damage increase to shields and the increase to shieldstun significantly improve Hand Slap's shield pressuring potential.}} | |||
*{{buff|[[Konga Beat]]'s visual effects have changed. It is now accompanied by a bar that indicates when to press the special button in rhythm with the beat, similarly to the display in ''{{s|mariowiki|Donkey Konga}}''. This significantly improves its reliability.}} | |||
*{{change|Konga Beat's animation has slightly changed. If Donkey Kong performs all of its button presses with the correct timing, he will strike a thumbs up pose at its conclusion.}} | |||
* | |||
**{{buff|The 19% damage increase to shields and the increase to shieldstun significantly improve Hand Slap's shield pressuring potential.}} | |||
==Update history== | ==Update history== | ||
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*{{buff|Cargo up throw deals 3% more damage|7%|10%.}} | *{{buff|Cargo up throw deals 3% more damage|7%|10%.}} | ||
*{{buff|Cargo down throw deals 1% more damage|6%|7%.}} | *{{buff|Cargo down throw deals 1% more damage|6%|7%.}} | ||
*{{buff|Cargo down throw's animation slightly changed. Donkey Kong now hops while performing it | *{{buff|Cargo down throw's animation slightly changed. Donkey Kong now hops while performing it. This new animation allows Donkey Kong to go off-stage, use it and then safely recover back to the stage, regardless of whether or not it was used to stage spike an opponent.}} | ||
'''{{GameIcon|ssb4}} [[1.1.0]]''' | '''{{GameIcon|ssb4}} [[1.1.0]]''' | ||
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==Moveset== | ==Moveset== | ||
{{MovesetTable | {{MovesetTable | ||
|game=SSB4 | |game=SSB4 | ||
|neutralname= | |neutralname= | ||
|neutralcount=2 | |neutralcount=2 | ||
|neutral1dmg=4% | |neutral1dmg=4% | ||
|neutral2dmg=6% | |neutral2dmg=6% | ||
|neutraldesc=A hook followed by an uppercut. At very low percentages, it can combo into itself or work as a fairly reliable set-up for a fully charged [[Giant Punch]]. However, its first hit can also be [[jab cancel]]ed into forward tilt, down tilt or a grab, which is further supplemented by the first hit's tip launching the opponent towards Donkey Kong instead of away from him. | |neutraldesc=A hook followed by an uppercut. At very low percentages, it can combo into itself or work as a fairly reliable set-up for a fully charged [[Giant Punch]]. However, its first hit can also be [[jab cancel]]ed into forward tilt, down tilt or a grab, which is further supplemented by the first hit's tip launching the opponent towards Donkey Kong instead of away from him. | ||
|ftiltname= | |ftiltname= | ||
|ftiltangles=3 | |ftiltangles=3 | ||
|ftiltupdmg=11% | |ftiltupdmg=11% | ||
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|ftiltdowndmg=9% | |ftiltdowndmg=9% | ||
|ftiltdesc=A backhanded slap. Can be angled, with the upward angle dealing the most amount of damage and the downward angle dealing the least. | |ftiltdesc=A backhanded slap. Can be angled, with the upward angle dealing the most amount of damage and the downward angle dealing the least. | ||
|utiltname= | |utiltname= | ||
|utiltdmg=11% (arm), 10% (elbow), 9% (hand) | |utiltdmg=11% (arm), 10% (elbow), 9% (hand) | ||
|utiltdesc=An overhead arcing swipe. It has a very reliable range and deals more damage and knockback if the target is hit near DK's shoulder. | |utiltdesc=An overhead arcing swipe. It has a very reliable range and deals more damage and knockback if the target is hit near DK's shoulder. | ||
|dtiltname=Slouch Slap | |dtiltname=Slouch Slap | ||
|dtiltdmg=7% (arm), 6% (hand) | |dtiltdmg=7% (arm), 6% (hand) | ||
|dtiltdesc=A crouching swat. Slightly less powerful around his fingers. In addition to its great speed and range, it has a chance to [[Tripping|trip]] opponents, allowing for guaranteed follow-ups such as itself, a [[Pivoting|pivoted]] up tilt, forward smash, Giant Punch, [[Headbutt]], [[Hand Slap]] or a grab. | |dtiltdesc=A crouching swat. Slightly less powerful around his fingers. In addition to its great speed and range, it has a chance to [[Tripping|trip]] opponents, allowing for guaranteed follow-ups such as itself, a [[Pivoting|pivoted]] up tilt, forward smash, Giant Punch, [[Headbutt]], [[Hand Slap]] or a grab. | ||
|dashname= | |dashname= | ||
|dashdmg=10% (clean), 8% (late) | |dashdmg=10% (clean), 8% (late) | ||
|dashdesc=The {{s|mariowiki|Roll Attack}}, his signature attack from ''{{s|mariowiki|Donkey Kong Country}}''. It deals less damage towards its end. | |dashdesc=The {{s|mariowiki|Roll Attack}}, his signature attack from ''{{s|mariowiki|Donkey Kong Country}}''. It deals less damage towards its end. | ||
|fsmashname= | |fsmashname= | ||
|fsmashdmg={{ChargedSmashDmgSSB4|20}} (hands), {{ChargedSmashDmgSSB4|19}} (arms) | |fsmashdmg={{ChargedSmashDmgSSB4|20}} (hands), {{ChargedSmashDmgSSB4|19}} (arms) | ||
|fsmashdesc=A lunging {{s|mariowiki|clap}}. It deals slightly less damage if it hits with Donkey Kong's arms. KOs at 92% uncharged and at 54% fully charged without rage. | |fsmashdesc=A lunging {{s|mariowiki|clap}}. It deals slightly less damage if it hits with Donkey Kong's arms. KOs at 92% uncharged and at 54% fully charged without rage. | ||
|usmashname= | |usmashname= | ||
|usmashdmg={{ChargedSmashDmgSSB4|18}} | |usmashdmg={{ChargedSmashDmgSSB4|18}} | ||
|usmashdesc=An overhead clap. Unlike other up smashes, it does not launch opponents into the main hitbox, making it somewhat problematic to land if the opponent is not airborne or incredibly close to him. However, it can be effective if used beneath a platform. KOs at 102% and 63% uncharged. At full rage, it is slightly more powerful than his Brawl up smash. Donkey Kong's head and arms are intangible while the hitboxes are out. | |usmashdesc=An overhead clap. Unlike other up smashes, it does not launch opponents into the main hitbox, making it somewhat problematic to land if the opponent is not airborne or incredibly close to him. However, it can be effective if used beneath a platform. KOs at 102% and 63% uncharged. At full rage, it is slightly more powerful than his Brawl up smash. Donkey Kong's head and arms are intangible while the hitboxes are out. | ||
|dsmashname= | |dsmashname= | ||
|dsmashdmg={{ChargedSmashDmgSSB4|14}} (arms), {{ChargedSmashDmgSSB4|17}} (early, fists), {{ChargedSmashDmgSSB4|18}} (late, fists) | |dsmashdmg={{ChargedSmashDmgSSB4|14}} (arms), {{ChargedSmashDmgSSB4|17}} (early, fists), {{ChargedSmashDmgSSB4|18}} (late, fists) | ||
|dsmashdesc=Raises his arms overhead and then quickly swings them downward to perform [[Wikipedia:Professional wrestling attacks#Forearm club|forearm clubs]]. It has decent range, fast start-up for a smash attack, and deals great vertical knockback. It KOs starting at 101% when sweetspotted, it is especially good for punishing rolls and laggy attacks, and is a reliable [[out of shield]] option. It could arguably be considered one of the best down smashes in the game, despite its fair amount of ending lag. | |dsmashdesc=Raises his arms overhead and then quickly swings them downward to perform [[Wikipedia:Professional wrestling attacks#Forearm club|forearm clubs]]. It has decent range, fast start-up for a smash attack, and deals great vertical knockback. It KOs starting at 101% when sweetspotted, it is especially good for punishing rolls and laggy attacks, and is a reliable [[out of shield]] option. It could arguably be considered one of the best down smashes in the game, despite its fair amount of ending lag. | ||
|nairname= | |nairname= | ||
|nairdmg=11% (clean), 8% (late) | |nairdmg=11% (clean), 8% (late) | ||
|nairdesc=Quickly spins around to perform [[Wikipedia:Professional wrestling attacks#Clothesline|discus clotheslines]] with both arms, similarly to [[Spinning Kong]]. It is not the fastest of DK's aerials, but has the longest lasting hitbox and the lowest amount of ending lag. Additionally, its late hit has excellent combo potential when SHFF'd, but it requires good timing due to its hitbox not being optimally positioned compared to his other aerials. | |nairdesc=Quickly spins around to perform [[Wikipedia:Professional wrestling attacks#Clothesline|discus clotheslines]] with both arms, similarly to [[Spinning Kong]]. It is not the fastest of DK's aerials, but has the longest lasting hitbox and the lowest amount of ending lag. Additionally, its late hit has excellent combo potential when SHFF'd, but it requires good timing due to its hitbox not being optimally positioned compared to his other aerials. | ||
|fairname= | |fairname= | ||
|fairdmg=16% (early), 15% (meteor smash), 13% (late) | |fairdmg=16% (early), 15% (meteor smash), 13% (late) | ||
|fairdesc=A [[Wikipedia:Professional wrestling attacks#Double axe handle|double axe handle]]. If [[sweetspot]]ted, the opponent is [[meteor smash]]ed. Like many other moves, its early hitbox is weaker than its meteor smash hitbox, to the point that it is even weaker than the late sourspot despite dealing more damage. However, the early hitbox launches opponents away by dealing extreme horizontal knockback, making it more effective for KOing horizontally. It appears similar to his midair attack from ''{{s|mariowiki|Donkey Kong 64}}'', which itself was inspired by this attack due to ''SSB'' debuting before ''Donkey Kong 64''. | |fairdesc=A [[Wikipedia:Professional wrestling attacks#Double axe handle|double axe handle]]. If [[sweetspot]]ted, the opponent is [[meteor smash]]ed. Like many other moves, its early hitbox is weaker than its meteor smash hitbox, to the point that it is even weaker than the late sourspot despite dealing more damage. However, the early hitbox launches opponents away by dealing extreme horizontal knockback, making it more effective for KOing horizontally. It appears similar to his midair attack from ''{{s|mariowiki|Donkey Kong 64}}'', which itself was inspired by this attack due to ''SSB'' debuting before ''Donkey Kong 64''. | ||
|bairname= | |bairname= | ||
|bairdmg=13% (clean), 8% (late) | |bairdmg=13% (clean), 8% (late) | ||
|bairdesc=A back kick. A useful move courtesy of its decent power, large, lingering hitbox and minimal start-up, ending and landing lag. Its low ending lag allows it to initiate a [[wall of pain]]. | |bairdesc=A back kick. A useful move courtesy of its decent power, large, lingering hitbox and minimal start-up, ending and landing lag. Its low ending lag allows it to initiate a [[wall of pain]]. | ||
|uairname= | |uairname= | ||
|uairdmg=13% | |uairdmg=13% | ||
|uairdesc=An upward headbutt. DK's head is intangible as soon as the attack begins. Its high damage output and knockback make it a viable KOing option and the most potent follow-up from "cargo up throw". It also autocancels in a SHFF, making for an excellent juggling option and frame traps landing air dodges with ease. | |uairdesc=An upward headbutt. DK's head is intangible as soon as the attack begins. Its high damage output and knockback make it a viable KOing option and the most potent follow-up from "cargo up throw". It also autocancels in a SHFF, making for an excellent juggling option and frame traps landing air dodges with ease. | ||
|dairname= | |dairname= | ||
|dairdmg=16% (sweetspot), 13% (sourspot) | |dairdmg=16% (sweetspot), 13% (sourspot) | ||
|dairdesc=A stomp. Its sweetspot is a strong [[meteor smash]], while its sourspot, which is close to Donkey Kong's chest, deals diagonal knockback. However, it is a rather laggy attack despite its fairly quick start-up. | |dairdesc=A stomp. Its sweetspot is a strong [[meteor smash]], while its sourspot, which is close to Donkey Kong's chest, deals diagonal knockback. However, it is a rather laggy attack despite its fairly quick start-up. | ||
|grabname= | |grabname= | ||
|grabdesc=Reaches out. Donkey Kong's overall grab range is the second longest in the game, being surpassed only by {{SSB4|Greninja}}'s. | |grabdesc=Reaches out. Donkey Kong's overall grab range is the second longest in the game, being surpassed only by {{SSB4|Greninja}}'s. | ||
|pummelname= | |pummelname= | ||
|pummeldmg=2.1% | |pummeldmg=2.1% | ||
|pummeldesc=A slap. A fairly fast pummel. | |pummeldesc=A slap. A fairly fast pummel. | ||
|fthrowname=Kong Karry | |fthrowname=Kong Karry | ||
|fthrowdmg=10% (forward), 12% (backward), 10% (upward), 7% (downward) | |fthrowdmg=10% (forward), 12% (backward), 10% (upward), 7% (downward) | ||
|fthrowdesc=Cradles the opponent on his back, allowing him to move and jump around while still holding the opponent. This gives him access to forward, back, up, and down throws that are distinct from his normal grabs. | |fthrowdesc=Cradles the opponent on his back, allowing him to move and jump around while still holding the opponent. This gives him access to forward, back, up, and down throws that are distinct from his normal grabs. | ||
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When the opponent is too damaged to escape in time, all of these throws allow for easy [[stage spike]]s. Donkey Kong can simply walk off the edge, pull back and throw them against the underside. However, this carries significant risk, as the opponent can [[tech]] it and thus result in DK ending up too far below the edge to recover if his timing is off. | When the opponent is too damaged to escape in time, all of these throws allow for easy [[stage spike]]s. Donkey Kong can simply walk off the edge, pull back and throw them against the underside. However, this carries significant risk, as the opponent can [[tech]] it and thus result in DK ending up too far below the edge to recover if his timing is off. | ||
|bthrowname= | |bthrowname= | ||
|bthrowdmg=11% | |bthrowdmg=11% | ||
|bthrowdesc=Flings the opponent backward. DK's most damaging throw, it KOs even the heaviest characters in the game below 170% near the edge without [[rage]]. | |bthrowdesc=Flings the opponent backward. DK's most damaging throw, it KOs even the heaviest characters in the game below 170% near the edge without [[rage]]. | ||
|uthrowname= | |uthrowname= | ||
|uthrowdmg=9% | |uthrowdmg=9% | ||
|uthrowdesc=Heaves the opponent upward with one arm. | |uthrowdesc=Heaves the opponent upward with one arm. | ||
|dthrowname= | |dthrowname= | ||
|dthrowdmg=7% | |dthrowdmg=7% | ||
|dthrowdesc=Shoves the opponent into the ground with one arm. It has rather weak knockback and launches opponents horizontally in front of DK. | |dthrowdesc=Shoves the opponent into the ground with one arm. It has rather weak knockback and launches opponents horizontally in front of DK. | ||
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|usc1name=Chopper Kong | |usc1name=Chopper Kong | ||
|usc1dmg=— | |usc1dmg=— | ||
|usc1desc= | |usc1desc=Grants increased vertical distance, but almost no horizontal distance and deals no damage. | ||
|usc2name=Kong Cyclone | |usc2name=Kong Cyclone | ||
|usc2dmg=4% (grounded hit 1), 3% (aerial hit 1), 15% (grounded hit 2), 12% (aerial hit 2) | |usc2dmg=4% (grounded hit 1), 3% (aerial hit 1), 15% (grounded hit 2), 12% (aerial hit 2) | ||
|usc2desc= | |usc2desc=Pulls in opponents in with a windbox while spinning, then launches them with its last hit. The grounded version has no hitboxes except for its first and last hits. The aerial version deals no damage except for its first and last hits, but does deal hitstun. Both the grounded and aerial versions have super armor during the spin, but the aerial version does not rise as high as Spinning Kong. | ||
The aerial version | |||
|dsdefname=Hand Slap | |dsdefname=Hand Slap | ||
|dsdefdmg=14% | |dsdefdmg=14% | ||
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|fsdesc=Takes out the {{s|mariowiki|DK Bongos}} and begins to play them to the beat of "DK Island Swing", which emits shockwaves in the process. The song is accompanied by an indicative bar that will appear above DK, signaling the player when to press the attack button in sync with the beat. The attack’s range and power is determined by the player's input, with successful inputs having the greatest range and power. If the player hits all beats correctly, DK will give a thumbs up at the end of the song. | |fsdesc=Takes out the {{s|mariowiki|DK Bongos}} and begins to play them to the beat of "DK Island Swing", which emits shockwaves in the process. The song is accompanied by an indicative bar that will appear above DK, signaling the player when to press the attack button in sync with the beat. The attack’s range and power is determined by the player's input, with successful inputs having the greatest range and power. If the player hits all beats correctly, DK will give a thumbs up at the end of the song. | ||
}} | }} | ||
===[[On-screen appearance]]=== | ===[[On-screen appearance]]=== | ||
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{{Idle | {{Idle | ||
|desc-1=Leans forward curiously while pursing his lips. | |desc-1=Leans forward curiously while pursing his lips. | ||
|desc-2=Punches his open palm with his fist, then performs an external shoulder rotation stretch. | |desc-2={{GameIcon|ssb4-u}}Punches his open palm with his fist or {{GameIcon|ssb4-3ds}}claps his hands once, then performs an external shoulder rotation stretch. | ||
|image-1=DonkeyKongIdlePose1WiiU.jpg | |image-1=DonkeyKongIdlePose1WiiU.jpg | ||
|image-2=DonkeyKongIdlePose2WiiU.jpg}} | |image-2=DonkeyKongIdlePose2WiiU.jpg}} | ||
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|set10=1333 | |set10=1333 | ||
}} | }} | ||
===Notable players=== | |||
<!--If you are planning to add a player you consider to be notable, please provide tournament results in some shape or form in the edit summary (be it a link to a results thread or bracket of placing high in a tournament of other notable players or a video of them beating a notable player). Winning tournaments without notable players present is generally not enough to warrant a spot.--> | |||
====Active==== | |||
*{{Sm|Average Joe|USA}} - 9th at [[Glitch (tournament)|Glitch]], 25th at [[The Big House 5]], formerly ranked 17th on the [[MD/VA Power Rankings#Super Smash Bros. for Wii U|MD/VA/DE Smash 4 Power Rankings]], regularly attends Xanadu tournaments. | |||
*{{Sm|DKwill|USA}} - One of the best Donkey Kong players in United States along with Tweek and Konga, 1st at [[Don't Park on the Grass]], 4th at [[SKTAR 4]], 9th at [[Get On My Level 2016]], 25th at [[GENESIS 3]] and [[The Big House 6]], 33rd at [[Apex 2015]], [[EVO 2015]] and [[CEO 2016]], ranked 9th on the [[New York City Power Rankings#Super Smash Bros. for Wii U rankings|New York City Power Rankings]]. | |||
*{{Sm|False|USA}} - One of False's many characters. Notably defeated {{Sm|MkLeo}} at [[EVO 2017]], where he finished 9th. | |||
*{{Sm|HIKARU|Japan}} - The best Donkey Kong player in Japan and one of the best Donkey Kong player in the world. He often places Top 8 at [[Sumabato]] tournaments, 7th at [[2GGC: Civil War]], 9th at [[Sumabato for THE BIG HOUSE]], 33rd at [[EVO 2016]]. | |||
*{{Sm|Konga|USA}} - Regarded as the best solo Donkey Kong player in the United States and one of the best Donkey Kong players in the world. Ranked 30th on the [[Panda Global Rankings|Panda Global Rankings v4]]. Placed 2nd at [[Don't Park on the Grass]] and 7th at [[DreamHack Austin 2017]]. Has set wins over {{Sm|VoiD}}, {{Sm|MkLeo}}, {{Sm|Tweek}}, and {{Sm|ANTi}}. | |||
*{{Sm|Larry Lurr|USA}} - The best {{SSB4|Fox}} player in the world with a very strong Donkey Kong secondary. Considered the best Donkey Kong player in [[SoCal]] and one of the best ones in the world. Ranked 7th on [[Panda Global Rankings| Panda Global Rankings v4]] and 2nd on [[SoCal Smash 4 Power Rankings]]. Has wins over players such as {{Sm|Mr.R}}, {{Sm|VoiD}}, {{Sm|Elegant}}, {{Sm|ESAM}}, {{Sm|Ally}}, {{Sm|Zenyou}}, and {{Sm|Tsu-}}. | |||
*{{Sm|Tweek|USA}} - Uses him as a secondary, with set wins over {{Sm|ZeRo}}, {{Sm|MkLeo}}, {{Sm|komorikiri}}, {{Sm|Mr.E}}, and {{Sm|Tyrant}}. Regarded as the best Donkey Kong player in the world. | |||
*{{Sm|Vex Kasrani|USA}} - 13th at [[KTAR XIII]], 7th at [[KTAR XVII]]. | |||
=== | ====Inactive==== | ||
*{{Sm|Glare|USA}} - The best DK in New England, and one of the best DK players in the US. Has since switched mains to {{SSB4|Bayonetta}}. | |||
*{{Sm|Mew2King|USA}} - 3rd at [[PAX Prime 2015]] and 5th at [[SKTAR 4]]. Defeated {{Sm|Saj}}, {{Sm|Mr.E}}, {{Sm|MVD}}, {{Sm|dyr}}, {{Sm|Day}} and {{Sm|Ryo}} using the character. | |||
*{{Sm| | |||
*{{Sm| | |||
===Tier placement and history=== | ===Tier placement and history=== | ||
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As a result, Donkey Kong was ranked 27th on the first ''4BR'' [[tier list]], then rose to 25th on the second tier list, and then dropped to 28th on the third tier list, losing his title of the best super-heavyweight character to {{SSB4|Bowser}}. Even so, the improved results of players like HIKARU, {{Sm|Konga}} and {{Sm|Tweek}} have allowed Donkey Kong to rise to 22nd on the fourth and current tier list; since the tiers were expanded, Donkey Kong has now become a high-tier character, in addition to recovering his status as the best super heavyweight once again from Bowser. As such, despite him remaining slightly rare in competitive play, his results by the players who use him have been sufficiently high enough to secure his current tier placement with some smashers claiming that he and Bowser should rise up the tier list even more as {{Sm|ZeRo}} has the characters among the top 15 characters in the game also claiming that "they have top-tier potential" while other smashers like {{Sm|Dabuz}} believe that they cannot be ranked any higher due to their many disadvantageous matchups and poor time landing. | As a result, Donkey Kong was ranked 27th on the first ''4BR'' [[tier list]], then rose to 25th on the second tier list, and then dropped to 28th on the third tier list, losing his title of the best super-heavyweight character to {{SSB4|Bowser}}. Even so, the improved results of players like HIKARU, {{Sm|Konga}} and {{Sm|Tweek}} have allowed Donkey Kong to rise to 22nd on the fourth and current tier list; since the tiers were expanded, Donkey Kong has now become a high-tier character, in addition to recovering his status as the best super heavyweight once again from Bowser. As such, despite him remaining slightly rare in competitive play, his results by the players who use him have been sufficiently high enough to secure his current tier placement with some smashers claiming that he and Bowser should rise up the tier list even more as {{Sm|ZeRo}} has the characters among the top 15 characters in the game also claiming that "they have top-tier potential" while other smashers like {{Sm|Dabuz}} believe that they cannot be ranked any higher due to their many disadvantageous matchups and poor time landing. | ||
== | ==Trophies== | ||
:'''Donkey Kong''' | |||
::{{flag|ntsc}} ''This king of the jungle really, really loves bananas. His adventures usually start with people stealing his hoard of them. In Smash Bros., he's known for his incredible strength and long reach. Despite his size, he's still pretty quick. He can even jump carrying heavy items! Use this knowledge well.'' | |||
::{{flag|pal}} ''With help from Diddy Kong and his Animal Friends, this banana-loving king of the jungle will take on anyone causing trouble on his turf. The best things about him in this game are his colossal strength, his speed, his long reach and the fact that he can jump while holding heavy items. Make sure you use all that to your advantage!'' | |||
{{Trophy games|console1=SNES|game1=Donkey Kong Country (11/1994)|console2=Wii|game2=Donkey Kong Country Returns (11/2010)}} | |||
:'''Donkey Kong (Alt.)''' | |||
::{{flag|ntsc}} ''Donkey Kong pulls no punches when it comes to fighting. Or headbutts, as it turns out. His Headbutt special move will bury anyone on the ground who gets hit, leaving them open to some serious damage. If Donkey Kong strikes an airborne foe with this move, they'll go crashing downward.'' | |||
::{{flag|pal}} ''Donkey Kong's always been one to use his head. Anyone who's been on the receiving end of his Headbutt special will tell you that. If they're on the ground when it hits them, they'll get buried, leaving them open to a serious walloping. If they're in the air, though, they might find themselves being knocked down. Either way, it’s going to hurt.'' | |||
{{Trophy games|console1=SNES|game1=Donkey Kong Country (11/1994)|console2=Wii|game2=Donkey Kong Country Returns (11/2010)}} | |||
:'''Konga Beat''' | |||
::{{flag|ntsc}}''In this Final Smash, DK drums on a set of bongos, just like in the Donkey Konga games. Press the attack button in rhythm with the circles to boost the attack's range and power. Enemy attacks won't affect you, but you can't move, either. Auto-scrolling stages will slow down but won't stop-don't get too carried away in the beat!'' | |||
::{{flag|pal}} ''In this Final Smash, DK drums on a set of bongos, just like in the Donkey Konga games. Press the attack button in rhythm with the circles to boost the attack's range and power. Enemy attacks won't affect you, but you can't move, either. Auto-scrolling stages will slow down, but be careful or you might still self-destruct!'' | |||
<center> | <center> | ||
<gallery> | <gallery> | ||
DonkeyKongTrophy3DS.png|Classic (3DS) | |||
DonkeyKongAltTrophy3DS.png|Alt. (3DS) | |||
DonkeyKongTrophyWiiU.png|Classic (Wii U) | |||
DonkeyKongAltTrophyWiiU.png|Alt. (Wii U) | |||
KongaBeatTrophyWiiU.png|[[Konga Beat]] | |||
</gallery> | </gallery> | ||
</center> | </center> | ||
==[[ | ==In [[Event Match]]es== | ||
===Solo Events=== | |||
* '''[[All-Star Battle: Regulars]]''': Donkey Kong is one of the opponents fought in this event. All of the opponents are the eight starter characters of the [[List of Super Smash Bros. series characters#"Perfect-attendance crew"|"perfect-attendance crew"]] from ''[[Super Smash Bros.]]'' | |||
* '''[[Guardian of the Jungle]]''': Donkey Kong, aided by two {{SSB4|Diddy Kong}}s, must defeat three {{SSB4|Duck Hunt}}s. | |||
* '''[[The Jungle in Chaos]]''': As Diddy Kong, the player must defeat twenty Donkey Kongs wearing [[Bunny Hood]]s. | |||
| | * '''[[The Original Heavyweights]]''': As {{SSB4|Mario}}, the player must defeat Donkey Kong and {{SSB4|Bowser}}. | ||
| | |||
{{ | |||
===Co-op Events=== | |||
* '''[[1988]]''': Donkey Kong and Diddy Kong must defeat three Marios, each one larger than the last. | |||
* '''[[Flat Fracas]]''': {{SSB4|Wario}} and {{SSB4|Mr. Game & Watch}} must defeat a giant shadow Donkey Kong and a shadow Mario. | |||
* '''[[The Ultimate Battle]]''': Two players select a character and must defeat the entire roster. | |||
}} | |||
==[[Alternate costume (SSB4)#Donkey Kong|Alternate costumes]]== | ==[[Alternate costume (SSB4)#Donkey Kong|Alternate costumes]]== | ||
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==References== | ==References== | ||
<references /> | |||
{{SSB4Characters}} | {{SSB4Characters}} | ||
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[[Category:Trophies (SSB4-3DS)]] | [[Category:Trophies (SSB4-3DS)]] | ||
[[Category:Trophies (SSB4-Wii U)]] | [[Category:Trophies (SSB4-Wii U)]] | ||