Editing Donkey Kong (SSBB)

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'''Donkey Kong''' ({{ja|ドンキーコング|Donkī Kongu}}, ''Donkey Kong'') is a character in ''[[Super Smash Bros. Brawl]]''. He was first shown very briefly at the [[E3]] 2007 press conference. Rather than utilizing the recycled animal sounds from ''[[Super Smash Bros. Melee]]'' or being voiced by Grant Kirkhope or Takashi Nagasako (who voiced Donkey Kong starting with ''{{s|mariowiki|Mario Power Tennis}}''), Donkey Kong now uses modified tiger sounds sourced from the ''The Best of Saul Zaents Film Center'' CD included with Sound Ideas' ''Amadeus Sound Library''.
'''Donkey Kong''' ({{ja|ドンキーコング|Donkī Kongu}}, ''Donkey Kong'') is a character in ''[[Super Smash Bros. Brawl]]''. He was first shown very briefly at the [[E3]] 2007 press conference. Rather than utilizing the recycled animal sounds from ''[[Super Smash Bros. Melee]]'' or being voiced by Grant Kirkhope or Takashi Nagasako (who voiced Donkey Kong starting with ''{{s|mariowiki|Mario Power Tennis}}''), Donkey Kong now uses modified tiger sounds sourced from the ''The Best of Saul Zaents Film Center'' CD included with Sound Ideas' ''Amadeus Sound Library''.


Donkey Kong is currently ranked 21st out of 38 on the [[tier list]] in the mid tier. This is a slight improvement over his ranking in ''[[Melee]]'', where he is ranked 16th out of 26 in the lower mid tier. Donkey Kong possesses a combination of incredible power with many great finishers (especially in his [[smash attack]]s), and incredible [[reach]] in his attacks. Along with this power and reach combination, Donkey Kong possesses remarkably good mobility for a character of his size, and many fast attacks (such as his [[back aerial]] and [[tilt]]s). Additionally, Donkey Kong possesses by far the greatest horizontal endurance with his great [[weight]] and [[Spinning Kong]] [[momentum cancelling#Horizontal momentum cancelling|momentum cancelling]], as well as one of the strongest vertical endurances, and a [[recovery]] that gains great horizontal distance while protecting Donkey Kong's sides, making him one of the hardest characters to KO. Donkey Kong's incredible weight is a double-edged sword, however; while it makes him incredibly difficult to KO, it also makes him incredibly easy to [[combo]], [[juggle]], and [[chain throw]], including making him vulnerable to [[infinite]] and zero to death chain grabs (most notoriously from {{SSBB|King Dedede}}). Additional problems of Donkey Kong include most of his attacks having heavy ending [[lag]] (making it easy to [[punish]] most of his attacks if he misses), being very vulnerable to [[meteor smash]] gimps due to his recovery gaining very little vertical distance, his undersized [[shield]] leaving him heavily vulnerable to [[shield stabbing]], and lack of a [[projectile]], which when combined with his very large size and aforementioned shield issue, gives Donkey Kong almost no means of dealing with [[camp]]ing. While his [[roll]]s and [[air dodge]] are about average, his [[sidestep]] is the second slowest, after {{SSBB|Bowser}}. Overall, while Donkey Kong sports good [[matchup]]s against lower-tiered characters that lack tools to deal with his power, he heavily struggles against higher-tiered characters that can chain grab him, and has achieved average [[tournament]] results over the game's competitive lifespan.
Donkey Kong is currently ranked 21st out of 38 on the [[tier list]] in the mid tier. This is a slight improvement over his ranking in ''[[Melee]]'', where he is ranked 16th out of 26 in the lower mid tier. Donkey Kong possesses a combination of incredible power with many great finishers (especially in his [[smash attack]]s), and incredible [[reach]] in his attacks. Along with this power and reach combination, Donkey Kong possesses above average movement with remarkably good mobility for a character of his size, and many fast attacks (such as his [[back aerial]] and [[tilt]]s). Additionally, Donkey Kong possesses by far the greatest horizontal endurance with his great [[weight]] and [[Spinning Kong]] [[momentum cancelling#Horizontal momentum cancelling|momentum cancelling]], as well as one of the strongest vertical endurances, and a [[recovery]] that gains great horizontal distance while protecting Donkey Kong, making Donkey Kong one of the hardest characters to KO. Donkey Kong's incredible weight is a double-edged sword, however; while it makes him incredibly difficult to KO, it also makes him incredibly easy to [[combo]], [[juggle]], and [[chain throw]], including making him vulnerable to [[infinite]] and zero to death chain throws (most notoriously from {{SSBB|King Dedede}}). Additional problems of Donkey Kong include most of his attacks having heavy ending [[lag]] (making it easy to [[punish]] most of his attacks if he misses), being very vulnerable to [[meteor smash]] gimps due to his recovery gaining much less vertical distance, his [[shield]] being too small for a character of his size leaving him heavily vulnerable to [[shield stabbing]], and lacking a [[projectile]], which when combined with his very large size and aforementioned shield issues, gives Donkey Kong severe issues dealing with [[camp]]ing. While his [[roll]]s and [[air dodge]] are about average, his [[sidestep]] is the second slowest, after {{SSBB|Bowser}}. Overall, while Donkey Kong sports good [[matchup]]s against lower-tiered characters that lack tools to deal with his power, he heavily struggles against higher-tiered characters that can chain throw him, and has achieved average [[tournament]] results over the game's competitive lifespan.


==Attributes==
==Attributes==
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*{{buff|Donkey Kong's [[shield]] size was increased (although it is still very small for his size).}}
*{{buff|Donkey Kong's [[shield]] size was increased (although it is still very small for his size).}}
*{{buff|The introduction of [[buffering]] has made it easier for Donkey Kong to punish his opponents after they grounded [[grab release]] him despite his animation being one frame longer.}}
*{{buff|The introduction of [[buffering]] has made it easier for Donkey Kong to punish his opponents after they grounded [[grab release]] him despite his animation being one frame longer.}}
*{{nerf|The changes to aerial grab releases hinders Donkey Kong as it makes him more susceptible to followups as he travels in an unfavourable arc. While DK usually cannot be forced air released on the ground, DK himself lacks air release followups on most characters including {{SSBB|Squirtle}} and {{SSBB|Meta Knight}} due to his his lengthy grab release animation and lack of a move with enough speed and range to follow up, while his above-average mobility isn't good enough to compensate.}}
*{{nerf|The changes to aerial grab releases hinders Donkey Kong as it makes him more susceptible to followups as he travels in an unfavourable arc. While DK usually cannot be forced air released on the ground, DK himself lacks air release followups on most characters including {{SSBB|Squirtle}} and {{SSBB|Meta Knight}} due to his only above average mobility combined with his poor grab release animation, dash attack, dash grab, lack of a fast forward hitting aerial and his ineffective [[DACUS]].}}
*{{buff|Donkey Kong's [[dashing]] speed is slightly faster (1.6 → 1.622).}}
*{{buff|Donkey Kong's [[dashing]] speed is slightly faster (1.6 → 1.622).}}
*{{buff|Donkey Kong's [[air speed]] is faster (1 → 1.081).}}
*{{buff|Donkey Kong's [[air speed]] is faster (1 → 1.081).}}
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|game=SSBB
|game=SSBB
|neutralcount=2
|neutralcount=2
|neutralname=Jab ({{ja|ジャブ|Jyabu}}) / Upper ({{ja|アッパー|Appā}})
|neutralname= 
|neutral1dmg=4%
|neutral1dmg=4%
|neutral2dmg=6%
|neutral2dmg=6%
|neutraldesc=Donkey Kong performs a quick cross punch followed by an uppercut. The tip of the first punch's hitbox will knock targets towards Donkey Kong instead of away, which can lead into a grab.
|neutraldesc=Donkey Kong performs a quick cross punch followed by an uppercut. The tip of the first punch's hitbox will knock targets towards Donkey Kong instead of away, which can lead into a grab.
|ftiltname=Kongo Backhand ({{ja|コンゴバックハンド|Kongo Bakkuhando}})
|ftiltname= 
|ftiltangles=3
|ftiltangles=3
|ftiltupdmg=12%
|ftiltupdmg=12%
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|ftiltdowndmg=9%
|ftiltdowndmg=9%
|ftiltdesc=Donkey Kong quickly swats his outstretched hand. Donkey Kong's arm is intangible while the hitboxes are out, allowing it to be used safely against most other attacks. This can be aimed up or down. KOs at 148% when angled up from the center of Final Destination.
|ftiltdesc=Donkey Kong quickly swats his outstretched hand. Donkey Kong's arm is intangible while the hitboxes are out, allowing it to be used safely against most other attacks. This can be aimed up or down. KOs at 148% when angled up from the center of Final Destination.
|utiltname=Spiderweb Sweep ({{ja|くもの巣はらい|Kumo no Su Harai}})
|utiltname= 
|utiltdmg=9% (hand), 10% (elbow), 11% (arm)
|utiltdmg=9% (hand), 10% (elbow), 11% (arm)
|utiltdesc=Donkey Kong quickly swipes his hand in the air. Fast with a good arch range. Again, DK's arm cannot be injured while the hitboxes are out. The arm hitbox KOs at roughly 110%.
|utiltdesc=Donkey Kong quickly swipes his hand in the air. Fast with a good arch range. Again, DK's arm cannot be injured while the hitboxes are out. The arm hitbox KOs at roughly 110%.
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|dtiltdmg=8%
|dtiltdmg=8%
|dtiltdesc=Donkey Kong quickly swats towards the opponents feet. A great lock move at low percentages and a trip can be comboed with his Hand Slap.
|dtiltdesc=Donkey Kong quickly swats towards the opponents feet. A great lock move at low percentages and a trip can be comboed with his Hand Slap.
|dashname=Iron Kick ({{ja|アイアンキック|Aian Kikku}})
|dashname= 
|dashdmg=11% (clean), 9% (late)
|dashdmg=11% (clean), 9% (late)
|dashdesc=Donkey Kong skids to a halt doing a side-kick. High ending lag and poor shieldstun.
|dashdesc=Donkey Kong skids to a halt doing a side-kick. High ending lag and poor shieldstun.
|fsmashname=Dyna Clap ({{ja|ダイナクラップ|Daina Kurappu}})
|fsmashname= 
|fsmashdmg={{ChargedSmashDmgSSBB|20}} (fingers), {{ChargedSmashDmgSSBB|21}} (hands), {{ChargedSmashDmgSSBB|19}} (arms), {{ChargedSmashDmgSSBB|18}} (body)
|fsmashdmg={{ChargedSmashDmgSSBB|20}} (fingers), {{ChargedSmashDmgSSBB|21}} (hands), {{ChargedSmashDmgSSBB|19}} (arms), {{ChargedSmashDmgSSBB|18}} (body)
|fsmashdesc=Donkey Kong performs a very forceful clap. One of the strongest forward smashes in the game, KOing at 70% when uncharged and 37% when fully charged.
|fsmashdesc=Donkey Kong performs a very forceful clap. One of the strongest forward smashes in the game, KOing at 70% when uncharged and 37% when fully charged.
|usmashname=Jumbo Press ({{ja|ジャンボプレス|Janbo Puresu}})
|usmashname= 
|usmashdmg={{ChargedSmashDmgSSBB|18}}
|usmashdmg={{ChargedSmashDmgSSBB|18}}
|usmashdesc=Donkey Kong claps hands above his head. Good for hitting from below a [[platform]] and a great running up smash. Both DK's arms and head cannot be hit during the middle of the attack. KOs Mario at 74% when uncharged and 43% when fully charged from the platforms on Battlefield.
|usmashdesc=Donkey Kong claps hands above his head. Good for hitting from below a [[platform]] and a great running up smash. Both DK's arms and head cannot be hit during the middle of the attack. KOs Mario at 74% when uncharged and 43% when fully charged from the platforms on Battlefield.
|dsmashname=Twin Beat ({{ja|ツインビート|Tsuin Bīto}})
|dsmashname= 
|dsmashdmg={{ChargedSmashDmgSSBB|17}} (hands), {{ChargedSmashDmgSSBB|14}} (arms)
|dsmashdmg={{ChargedSmashDmgSSBB|17}} (hands), {{ChargedSmashDmgSSBB|14}} (arms)
|dsmashdesc=Does a double back-handed punch by bringing his closed fists down 90˚ at both sides. Very fast, great vertical knockback and is the 3rd strongest down smash in the game, KOing at 91% when uncharged and 57% when fully charged.
|dsmashdesc=Does a double back-handed punch by bringing his closed fists down 90˚ at both sides. Very fast, great vertical knockback and is the 3rd strongest down smash in the game, KOing at 91% when uncharged and 57% when fully charged.
|nairname=Donkey Lariat ({{ja|ドンキーラリアット|Donkī Rariatto}})
|nairname= 
|nairdmg=11% (clean), 8% (late)
|nairdmg=11% (clean), 8% (late)
|nairdesc=Donkey Kong quickly spins with arms extended. Similar to the Spinning Kong, but much faster to execute. KOs middleweights at around 150% from the center of Final Destination.
|nairdesc=Donkey Kong quickly spins with arms extended. Similar to the Spinning Kong, but much faster to execute. KOs middleweights at around 150% from the center of Final Destination.
|fairname=Hammer Knuckle ({{ja|ハンマーナックル|Hanmā Nakkuru}})
|fairname= 
|fairdmg=16%
|fairdmg=16%
|fairdesc=Donkey Kong puts his fists together above his head, and then does a powerful ax-handle smash, which at KO at 159% if hit with the sweetspot and grounded from the center of Final Destination, and 97% from the center of Battlefield without the sweetspot. A powerful [[meteor smash]] when [[sweet spot (hitbox)|sweet spotted]], which also causes a significant hitlag increase. Great for catching edge guarders while recovering. Resembles his midair attack from ''Donkey Kong 64''.
|fairdesc=Donkey Kong puts his fists together above his head, and then does a powerful ax-handle smash, which at KO at 159% if hit with the sweetspot and grounded from the center of Final Destination, and 97% from the center of Battlefield without the sweetspot. A powerful [[meteor smash]] when [[sweet spot (hitbox)|sweet spotted]], which also causes a significant hitlag increase. Great for catching edge guarders while recovering. Resembles his midair attack from ''Donkey Kong 64''.
|bairname=Kong Rocket ({{ja|コングロケット|Kongu Roketto}})
|bairname= 
|bairdmg=13% (clean), 8% (late)
|bairdmg=13% (clean), 8% (late)
|bairdesc=Donkey Kong performs a quick kick directed behind him that lingers briefly. Very fast, long ranged and strong, is an effective [[wall of pain]]. KOs Mario at 126% from the center of Final Destination.
|bairdesc=Donkey Kong performs a quick kick directed behind him that lingers briefly. Very fast, long ranged and strong, is an effective [[wall of pain]]. KOs Mario at 126% from the center of Final Destination.
|uairname=Air Headbutt ({{ja|エアヘッドバット|Ea Heddobatto}})
|uairname= 
|uairdmg=14%
|uairdmg=14%
|uairdesc=Donkey Kong performs a quick headbutt upwards. Extremely quick, can be used to [[juggle]] at low percentages and [[star KO]] at 113% from the platforms on Battlefield.
|uairdesc=Donkey Kong performs a quick headbutt upwards. Extremely quick, can be used to [[juggle]] at low percentages and [[star KO]] at 113% from the platforms on Battlefield.
|dairname=Air Stampede ({{ja|エアスタンピード|Ea Sutanpīdo}})
|dairname= 
|dairdmg=16% (foot), 13% (body)
|dairdmg=16% (foot), 13% (body)
|dairdesc=Donkey Kong performs a downward stomp whilst holding his arms up in a macho pose. Always treated as a [[meteor smash]] when it hits. KOs at 141% when grounded from the center of Final Destination.
|dairdesc=Donkey Kong performs a downward stomp whilst holding his arms up in a macho pose. Always treated as a [[meteor smash]] when it hits. KOs at 141% when grounded from the center of Final Destination.
|grabname=Grab ({{ja|つかみ|Tsukami}})
|grabname= 
|grabdesc= 
|grabdesc= 
|pummelname=Grab Chop ({{ja|つかみチョップ|Tsukami Choppu}})
|pummelname= 
|pummeldmg=3%
|pummeldmg=3%
|pummeldesc=Does a slight karate chop at the enemy's neck. A fairly fast pummel.
|pummeldesc=Does a slight karate chop at the enemy's neck. A fairly fast pummel.
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|fthrowdmg=6% (breakout), 8% (forward & back throw), 7% (up throw), 6% (down throw)
|fthrowdmg=6% (breakout), 8% (forward & back throw), 7% (up throw), 6% (down throw)
|fthrowdesc=Regardless of the opponent's size, DK heaves the opponent onto his back, just like carrying a crate or a barrel. Can be released and regrabbed if he can react quicker, being an infinite on {{SSBB|Lucas}} and {{SSBB|Ness}} when turn releasing and turn grabbing. Both players gain knockback-based [[armor]], similar to {{SSBB|Yoshi}}'s double jump.
|fthrowdesc=Regardless of the opponent's size, DK heaves the opponent onto his back, just like carrying a crate or a barrel. Can be released and regrabbed if he can react quicker, being an infinite on {{SSBB|Lucas}} and {{SSBB|Ness}} when turn releasing and turn grabbing. Both players gain knockback-based [[armor]], similar to {{SSBB|Yoshi}}'s double jump.
|bthrowname=Reverse Throw ({{ja|反転投げ|Hanten Nage}})
|bthrowname= 
|bthrowdmg=11%
|bthrowdmg=11%
|bthrowdesc=Swings his arm back and throws the opponent. A very good KO throw with fast start-up.
|bthrowdesc=Swings his arm back and throws the opponent. A very good KO throw with fast start-up.
|uthrowname=Coconut Toss ({{ja|ココナッツトス|Kokonattsu Tosu}})
|uthrowname= 
|uthrowdmg=9%
|uthrowdmg=9%
|uthrowdesc=Swings his arm back and throws the opponent upwards.
|uthrowdesc=Swings his arm back and throws the opponent upwards.
|dthrowname=Bottom Shoot ({{ja|ボトムシュート|Botomu Shūto}})
|dthrowname= 
|dthrowdmg=7%
|dthrowdmg=7%
|dthrowdesc=Slams the opponent into the ground with his hand. Can chain grab characters like {{SSBB|Snake}}, {{SSBB|Kirby}}, {{SSBB|Squirtle}}, {{SSBB|Charizard}}, {{SSBB|King Dedede}} and much more.
|dthrowdesc=Slams the opponent into the ground with his hand. Can chain grab characters like {{SSBB|Snake}}, {{SSBB|Kirby}}, {{SSBB|Squirtle}}, {{SSBB|Charizard}}, {{SSBB|King Dedede}} and much more.

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