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{{disambig2|Donkey Kong's appearance in ''Super Smash Bros. Brawl''|the character in other contexts|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:Donkey Kong SSBB.jpg|250px|Donkey Kong]] | ||
|game = | |game = Brawl | ||
|ssbgame1 = SSB | |ssbgame1 = SSB | ||
|ssbgame2 = SSBM | |ssbgame2 = SSBM | ||
|ssbgame3 = SSB4 | |ssbgame3 = SSB4 | ||
|availability = [[Starter character|Starter]] | |availability = [[Starter character|Starter]] | ||
|tier = D | |tier = D | ||
|ranking = 21 | |ranking = 21 | ||
}} | }} | ||
'''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 | {{cquote|''The large king of the jungle. He moves with surprising agility.''|cite=''Brawl'' instruction manual}} | ||
'''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. | |||
Donkey Kong is currently ranked 21st | |||
Donkey Kong is currently ranked 21st on the [[tier list]] in the Mid tier. Donkey Kong possesses a combination of incredible power with many great finishers (especially in his [[smash attack]]s), and incredible [[reach]] in his attacks. Along with this power and reach combination, Donkey Kong possesses above average movement with remarkably good mobility for a character of his size, and many fast attacks (such as his [[back aerial]] and [[tilt]]s). Additionally, Donkey Kong possesses by far the greatest horizontal endurance with his great [[weight]] and [[Spinning Kong]] [[momentum cancelling#Horizontal momentum cancelling|momentum cancelling]], as well as one of the strongest vertical endurances, and a [[recovery]] that gains great horizontal distance while protecting Donkey Kong, making Donkey Kong one of the hardest characters to KO. Donkey Kong's incredible weight is a double-edge sword however; while it makes him incredibly difficult to KO, it also makes him incredibly easy to [[combo]], [[juggle]], and [[chain throw]], including making him vulnerable to [[infinite]] and zero to death chain throws (most notoriously from {{SSBB|King Dedede}}). Additional problems of Donkey Kong include most of his attacks having heavy ending [[lag]] (making it easy to [[punish]] most of his attacks if he misses), being very vulnerable to [[meteor smash]] gimps due to his recovery gaining much less vertical distance, his [[shield]] being too small for a character of his size leaving him heavily vulnerable to [[shield stabbing]], and lacking a [[projectile]], which when combined with his very large size and aforementioned shield issues, gives Donkey Kong severe issues dealing with [[camp]]ing. While his [[roll]]s and [[air dodge]] are about average, his [[sidestep]] is the second slowest, after {{SSBB|Bowser}}. Overall, Donkey Kong has decidedly poor [[matchup]]s while being [[counter (matchup)|countered]] by the majority of top and high tier (and is also hard countered by two, but Donkey Kong also hard counters three), and has achieved average [[tournament]] results. | |||
==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 | 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 {{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. | ||
Although he can take a lot of damage before being [[KO]]ed, 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. {{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 {{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 no problems KOing: 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 (10 charges is actually more powerful than fully charged, but doesn't have armor) 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 damage percentages 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. Although Donkey Kong has his share of problems, he fares decently against the majority of the cast, and there are very few problems he can't overcome. | |||
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 ''{{s|dkwiki|Donkey Kong Jungle Beat}}'' with his furrier appearance). He now has a new white costume with a red tie, and his black costume now has a yellow tie instead of a blue tie. | |||
==Changes from ''Melee'' to ''Brawl''== | |||
In the transition from ''Melee'' to ''Brawl'', Donkey Kong was buffed overall. | |||
===Aesthetics=== | ===Aesthetics=== | ||
*{{change|Like all characters, Donkey Kong has | *{{change|Like all characters, Donkey Kong has recieved a massive boost in quality, having brighter and more detailed fur, matching his most recent apperances.}} | ||
*{{change|Like {{SSBB|Bowser}} & {{SSBB|King Dedede}}, the screen now visually shakes whenever Donkey Kong lands onto the ground.}} | *{{change|Like {{SSBB|Bowser}} & {{SSBB|King Dedede}}, the screen now visually shakes whenever Donkey Kong lands onto the ground.}} | ||
*{{change|Donkey Kong has received new voice clips | *{{change|Donkey Kong has received new voice clips.}} | ||
*{{change|Donkey Kong no longer | *{{change|Donkey Kong no longer vocalizes when using [[Headbutt]].}} | ||
*{{change|Donkey Kong | *{{change|Donkey Kong now vocalizes when jumping from the ground.}} | ||
===Attributes=== | ===Attributes=== | ||
*{{buff|Donkey Kong's [[shield]] size was increased (although it is still very small for his size).}} | *{{buff|Donkey Kong's [[shield]] size was increased (although it is still very small for his size).}} | ||
*{{buff| | *{{buff|10 frames were subtracted from Donkey Kong's [[ground release]] animation, giving him 10 frames to counterattack the opponent when ground released. This makes him the only character immune to to {{SSBB|Bowser}}'s grab release combos.}} | ||
*{{buff|Donkey Kong's [[dashing]] speed is slightly faster (1.6 → 1.622).}} | *{{buff|Donkey Kong's [[dashing]] speed is slightly faster (1.6 → 1.622).}} | ||
*{{buff|Donkey Kong's | *{{buff|Donkey Kong's air sped is slightly faster (1 → 1.081).}} | ||
*{{buff|Donkey Kong | *{{buff|Donkey Kong gains [[armor]] when carrying a heavy item or an opponent when using his forward throw.}} | ||
*{{change|Donkey Kong is slightly heavier (114 → 116).}} | *{{change|Donkey Kong is slightly heavier (114 → 116).}} | ||
*{{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|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.}} | ||
*{{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.}} | |||
*{{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 | |||
===Ground attacks=== | ===Ground attacks=== | ||
*[[Neutral attack]] | *{{buff|[[Neutral attack]] has increased base knockback (0 → 40).}} | ||
*{{buff|[[Down tilt|Down]] and [[forward tilt|forward]] tilt can now trip. Angled up forward tilt deals 1% more damage (11% → 12%), giving Donkey Kong another quick KO move under 150%.}} | |||
*{{buff|All smash attacks have increased knockback and range.}} | |||
**{{buff|[[Forward smash]] has increased base knockback (22 → 30). Also, its hitbox size has been increased (4.8/5.6/3.408/2.4 → 6.4/6.8/4.3/3).}} | |||
**{{buff|[[Up smash]] retains its knockback from ''Melee'' (40 (base)/93 (growth), but due to the slower fall speeds, slightly altered knockback formula, and the fact that several up smashes that were stronger than his in ''Melee'' have been weakened in ''Brawl'', it has much higher KO potential than in ''Melee'' (the 4th most powerful up smash in ''Brawl''). It can also hit grounded opponents much easier. Its hitbox size has been increased as well (7 → 9.5).}} | |||
**{{buff|[[Down smash]] is in a similar vein to his up smash, but to a slightly greater extent, due to it dealing 1% more damage (16% → 17%). Its hitbox size has been significantly increased as well (4.8/3.6 → 7/4.5).}} | |||
*{{change|[[Dash attack]] does horizontal knockback instead of vertical. Its knockback was also altered (115 (base)/15 (growth) → 100/20).}} | |||
*{{nerf|[[Dash attack]] has very slightly increased start-up (Frame 9 → 10).}} | |||
**{{buff| | |||
**{{ | |||
*[[Down smash]] | |||
===Aerial attacks=== | ===Aerial attacks=== | ||
*{{buff|All [[aerial attack]]s deal stronger knockback.}} | |||
**{{nerf|[[Neutral aerial]] deals slightly less damage (12% → 11%). Despite this, it has higher KO potential due to its increased base knockback (0 → 20). This nerf is considered negligible.}} | |||
**{{nerf| | **{{buff|[[Back aerial]] can now be performed twice in a single short hop. It also has increased base knockback (10 → 20).}} | ||
**{{buff|Like his up smash, DK's [[up aerial|up]] and [[down aerial]]s retain their knockback from ''Melee'' (32 base/90 growth (up); 38 base/90 growth (down)), yet sports much higher KO potential, making them better KO moves. Down aerial is also a much better move in general due to the meteor cancel changes and being much safer to use offstage due to DK's slower falling speed.}} | |||
**{{ | |||
**{{ | |||
===Throws/other attacks=== | ===Throws/other attacks=== | ||
*{{buff|Cargo [[forward throw]] has more vertical and horizontal knockback.}} | |||
*{{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 throw]].}} | |||
*{{nerf|Opponents can now escape his carry throw without having to use the [[control stick]].}} | |||
===Special moves=== | ===Special moves=== | ||
*[[Giant Punch]] | *{{buff|[[Giant Punch]] now has [[armor]], it charges faster and it can now be reversed, but reversing it does not increase damage or knockback, unlike [[Falcon Punch]] and [[Warlock Punch]].}} | ||
*{{buff|[[Headbutt]] is faster, deals more damage, 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.}} | |||
*{{buff|[[Spinning Kong]] goes slightly farther, both horizontally and vertically. It can also be used to completely negate all momentum, and the grounded version has armor.}} | |||
*{{nerf|Spinning Kong and Giant Punch now have a landing lag animation with significant lag if DK falls a moderate distance after using those in midair, leaving him more vulnerable. The latter also has less reach and knockback when fully charged.}} | |||
*{{buff|[[Hand Slap]] does more damage and has longer reach.}} | |||
==Moveset== | ==Moveset== | ||
''For a | ''For a visual representation of Donkey Kong's attack hitboxes, see [[Donkey Kong (SSBB)/Hitboxes|this page]].''<br/>''For a more detailed information regarding Donkey Kong's moveset and attack hitboxes, see [[Donkey Kong (SSBB)/Moveset|this page]].'' | ||
{{MovesetTable | {{MovesetTable | ||
|game= | |game=SSBBB | ||
|neutralcount=2 | |neutralcount=2 | ||
|neutralname= | |neutralname= | ||
|neutral1dmg=4% | |neutral1dmg=4% | ||
|neutral2dmg=6% | |neutral2dmg=6% | ||
|neutraldesc=Donkey Kong performs a quick cross punch followed by an uppercut. The tip of the first punch's hitbox will knock targets towards Donkey Kong instead of away | |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. | ||
|ftiltname= | |ftiltname= | ||
|ftiltangles=3 | |ftiltangles=3 | ||
|ftiltupdmg=12% | |ftiltupdmg=12% | ||
|ftiltsidedmg=10% | |ftiltsidedmg=10% | ||
|ftiltdowndmg=9% | |ftiltdowndmg=9% | ||
|ftiltdesc=Donkey Kong quickly swats his outstretched hand. Donkey Kong's arm is intangible while the hitboxes are out, allowing it to be used safely against most other attacks. This can be aimed up or down. KOs at 148% when angled up from the center of Final Destination. | |ftiltdesc=Donkey Kong quickly swats his outstretched hand. Donkey Kong's arm is intangible while the hitboxes are out, allowing it to be used safely against most other attacks. This can be aimed up or down. KOs at 148% when angled up from the center of Final Destination. | ||
|utiltname= | |utiltname= | ||
|utiltdmg=9% (hand), 10% (elbow), 11% (arm) | |utiltdmg=9% (hand), 10% (elbow), 11% (arm) | ||
|utiltdesc=Donkey Kong quickly swipes his hand in the air. Fast with a good arch range. Again, DK's arm cannot be injured while the hitboxes are out. The arm hitbox KOs at roughly 110%. | |utiltdesc=Donkey Kong quickly swipes his hand in the air. Fast with a good arch range. Again, DK's arm cannot be injured while the hitboxes are out. The arm hitbox KOs at roughly 110%. | ||
|dtiltname= | |dtiltname= | ||
|dtiltdmg=8% | |dtiltdmg=8% | ||
|dtiltdesc=Donkey Kong quickly swats towards the opponents feet. A great lock move at low percentages and a trip can be | |dtiltdesc=Donkey Kong quickly swats towards the opponents feet. A great lock move at low percentages and a trip can be combined with his Hand Slap. | ||
|dashname= | |dashname= | ||
|dashdmg=11% (clean), 9% (late) | |dashdmg=11% (clean), 9% (late) | ||
|dashdesc=Donkey Kong skids to a halt doing a side-kick. High | |dashdesc=Donkey Kong skids to a halt doing a side-kick. High lag and poor shieldstun. | ||
|fsmashname= | |fsmashname= | ||
|fsmashdmg={{ChargedSmashDmgSSBB|20}} (fingers), {{ChargedSmashDmgSSBB|21}} (hands), {{ChargedSmashDmgSSBB|19}} (arms), {{ChargedSmashDmgSSBB|18}} (body) | |fsmashdmg={{ChargedSmashDmgSSBB|20}} (fingers), {{ChargedSmashDmgSSBB|21}} (hands), {{ChargedSmashDmgSSBB|19}} (arms), {{ChargedSmashDmgSSBB|18}} (body) | ||
|fsmashdesc=Donkey Kong performs a very forceful clap. One of the strongest forward smashes in the game, KOing at 70% when uncharged and 37% when fully charged. | |fsmashdesc=Donkey Kong performs a very forceful clap. One of the strongest forward smashes in the game, KOing at 70% when uncharged and 37% when fully charged. | ||
|usmashname= | |usmashname= | ||
|usmashdmg={{ChargedSmashDmgSSBB|18}} | |usmashdmg={{ChargedSmashDmgSSBB|18}} | ||
|usmashdesc=Donkey Kong claps hands above his head. Good for hitting from below a [[platform]] and a great running up smash. Both DK's arms and head cannot be hit during the middle of the attack. KOs Mario at 74% when uncharged and 43% when fully charged from the | |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 platfroms on Battlefield. | ||
|dsmashname= | |dsmashname= | ||
|dsmashdmg={{ChargedSmashDmgSSBB|17}} (hands), {{ChargedSmashDmgSSBB|14}} (arms) | |dsmashdmg={{ChargedSmashDmgSSBB|17}} (hands), {{ChargedSmashDmgSSBB|14}} (arms) | ||
|dsmashdesc=Does a double back-handed punch by bringing his closed fists down 90˚ at both sides. Very fast, great vertical knockback and is the 3rd strongest down smash in the game, KOing at 91% when uncharged and 57% when fully charged. | |dsmashdesc=Does a double back-handed punch by bringing his closed fists down 90˚ at both sides. Very fast, great vertical knockback and is the 3rd strongest down smash in the game, KOing at 91% when uncharged and 57% when fully charged. | ||
|nairname= | |nairname= | ||
|nairdmg=11% (clean), 8% (late) | |nairdmg=11% (clean), 8% (late) | ||
|nairdesc=Donkey Kong quickly spins with arms extended. Similar to the Spinning Kong, but much faster to execute. KOs middleweights at around 150% from the center of Final Destination. | |nairdesc=Donkey Kong quickly spins with arms extended. Similar to the Spinning Kong, but much faster to execute. KOs middleweights at around 150% from the center of Final Destination. | ||
|fairname= | |fairname= | ||
|fairdmg=16% | |fairdmg=16% | ||
|fairdesc=Donkey Kong puts his fists together above his head, and then does a powerful ax-handle smash, which at KO at 159% if hit with the sweetspot and grounded from the center of Final Destination, and 97% from the center of Battlefield without the sweetspot. A powerful [[meteor smash]] when [[sweet spot (hitbox)|sweet spotted]], which also causes a significant hitlag increase. Great for catching edge guarders while recovering | |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. | ||
|bairname= | |bairname= | ||
|bairdmg=13% (clean), 8% (late) | |bairdmg=13% (clean), 8% (late) | ||
|bairdesc=Donkey Kong performs a quick kick directed behind him that lingers briefly. Very fast, long ranged and strong, is an effective [[wall of pain]]. KOs Mario at 126% from the center of Final Destination. | |bairdesc=Donkey Kong performs a quick kick directed behind him that lingers briefly. Very fast, long ranged and strong, is an effective [[wall of pain]]. KOs Mario at 126% from the center of Final Destination. | ||
|uairname= | |uairname= | ||
|uairdmg=14% | |uairdmg=14% | ||
|uairdesc=Donkey Kong performs a quick headbutt upwards. Extremely quick, can be used to [[juggle]] at low percentages and [[star KO]] at 113% from the platforms on Battlefield. | |uairdesc=Donkey Kong performs a quick headbutt upwards. Extremely quick, can be used to [[juggle]] at low percentages and [[star KO]] at 113% from the platforms on Battlefield. | ||
|dairname= | |dairname= | ||
|dairdmg=16% (foot), 13% (body) | |dairdmg=16% (foot), 13% (body) | ||
|dairdesc=Donkey Kong performs a downward stomp whilst holding his arms up in a macho pose. Always treated as a [[meteor smash]] when it hits. KOs at 141% when grounded from the center of Final Destination. | |dairdesc=Donkey Kong performs a downward stomp whilst holding his arms up in a macho pose. Always treated as a [[meteor smash]] when it hits. KOs at 141% when grounded from the center of Final Destination. | ||
|grabname= | |grabname= | ||
|grabdesc= | |grabdesc= | ||
|pummelname= | |pummelname= | ||
|pummeldmg=3% | |pummeldmg=3% | ||
|pummeldesc=Does a slight karate chop at the enemy's neck. A fairly fast pummel. | |pummeldesc=Does a slight karate chop at the enemy's neck. A fairly fast pummel. | ||
|fthrowname= | |fthrowname= | ||
|fthrowdmg=6% (breakout), 8% (forward & back throw), 7% (up throw), 6% (down throw) | |fthrowdmg=6% (breakout), 8% (forward & back throw), 7% (up throw), 6% (down throw) | ||
|fthrowdesc=Regardless of the opponent's size, DK heaves the opponent onto his back, just like carrying a crate or a barrel. Can be released and regrabbed if he can react quicker, being an infinite on {{SSBB|Lucas}} and {{SSBB|Ness}} when turn releasing and turn grabbing. Both players gain knockback-based [[armor]], similar to {{SSBB|Yoshi}}'s double jump. | |fthrowdesc=Regardless of the opponent's size, DK heaves the opponent onto his back, just like carrying a crate or a barrel. Can be released and regrabbed if he can react quicker, being an infinite on {{SSBB|Lucas}} and {{SSBB|Ness}} when turn releasing and turn grabbing. Both players gain knockback-based [[armor]], similar to {{SSBB|Yoshi}}'s double jump. | ||
|bthrowname= | |bthrowname= | ||
|bthrowdmg=11% | |bthrowdmg=11% | ||
|bthrowdesc=Swings his arm back and throws the opponent. A very good KO throw with fast start-up. | |bthrowdesc=Swings his arm back and throws the opponent. A very good KO throw with fast start-up. | ||
|uthrowname= | |uthrowname= | ||
|uthrowdmg=9% | |uthrowdmg=9% | ||
|uthrowdesc=Swings his arm back and throws the opponent upwards. | |uthrowdesc=Swings his arm back and throws the opponent upwards. | ||
|dthrowname= | |dthrowname= | ||
|dthrowdmg=7% | |dthrowdmg=7% | ||
|dthrowdesc=Slams the opponent into the ground with his hand. Can chain grab characters like {{SSBB|Snake}} | |dthrowdesc=Slams the opponent into the ground with his hand. Can chain grab characters like {{SSBB|Snake}} or {{SSBB|Kirby}}. | ||
|floorfname= | |floorfname= | ||
|floorfdmg=6% | |floorfdmg=6% | ||
Line 210: | Line 147: | ||
|floortname= | |floortname= | ||
|floortdmg=5% | |floortdmg=5% | ||
|floortdesc= | |floortdesc=Gets does a wind-up spin around the floor. | ||
|edgefname= | |edgefname= | ||
|edgefdmg=8% | |edgefdmg=8% | ||
Line 219: | Line 156: | ||
|nsname=Giant Punch | |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) | |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 | |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 fully charged punch deals more knockback but lacks armor. The punch can be saved and chosen when to be released after being fully charged. | ||
|ssname=Headbutt | |ssname=Headbutt | ||
|ssdmg=Ground: 10% (grounded), 8% (air)<br/>Air: 14% (sweetspot), 8% (sourspot) | |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 | |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 dealt 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 | |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) | |usdmg=Ground: 5-4% (loop early), 3% (loop late), 4% (final hit)<br/>Air: 10% (startup), 5-4% (loop early), 2% (loop late) | ||
Line 228: | Line 165: | ||
|dsname=Hand Slap | |dsname=Hand Slap | ||
|dsdmg=14% | |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. | |dsdesc=Donkey Kong repeatedly slaps his hands against the ground, causing earth-shaking [[quake|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 | |fsname=Konga Beat | ||
|fsdmg=Varies | |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 | |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 have the greater range and power. | ||
}} | }} | ||
===[[On-screen appearance]]=== | ===[[On-screen appearance]]=== | ||
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|pitch-us=Group chant | |pitch-us=Group chant | ||
|pitch-jp=Group chant}} | |pitch-jp=Group chant}} | ||
===[[Wii Remote selection sound]]=== | |||
{{SelectSound|char=Donkey Kong|desc=Donkey Kong Wiimote Sound.ogg}} | |||
===[[Victory pose]]s=== | ===[[Victory pose]]s=== | ||
{{Victory/SSBB | {{Victory/SSBB | ||
|victory-theme=DKUniverseTheme.ogg | |victory-theme=DKUniverseTheme.ogg | ||
|victory-desc=A peaceful flourish originating from ''{{s| | |victory-desc=A peaceful flourish originating from ''{{s|dkwiki|Donkey Kong Country}}'' that played whenever a Kong defeated a boss or completed a {{s|dkwiki|Bonus Level}}. | ||
|desc- | |desc-1=Beats his chest. (similar to his Up taunt). | ||
|desc- | |desc-2=Holds his hands above his head and shakes them. | ||
|desc-3=Backflips and holds his arms in a strongman pose. | |||
|char= | |char=Donkey Kong}} | ||
==In [[competitive play]]== | ==In [[competitive play]]== | ||
===Matchups=== | |||
{{SSBBMatchupTable|donkeykong=yes}} | |||
===Notable players=== | ===Notable players=== | ||
:''See also: [[:Category:Donkey Kong professionals (SSBB)]]'' | |||
:''See also: [[:Category:Donkey Kong | |||
*{{sm|Bill|Canada}} | |||
*{{sm|Bum|USA}} | |||
*{{sm|Cable|USA}} | |||
*{{sm|Nairo|USA}} | |||
*{{sm|Nyanko|Japan}} | |||
*{{sm|Will|USA}} | |||
==Role in [[ | ==Role in the [[Subspace Emissary]]== | ||
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 [[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. | ||
[[File:Subspace donkeykong.PNG|thumb|right|250px|Donkey Kong in the ''[[SSE]]'']] | |||
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 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 that was impossible to return due to the massive number of Subspace Bombs going off at once). | |||
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 | |||
===Playable appearances=== | ===Playable appearances=== | ||
Line 382: | Line 241: | ||
===Using stickers=== | ===Using stickers=== | ||
Donkey Kong's attacks are primarily punches. Arm stickers are effective | Donkey Kong's attacks are primarily punches. Arm stickers are effective. A Leg sticker isn't because it would only affect his back aerial, dash attack and down aerial. Head stickers would only affect his up aerial and Headbutt. Spin stickers only affects his neutral aerial and Spinning Kong so they provide minimal benefit for him. | ||
===Exclusive stickers=== | ===Exclusive stickers=== | ||
These stickers can only be used by Donkey Kong or | These stickers can only be used by Donkey Kong or a select few including him. | ||
*Chunky Kong: [Throwing] | *Chunky Kong: [Throwing] attack +31 | ||
*Diddy Kong (Donkey Kong 64): Launch | *Diddy Kong (''Donkey Kong 64''): Launch power +20 | ||
*Diddy Kong (Mario Hoops 3-on-3): [Leg] | *Diddy Kong (''Mario Hoops 3-on-3''): [Leg] attack +28 | ||
*Diddy Kong (Mario Superstar Baseball): [Leg] | *Diddy Kong (''Mario Superstar Baseball''): [Leg] attack +12 | ||
*Dixie Kong: Launch | *Dixie Kong: Launch resistance +39 | ||
*DK: [Head] | *DK: [Head] attack +27 | ||
*DK Barrel: Launch | *DK Barrel: Launch power +53 | ||
*Donkey Kong (Donkey Kong Jungle Beat): [Arm] | *Donkey Kong (''Donkey Kong Jungle Beat''): [Arm] attack +22 | ||
*Donkey Kong (Donkey Kong Country): [Electric] | *Donkey Kong (''Donkey Kong Country''): [Electric] resistance +10 | ||
*Donkey Kong (Mario Kart DS) : [Flame] | *Donkey Kong (''Mario Kart DS'') : [Flame] resistance +41 | ||
*Donkey Kong Jr.: [Arm] | *Donkey Kong Jr.: [Arm] attack +14 | ||
*Enguarde: [Body, Spin] | *Enguarde: [Body, Spin] attack +15 | ||
*Funky Kong: [Leg] | *Funky Kong: [Leg] attack +13 | ||
*Karate Kong: [Battering] | *Karate Kong: [Battering] resistance +25 | ||
*Lanky Kong: [Throwing] | *Lanky Kong: [Throwing] attack +6 | ||
*Party Monkey: [Head] | *Party Monkey: [Head] attack +6 | ||
*Pauline & Donkey Kong: [Arm] | *Pauline & Donkey Kong: [Arm] attack +18 | ||
*Tiny Kong: [Arm] | *Tiny Kong: [Arm] attack +4 | ||
*Wrinkly Kong: [Battering] | *Wrinkly Kong: [Battering] resistance +4 | ||
==In [[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]]. | |||
== | ==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. | 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 descriptions=== | |||
:'''Donkey Kong''' | |||
::''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.'' | |||
{{Trophy games|console1=SNES|game1=[[dkwiki:Donkey Kong Country|Donkey Kong Country]]|console2=N64|game2=[[dkwiki:Donkey Kong 64|Donkey Kong 64]]}} | |||
:'''Konga Beat''' | |||
::''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.'' | |||
{{Trophy games|console1=Wii|game1=Super Smash Bros. Brawl}} | |||
{| | |||
| | |||
<center> | |||
<gallery> | <gallery> | ||
Donkey Kong - Brawl Trophy.png|Classic Mode trophy | |||
Konga Beat - Brawl Trophy.png|[[Konga Beat]] trophy | |||
Donkey Kong | |||
</gallery> | </gallery> | ||
</center> | |||
==[[Alternate costume (SSBB)#Donkey Kong|Alternate costumes]]== | |||
[[File:Donkey Kong Palette (SSBB).png|frame|center|Donkey Kong's alternate costumes in ''Brawl'']] | |||
==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. For example, Donkey Kong shows his teeth when charging his up smash, but not during the attack portion. | ||
*When Donkey Kong is tiny, he actually moves faster while carrying a [[Crate]] or [[Blast Box]]. | |||
*Donkey Kong is the only character in ''Brawl'' who has more than four different throws. | *Donkey Kong is the only character in ''Brawl'' who has more than four different throws. | ||
*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''. | *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''. | ||
*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 | *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]]''. | ||
*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. | *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.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.smashboards.com/showthread.php?t=190869 Donkey Kong Character Guide on SmashBoards] | ||
*[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 universe}} | ||
[[Category:Donkey Kong | [[Category:Donkey Kong universe]] | ||
[[Category | [[Category:Donkey Kong (SSBB)]] | ||