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| {{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}}
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| {{Infobox Character | | {{Infobox Character |
| |name = Donkey Kong | | |name = Donkey Kong |
| |image = [[File:Donkey Kong SSBB.jpg|250px]] | | |image = [[Image:DonkeyKongBrawl.jpg|250px|Donkey Kong]] |
| |game = SSBB | | |caption = [[Image:DK Icon.gif]] |
| |ssbgame1 = SSB | | |universe = ''[[Donkey Kong (universe)|Donkey Kong]]'' |
| |ssbgame2 = SSBM | | |games = ''[[Super Smash Bros|SSB]]''<br/>''[[Super Smash Bros. Melee|SSBM]]''<br/>''[[Super Smash Bros. Brawl|SSBB]]'' |
| |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 = 14 |
| }} | | }} |
| '''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''.
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| 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 for ''[[Super Smash Bros. Brawl]]''. He was first shown very briefly at the [[E3]] 2007 press conference. His appearance, like most other characters in ''Brawl'', has been graphically updated to match his more recent appearances. This means, his fur color is more brightly colored, and he also appears furrier, especially around his head. DK ranks in the C tier, 14th overall, due to his great matchups, range, priority, as well as reasonable speed. He is also a very good counter to Snake, and is only at a slight disadvantage to Meta Knight, the two most prominent tourney threats, which has aided his placements in tournaments. |
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| ==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]], slow character with powerful attacks and high knockback capabilities. However, he is one of the fastest heavyweight characters. His weight helps him stay alive longer, though he is a big target and has very poor vertical recovery. His Headbutt attack allows him to get a free attack on the opponent, and many of his attacks have low startup time. Donkey Kong is able to carry [[crate]]s, [[barrel]]s and [[Bonsly]] without a reduction in speed. Donkey Kong's attacks give him an arsenal of three spike attacks and two stage spikes. DK also has a large grab range with powerful throws, and he is even able to chain-grab some characters. Donkey Kong can also perform [[Sacrificial KO|Kongocide]]. |
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| 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]].
| | The major problem Donkey Kong has stems from no ranged game. His physical moves all have good reach, but he is vulnerable to projectiles and needs to approach opponents. Being the second-largest (and second-heaviest) character is hit-and-miss: he can take a lot of damage before dying, but he gets hit very easily. His recovery is decent, but it is vulnerable to gimping and lacking in vertical height. |
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| 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.
| | What really hurts Donkey Kong is that his size leaves him open to [[King Dedede]]'s infinite chaingrab, and Dedede is one of the most prevalent characters at tournaments. Having a hard counter at such a high level is truly problematic. |
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| ==Changes from ''[[Super Smash Bros. Melee]]''==
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| 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.
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| 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.
| | ===Changes from [[Super Smash Bros. Melee|Melee]] to Brawl=== |
| | * DK gets [[Super armor]] during [[Giant Punch]]. |
| | * Giant Punch is much shorter. |
| | * Landing on the ground from his Spinning Kong leaves him vulnerable as he lands on his back and has to get up. |
| | * Attacks became slightly faster and stronger, and range has increased on nearly all moves. |
| | * Headbutt comes out faster and deals more damage. |
| | * Hand Slap covers more range. |
| | * Running speed has slightly increased. |
| | * Spinning Kong does less knockback. |
| | * Carry throw gives [[Super armor]]. |
| | * Down tilt now trips foes, leaving them vulnerable. |
| | * Dash attack knocks back horizontally instead of vertically |
| | * People escape out of his carry throw automatically, even without touching the control stick. |
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| Overall, DK is a stronger character than he was in ''Melee'' although he still struggles against much of the cast.
| | ===Moveset=== |
| | ====Ground Attacks==== |
| | =====Normal===== |
| | *Neutral attack - Does a quick cross punch and follows up with an uppercut. 4% first hit, 6% second hit |
| | *Dash attack - Skids to a halt doing a side-kick. 11% damage |
| | *Strong Side - Swats in front. 10% damage, 12% angled up, 9% and trips angled down |
| | *Strong Up - Swats above his head. 9-11% damage depending on where it connects. |
| | *Strong Down - Swats at his opponent's feet. This move causes opponents to trip. 8% damage |
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| ===Aesthetics=== | | =====Smash===== |
| *{{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.}} | | *Side Smash - Claps hands together in front of him. Has somewhat higher knockback when hit where the two hands meet. 20% damage |
| *{{change|Like {{SSBB|Bowser}} & {{SSBB|King Dedede}}, the screen now visually shakes whenever Donkey Kong lands onto the ground.}}
| | *Up Smash - Claps hands above his head. This move only hits foes above him. 18% damage |
| *{{change|Donkey Kong has received new voice clips, though there are still stock sound effects.}} | | *Down Smash - Does a double back-handed punch by bringing his closed fists down 90 degrees at both sides. 17% damage |
| *{{change|Donkey Kong no longer uses his [[stun]] voice clip when waking out of [[asleep|sleep]] status.}}
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| *{{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.}} | |
| *{{change|Another carrorober from his current appearance, Donkey Kong's teeth are yellow-ish white instead of white.}}
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| ===Attributes=== | | =====Other===== |
| *{{buff|Donkey Kong's [[shield]] size was increased (although it is still very small for his size).}} | | *Ledge attack - Throws his back at the opponent. 8% damage |
| *{{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.}} | | *100% Ledge attack - Climbs onto stage and swats forward. 10% damage |
| *{{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.}} | | *Floor attack - Swats with his hand in a wide arch. 6% damage |
| *{{buff|Donkey Kong's [[dashing]] speed is slightly faster (1.6 → 1.622).}}
| | *Trip attack - Spins with his fists as he stands. 5% damage |
| *{{buff|Donkey Kong's [[air speed]] is faster (1 → 1.081).}} | |
| *{{buff|Donkey Kong's [[air acceleration]] is higher (0.04 → 0.06).}}
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| *{{change|Donkey Kong is slightly heavier (114 → 116).}}
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| *{{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.}}
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| *{{change|Donkey Kong's [[gravity]] is lower (0.1 → 0.081).}}
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| *{{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.}}
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| *{{buff|[[Spot dodge]] has less ending lag (FAF 37 → 30) although it is still one of the longest spot dodges in the game.}}
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| *{{buff|Donkey Kong's forward [[glide toss]] covers much more distance.}}
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| ===Ground attacks=== | | ====Aerial Attacks==== |
| *[[Neutral attack]]: | | *Neutral Aerial - Spins with arms extended. 8-11% damage |
| **{{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.}}
| | *Forward Aerial - Puts fists together above his head, then does a powerful Axe-handle Smash. A powerful [[Meteor Smash]]. 16% damage |
| **{{nerf|The second hit has more startup lag with a shorter duration (frames 5-11 → 6-11).}}
| | *Back Aerial - Back-kicks behind him. This attack is quick. 8% or 13% damage based on hit box |
| *[[Forward tilt]]: | | *Up Aerial - Headbutts above. 14% damage |
| **{{buff|Forward tilt now grants [[intangibility]] to DK's arm.}}
| | *Down Aerial - Stomps down, arching his body forward; is a spike. 14-16% damage |
| **{{buff|The up angled variant deals more damage (11% → 12%), giving Donkey Kong another quick KO move under 150%.}}
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| **{{buff|The down angled variant has a 15% chance to [[trip]] opponents.}}
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| *[[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).}}
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| **{{buff|It now grants [[intangibility]] to DK's arm.}}
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| *[[Down tilt]]:
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| **{{buff|Down tilt deals more damage (7% → 8%).}}
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| **{{buff|It now has a 40% chance to [[trip]] opponents.}}
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| *[[Dash attack]]:
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| **{{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.}}
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| **{{change|Its clean hit now launches opponents at a different trajectory (100° → 50°), with its knockback also altered (115 (base), 15 (scaling) → 100/20)).}}
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| *[[Forward smash]]: | |
| **{{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).}}
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| **{{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.''}} | |
| *[[Up smash]]:
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| **{{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).}}
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| *[[Down smash]]:
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| **{{buff|Down smash's sweetspot deals more damage (16% → 17%).}}
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| **{{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).}}
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| ===Aerial attacks=== | | ===Grabs & Throws=== |
| *[[Neutral aerial]]: | | *Pummel - Does a slight karate chop at the enemy's neck. 3% damage |
| **{{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.}}
| | *Forward Throw - Heaves the opponent on his back, causing minor damage. He can carry around the opponent (regardless of size) as if the opponent were a heavy item. Forward + Forward : 8% damage Forward + Up: 7% damage Forward + Down: 6% damage Forward + Back: |
| **{{nerf|It deals less damage (12% → 11% (clean), 10% → 8% (late)).}} | | *Back Throw - Swings his arm back and throws the opponent. 11% damage |
| *[[Forward aerial]]:
| | *Up Throw - Grabs the enemy and throws them in the air with his right hand. 9% damage |
| **{{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.}}
| | *Down Throw - Slams the opponent down with his hand. 7% damage |
| **{{nerf|Its late hit has received a sourspot that launches at the [[Sakurai angle]] and deals less base knockback (50 → 30).}}
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| *[[Back aerial]]:
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| **{{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%).}}
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| **{{nerf|It autocancels later (frame 20 → 31).}}
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| *[[Up aerial]]:
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| **{{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).}} | |
| *[[Down aerial]]:
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| **{{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.}}
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| ===Throws/other attacks=== | | ===Special Moves=== |
| *[[Grab]]s:
| | {{specialmoves|Giant Punch|Headbutt|Spinning Kong|Hand Slap|Konga Beat|Donkey Kong}} |
| **{{buff|Standing grab has slightly less ending lag (FAF 31 → 30).}}
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| **{{buff|Grab range is higher, going from below-average in ''Melee'' to being the 4th longest reaching non-tether grab in ''Brawl''.}}
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| **{{nerf|Dash grab has more ending lag (FAF 41 → 50).}}
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| *[[Pummel]]:
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| **{{buff|[[Pummel]] is faster (24 frames → 15) and still deals 3%.}}
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| *[[Forward throw]]:
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| **{{buff|Donkey Kong gains [[armor]] when carrying an opponent when using Cargo throw (Kong Karry).}}
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| **{{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.}}
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| **{{buff|Cargo [[forward throw]] launches opponents at a higher angle (55° → 60°).}}
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| **{{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.}}
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| **{{nerf|An opponent takes 4% less damage if they break free from Donkey Kong's forward throw (10% → 6%).}}
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| **{{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.}}
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| *[[Down throw]]:
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| **{{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).}}
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| *[[Edge attack]]:
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| **{{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)).}}
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| **{{nerf|Slow edge attack has more startup lag with a shorter duration (frames 37-50 → 38-41).}}
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| ===Special moves=== | | ==Role in the [[Subspace Emissary]]== |
| *[[Giant Punch]]:
| | The Koopa Troopas and [[Bowser]] steal Donkey Kong's Banana Hoard- as [[Hammer Bro.]] drives a car which contains all the bananas of Donkey Kong, Donkey Kong watches him from a cliff. Hammer Bro. and the Goombas aboard the car spot Donkey Kong and shoot Bullet Bills at him. However, [[Diddy Kong]] comes out from a bush and with his [[Peanut Popgun]]s, he shoots the [[Bullet Bill]]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 charged the cannon Donkey Kong charges his Giant Punch then launches Diddy to the sky and out of the way sacrificing himself and Bowser shoots him which turns him into a trophy. Later Diddy Kong, [[Fox McCloud]] and [[Falco Lombardi]] met up with a ship which was carrying Donkey Kong as a [[trophy]], taken to a mysterious floating island. Falco then helps Diddy by following it with his Arwing and having the little Kong with him. He then drops him and Diddy gets on his [[Rocketbarrel Boost|Rocket Barrel]] 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 then all four fight the [[Primid|Primids]] and other enemies. |
| **{{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%.}}
| | [[Image:Subspace_donkeykong.PNG|frame|Donkey Kong in the ''[[SSE]]'']] |
| **{{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).}}
| | 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. |
| **{{nerf|It has increased landing lag (7 frames → 30) due to Donkey Kong now having a landing animation while landing while helpless.}}
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| **{{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.}}
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| *[[Headbutt]]:
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| **{{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.}}
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| **{{change|Donkey Kong no longer vocalizes when using [[Headbutt]].}}
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| *[[Spinning Kong]]:
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| **{{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%).}}
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| ***{{buff|In addition to momentum canceling, Spinning Kong is also completely immune to the "pushing effect" of attacks such as wind or water.}}
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| **{{buff|DK now has access to the "[https://youtu.be/O3CmvJM-Rq8 Invincicopter]" allowing him to use grounded Spinning Kong while being completely invincible.}}
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| **{{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.}}
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| **{{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.}}
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| **{{nerf|It has increased landing lag (7 frames → 40) due to Donkey Kong now having a landing animation while landing while helpless.}}
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| *[[Hand Slap]]:
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| **{{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).}}
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| *[[Konga Beat]]:
| |
| **{{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.}}
| |
|
| |
|
| ==Moveset==
| | 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. |
| ''For a gallery of Donkey Kong's hitboxes, see [[Donkey Kong (SSBB)/Hitboxes|here]].''
| |
| {{MovesetTable
| |
| |game=SSBB
| |
| |neutralcount=2
| |
| |neutralname=Jab ({{ja|ジャブ|Jyabu}}) / Upper ({{ja|アッパー|Appā}})
| |
| |neutral1dmg=4%
| |
| |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.
| |
| |ftiltname=Kongo Backhand ({{ja|コンゴバックハンド|Kongo Bakkuhando}})
| |
| |ftiltangles=3
| |
| |ftiltupdmg=12%
| |
| |ftiltsidedmg=10%
| |
| |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.
| |
| |utiltname=Spiderweb Sweep ({{ja|くもの巣はらい|Kumo no Su Harai}})
| |
| |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%.
| |
| |dtiltname=Slouch Slap ({{ja|ロースラップ|Rō Surappu}}, ''Low Slap'')
| |
| |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.
| |
| |dashname=Iron Kick ({{ja|アイアンキック|Aian Kikku}})
| |
| |dashdmg=11% (clean), 9% (late)
| |
| |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}})
| |
| |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.
| |
| |usmashname=Jumbo Press ({{ja|ジャンボプレス|Janbo Puresu}})
| |
| |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.
| |
| |dsmashname=Twin Beat ({{ja|ツインビート|Tsuin Bīto}})
| |
| |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.
| |
| |nairname=Donkey Lariat ({{ja|ドンキーラリアット|Donkī Rariatto}})
| |
| |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.
| |
| |fairname=Hammer Knuckle ({{ja|ハンマーナックル|Hanmā Nakkuru}})
| |
| |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''.
| |
| |bairname=Kong Rocket ({{ja|コングロケット|Kongu Roketto}})
| |
| |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.
| |
| |uairname=Air Headbutt ({{ja|エアヘッドバット|Ea Heddobatto}})
| |
| |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.
| |
| |dairname=Air Stampede ({{ja|エアスタンピード|Ea Sutanpīdo}})
| |
| |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.
| |
| |grabname=Grab ({{ja|つかみ|Tsukami}})
| |
| |grabdesc=
| |
| |pummelname=Grab Chop ({{ja|つかみチョップ|Tsukami Choppu}})
| |
| |pummeldmg=3%
| |
| |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'')
| |
| |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.
| |
| |bthrowname=Reverse Throw ({{ja|反転投げ|Hanten Nage}})
| |
| |bthrowdmg=11%
| |
| |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}})
| |
| |uthrowdmg=9%
| |
| |uthrowdesc=Swings his arm back and throws the opponent upwards.
| |
| |dthrowname=Bottom Shoot ({{ja|ボトムシュート|Botomu Shūto}})
| |
| |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.
| |
| |floorfname=
| |
| |floorfdmg=6%
| |
| |floorfdesc=Gets up and swats both sides of himself.
| |
| |floorbname=
| |
| |floorbdmg=6%
| |
| |floorbdesc=Gets up and claps once both sides of himself.
| |
| |floortname=
| |
| |floortdmg=5%
| |
| |floortdesc=Does a wind-up spin around the floor.
| |
| |edgefname=
| |
| |edgefdmg=8%
| |
| |edgefdesc=Throws his rear at the opponent. Good range for an edge attack.
| |
| |edgesname=
| |
| |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>
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| 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
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| |char=DK
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| |desc-up=Beats his chest.
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| |desc-side=Shakes himself, as if his fur was wet.
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| |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.
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| |desc-2=Bumps his fists together, then performs an uppercut punch.
| |
| |image-1=Donkey Kong Idle Pose 2 Brawl.png
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| |image-2=Donkey Kong Idle Pose 1 Brawl.png}}
| |
| | |
| ===[[Crowd cheer]]===
| |
| {{Crowd
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| |char=Donkey Kong
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| |game=Brawl
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| |desc-us=Don-key Kong!
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| |desc-jp=Don-key Kong!
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| |pitch-us=Group chant
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| |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.
| |
| | |
| 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). | |
| | |
| ===Playable appearances===
| |
| *[[The Jungle]]
| |
| *[[Outside the Ancient Ruins]]
| |
| *[[The Subspace Bomb Factory (Part II)]]
| |
| *[[Entrance to Subspace]]
| |
| *[[The Great Maze]] (if rescued in [[Subspace (Part I)]]
| |
| | |
| ===Using stickers===
| |
| 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 103: |
| *Wrinkly Kong: [Battering] resistance +4 | | *Wrinkly Kong: [Battering] resistance +4 |
|
| |
|
| ==In Solo Modes== | | ==Palette Swap== |
| ==={{SSBB|Classic Mode}}===
| | [[image: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.
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| *'''[[Co-Op Event 21: The True All-Star Battle]]''': Two players select a character and take on the entire roster on [[Battlefield (SSBB)|Battlefield]].
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| ===[[Congratulations_screen#Super_Smash_Bros._Brawl|Ending Images]]===
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| <center>
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| <gallery>
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| Donkey Kong Congratulations Screen Classic Mode Brawl.png|Classic Mode
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| Donkey Kong Congratulations Screen All-Star Brawl.png|All-Star Mode
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| </gallery>
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| </center>
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| | |
| ==[[Trophies]]==
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| Donkey Kong's main and [[Final Smash]] trophies can be obtained by clearing {{SSBB|Classic Mode}} and [[All-Star]] mode respectively with Donkey Kong. | |
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| {{Trophy/Fighter
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| |name=Donkey Kong
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| |image=Donkey Kong - Brawl Trophy.png
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| |mode=Classic
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| |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.
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| |gamelist={{Trophy games|console1=SNES|game1={{iw|mariowiki|Donkey Kong Country}}|console2=N64|game2={{iw|mariowiki|Donkey Kong 64}}}}
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| |game=Brawl
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| }}
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| {{clrl}}
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| {{Trophy/Fighter
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| |name=Konga Beat
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| |image=Konga Beat - Brawl Trophy.png
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| |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.
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| |gamelist={{Trophy games|console1=Wii|game1=Super Smash Bros. Brawl}}
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| |game=Brawl
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| }}
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| {{clrl}}
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| ==[[Alternate costume (SSBB)#Donkey Kong|Alternate costumes]]==
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| {|style="margin:1em auto 1em auto;text-align:center"
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| |-
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| |colspan=6|[[File:Donkey Kong Palette (SSBB).png]]
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| |-
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| |{{Head|Donkey Kong|g=SSBB|s=25px}}
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| |{{Head|Donkey Kong|g=SSBB|s=25px|cl=Black}}
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| |{{Head|Donkey Kong|g=SSBB|s=25px|cl=Red}}
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| |{{Head|Donkey Kong|g=SSBB|s=25px|cl=Blue}}
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| |{{Head|Donkey Kong|g=SSBB|s=25px|cl=Green}}
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| |{{Head|Donkey Kong|g=SSBB|s=25px|cl=White}}
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| |}
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| ==Gallery==
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| <gallery>
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| SSBBDojoDonkeyKong1.jpg|Carrying {{SSBB|Zelda}} with {{SSBB|Link}} chasing him on {{SSBB|Yoshi's Island}}.
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| SSBBDojoDonkeyKong2.jpg|Posing on [[Pokémon Stadium 2]].
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| SSBBDojoDonkeyKong3.jpg|Using his [[forward tilt]] on {{SSBB|Mario}} and {{SSBB|Wario}} on [[Bridge of Eldin]].
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| SSBBDojoDonkeyKong4.jpg|Using [[Hand Slap]] on {{SSBB|Battlefield}}.
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| Donkey Kong Congratulations Screen Classic Mode Brawl.png|Donkey Kong's Classic Congratulations screen.
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| Donkey Kong Congratulations Screen All-Star Brawl.png|Donkey Kong's All-Star Congratulations screen.
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| DK White Costume.jpg|Donkey Kong in his White alternate costume in the [[Summit]] stage.
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| </gallery>
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|
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|
| ==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. | | *DK's down B is the strongest attack against Bosses but only works on certain ground bosses. |
| *Donkey Kong is the only character in ''Brawl'' who has more than four different throws.
| | *DK might be left handed (or ambidextrous) due to the fact he uses his left hand for his Giant Punch, though he uses the right for [[Super Smash Bros.]] In [[Mario Superstar Baseball]], Donkey Kong uses his right to pitch and left to bat (or rather, punches the ball). Donkey Kong used his right to punch in previous games. |
| *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 one of the only characters that can't use his down special in midair. Others include Peach, and Pokemon Trainer. |
| *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 who can pick up Snake's box and walk around with it. |
| *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. | | *When DK jumps and lands, like Bowser, the screen will shake slightly. |
| | *Unlike in most DK games and Mario spinoffs, where Donkey Kong has a cartoonish voice, SSBB has him using gorilla-like roars. |
| | *DK's Spinning Kong Up-b move is the strongest Up-b in the game if all hits connect. |
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| ==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.youtube.com/watch?v=qExAo_hAXhI Donkey Kong's hitbox size of each of his moves]
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| *[http://www.youtube.com/watch?v=u35fa-4uHQQ Donkey Kong's Moves - History Behind Super Smash Bros. Brawl, by CrappyCaptureDevice]
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| {{SSBBCharacters}} | | {{SSBBCharacters}} |
| {{Donkey Kong universe}} | | {{Donkey Kong}} |
| [[Category:Donkey Kong (SSBB)| ]] | | |
| [[Category:Trophies (SSBB)]] | | [[Category:Characters (SSBB)]] |
| [[es:Donkey Kong (SSBB)]]
| | [[Category:Donkey Kong universe]] |