Editing Donkey Kong (SSBB)

From SmashWiki, the Super Smash Bros. wiki
Jump to navigationJump to search
Warning You aren't logged in. While it's not a requirement to create an account, doing so makes it a lot easier to keep track of your edits and a lot harder to confuse you with someone else. If you edit without being logged in, your IP address will be recorded in the page's edit history.

The edit can be undone. Please check the comparison below to verify that this is what you want to do, and then publish the changes below to finish undoing the edit.

Latest revision Your text
Line 1: Line 1:
{{ArticleIcons|brawl=y}}
:''This article is about Donkey Kong's appearance in [[Super Smash Bros. Brawl]].  For other uses, see [[Donkey Kong]].''
{{disambig2|Donkey Kong's appearance in ''Super Smash Bros. Brawl''|the character in other contexts|Donkey Kong}}
 
{{Infobox Character
{{Infobox Character
|name = Donkey Kong
|name         = Donkey Kong
|image = [[File:Donkey Kong SSBB.jpg|250px]]
|image       = [[File:DonkeyKongBrawl.jpg|250px|Donkey Kong]]
|game = SSBB
|caption      = [[File:DKSymbol.svg|50px]]
|ssbgame1 = SSB
|universe    = ''[[Donkey Kong (universe)|Donkey Kong]]''
|ssbgame2 = SSBM
|games        = ''[[Super Smash Bros|SSB]]''<br/>''[[Super Smash Bros. Melee|Melee]]''<br/>''[[Super Smash Bros. Brawl|Brawl]]''
|ssbgame3 = SSB4
|firstgame    = ''[[Donkey Kong (game)|Donkey Kong]]'' (1981)
|ssbgame4 = SSBU
|availability = [[Starter character|Starter]]
|availability = [[Starter character|Starter]]
|tier = D
|tier         = C
|ranking = 21
|ranking     = 20
}}
}}
'''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''' ({{ja|ドンキーコング}}, ''Donkī Kongu'') is a character in ''[[Super Smash Bros. Brawl]]''. He was first shown very briefly at the [[E3]] 2007 press conference. Like most other characters in ''Brawl'', has been graphically updated to match his more recent appearances. His fur is more brightly colored, and he also appears furrier, especially around his head. When Donkey Kong jumps and lands, like [[Bowser (SSBB)|Bowser]] and [[King Dedede (SSBB)|King Dedede]], the screen will shake slightly.
 
Donkey Kong ranks in the C tier, 20th overall, due to his well rounded attacks, good mobility, good range and incredible finishers (namely a fully charged [[Giant Punch]]); however, being a candidate for infinite chain grabs as well as problems dealing with certain projectiles are the reasons for his drop from being a high tier character from the first tier list.  


==Attributes==
==Attributes==
Donkey Kong is a very [[Weight#SSBB_Weight_Ranking|heavy]] character with very powerful attacks, great attack range, and high [[knockback]] capabilities. Despite these pros, Donkey Kong lacks projectiles and a reliable way to deal with them, which makes his moveset and style of approach unvaried. He is one of the fastest heavyweight characters; his movement speed is above average: fast running, fast walking, fast air speed, and very high initial [[jump]]. Donkey Kong's weight helps him stay alive longer, though he is a big target and has very poor vertical recovery, but extremely long horizontal recovery. He can even use Spinning Kong to [[momentum cancel]] knockback from an attack that would even KO {{SSBB|Bowser}}, {{SSBB|Snake}}, or {{SSBB|King Dedede}}. Despite his extremely long horizontal recovery, it is vulnerable to disjointed attacks and has poor vertical height which means even weak meteor smashes can be devastating, though it's hard to edge guard without a disjointed attack due its initial invincibility frames. Combining his impressive weight and good horizontal recovery with good [[directional influence]], he will be extremely hard to KO.
Donkey Kong is a very [[Weight#SSBB_Weight_Ranking|heavy]] character with very powerful attacks, great attack range, and high [[knockback]] capabilities. Despite these pros, Donkey Kong lacks projectiles and a reliable way to deal with them, which makes his moveset and style of approach unvaried. He is one of the fastest heavyweight characters; his movement speed is above average: fast running, fast walking, fast air speed, and very high initial [[jump]]. Donkey Kong's weight helps him stay alive longer, though he is a big target and has very poor vertical recovery, but extremely long horizontal recovery. He can even use Spinning Kong to cancel knockback from an attack that would even KO [[Bowser (SSBB)|Bowser]], [[Snake (SSBB)|Snake]], or [[King Dedede (SSBB)|King Dedede]]. Despite his extremely long horizontal recovery, it is vulnerable to disjointed attacks and has poor vertical height which means even weak spikes can be devastating, though it's hard to edge guard without a disjointed attack due it's initial invincibility frames and after being a high priority move. Combining his impressive weight and good horizontal recovery with good [[Directional Influence]], he will be extremely hard to KO.


Although he can has excellent endurance courtesy of his high weight, he is quite vulnerable to attacks due to his large size, which is not helped by the fact that he has a tie hurtbox. His large size and heavy weight also leaves him open to many chain grabs (e.g. {{SSBB|King Dedede}}'s infinite chain grab without a wall, which cannot be escaped from), except Bowser's ground releases. Though given his attack range and speed, it can be difficult for characters with short-ranged grabs like the {{SSBB|Ice Climbers}} to grab him to begin with. His Headbutt attack allows him to get a free attack on the opponent, as many of his follow-up attacks have low startup time, and it also does very high damage to shields. His fully charged Giant Punch also heavily damages shields, and the [[armor]] it grants may allow him to trade KO moves with an opponent and survive. Even his grounded [[Spinning Kong]] does high damage to opponents or shields. Having three high shield damage attacks he can give high shield pressure. Donkey Kong has numerous KO options and no problems doing so: all of his smash attacks are powerful, with his [[up smash|up]] & [[down smash]]es coming out very fast; [[up aerial]] can compensate for a missed [[edge-guard]], three reliable [[meteor smash]]es, [[back aerial]] & [[back throw|throw]], Giant Punch (10 charges is actually more powerful than fully charged, but doesn't have armor) and the cargo [[stage spike]].
Although he can take a lot of damage before dying, he gets hit very easily due to his large size. His large size and heavy weight also leaves him open to many chain grabs (e.g. [[King Dedede (SSBB)|King Dedede's]] infinite chain grab without a wall, which is truly problematic at such a high level), except Bowser's ground releases. Though given his attack range and speed, it can be difficult for characters with short-ranged grabs like the [[Ice Climbers (SSBB)|Ice Climbers]] to grab him to begin with. His Headbutt attack allows him to get a free attack on the opponent, as many of his follow-up attacks have low startup time, and it also does very high damage to shields. His fully charged Giant Punch also heavily damages shields, and the [[launch resistance]] it grants may allow him to trade KO moves with an opponent and survive. Even his grounded [[Spinning Kong]] does high damage to opponents or shields. Having three high shield damage attacks he can give high shield pressure. Donkey Kong has no problems killing: all his smashes are powerful, with his [[up smash|up]] & [[down smash]]es coming out very fast; [[up aerial]] can compensate for a missed [[edge-guard]], three reliable [[meteor smash]]es, [[back aerial]] & [[back throw|throw]], Giant Punch (9 charges is actually more powerful than fully charged, but without launch resistance and the cargo stage [[spike]]. He can counter any ground grab releases because of his unique extremely short grab release animation, making him escape from release lag 10 frames earlier than any other character does and being immune to Bowser's grab release game with the addition of only Snake and Yoshi being able to force him to jump break from grabs. Donkey Kong is unique to be able to carry [[crate]]s, [[barrel]]s and [[Bonsly]] without a reduction in speed, but small items have unusual long end animation (though he has one of the best [[Glide Toss]]es in the game). DK also has a large grab range with powerful throws, and he is even able to chain-grab some characters, DK can infinite-Cargo release Lucas and Ness, he can KO characters in low percents when using the Cargo stage-spike. Donkey Kong can also perform [[Sacrificial KO|Kongocide]], although it's not the most useful of the sacrificial KOs.


He can counter any ground grab releases because of his unique extremely short grab release animation, making him escape from release lag 10 frames earlier than any other character does and being immune to Bowser's grab release game with the addition of only Snake and Yoshi being able to force him to jump break from grabs. Donkey Kong also has a large grab range with powerful throws, and he is even able to chain-grab some characters. DK can infinite-Cargo release Lucas and Ness, and he can KO characters in low damage percentages when using the Cargo stage-spike. Donkey Kong can also perform [[Sacrificial KO|Kongocide]], although it has limited utility. Overall, Donkey Kong relies on his great power and range to limit opponent's approaches.
Although Donkey Kong has his share of problems, he fares decently against the majority of the cast, and there are very few matchups he can't overcome.
===Changes from ''Melee'' to ''Brawl''===
Donkey Kong has been significantly [[buffed]] from ''Melee'' to ''Brawl''. Overall, he is a faster, stronger, and longer ranged character with increased [[priority]] in most of his moves. For example, both his back air and down smash have highly increased knockback. Giant Punch has shorter range and has less knockback when fully charged (the 9 charge is much stronger but doesn't have [[launch resistance]] like the fully charged), but he can now also reverse it. In addition, it also charges faster. Headbutt comes out faster and deals more damage. Additionally, [[Headbutt]] can now dig if Donkey Kong uses it in the air and the opponent is in the ground rather than just Donkey Kong in the ground as well. Furthermore, since buried characters can now receive knockback, and the duration is increased if the victim has higher damage, Headbutt can now easily be comboed with Giant Punch. Hand Slap is a better move in general, as it covers more range and deals 14% instead of 11%. Spinning Kong does less knockback but grants launch resistance just before its released. Landing on the ground from his Spinning Kong leaves him vulnerable as he lands on his back and has to get up. However, it gives slightly more horizontal distance and higher vertical height. Donkey Kong's shield is larger, but it's still small in relation to his body. His side smash has higher knockback, and a fully charged side smash has higher knockback than fully charged Giant Punch. His up smash can now hit grounded characters, and his down tilt now trips foes, leaving them vulnerable. People escape out of his carry throw automatically, even without touching the control stick. Additionally, only the opponent takes damage if released. Donkey Kong's falling speed is much slower (no longer among the fastest), which has both advantages (such as making chain grabs less effective) and disadvantages (such as making approaching with aerials less effective). His dash attack now has horizontal knockback instead of vertical knockback. Forward carry throw has more vertical knockback and less horizontal knockback.  


==Changes from ''[[Super Smash Bros. Melee]]''==
In terms of cosmetics, Donkey Kong has more realistic gorilla roars (similar to other characters having more realistic noises). His costume is lighter and very different from ''Melee'' (making him comparable to his appearance in ''[[Donkey Kong Jungle Beat]]'' with his furrier appearance), and his black costume now has a yellow tie instead of a blue tie.
In the transition from ''Melee'' to ''Brawl'', Donkey Kong was heavily buffed overall. He has been improved in several aspects, including his mobility, endurance potential, power, recovery, and range.


One noticeable nerf he received was to his grounded [[Spinning Kong]]. The hitbox grounded Spinning Kong once possessed which came out on frame 2-5, had invincibility and could kill opponents under 100% was completely removed, hindering grounded Spinning Kong's utility (although he does now have the "[https://youtu.be/O3CmvJM-Rq8 Invincicopter]" to give his grounded Spinning Kong some new utility). Besides the change to his grounded Spinning Kong, Donkey Kong did not receive any other significant nerfs to his moveset.
===Moveset===
 
{|class="wikitable" align="center" style="text-align:center;background:#bf7f7f;border:solid #df0000 2px;"
Overall, DK is a stronger character than he was in ''Melee'' although he still struggles against much of the cast.
|-
 
!style="background:#7f0000;border-bottom:solid #df0000 2px;" colspan="14"|DK's Moveset
===Aesthetics===
|-style="background:#7f0000;border-bottom:solid #df0000 2px;"
*{{change|Like all characters, Donkey Kong has received a massive boost in quality, having brighter and more detailed fur. In addition, he gains his current appearance from ''Mario Party 4'' onward.}}
|&nbsp;
*{{change|Like {{SSBB|Bowser}} & {{SSBB|King Dedede}}, the screen now visually shakes whenever Donkey Kong lands onto the ground.}}
|'''Move'''
*{{change|Donkey Kong has received new voice clips, though there are still stock sound effects.}}
|'''Description'''
*{{change|Donkey Kong no longer uses his [[stun]] voice clip when waking out of [[asleep|sleep]] status.}}
|colspan="2"|'''Segment'''
*{{change|Donkey Kong has a new white costume with a red tie. His black costume now has a yellow tie instead of a blue tie, and his blue costume now has a pink tie instead of a purple one.}}
|'''Damage'''
*{{change|Another carrorober from his current appearance, Donkey Kong's teeth are yellow-ish white instead of white.}}
|<span class="explain" title="90=straight up, 180=behind">'''Angle'''</span>
 
|colspan="2"|'''Hit Frames'''
===Attributes===
|<span class="explain" title="Base knockback">'''BKB'''</span>
*{{buff|Donkey Kong's [[shield]] size was increased (although it is still very small for his size).}}
|<span class="explain" title="Knockback growth">'''KBG'''</span>
*{{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.}}
|<span class="explain" title="Weight-based knockback">'''WBKB'''</span>
*{{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.}}
|colspan="2"|<span class="explain" title="For stickers">'''Type'''</span>
*{{buff|Donkey Kong's [[dashing]] speed is slightly faster (1.6 → 1.622).}}
|-
*{{buff|Donkey Kong's [[air speed]] is faster (1 → 1.081).}}
|rowspan="3"|[[Neutral attack]]||rowspan="3"|Double Punch||rowspan="3"|Does a quick cross punch and follows up with an uppercut. Certain hitboxes can jab lock.||rowspan="2"|Hit 1||Arm||rowspan="2"|4%||*||rowspan="2"|5||rowspan="2"|7||rowspan="2"|0||rowspan="3"|100||rowspan="3"|0||rowspan="3"|{{AttackType|type=Hand|effect=Normal|t=3}}
*{{buff|Donkey Kong's [[air acceleration]] is higher (0.04 → 0.06).}}
|-
*{{change|Donkey Kong is slightly heavier (114 → 116).}}
|Body||140
*{{change|As with the returning veterans, Donkey Kong's [[falling speed]] was reduced (2.4 → 1.58). Compared to the returning veterans, however, Donkey Kong falls slightly slower. While worsening his endurance, it slightly improves his poor vertical recovery and makes him harder to combo. However, Donkey Kong is still one of the easier characters to combo on and his vertical recovery is still very poor.}}
|-
*{{change|Donkey Kong's [[gravity]] is lower (0.1 → 0.081).}}
|colspan="2"|Hit 2||6%||70||16||21||40
*{{nerf|Donkey Kong's traction is lower (0.08 → 0.0529), especially when comparing with the returning veterans, now going from the 7th highest in ''Melee'' to only the 28th highest. This makes it harder for him to punish out of shield.}}
|-
*{{buff|[[Spot dodge]] has less ending lag (FAF 37 → 30) although it is still one of the longest spot dodges in the game.}}
|rowspan="3"|[[Forward tilt]]||rowspan="3"|Backhand Swipe||rowspan="3"|Swats in front. Large range and fast but low knockback. DK's arm is intangible while the hitboxes are out, allowing it to be used safely against most other attacks. Has a 15% chance of tripping when angled down.||colspan="2"|Angled Up||12%||rowspan="3"|*||rowspan="3"|8||rowspan="3"|11||rowspan="3"|10||rowspan="3"|100||rowspan="3"|0||rowspan="3"|{{AttackType|type=Hand|effect=Normal|t=3}}
*{{buff|Donkey Kong's forward [[glide toss]] covers much more distance.}}
|-
 
|colspan="2"|Angled Side||10%
===Ground attacks===
|-
*[[Neutral attack]]:
|colspan="2"|Angled Down||9%
**{{buff|The second hit has increased base knockback (0 → 40). The first hit has a new hitbox which launches opponents towards Donkey Kong (361° → 140°) improving its range and [[jab cancel]]ing potential.}}
|-
**{{nerf|The second hit has more startup lag with a shorter duration (frames 5-11 → 6-11).}}
|rowspan="3"|[[Up tilt]]||rowspan="3"|Upper Swipe||rowspan="3"|Swats above his head. Fast with a good arch range. Again, DK's arm cannot be injured while the hitboxes are out.||colspan="2"|Hand||9%||rowspan="3"|100||rowspan="3"|5||rowspan="3"|11||rowspan="3"|40||105||rowspan="3"|0||rowspan="3"|{{AttackType|type=Hand|effect=Normal|t=3}}
*[[Forward tilt]]:
|-
**{{buff|Forward tilt now grants [[intangibility]] to DK's arm.}}
|colspan="2"|Elbow||10%||110
**{{buff|The up angled variant deals more damage (11% → 12%), giving Donkey Kong another quick KO move under 150%.}}
|-
**{{buff|The down angled variant has a 15% chance to [[trip]] opponents.}}
|colspan="2"|Arm||11%||115
*[[Up tilt]]:
|-
**{{buff|Up tilt has less startup lag and a longer duration (frames 6-11 → 5-11). It also has slightly less ending lag (FAF 40 → 39).}}
|[[Down tilt]]||Trip Swipe||colspan="3"|Swats at his opponent's feet. This move causes opponents to trip 40% of the time. Slightly less range and similar start-up than his forward tilt, but barely any ending lag and still has long range. A great lock move at low percentages and a trip can be combined with his Hand Slap.||8%||*||6||9||10||80||0||{{AttackType|type=Hand|effect=Normal|t=1}}
**{{buff|It now grants [[intangibility]] to DK's arm.}}
|-
*[[Down tilt]]:
|rowspan="2"|[[Dash attack]]||rowspan="2"|Sliding Kick||rowspan="2"|Skids to a halt doing a side-kick. High lag and poor shieldstun. Similar to a move from ''Donkey Kong 64''.||colspan="2"|Clean||11%||50||9||11||100||20||0||rowspan="2"|{{AttackType|type=Foot|effect=Normal|t=2}}
**{{buff|Down tilt deals more damage (7% → 8%).}}
|-
**{{buff|It now has a 40% chance to [[trip]] opponents.}}
|colspan="2"|Late||9%||100||12||20||0||0||120
*[[Dash attack]]:
|-
**{{buff|DK now vocalizes during the first frame of his [[dash attack]]. While this may seem insignificant, it allows him to mix his opponents up with a dash attack, a [[boost grab]] or a DACUS to throw his opponents off.}}
|[[Up smash]]||High Clap||colspan="3"|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.||{{DamageWhenCharged|18}}||90||15||17||40||93||0||{{AttackType|type=Hand|effect=Normal|t=1}}
**{{change|Its clean hit now launches opponents at a different trajectory (100° → 50°), with its knockback also altered (115 (base), 15 (scaling) → 100/20)).}}
|-
*[[Forward smash]]:
|rowspan="2"|[[Down smash]]||rowspan="2"|Simian Slam||rowspan="2"|Does a double back-handed punch by bringing his closed fists down 90 degrees at both sides. Very fast, great vertical knockback, and one of the strongest down smashes in the game.||colspan="2"|Hands||{{DamageWhenCharged|17}}||115||rowspan="2"|11||rowspan="2"|15||rowspan="2"|35||rowspan="2"|100||rowspan="2"|0||rowspan="2"|{{AttackType|type=Hand|effect=Normal|t=2}}
**{{buff|Forward smash's sweetspots have increased base knockback (22 → 30). Its hitbox sizes has also been increased (4.8u/5.6u/3.408u/2.4u → 6.4u/6.8u/4.3u/3u).}}
|-
**{{nerf|Its hitlag multiplier has been significantly increased (1.0x → 1.4x), making it somewhat safer on shield, but easier to SDI, especially consider the increased hitlag overall from ''Melee'' to ''Brawl.'' The opponent can also SDI his forward smash to lessen its knockback, despite it being increased from ''Melee.''}}
|colspan="2"|Arms||{{DamageWhenCharged|14}}||98
*[[Up smash]]:
|-
**{{buff|The universally decreased falling speeds and the slightly altered knockback formula have improved up smash's KO potential. It can also hit grounded opponents much easier as its hitbox size has been increased (7u → 9.5u) and it has less ending lag (FAF 54 → 50).}}
|rowspan="4"|[[Forward smash]]||rowspan="4"|Clap Smash||rowspan="4"|Claps hands together in front of him. The two stronger hitboxes have increased hitlag, making it easy to tell which one has connected.||colspan="2"|Fingers||{{DamageWhenCharged|20}}||rowspan="4"|*||rowspan="4"|23||rowspan="4"|24||rowspan="2"|30||rowspan="2"|94||rowspan="4"|0||rowspan="4"|{{AttackType|type=Hand|effect=Normal|t=4}}
*[[Down smash]]:
|-
**{{buff|Down smash's sweetspot deals more damage (16% → 17%).}}
|colspan="2"|Hands||{{DamageWhenCharged|21}}
**{{buff|Its hitboxes lasts a slightly longer duration (4 frames → 5) and its size has been significantly increased (4.8u/3.6u → 7u/4.5u).}}
|-
 
|colspan="2"|Arms||{{DamageWhenCharged|19}}||rowspan="2"|18||rowspan="2"|100
===Aerial attacks===
|-
*[[Neutral aerial]]:
|colspan="2"|Body||{{DamageWhenCharged|18}}
**{{buff|Neutral aerial has less landing lag (20 frames → 15) and can now [[auto-cancel]] in a short hop due to DK's slower falling speed/gravity. It also has increased base knockback (0 → 20 (clean), 10 (late)) improving the clean hit's KO potential.}}
|-
**{{nerf|It deals less damage (12% → 11% (clean), 10% → 8% (late)).}}
|rowspan="2"|[[Neutral aerial]]||rowspan="2"|Fist Spin||rowspan="2"|Spins with arms extended. Similar to the Spinning Kong, but much faster to execute.||colspan="2"|Clean||11%||rowspan="2"|*||10||13||20||rowspan="2"|100||rowspan="2"|0||rowspan="2"|{{AttackType|type=Spin|effect=Normal|t=2}}
*[[Forward aerial]]:
|-
**{{buff|Forward aerial's sweetspot deals increased knockback growth (80 → 85) and can trip opponents if they don't take enough knockback to leave the ground. It's also superior for edgeguarding due to the meteor cancel changes and being much safer to use offstage due to DK's slower falling speed/gravity.}}
|colspan="2"|Late||8%||14||26||10
**{{nerf|Its late hit has received a sourspot that launches at the [[Sakurai angle]] and deals less base knockback (50 → 30).}}
|-
*[[Back aerial]]:
|rowspan="3"|[[Forward aerial]]||rowspan="3"|Fist Pound||rowspan="3"|Puts fists together above his head, then does a powerful ax-handle smash. A powerful [[meteor smash]] when [[sweet spot (hitbox)|sweet spotted]], which also causes a significant hitlag increase. Great for catching edge guarders while recovering. Looks almost exactly like a move from Donkey Kong 64.||colspan="2"|Windup||rowspan="3"|16%||*||25||26||20||100||rowspan="3"|0||rowspan="3"|{{AttackType|type=Hand|effect=Normal|t=3}}
**{{buff|Back aerial can now be performed twice in a single short hop. It also has increased base knockback (10 → 20 (clean), 0 → 10 (late)), a longer duration (frames 7-15 → 7-16) and slightly more range. It also greatly benefits from the introduction of [[reverse aerial rush]] significantly improving its approach potential.}}
|-
**{{nerf|Its late hit deals slightly less damage (9% → 8%).}}
|rowspan="2"|Clean||Hands||270||rowspan="2"|27||rowspan="2"|29||30||rowspan="2"|85
**{{nerf|It autocancels later (frame 20 → 31).}}
|-
*[[Up aerial]]:
|Arms||*||50
**{{buff|Up aerial has a longer duration (frames 6-8 → 6-9) and less landing lag (25 frames → 22). The universally decreased falling speeds also improves its KO potential.}}
|-
**{{nerf|It autocancels later (frame 13 → 26).}}
|rowspan="2"|[[Back aerial]]||rowspan="2"|Rear Kick||rowspan="2"|Back-kicks behind him. Very fast, long ranged and strong.||colspan="2"|Clean||13%||rowspan="2"|*||7||8||20||rowspan="2"|100||rowspan="2"|0||rowspan="2"|{{AttackType|type=Foot|effect=Normal|t=2}}
*[[Down aerial]]:
|-
**{{buff|Down aerial's sweetspot can trip opponents if they don't take enough knockback to leave the ground. It's also superior for edgeguarding due to the meteor cancel changes and being much safer to use offstage due to DK's slower falling speed/gravity.}}
|colspan="2"|Late||8%||9||16||10
 
|-
===Throws/other attacks===
|[[Up aerial]]||Head Swipe||colspan="3"|Headbutts above. Extremely quick, can Star KO at high percentages.||14%||90||6||9||32||90||0||{{AttackType|type=Head|effect=Normal|t=1}}
*[[Grab]]s:
|-
**{{buff|Standing grab has slightly less ending lag (FAF 31 → 30).}}
|rowspan="2"|[[Down aerial]]||rowspan="2"|Flex Stomp||rowspan="2"|Stomps down whislt holding his arms up in a macho pose. When this move hits, it will always meteor smash, and it is his strongest meteor smash. Has [[Star KO]] potential. Can be used on many characters by cargo down throwing, then jumping and down aerial.||colspan="2"|Foot||16%||rowspan="2"|270||rowspan="2"|18||rowspan="2"|23||38||rowspan="2"|90||rowspan="2"|0||rowspan="2"|{{AttackType|type=Foot|effect=Normal|t=2}}
**{{buff|Grab range is higher, going from below-average in ''Melee'' to being the 4th longest reaching non-tether grab in ''Brawl''.}}
|-
**{{nerf|Dash grab has more ending lag (FAF 41 → 50).}}
|colspan="2"|Body||13%||20
*[[Pummel]]:
|-
**{{buff|[[Pummel]] is faster (24 frames → 15) and still deals 3%.}}
|[[Pummel]]||Karate Chop||colspan="3"|Does a slight karate chop at the enemy's neck.||3%||80||9||10||0||100||30||{{AttackType|type=Hand|effect=Normal|t=1}}
*[[Forward throw]]:
|-
**{{buff|Donkey Kong gains [[armor]] when carrying an opponent when using Cargo throw (Kong Karry).}}
|rowspan="5"|[[Forward throw]]||rowspan="5"|Cargo||rowspan="5"|Reardless 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 Lucas and Ness when turn releasing and turn grabbing. Donkey Kong is unable to use his forward throw on enemies in the [[Subspace Emissary]], making him the only character unable to use one of his standard throws for said reason. If the input for the forward throw is used, he will use his up throw instead.||colspan="2"|Breakout||6%||*||colspan="2"|&nbsp;||0||100||30||rowspan="5"|{{AttackType|type=Throwing|effect=Normal|t=5}}
**{{buff|Donkey Kong no longer takes damage if an opponent breaks free from his forward throw. Additionally, he can now perform an infinite on {{SSBB|Ness}} and {{SSBB|Lucas}} if they break out of his cargo throw due to their longer grounded grab release animations.}}
|-
**{{buff|Cargo [[forward throw]] launches opponents at a higher angle (55° → 60°).}}
|colspan="2"|F-Throw||rowspan="2"|8%||60||colspan="2"|13||rowspan="2"|80||rowspan="2"|50||rowspan="4"|0
**{{buff|Donkey Kong's lowered falling speed combined with an improved vertical recovery makes it much safer to [[stage spike]] an opponent with the cargo back and down throws.}}
|-
**{{nerf|An opponent takes 4% less damage if they break free from Donkey Kong's forward throw (10% → 6%).}}
|colspan="2"|B-Throw||55||colspan="2"|15
**{{nerf|The changes to ''Brawl'''s physics have removed [[up throw]]'s chaingrabbing and combo potential significantly reducing its utility. Cargo throw also has less combo potential because of this.}}
|-
*[[Down throw]]:
|colspan="2"|U-Throw||7%||90||colspan="2"|14||90||30
**{{buff|The removal of [[DI]] against moves which don't put opponents into [[tumble]] makes [[down throw]] more reliable for chaingrabs despite its higher knockback scaling (45 → 50).}}
|-
*[[Edge attack]]:
|colspan="2"|D-Throw||6%||28||colspan="2"|16||65||26
**{{buff|Edge attacks have increased intangibility (frames 1-5 → 1-7 (fast), frames 1-34 → 1-41 (slow)) and larger hitboxes (8u → 9.6u (fast), 6.4u/3.2u/3.2u → 7.5u/6u/4u/4u (slow)).}}
|-
**{{nerf|Slow edge attack has more startup lag with a shorter duration (frames 37-50 → 38-41).}}
|[[Back throw]]||Rear Fling||colspan="3"|Swings his arm back and throws the opponent. A very good KO throw and it has fast start-up.||11%||40||colspan="2"|15||60||65||0||{{AttackType|type=Throwing|effect=Normal|t=1}}
 
|-
===Special moves===
|[[Up throw]]||Vertical Fling||colspan="3"|Swings his arm back and throws the opponent. A very good KO throw and it has fast start-up.||9%||90||colspan="2"|14||70||50||0||{{AttackType|type=Throwing|effect=Normal|t=1}}
*[[Giant Punch]]:
|-
**{{buff|Giant Punch now has [[armor]] when fully charged, it charges faster and it can now be reversed, but reversing it does not increase damage or knockback, unlike [[Falcon Punch]] and [[Warlock Punch]]. The back hit additionally has more KO potential due to the universally decreased falling speeds with a level 10 back hit being able to KO {{SSBB|King Dedede}} on {{SSBB|Final Destination}} at 50%.}}
|[[Down throw]]||Dirt Shove||colspan="3"|Slams the opponent into the ground with his hand. Can [[chain grab]] characters like Snake or Kirby. At low percentages, this can combo into Hand Slap and can start aerial juggles from there.||7%||*||colspan="2"|41||60||50||0||{{AttackType|type=Throwing|effect=Normal|t=1}}
**{{nerf|All variants of the grounded front hit deals 2% less damage (12%-30% → 10%-28%) and the fully charged version for both variants has less knockback scaling (90 → 80) hindering its KO potential and further encouraging Donkey Kong to use a level 10 Giant Punch. Additionally, the aerial variant deals less damage (12% → 8% (back uncharged), 6% (front uncharged), 17%/26% → 15%/25% (fully charged). Lastly, all variants of the front hit have a sourspot which has less knockback scaling (100/90 → 60/50).}}
|-
**{{nerf|It has increased landing lag (7 frames → 30) due to Donkey Kong now having a landing animation while landing while helpless.}}
|rowspan="2"|Floor (back)||rowspan="2"|Double Clap||rowspan="2"|Claps once to each side.||colspan="2"|Hit 1||rowspan="2"|6%||rowspan="2"|*||9||10||rowspan="2"|80||rowspan="2"|50||rowspan="2"|0||rowspan="2"|{{AttackType|type=Hand|effect=Normal|t=2}}
**{{change|A fully charged Giant Punch no longer has invincibility frames on frames 17-18, although this is compensated with super armor on frames 17-20.}}
|-
*[[Headbutt]]:
|colspan="2"|Hit 2||20||21
**{{buff|Headbutt is faster, deals more damage when on the ground and in the air (5% → 10%/8% (grounded), 10% → 14%/8% (aerial)) although its knockback was compensated (0 (base), 100 (scaling) → 20/40 (grounded), 30/40 (aerial)), and DK can now also [[bury]] his opponents while he is in midair. Since buried characters now can receive knockback when buried, Headbutt can now combo more easily into Giant Punch or other attacks. It can also be used as an inferior version of {{SSBB|Mario}}'s [[cape glide]], giving DK another [[edgeguarding]] option. Its meteor hitbox is also easier to land.}}
|-
**{{change|Donkey Kong no longer vocalizes when using [[Headbutt]].}}
|rowspan="2"|Floor (front)||rowspan="2"|Double Swat||rowspan="2"|Swats with his hand in a wide arch.||colspan="2"|Hit 1||rowspan="2"|6%||rowspan="2"|*||20||21||rowspan="2"|80||rowspan="2"|50||rowspan="2"|0||rowspan="2"|{{AttackType|type=Hand|effect=Normal|t=2}}
*[[Spinning Kong]]:
|-
**{{buff|Spinning Kong goes slightly farther, both horizontally and vertically. It can also be used to completely negate all momentum due to the introduction of [[momentum canceling]], and the grounded version has super armor. The aerial version also deals 3% more damage (33% → 36%).}}
|colspan="2"|Hit 2||24||25
***{{buff|In addition to momentum canceling, Spinning Kong is also completely immune to the "pushing effect" of attacks such as wind or water.}}
|-
**{{buff|DK now has access to the "[https://youtu.be/O3CmvJM-Rq8 Invincicopter]" allowing him to use grounded Spinning Kong while being completely invincible.}}
|rowspan="2"|Floor (trip)||rowspan="2"|Ground Spin||rowspan="2"|Spins with his fists as he stands.||colspan="2"|Hit 1||rowspan="2"|5%||rowspan="2"|*||19||20||rowspan="2"|60||rowspan="2"|50||rowspan="2"|0||rowspan="2"|{{AttackType|type=Hand|effect=Normal|t=2}}
**{{change|Grounded Spinning Kong's loop hitboxes deal less damage (8% → 4-5%) and knockback reducing their damage output but making them connect more reliably.}}
|-
**{{nerf|The grounded version of Spinning Kong no longer has an initial hit with invincibility. This significantly hinders its KO potential as the new first hit comes out much slower (frame 2 → 19) and is significantly weaker dealing less damage (12% → 4/5%) and knockback (60 (base), 100 (scaling) → 50/70) and is incapable of killing opponents until beyond sudden death percents removing one of DK's best kill options. The aerial version also has more startup lag (frame 3 → 4) also meaning that he gains invincibility slightly later.}}
|colspan="2"|Hit 2||23||24
**{{nerf|It has increased landing lag (7 frames → 40) due to Donkey Kong now having a landing animation while landing while helpless.}}
|-
*[[Hand Slap]]:
|Edge (<100%)||Butt Fling||colspan="3"|Throws his rear at the opponent.||8%||*||9||16||0||100||110||{{AttackType|type=Butt|effect=Normal|t=1}}
**{{buff|[[Hand Slap]] does 3% more damage (11% → 14%) and has longer range (9.216u/9.216u/9.216u/9.216u/10.24u/10.24u/10.24u/10.24u → 13u/13u/13u/13u/13u/13u/13u/13u). It also has high base knockback and low knockback scaling, rather than set knockback (20/30 (base), 100 (scaling), 110 (set) → 82/23).}}
|-
*[[Konga Beat]]:
|Edge (100%+)||Slow Swipe||colspan="3"|Climbs onto the stage and swats forward.||10%||*||38||41||0||100||110||{{AttackType|type=Hand|effect=Normal|t=1}}
**{{change|Donkey Kong has received a [[Final Smash]], [[Konga Beat]]. Donkey Kong takes out the DK Bongos and plays them to the beat of "DK Island Swing", which emits shockwaves in the process. Pressing the attack button to the beat increases the size and damage of the shockwaves.}}
|-
 
|rowspan="12"|[[Neutral special move]]||rowspan="12"|[[Giant Punch]]||rowspan="12"|DK winds up a punch which is released once the button is pressed again. Damage increases by 2% for each arm swing he pulls off before punching (with the first having no effect); if he stops charging and his head starts smoking, it'll be fully charged.||rowspan="3"|Uncharged (ground)||Elbow (pullback)||12%||80||colspan="2"|18||rowspan="3"|15||rowspan="2"|100||rowspan="12"|0||rowspan="12"|{{AttackType|type=Hand|effect=Normal|t=12}}
==Moveset==
|-
''For a gallery of Donkey Kong's hitboxes, see [[Donkey Kong (SSBB)/Hitboxes|here]].''
|Arm||rowspan="2"|10%||rowspan="2"|*||rowspan="2"|19||rowspan="2"|22
{{MovesetTable
|-
|game=SSBB
|Body||60
|neutralcount=2
|-
|neutralname=Jab ({{ja|ジャブ|Jyabu}}) / Upper ({{ja|アッパー|Appā}})
|rowspan="3"|Uncharged (air)||Elbow (pullback)||8%||80||colspan="2"|18||rowspan="3"|15||rowspan="2"|100
|neutral1dmg=4%
|-
|neutral2dmg=6%
|Arm||rowspan="2"|6%||rowspan="2"|*||rowspan="2"|19||rowspan="2"|22
|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}})
|Body||60
|ftiltangles=3
|-
|ftiltupdmg=12%
|rowspan="3"|Fully charged (ground)||Elbow (pullback)||18%||80||colspan="2"|18||40||rowspan="2"|80
|ftiltsidedmg=10%
|-
|ftiltdowndmg=9%
|Arm||28%||rowspan="2"|*||rowspan="2"|19||rowspan="2"|22||rowspan="2"|10
|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}})
|Body||18%||50
|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%.
|rowspan="3"|Fully charged (air)||Arm (pullback)||15%||80||colspan="2"|18||40||rowspan="2"|80
|dtiltname=Slouch Slap ({{ja|ロースラップ|Rō Surappu}}, ''Low Slap'')
|-
|dtiltdmg=8%
|Arm||25%||rowspan="2"|*||rowspan="2"|19||rowspan="2"|22||rowspan="2"|10
|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}})
|Body||20%||50
|dashdmg=11% (clean), 9% (late)
|-
|dashdesc=Donkey Kong skids to a halt doing a side-kick. High ending lag and poor shieldstun.
|rowspan="4"|[[Side special move]]||rowspan="4"|[[Headbutt]]||rowspan="4"|A sideways headbutt that sends the opponent straight down into the ground.||rowspan="2"|Ground||Grounded opponents||10%||270||rowspan="4"|20||rowspan="4"|21||20||rowspan="4"|40||rowspan="4"|0||rowspan="4"|{{AttackType|type=Head|effect=Bury|t=4}}
|fsmashname=Dyna Clap ({{ja|ダイナクラップ|Daina Kurappu}})
|-
|fsmashdmg={{ChargedSmashDmgSSBB|20}} (fingers), {{ChargedSmashDmgSSBB|21}} (hands), {{ChargedSmashDmgSSBB|19}} (arms), {{ChargedSmashDmgSSBB|18}} (body)
|Aerial opponents||8%||70||15
|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}})
|rowspan="2"|Air||Clean||14%||270||30
|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.
|Midswing (aerial opponents only)||8%||70||15
|dsmashname=Twin Beat ({{ja|ツインビート|Tsuin Bīto}})
|-
|dsmashdmg={{ChargedSmashDmgSSBB|17}} (hands), {{ChargedSmashDmgSSBB|14}} (arms)
|rowspan="8"|[[Up special move]]||rowspan="8"|[[Spinning Kong]]||rowspan="8"|DK spins around with arms extended. Has super armour on the ground and intangibility frames in the air.||rowspan="2"|Hit 1 (ground)||Arms||5%||*||rowspan="2" colspan="2"|19-23, 24-28, 29-33, 34-38||rowspan="2"|50||rowspan="2"|70||rowspan="8"|0||rowspan="8"|{{AttackType|type=Spin|effect=Normal|t=8}}
|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}})
|Body||4%||140
|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.
|colspan="2"|Hit 2 (ground)||3%||rowspan="6"|*||colspan="2"|39-42, 43-46, 47-50, 51-54||5||50
|fairname=Hammer Knuckle ({{ja|ハンマーナックル|Hanmā Nakkuru}})
|-
|fairdmg=16%
|colspan="2"|Hit 3 (ground)||4%||55||56||40||90
|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}})
|colspan="2"|Hit 1 (air)||10%||4||6||40||80
|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.
|rowspan="2"|Hit 2 (air)||Arms||5%||rowspan="2" colspan="2"|12-19, 20-27, 28-35, 36-43||rowspan="2"|20||rowspan="2"|70
|uairname=Air Headbutt ({{ja|エアヘッドバット|Ea Heddobatto}})
|-
|uairdmg=14%
|Body||4%
|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}})
|colspan="2"|Hit 3 (air)||2%||colspan="2"|44-51, 52-59, 60-77, 78-85||0||100
|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.
|rowspan="4"|[[Down special move]]||rowspan="4"|[[Hand Slap]]||rowspan="4"|An earth-shaking attack with okay range, but cannot hit opponents that aren't on the ground.||rowspan="2"|Hit 1||Center||rowspan="4"|14%||84||rowspan="2"|6||rowspan="2"|7||rowspan="4"|82||rowspan="4"|23||rowspan="4"|0||rowspan="4"|{{AttackType|type=Typeless|effect=Normal|t=4}}
|grabname=Grab ({{ja|つかみ|Tsukami}})
|-
|grabdesc=&nbsp;
|Sides||78
|pummelname=Grab Chop ({{ja|つかみチョップ|Tsukami Choppu}})
|-
|pummeldmg=3%
|rowspan="2"|Hit 2||Center||84||rowspan="2"|17||rowspan="2"|18
|pummeldesc=Does a slight karate chop at the enemy's neck. A fairly fast pummel.
|-
|fthrowname=Kong Karry ({{ja|リフティング|Rifutingu}}, ''Lifting'')
|Sides||78
|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.
|rowspan="5"|[[Final Smash]]||rowspan="5"|[[Konga Beat]]||rowspan="5"|DK breaks out the bongos and launches waves of sound at opponents. The method for sizing the waves based on button preses is currently unknown.||rowspan="3"|Startup||Unknown||3%||150||rowspan="3"|1||rowspan="3" style="background:#ef7f7f"|&nbsp;||rowspan="2"|30||100||rowspan="3"|0||rowspan="5"|{{AttackType|type=Typeless|effect=Normal|t=5}}
|bthrowname=Reverse Throw ({{ja|反転投げ|Hanten Nage}})
|-
|bthrowdmg=11%
|Unknown||12%||rowspan="2"|*||80
|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}})
|Unknown||11%||100||110
|uthrowdmg=9%
|-
|uthrowdesc=Swings his arm back and throws the opponent upwards.
|colspan="2"|Weak wave||2%||150||rowspan="2" colspan="2"|&nbsp;||40||100||rowspan="2"|0
|dthrowname=Bottom Shoot ({{ja|ボトムシュート|Botomu Shūto}})
|-
|dthrowdmg=7%
|colspan="2"|Strong wave||7%||*||30||70
|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.
|}
|floorfname=&nbsp;
|floorfdmg=6%
|floorfdesc=Gets up and swats both sides of himself.
|floorbname=&nbsp;
|floorbdmg=6%
|floorbdesc=Gets up and claps once both sides of himself.
|floortname=&nbsp;
|floortdmg=5%
|floortdesc=Does a wind-up spin around the floor.
|edgefname=&nbsp;
|edgefdmg=8%
|edgefdesc=Throws his rear at the opponent. Good range for an edge attack.
|edgesname=&nbsp;
|edgesdmg=10%
|edgesdesc=Climbs onto the stage and swats forward.
|nsname=Giant Punch
|nsdmg=Ground: 12% (uncharged elbow), 10% (uncharged punch), 18% (fully charged elbow & body), 28% (fully charged punch)<br/>Air: 8% (uncharged elbow), 6% (uncharged punch), 15% (fully charged elbow), 20% (fully charged body), 28% (fully charged punch)
|nsdesc=Donkey Kong winds up and thrusts out his arm as a potentially powerful attack, which can KO at 67% from the center of Final Destination when fully charged. The attack is at fully charged after eleven windups and gains armor right before DK unleashes the punch. A punch just under full charge (ten windups) deals more knockback but lacks armor. The punch can be saved and chosen when to be released after being fully charged.
|ssname=Headbutt
|ssdmg=Ground: 10% (grounded), 8% (air)<br/>Air: 14% (sweetspot), 8% (sourspot)
|ssdesc=Donkey Kong slams his head downward. When performed on the ground, the opponent is [[buried]] and will remain submerged longer if the opponent has already taken a fair amount of damage. When performed in the air, the struck opponent is [[meteor smash]]ed if hit by the [[sweetspot]]. Can be used to "stall" Donkey Kong in the air.
|usname=Spinning Kong
|usdmg=Ground: 5-4% (loop early), 3% (loop late), 4% (final hit)<br/>Air: 10% (startup), 5-4% (loop early), 2% (loop late)
|usdesc=Donkey Kong spins around with his arms extended. Has [[armor]] on the ground and arms are intangible in the air.
|dsname=Hand Slap
|dsdmg=14%
|dsdesc=Donkey Kong repeatedly slaps his hands against the ground, causing earth-shaking vibrations in the process. The attack gives him some protection from opponents while grounded due to its good range, but cannot hit airborne opponents. This move cannot be used in the air and will be interrupted if Donkey Kong becomes airborne while using the move.
|fsname=Konga Beat
|fsdmg=Varies
|fsdesc=Donkey Kong takes out a pair of bongos and begin to play them to the beat of "DK Island Swing", sending out shock-waves in the process. The attacks range and power is determined by the player's input. The player must push the attack button in succession with the song's beat in order to have greater range and power.
}}
 
===Stats===
{{technical data|Needs short hop and double jump heights}}
{{Attributes
|cast      = 39
|weight    = 116
|rweight    = 2
|dash      = 1.6
|rdash      = 12-13
|run        = 1.622
|rrun      = 13
|walk      = 1.2
|rwalk      = 12-14
|trac      = 0.0529
|rtrac      = 28
|airfric    = 0.015
|rairfric  = 6-12
|air        = 1.081
|rair      = 7-9
|baseaccel  = 0.01
|rbaseaccel = 7-36
|addaccel  = 0.05
|raddaccel  = 26-30
|gravity    = 0.081
|rgravity  = 20
|fall      = 1.58
|rfall      = 10-11
|ff        = 2.212
|rff        = 10-11
|jumpsquat  = 6
|rjumpsquat = 27-35
|jumpheight = 35.83759414
|rjumpheight= 10
|shorthop  = ?
|rshorthop  = ?
|djump      = ?
|rdjump    = ?
}}
 
===[[Announcer]] call===
{{audio|Needs announcer calls from other languages.}}
<gallery>
Donkey Kong English Announcer SSBB.wav|English/Japanese
</gallery>
 
===[[Wii Remote selection sound]]===
{{SelectSound|char=Donkey Kong|desc=DK roars, similar to his attack sounds.}}
 
===[[On-screen appearance]]===
{{Appearance
|desc=Breaks out of a [[DK Barrel]], grunts and makes a strongman pose.
|char=DonkeyKong
|game=SSBB}}
 
===[[Taunt]]s===
{{Taunt/SSBB
|char=DK
|desc-up=Beats his chest.
|desc-side=Shakes himself, as if his fur was wet.
|desc-down=Faces the camera and shrugs his shoulders, making a confused noise.}}
 
===[[Idle pose]]===
{{Idle
|desc-1=Bares his teeth and crosses his eyes while leaning forward.
|desc-2=Bumps his fists together, then performs an uppercut punch.
|image-1=Donkey Kong Idle Pose 2 Brawl.png
|image-2=Donkey Kong Idle Pose 1 Brawl.png}}
 
===[[Crowd cheer]]===
{{Crowd
|char=Donkey Kong
|game=Brawl
|desc-us=Don-key Kong!
|desc-jp=Don-key Kong!
|pitch-us=Group chant
|pitch-jp=Group chant}}
 
===[[Victory pose]]s===
{{Victory/SSBB
|victory-theme=DKUniverseTheme.ogg
|victory-desc=A peaceful flourish originating from ''{{s|mariowiki|Donkey Kong Country}}'' that played whenever a Kong defeated a boss or completed a {{s|mariowiki|Bonus Level}}.
|desc-up=Holds his hands above his head and shakes them.
|desc-left=Does a backflip, then holds up his arms (updated version of his "character chosen" animation in ''Super Smash Bros.'')
|desc-right=Beats his chest. (Similar to his up taunt).
|char=DK}}
 
==In [[competitive play]]==
===Notable players===
{{cleanup|[[SmashWiki:Cleanup of the Notable Players sections|To fit these guidelines]]}}
:''See also: [[:Category:Donkey Kong players (SSBB)]]''
*{{Sm|Bill|Canada}} - 25th at [[Apex 2015]], 7th at [[GOML 2016]] and 13th at [[Super Smash Con 2016]].
*{{Sm|Bum|USA}} - Has set wins over {{Sm|ANTi}}, {{Sm|Dabuz}}, {{Sm|Nairo}} and {{Sm|ADHD}}.
*{{Sm|Cable|USA}} - Placed 13th at [[KTAR 3]], 33rd at [[Apex 2010]], 25th at [[Pound 4]] and 17th at [[Clash of the Titans 6]].
*{{Sm|Nyanko|Japan}} - While Nyanko was a great Donkey Kong in Japan, he prefers [[doubles]] over singles. Nyanko has taken a set off of {{Sm|DIO}}'s Snake and placed 1st in teams with {{Sm|Nietono}} at [[Umebura 3]].
*{{Sm|Ook|USA}} - Wins over {{Sm|Mike Haze}}, {{Sm|Ripple}}, {{Sm|Overswarm}}, {{Sm|Mister Eric}}, and {{Sm|Kirk}}
*{{Sm|Ripple|USA}} - Has wins over {{Sm|Y.b.M.}}, and {{Sm|Needle of Juntah}}. Notably placed 33rd at [[WHOBO 3]].
*{{Sm|Will|USA}} - The best Donkey Kong player in the world. Placed 4th at KTAR 3, 7th at WHOBO 3, 5th at [[WHOBO 4]], 25th at [[Apex 2012]] and 9th at [[SKTAR 2]]. Japanese brawl players nicknamed him "Shining Donkey kong"
 
===Tier placement and history===
Donkey Kong was initially seen as a high tier character in ''Brawl'', being ranked 10th on the first tier list. The buffs he received from his transition from ''Melee'' to ''Brawl'' made him a powerful character that could compete against a then inexperienced playerbase who didn't utilize much camping and chaingrabbing. As the metagame developed however, it became apparent that Donkey Kong's buffs were simply not enough to keep him as a high tier character, since he struggled to deal with projectile camping from the likes of {{SSBB|Snake}}, {{SSBB|Falco}} and {{SSBB|Olimar}} and was heavily vulnerable to chaingrabbing, most notoriously from {{SSBB|King Dedede}}.
 
Donkey Kong's decline started slowly, as he fell to 14th on the second tier list, and fell again to 18th on the third one, but he remained there on the fourth iteration. He slightly dropped to 20th out of 38 on the fifth tier list before going back to 18th on the sixth tier list. The seventh tier list marked Donkey Kong's lowest placing to date at 23rd out of 38, before rising to his current position of 21st out of 38 on the current tier list. While Donkey Kong struggles at high levels of play, his representation and results gathered by his playerbase have managed to secure his position as a mid tier character. In the mid tier and lower, there aren't many projectiles that heavily disrupt his approach and chaingrabbing is much less frequent, which allows him to fully take advantage of his great mobility, range and excellent endurance.
 
==Role in [[The Subspace Emissary]]==
[[File:Subspace donkeykong.PNG|thumb|250px|Donkey Kong in ''[[SSE]]''.]]
The [[Koopa Troopa]]s and {{SSBB|Bowser}} steal Donkey Kong's Banana Hoard. As a [[Hammer Bro.]] drives off in a car which contains all the bananas, Donkey Kong watches him from a cliff. The Hammer Bro. and the Goomba aboard the car spot Donkey Kong and shoot [[Bullet Bill]]s at him. However, {{SSBB|Diddy Kong}} comes out from a bush and expertly shoots the [[Bullet Bill]]s with his [[Peanut Popgun]]s. Donkey Kong and Diddy Kong then follow the Hammer Bro. to retrieve the Banana Hoard. After following him, they see Bowser with a strange type of gun called a [[Dark Cannon]], revealing that he is working for the [[Subspace Army]]. When Bowser charges the cannon, Donkey Kong quickly charges his [[Giant Punch]] and launches Diddy into the sky and out of the way, sacrificing himself. Bowser shoots Donkey Kong and turns him into a trophy. Later in the story, Diddy Kong, {{SSBB|Fox}} and {{SSBB|Falco}} see a ship which is carrying Donkey Kong as a [[trophy]] to a mysterious floating island. Falco then helps Diddy by following it with his Arwing and having the little Kong with him. Falco then does a barrel roll and drops Diddy out. Diddy fires up his [[Rocketbarrel Boost|Rocket Barrel]]s and takes out his Popguns and shoots the ship. After seeing this, {{SSBB|Captain Falcon}} and {{SSBB|Olimar}} decide to help him and jump to the ship, where Diddy frees Donkey Kong. All four then fight the [[Primid]]s and other enemies on the ship.


The ship takes them inside a factory producing Subspace Bombs, and encounter various [[R.O.B.]]s that happen to live on the island. They later meet up with {{SSBB|Pikachu}} and {{SSBB|Samus}} where they see the [[Ancient Minister]] and a whole lot of R.O.B.s. After {{SSBB|Ganondorf}} controls the R.O.B.s into activating all of the [[Subspace Bomb]]s, the Ancient Minister is shown to be {{SSBB|R.O.B.}}, the leader of all the lesser R.O.B.s who were forced to work for the Subspace Army. R.O.B. then fights with the others. When Diddy Kong points to leave, R.O.B just slumps and is so depressed that Donkey Kong has to carry him out. When trying to escape Captain Falcon calls for his [[Falcon Flyer]] and tries to leave the cave when [[Meta Ridley]] appears and they must fight him. After that they all meet up with the others.
===On-screen appearance===
*Breaks out of a DK barrel, grunts and makes a strongman pose.


Donkey Kong and the other heroes enter [[Subspace]] and meet [[Tabuu]], who turns everyone into trophies with his [[Off Waves]]. However, {{SSBB|King Dedede}} had anticipated this and created badges that revived certain fighters back into their original form. With his team consisting of {{SSBB|Luigi}} and {{SSBB|Ness}}, Dedede rescues Donkey Kong and most of the others, although some of them were rescued by Kirby. They also recruit {{SSBB|Bowser}}, {{SSBB|Ganondorf}}, and {{SSBB|Wario}} when they learned about Tabuu. At the end of [[The Great Maze]], {{SSBB|Sonic}} shows up and helps weaken Tabuu's Off Waves so Donkey Kong and the others would be able to beat him and restore the [[World of Trophies]] to normal (except the [[Isle of the Ancients]], which was impossible to return due to the massive number of Subspace Bombs going off at once).
==In competitive play==
{{SSBBMatchupTable|dk=yes}}


===Playable appearances===
==Role in the Subspace Emissary==
*[[The Jungle]]
The Koopa Troopas and [[Bowser]] steal Donkey Kong's Banana Hoard. As a [[Hammer Bro.]] drives off in a car which contains all the bananas, Donkey Kong watches him from a cliff. The Hammer Bro. and the Goomba aboard the car spot Donkey Kong and shoot Bullet Bills at him. However, [[Diddy Kong]] comes out from a bush and expertly shoots the [[Bullet Bill]]s with his [[Peanut Popgun]]s. Donkey Kong and Diddy Kong then follow the Hammer Bro. to retrieve the Banana Hoard. After following him, they see Bowser with a strange type of gun called a [[Dark Cannon]], revealing that he is working for the [[Subspace Army]]. When Bowser charges the cannon, Donkey Kong quickly charges his Giant Punch and launches Diddy into the sky and out of the way, sacrificing himself. Bowser shoots Donkey Kong and turns him into a trophy. Later in the story, Diddy Kong, [[Fox McCloud]] and [[Falco Lombardi]] see a ship which is carrying Donkey Kong as a [[trophy]] to a mysterious floating island. Falco then helps Diddy by following it with his Arwing and having the little Kong with him. Falco then does a barrel roll and drops Diddy out. Diddy fires up his [[Rocketbarrel Boost|Rocket Barrel]]s and takes out his Popguns and shoots the ship. After seeing this, Captain Falcon and [[Olimar]] decide to help him and jump to the ship, where Diddy frees Donkey Kong. All four then fight the [[Primid]]s and other enemies on the ship.
*[[Outside the Ancient Ruins]]
[[File:Subspace donkeykong.PNG|frame|Donkey Kong in the ''[[SSE]]'']]
*[[The Subspace Bomb Factory (Part II)]]
The ship takes them inside a factory producing Subspace Bombs, and encounter various [[R.O.B.]]s that happen to live on the island. They later meet up with [[Pikachu]] and [[Samus Aran]] where they see the [[Ancient Minister]] and a whole lot of R.O.B.s. After [[Ganondorf]] controls the R.O.B.s into activating all of the [[Subspace Bomb]]s, the Ancient Minister is shown to be R.O.B., the leader of all the lesser R.O.B.s who were forced to work for the Subspace Army. R.O.B. then fights with the others. When trying to escape Captain Falcon calls for his Falcon Flyer and tries to leave the cave when [[Meta-Ridley]] appears and they must fight him. After that they all meet up with the others.
*[[Entrance to Subspace]]
*[[The Great Maze]] (if rescued in [[Subspace (Part I)]]


===Using stickers===
Donkey Kong and the other heroes enter [[Subspace]] and meet [[Tabuu]], who turns everyone into trophies with his [[Off Waves]]. However, [[King Dedede]] had anticipated this and created badges that revived certain fighters back into their original form. With his team consisting of [[Luigi]] and [[Ness]], Dedede rescues Donkey Kong and most of the others, although some of them were rescued by Kirby. They also recruit Bowser, Ganondorf, and [[Wario]] when they learned about Tabuu. At the end of the [[Great Maze]], [[Sonic the Hedgehog]] shows up and helps weaken Tabuu's Off Waves so Donkey Kong and the others would be able to beat him.  
Donkey Kong's attacks are primarily punches. Arm stickers are effective, as they will cover all moves bar dash attack, neutral aerial, up aerial, back aerial, down aerial, ledge attack when under 100%, Headbutt, Spinning Kong and Hand Slap. A Leg sticker covers back aerial, dash attack and down aerial. Head stickers affect his up aerial and Headbutt. Spin stickers affects his neutral aerial and Spinning Kong. His ledge attack when under 100% is affected by body stickers but has next to no use otherwise and Hand Slap is boosted by Specials: Direct stickers. While this may seem situational, Hand Slap is a very effective move when dealing with multiple grounded enemies as well as grounded bosses.


===Exclusive stickers===
===Exclusive stickers===
These stickers can only be used by Donkey Kong or a select few including him.
These stickers can only be used by Donkey Kong or a select few including him.
*Chunky Kong: [Throwing] attack +31
*Chunky Kong: [Throwing] attack +31
*Diddy Kong (''Donkey Kong 64''): Launch power +20
*Diddy Kong (Donkey Kong 64): Launch power +20
*Diddy Kong (''Mario Hoops 3-on-3''): [Leg] attack +28
*Diddy Kong (Mario Hoops 3-on-3!): [Leg] attack +28
*Diddy Kong (''Mario Superstar Baseball''): [Leg] attack +12
*Diddy Kong (Mario Superstar Baseball): [Leg] attack +12
*Dixie Kong: Launch resistance +39
*Dixie Kong: Launch resistance +39
*DK: [Head] attack +27
*DK: [Head] attack +27
*DK Barrel: Launch power +53
*DK Barrel: Launch power +53
*Donkey Kong (''Donkey Kong Jungle Beat''): [Arm] attack +22
*Donkey Kong (Donkey Kong Jungle Beat): [Arm] attack +22
*Donkey Kong (''Donkey Kong Country''): [Electric] resistance +10
*Donkey Kong (Donkey Kong Country): [Electric] resistance +10
*Donkey Kong (''Mario Kart DS'') : [Flame] resistance +41
*Donkey Kong Jr.: [Arm] attack +14
*Donkey Kong Jr.: [Arm] attack +14
*Enguarde: [Body, Spin] attack +15
*Enguarde: [Body, Spin] attack +15
Line 376: Line 239:
*Wrinkly Kong: [Battering] resistance +4
*Wrinkly Kong: [Battering] resistance +4


==In Solo Modes==
==Palette Swap==
==={{SSBB|Classic Mode}}===
[[File:alt-dk3.jpg|frame|center|Donkey Kong's changeable palette swaps in SSBB]]
In Classic Mode, Donkey Kong can appear as an opponent or ally in Stage 2 along with {{SSBB|Yoshi}} and {{SSBB|Diddy Kong}} on {{SSBB|Yoshi's Island}}, [[Rumble Falls]], or [[75m]] (with the latter available if it has been unlocked). Donkey Kong can also appear as an opponent in Stage 11, but only if he hasn't appeared in Stage 2.
 
===[[All-Star Mode]]===
In All-Star Mode, Donkey Kong is fought in Stage 3 alongside {{SSBB|Diddy Kong}} on [[Rumble Falls]] or [[75m]] (with the latter available if it has been unlocked).
 
===[[Event Match]]es===
====Solo Events====
*'''[[Event 7: Diddy Kong Panic]]''': As Donkey Kong, the player must defeat 15 tiny {{SSBB|Diddy Kong}}s on {{SSBB|Mario Circuit}}.
*'''[[Event 9: The Monster Beneath the Earth]]''': If the player fails to KO both {{SSBB|Diddy Kong}}s before reaching the underground section of [[Castle Siege]], a giant Donkey Kong will face the player.
*'''[[Event 10: All-Star Battle Regulars]]''': Donkey Kong is one of the opponents fought in this event. All opponents are starters from the original ''[[Super Smash Bros.]]'' game.
*'''[[Event 22: Monkeys Unite]]''': The player controls {{SSBB|Diddy Kong}}, who must work together with a giant Donkey Kong to defeat {{SSBB|Sheik}} and {{SSBB|Lucario}} on [[Rumble Falls]].
*'''[[Event 27: Three-Beast Carnage]]''': As a tiny {{SSBB|R.O.B.}}, the player must defeat a giant {{SSBB|Bowser}}, a giant Donkey Kong, and a giant {{SSBB|Charizard}} on [[New Pork City]].
 
====Co-Op events====
*'''[[Co-Op Event 4: The DK Tag Calamity]]''': As a tiny Donkey Kong and a tiny {{SSBB|Diddy Kong}}, both players must defeat one Donkey Kong and four {{SSBB|Diddy Kong}}s on Mario Circuit.
*'''[[Co-Op Event 14: The Dark Guardians]]''': Both players control {{SSBB|Ganondorf}} and {{SSBB|Wolf}}, who are tiny, and must defeat a giant Donkey Kong and a giant {{SSBB|Charizard}} on New Pork City.
*'''[[Co-Op Event 21: The True All-Star Battle]]''': Two players select a character and take on the entire roster on [[Battlefield (SSBB)|Battlefield]].
 
===[[Congratulations_screen#Super_Smash_Bros._Brawl|Ending Images]]===
<center>
<gallery>
Donkey Kong Congratulations Screen Classic Mode Brawl.png|Classic Mode
Donkey Kong Congratulations Screen All-Star Brawl.png|All-Star Mode
</gallery>
</center>
 
==[[Trophies]]==
Donkey Kong's main and [[Final Smash]] trophies can be obtained by clearing {{SSBB|Classic Mode}} and [[All-Star]] mode respectively with Donkey Kong.
 
{{Trophy/Fighter
|name=Donkey Kong
|image=Donkey Kong - Brawl Trophy.png
|mode=Classic
|desc=A carefree jungle dweller with the charisma of a natural leader. He keeps busy by foiling the plans of the Kremlings and their boss, King K. Rool. As his physique suggests, this ape is a powerhouse. He's got speed to match too, and his love for bananas is second to none. His famous necktie is adorned with his initials, DK.
|gamelist={{Trophy games|console1=SNES|game1={{iw|mariowiki|Donkey Kong Country}}|console2=N64|game2={{iw|mariowiki|Donkey Kong 64}}}}
|game=Brawl
}}
{{clrl}}


{{Trophy/Fighter
==Trophy==
|name=Konga Beat
[[File:Donkey Kong - Brawl Trophy.png|thumb|135x235px]]
|image=Konga Beat - Brawl Trophy.png
''A carefree jungle dweller with the charisma of a natural leader. He keeps busy by foiling the plans of the Kremlings and their boss, King K. Rool. As his physique suggests, this ape is a powerhouse. He's got speed to match too, and his love for bananas is second to none. His famous necktie is adorned with his initials, DK.  
|desc=DK about to go to town with some bongos! His performance is so magnificent and upbeat that it creates damage-inducing sound waves. Press the buttons in time to the music, and the sound waves may grow stronger. DK's invulnerable when launching this attack, but he's also immobile, so be careful using it on scrolling stages.
|gamelist={{Trophy games|console1=Wii|game1=Super Smash Bros. Brawl}}
{{Trophy games|console1=SNES|game1=Donkey Kong Country|console2=N64|game2=Donkey Kong 64}}
|game=Brawl
}}
{{clrl}}
 
==[[Alternate costume (SSBB)#Donkey Kong|Alternate costumes]]==
{|style="margin:1em auto 1em auto;text-align:center"
|-
|colspan=6|[[File:Donkey Kong Palette (SSBB).png]]
|-
|{{Head|Donkey Kong|g=SSBB|s=25px}}
|{{Head|Donkey Kong|g=SSBB|s=25px|cl=Black}}
|{{Head|Donkey Kong|g=SSBB|s=25px|cl=Red}}
|{{Head|Donkey Kong|g=SSBB|s=25px|cl=Blue}}
|{{Head|Donkey Kong|g=SSBB|s=25px|cl=Green}}
|{{Head|Donkey Kong|g=SSBB|s=25px|cl=White}}
|}
 
==Gallery==
<gallery>
SSBBDojoDonkeyKong1.jpg|Carrying {{SSBB|Zelda}} with {{SSBB|Link}} chasing him on {{SSBB|Yoshi's Island}}.
SSBBDojoDonkeyKong2.jpg|Posing on [[Pokémon Stadium 2]].
SSBBDojoDonkeyKong3.jpg|Using his [[forward tilt]] on {{SSBB|Mario}} and {{SSBB|Wario}} on [[Bridge of Eldin]].
SSBBDojoDonkeyKong4.jpg|Using [[Hand Slap]] on {{SSBB|Battlefield}}.
Donkey Kong Congratulations Screen Classic Mode Brawl.png|Donkey Kong's Classic Congratulations screen.
Donkey Kong Congratulations Screen All-Star Brawl.png|Donkey Kong's All-Star Congratulations screen.
DK White Costume.jpg|Donkey Kong in his White alternate costume in the [[Summit]] stage.
</gallery>


==Trivia==
==Trivia==
*Even though Donkey Kong has teeth, he only shows them when performing certain attacks or taunts. He occasionally opens his mouth with no teeth showing. For example, Donkey Kong shows his teeth when charging his up smash, but not during the attack portion.
*Even though Donkey Kong has teeth, he only shows them when performing certain attacks or taunts. He occasionally opens his mouth with no teeth showing.
*Donkey Kong is the only character in ''Brawl'' who has more than four different throws.
*When DK is tiny, he actually moves faster while carrying a [[Crate]] or [[Blast Box]].
*When forward smashing with the [[Home-Run Bat]], Donkey Kong has the longest range with the bat out of all the characters. However, if he is too close to the [[Sandbag]] or a character, they will be propelled upwards at a slight angle with drastically weaker knockback (though still powerful). This also happened to Donkey Kong in ''Melee''.
*DK is the only character in ''Brawl'' that has more than four different throws.
*Donkey Kong is one of only three characters that can't use their down special move in midair, the others are {{SSBB|Peach}} and {{SSBB|Pokémon Trainer}}, although he is capable of using Hand Slap in the air in ''[[Super Smash Bros. 4]]'' and ''[[Super Smash Bros. Ultimate]]''.
*DK is the only character that can be infinited by [[King Dedede (SSBB)|King Dedede]] without having to be pummelled twice.
*Donkey Kong is one of the few known characters to have an obvious error in his moveset coding - his forward aerial cannot be [[auto-cancel]]ed, but the coding of the move shows that it was intended to be able to, but it cannot due to a minor error caused by using the wrong type of timing function.


==External links==
==External links==
*[http://www.smashbros.com/wii/en_us/characters/donkeykong.html Donkey Kong's page at Smash Bros. Dojo!!.]
 
*[http://www.smashboards.com/showthread.php?t=190869 Donkey Kong Character Guide on SmashBoards]
*[http://www.smashbros.com/en_us/characters/donkeykong.html Donkey Kong's page at Smash Bros. Dojo!!.]
*[http://www.smashboards.com/showthread.php?t=190869 Donkey Kong Character Guide at SWF]
*[http://www.youtube.com/watch?v=qExAo_hAXhI Donkey Kong's hitbox size of each of his moves]
*[http://www.youtube.com/watch?v=qExAo_hAXhI Donkey Kong's hitbox size of each of his moves]
*[http://www.youtube.com/watch?v=u35fa-4uHQQ Donkey Kong's Moves - History Behind Super Smash Bros. Brawl, by CrappyCaptureDevice]
*[http://www.youtube.com/watch?v=u35fa-4uHQQ Donkey Kong's Moves - History Behind Super Smash Bros. Brawl, by CrappyCaptureDevice]
{{SSBBCharacters}}
{{SSBBCharacters}}
{{Donkey Kong universe}}
{{Donkey Kong}}
[[Category:Donkey Kong (SSBB)| ]]
[[Category:Characters (SSBB)]]
[[Category:Donkey Kong universe]]
[[Category:Trophies (SSBB)]]
[[Category:Trophies (SSBB)]]
[[es:Donkey Kong (SSBB)]]

Please note that all contributions to SmashWiki are considered to be released under the Attribution-ShareAlike 3.0 Unported license (see SmashWiki:Copyrights for details). Your changes will be visible immediately. Please enter a summary of your changes above.

Do not submit copyrighted work without permission!

Cancel Editing help (opens in new window)

Templates used on this page: