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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 and roars like in ''[[Super Smash Bros. Brawl]]'', although he now has updated voice clips, instead of being voiced by Takashi Nagasako. | '''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 and roars like in ''[[Super Smash Bros. Brawl]]'', although he now has updated voice clips, instead of being voiced by Takashi Nagasako. | ||
Donkey Kong ranks 22nd out of | Donkey Kong ranks 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 mid tier 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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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}}. | ||
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Donkey Kong has seen a mix of buffs and nerfs in the transition from ''Brawl'' to ''SSB4'', but was noticeably buffed overall. 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 significantly 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 benefits 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 has seen a mix of buffs and nerfs in the transition from ''Brawl'' to ''SSB4'', but was noticeably buffed overall. 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 significantly 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 benefits 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 weakening to 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. | Donkey Kong did receive a few noticeable nerfs both direct and indirect. As for indirect nerfs, the weakening to 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 with most professionals consider him being a high tier character. | 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 with most professionals consider him being a high tier character. | ||
===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 most other large characters, Donkey Kong's general size in proportion to the other playable characters is 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.}} | |||
*{{change|Donkey has two new [[alternate costume]]s.}} | |||
*{{change|Donkey Kong is much [[weight|heavier]] (116 → 122). This considerably improves his endurance, but makes him more susceptible to combos.}} | |||
*{{buff|Donkey Kong [[walk]]s slightly faster (1.2 → 1.3).}} | *{{buff|Donkey Kong [[walk]]s slightly faster (1.2 → 1.3).}} | ||
*{{buff|Donkey Kong [[dash]]es slightly faster (1.622 → 1.7031).}} | *{{buff|Donkey Kong [[dash]]es slightly 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]] slightly faster (1.58 → 1.63), although | *{{change|Like most other returning characters, Donkey Kong [[Falling speed|falls]] slightly faster (1.58 → 1.63), although due to the universal changes, he no longer has one of the fastest falling speeds in the game. This slightly improves his vertical endurance, but makes him more susceptible to combos, compounded by his higher weight.}} | ||
**{{buff|His fast-falling speed is noticeably faster (2.212 → 2.608).}} | |||
*{{change|Donkey Kong's [[gravity]] is slightly higher (0.081 → 0.08505).}} | *{{change|Donkey Kong's [[gravity]] is slightly 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 is considerably longer without full compensation on its [[interruptibility]] (FAF 21 → 30), 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 own combo potential, but drastically worsens his survivavility and makes him more susceptible to combos.}} | |||
*{{nerf|Donkey Kong's [[Grab release#Ground release|ground release]] animation is considerably longer (FAF 21 → 30), now matching the rest of the cast. This | *{{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 own combo potential, but drastically worsens his survivavility | *{{change|The removal of [[meteor canceling]] both helps and hinders Donkey Kong. It significantly improves the reliability of his own [[meteor smash]] moves, but makes him significantly more susceptible to opposing 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 (FAF 32 → 30).}} | *{{buff|[[Roll]]s have less landing lag (FAF 32 → 30).}} | ||
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===Ground attacks=== | ===Ground attacks=== | ||
*[[Neutral attack]]: | *[[Neutral attack]]: | ||
**{{change|One of neutral attack's first hit's body hitboxes has altered knockback (0 (base), 100 (scaling) → 35/25) and its angle has been altered ([[Sakurai angle|361°]] → 110°). This makes it connect together better with its second hit but removes its ability to lock.}} | **{{change|One of neutral attack's first hit's body hitboxes has altered knockback (0 (base), 100 (scaling) → 35/25) and its angle has been altered ([[Sakurai angle|361°]] → 110°). This makes it connect together better with its second hit but removes its ability to lock.}} | ||
**{{change|The far hit's knockback (0 (base), 100 (scaling) → 45/25) and angle (140° → 130°) have also been altered.}} | **{{change|The far hit's knockback (0 (base), 100 (scaling) → 45/25) and angle (140° → 130°) have also been altered.}} | ||
***{{buff|This makes it connect better with the second hit and improves its [[jab cancel]]ing potential at lower percents.}} | ***{{buff|This makes it connect better with the second hit and improves its [[jab cancel]]ing potential at lower percents.}} | ||
***{{nerf|However, this hinders its jab canceling potential at higher percents no longer being able to reliably lead into a down smash at realistic percents.}} | ***{{nerf|However, this hinders its jab canceling potential at higher percents no longer being able to reliably lead into a down smash at realistic percents.}} | ||
**{{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)).}} | **{{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)).}} | ||
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*[[Forward tilt]]: | *[[Forward tilt]]: | ||
**{{buff|Forward tilt has increased [[intangibility]] on its non angled and angled down versions (frames 8-11→ 1-25). The up angled version also gains intangibility earlier (frame 8 → 7).}} | **{{buff|Forward tilt has increased [[intangibility]] on its non angled and angled down versions (frames 8-11→ 1-25). The up angled version also gains intangibility earlier (frame 8 → 7).}} | ||
**{{nerf|Upward angled forward tilt deals 1% less damage (12% → 11%) and has less intangibility (frames 8-37 → 7-11).}} | **{{nerf|Upward angled forward tilt deals 1% less damage (12% → 11%) and has less intangibility (frames 8-37 → 7-11).}} | ||
**{{nerf|All variants have more startup lag with a shorter duration (frames 8-11 → 9-11), more ending lag (FAF 34 → 38) and have smaller hitboxes (5.5u/5u/4u/3.5u → 5u/4.5u/3.2u).}} | **{{nerf|All variants have more startup lag with a shorter duration (frames 8-11 → 9-11), more ending lag (FAF 34 → 38) and have smaller hitboxes (5.5u/5u/4u/3.5u → 5u/4.5u/3.2u).}} | ||
*[[Up tilt]]: | *[[Up tilt]]: | ||
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**{{nerf|It has increased landing lag (15 frames → 17).}} | **{{nerf|It has increased landing lag (15 frames → 17).}} | ||
*[[Forward aerial]]: | *[[Forward aerial]]: | ||
**{{buff|Forward aerial has a new animation which decreases its start-up lag (frame 25 → 18), ending lag (FAF 60 → 56), and makes it auto-cancel/grab ledges earlier (frame 60 → 56).}} | **{{buff|Forward aerial has a new animation which decreases its start-up lag (frame 25 → 18), ending lag (FAF 60 → 56), and makes it auto-cancel/grab ledges earlier (frame 60 → 56).}} | ||
**{{buff|It has slightly decreased landing lag (30 frames → 29).}} | **{{buff|It has slightly decreased landing lag (30 frames → 29).}} | ||
**{{buff|The late sweetspot has higher knockback scaling (85 → 100) improving its KO potential.}} | **{{buff|The late sweetspot has higher knockback scaling (85 → 100) improving its KO potential.}} | ||
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**{{nerf|It no longer has hitboxes which deal extra shield damage (0 (hand/arm)/1 (shoulder) → 0 (all)).}} | **{{nerf|It no longer has hitboxes which deal extra shield damage (0 (hand/arm)/1 (shoulder) → 0 (all)).}} | ||
*[[Back aerial]]: | *[[Back aerial]]: | ||
**{{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.}} | **{{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.}} | ||
**{{nerf|It has has increased landing lag (15 frames → 18).}} | **{{nerf|It has has increased landing lag (15 frames → 18).}} | ||
*[[Up aerial]]: | *[[Up aerial]]: | ||
**{{buff|Donkey Kong's head is now intangible while performing up aerial.}} | **{{buff|Donkey Kong's head is now intangible while performing up aerial.}} | ||
**{{nerf|It deals 1% less damage (14% → 13%), hindering its KO potential.}} | |||
**{{nerf|It deals 1% less damage (14% → 13%), hindering its KO potential.}} | |||
**{{nerf|It has a smaller hitbox (8u → 7.5u).}} | **{{nerf|It has a smaller hitbox (8u → 7.5u).}} | ||
**{{nerf|It has increased landing lag (22 frames → 25).}} | **{{nerf|It has increased landing lag (22 frames → 25).}} | ||
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**{{buff|Down aerial has decreased start-up lag (frame 18 → 14) and landing lag (31 frames → 24).}} | **{{buff|Down aerial has decreased start-up lag (frame 18 → 14) and landing lag (31 frames → 24).}} | ||
**{{change|Due to its angle being altered (270° → 361°), the sourspot is no longer a [[meteor smash]].}} | **{{change|Due to its angle being altered (270° → 361°), the sourspot is no longer a [[meteor smash]].}} | ||
**{{nerf|It has a shorter duration (frames 18-23 → 14-16) and has smaller hitboxes (8.5u/7.7u/5.7u → 7u/5.8u).}} | **{{nerf|It has a shorter duration (frames 18-23 → 14-16) and has smaller hitboxes (8.5u/7.7u/5.7u → 7u/5.8u).}} | ||
**{{nerf|The sweetspot has decreased base knockback (38 → 30).}} | **{{nerf|The sweetspot has decreased base knockback (38 → 30).}} | ||
===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 (FAF 50 → 39).}} | |||
*{{nerf|Standing and pivot grabs have increased ending lag (FAF 30 → 31 (standing), FAF 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| | |||
*[[Pummel]]: | *[[Pummel]]: | ||
**{{nerf|Pummel deals 1% less damage (3% → 2%).}} | **{{nerf|Pummel deals 1% less damage (3% → 2%).}} | ||
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**Cargo down throw: | **Cargo down throw: | ||
***{{buff|Cargo down throw deals 1% more damage (6% → 7%), and knockback (65 (base), 26 (scaling) → 50/80) improving its KO and stage spike potential.}} | ***{{buff|Cargo down throw deals 1% more damage (6% → 7%), and knockback (65 (base), 26 (scaling) → 50/80) improving its KO and stage spike potential.}} | ||
***{{change|Cargo down throw's angle has also been altered (28° → 48°).}} | ***{{change|Cargo down throw's angle has also been altered (28° → 48°).}} | ||
****{{buff|This allows it to chain grab opponents on moving platforms.}} | ****{{buff|This allows it to chain grab opponents on moving platforms.}} | ||
****{{nerf|However, this hinders its edgeguarding potential.}} | ****{{nerf|However, this hinders its edgeguarding potential.}} | ||
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***{{nerf|However, this also removes its ability to cancel out projectiles.}} | ***{{nerf|However, this also removes its ability to cancel out projectiles.}} | ||
**{{buff|The 19% damage increase to shields and the increase to shieldstun significantly improve fully charged Giant Punch's shield pressuring potential despite no longer dealing extra shield damage (2 → 0).}} | **{{buff|The 19% damage increase to shields and the increase to shieldstun significantly improve fully charged Giant Punch's shield pressuring potential despite no longer dealing extra shield damage (2 → 0).}} | ||
**{{nerf|Giant Punch takes longer to fully charge (127 frames → 144) and has increased ending lag (FAF 53 (ground), 46 (air) → 63 (both) (uncharged), FAF 46 (both) → 48 (ground), 63 (aerial) (fully charged)).}} | **{{nerf|Giant Punch takes longer to fully charge (127 frames → 144) and has increased ending lag (FAF 53 (ground), 46 (air) → 63 (both) (uncharged), FAF 46 (both) → 48 (ground), 63 (aerial) (fully charged)).}} | ||
**{{nerf|The early hit was removed for grounded fully charged Giant Punch increasing its startup lag (frame 18 → 19).}} | **{{nerf|The early hit was removed for grounded fully charged Giant Punch increasing its startup lag (frame 18 → 19).}} | ||
**{{nerf|Giant Punch has a shorter duration (frames 18-22 → 18-20 (uncharged/aerial fully charged), 19-20 (grounded fully charged)).}} | **{{nerf|Giant Punch has a shorter duration (frames 18-22 → 18-20 (uncharged/aerial fully charged), 19-20 (grounded fully charged)).}} | ||
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**{{buff|Aerial Spinning Kong has increased intangibility (frames 4-6 → 3-6).}} | **{{buff|Aerial Spinning Kong has increased intangibility (frames 4-6 → 3-6).}} | ||
**{{nerf|Grounded Spinning Kong's loop hits deal 1.7% less damage (3% → 1.3%) significantly reducing its maximum damage potential (35% → 18%).}} | **{{nerf|Grounded Spinning Kong's loop hits deal 1.7% less damage (3% → 1.3%) significantly reducing its maximum damage potential (35% → 18%).}} | ||
**{{nerf|Donkey Kong | **{{nerf|Donkey Kong can no longer perform the "Invincicopter".}} | ||
**{{nerf|If DK lands with aerial Spinning Kong before he goes into free fall, it will no longer auto-cancel on landing but instead, DK will go through his grounded Spinning Kong ending lag animation making it significantly easier to punish on landing.}} | **{{nerf|If DK lands with aerial Spinning Kong before he goes into free fall, it will no longer auto-cancel on landing but instead, DK will go through his grounded Spinning Kong ending lag animation making it significantly easier to punish on landing.}} | ||
**{{nerf|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.}} | **{{nerf|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.}} | ||
**{{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.}} | **{{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.}} | ||
***{{buff|This new animation lengthens its duration (frames 19-56 → 19-62) and improves its vertical range.}} | ***{{buff|This new animation lengthens its duration (frames 19-56 → 19-62) and improves its vertical range.}} | ||
***{{nerf|However, the new animation is longer without full compensation on its interruptibility (FAF 85 → 93). The move's longer duration also fails to compensate for its increased ending lag.}} | ***{{nerf|However, the new animation is longer without full compensation on its interruptibility (FAF 85 → 93). The move's longer duration also fails to compensate for its increased ending lag.}} | ||
*[[Hand Slap]]: | *[[Hand Slap]]: | ||
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{{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=DK quickly rises vertically, even when used on the ground. DK has less horizontal control and the move completely lacks any hitboxes. This makes the move near useless on the ground, especially in comparison to Spinning Kong although it can be useful in the air, as it is faster than Spinning Kong and it covers more vertical distance, making it a harder move to intercept in some recovery scenarios. | |usc1desc=DK quickly rises vertically, even when used on the ground. DK has less horizontal control and the move completely lacks any hitboxes. This makes the move near useless on the ground, especially in comparison to Spinning Kong although it can be useful in the air, as it is faster than Spinning Kong and it covers more vertical distance, making it a harder move to intercept in some recovery scenarios. | ||
|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=Donkey performs an initial spin, pulls in opponents in with a windbox while spinning (as well as additional hitboxes in the air), then launches them upwards with its last hit. The grounded version has an initial hit, some windboxes and then a final hit with decent power. While the grounded version does possess super armor, it lacks proper hitboxes for most of its duration, making it an inferior move on the ground overall compared to Spinning Kong. The final hit also launches opponents at an unfavorable angle, making it very susceptible to DI. | |usc2desc=Donkey performs an initial spin, pulls in opponents in with a windbox while spinning (as well as additional hitboxes in the air), then launches them upwards with its last hit. The grounded version has an initial hit, some windboxes and then a final hit with decent power. While the grounded version does possess super armor, it lacks proper hitboxes for most of its duration, making it an inferior move on the ground overall compared to Spinning Kong. The final hit also launches opponents at an unfavorable angle, making it very susceptible to DI. | ||
The aerial version on the other hand is much more potent. The initial hitbox comes out on frame 3 (where DK is also intangible) and has fantastic range. The move does start looping later than Spinning Kong however, the loop hits consist of two weak hitboxes and two very large windboxes with set knockback, to keep the opponent inside of the move, with DK also possessing super armor throughout most of the loop hit's duration. The move then has a final hit with decent damage and vertical knockback, as well as having outstanding range. The large loop hits combined with Donkey Kong having super armor make the move very difficult to challenge, both on stage and in an edgeguarding situation. Opponents can potentially avoid the loop hits and punish DK when his super armor runs out but this will not always work and the timing is strict due to the super armor and the large final hit. The most potent aspect about the move however is that if DK lands before entering free fall (which can be done without too much trouble), the move auto-cancels. This can make the move very difficult to challenge as the move can easily be completely safe when auto-canceled. This also means that DK can potentially follow-up out of the move if it connects. This is especially exploitable on stages with platforms, such as Battlefield, where DK has more opportunities to safely auto-cancel the move. | The aerial version on the other hand is much more potent. The initial hitbox comes out on frame 3 (where DK is also intangible) and has fantastic range. The move does start looping later than Spinning Kong however, the loop hits consist of two weak hitboxes and two very large windboxes with set knockback, to keep the opponent inside of the move, with DK also possessing super armor throughout most of the loop hit's duration. The move then has a final hit with decent damage and vertical knockback, as well as having outstanding range. The large loop hits combined with Donkey Kong having super armor make the move very difficult to challenge, both on stage and in an edgeguarding situation. Opponents can potentially avoid the loop hits and punish DK when his super armor runs out but this will not always work and the timing is strict due to the super armor and the large final hit. The most potent aspect about the move however is that if DK lands before entering free fall (which can be done without too much trouble), the move auto-cancels. This can make the move very difficult to challenge as the move can easily be completely safe when auto-canceled. This also means that DK can potentially follow-up out of the move if it connects. This is especially exploitable on stages with platforms, such as Battlefield, where DK has more opportunities to safely auto-cancel the move. | ||
The only real downsides of aerial Kong Cyclone compared to Spinning Kong are that the loop hits have more startup lag and it covers less distance overall, but all of its other traits more than make up for it and it is still a better recovery move overall due to its super armor and potent loop hits. The move is also still quite punishable if Donkey Kong misses the auto-cancel, so the player does have to be careful when using the move. | The only real downsides of aerial Kong Cyclone compared to Spinning Kong are that the loop hits have more startup lag and it covers less distance overall, but all of its other traits more than make up for it and it is still a better recovery move overall due to its super armor and potent loop hits. The move is also still quite punishable if Donkey Kong misses the auto-cancel, so the player does have to be careful when using the move. | ||
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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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|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.--> | |||
''Any number following the Smasher name indicates placement on the [[PGR 100]], which recognizes the official top 100 players in [[Super Smash Bros. 4]] of all time.'' | |||
''See also: [[:Category:Donkey Kong professionals (SSB4)]]'' | |||
*{{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]]. | |||
''See also: [[:Category:Donkey Kong | *{{Sm|False|USA}} - One of False's many characters. Notably defeated {{Sm|MkLeo}} at [[EVO 2017]], where he finished 9th. | ||
*{{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|DKwill|USA}} - | *{{Sm|HIKARU|Japan}} (#48) - The best Donkey Kong player in Japan and one of the best Donkey Kong players 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|False|USA}} - | *{{Sm|Konga|USA}} (#76) - 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|HIKARU|Japan}} - The best Donkey Kong player in Japan and one of the best Donkey Kong players in the world. | *{{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|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. Placed | *{{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|Larry Lurr|USA}} - The best {{SSB4|Fox}} player in the world | *{{Sm|Tweek|USA}} (#7) - 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|Tweek|USA}} - | *{{Sm|Vex Kasrani|USA}} - 13th at [[KTAR XIII]], 7th at [[KTAR XVII]]. | ||
===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== | ||
In | :'''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]]== |