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'''Donkey Kong''' ({{ja|ドンキーコング|Donkī Kongu}}, ''Donkey Kong'') is a character in ''[[Super Smash Bros. Brawl]]''. He was first shown very briefly at the [[E3]] 2007 press conference. Rather than utilizing the recycled | '''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 clips from ''[[Super Smash Bros. Melee]]'' or being voiced by Takashi Nagasako (who voiced Donkey Kong starting with ''Mario Power Tennis''), Donkey Kong now uses a new set of realistic gorilla grunt and roar sound effects. | ||
Donkey Kong is currently ranked 21st out of 38 on the [[tier list]] in the | Donkey Kong is currently ranked 21st out of 38 on the [[tier list]] in the Mid tier. This is an improvement over his ranking in ''[[Melee]]'', where he is ranked 17th out of 26 in the lower mid tier. Donkey Kong possesses a combination of incredible power with many great finishers (especially in his [[smash attack]]s), and incredible [[reach]] in his attacks. Along with this power and reach combination, Donkey Kong possesses above average movement with remarkably good mobility for a character of his size, and many fast attacks (such as his [[back aerial]] and [[tilt]]s). Additionally, Donkey Kong possesses by far the greatest horizontal endurance with his great [[weight]] and [[Spinning Kong]] [[momentum cancelling#Horizontal momentum cancelling|momentum cancelling]], as well as one of the strongest vertical endurances, and a [[recovery]] that gains great horizontal distance while protecting Donkey Kong, making Donkey Kong one of the hardest characters to KO. Donkey Kong's incredible weight is a double-edged sword, however; while it makes him incredibly difficult to KO, it also makes him incredibly easy to [[combo]], [[juggle]], and [[chain throw]], including making him vulnerable to [[infinite]] and zero to death chain throws (most notoriously from {{SSBB|King Dedede}}). Additional problems of Donkey Kong include most of his attacks having heavy ending [[lag]] (making it easy to [[punish]] most of his attacks if he misses), being very vulnerable to [[meteor smash]] gimps due to his recovery gaining much less vertical distance, his [[shield]] being too small for a character of his size leaving him heavily vulnerable to [[shield stabbing]], and lacking a [[projectile]], which when combined with his very large size and aforementioned shield issues, gives Donkey Kong severe issues dealing with [[camp]]ing. While his [[roll]]s and [[air dodge]] are about average, his [[sidestep]] is the second slowest, after {{SSBB|Bowser}}. Overall, 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 [[momentum cancel]] knockback from an attack that would even KO {{SSBB|Bowser}}, {{SSBB|Snake}}, or {{SSBB|King Dedede}}. Despite his extremely long horizontal recovery, it is vulnerable to disjointed attacks and has poor vertical height which means even weak meteor smashes can be devastating, though it's hard to edge guard without a disjointed attack due its initial invincibility frames. Combining his impressive weight and good horizontal recovery with good [[directional influence]], he will be extremely hard to KO. | Donkey Kong is a very [[Weight#SSBB_Weight_Ranking|heavy]] character with very powerful attacks, great attack range, and high [[knockback]] capabilities. Despite these pros, Donkey Kong lacks projectiles and a reliable way to deal with them, which makes his moveset and style of approach unvaried. He is one of the fastest heavyweight characters; his movement speed is above average: fast running, fast walking, fast air speed, and very high initial [[jump]]. Donkey Kong's weight helps him stay alive longer, though he is a big target and has very poor vertical recovery, but extremely long horizontal recovery. He can even use Spinning Kong to [[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. | ||
Although he can | 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 numerous KO options and no problems doing so: 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 also has a large grab range with powerful throws, and he is even able to chain-grab some characters | 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 an unusually 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. | ||
==Changes from '' | ==Changes from ''Melee'' to ''Brawl''== | ||
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. | In the transition from ''Melee'' to ''Brawl'', Donkey Kong was heavily buffed overall. He has been improved in several aspects, including his mobility, endurance potential, power, recovery, and range. | ||
One noticeable nerf he received was to his grounded [[Spinning Kong]]. The hitbox grounded Spinning Kong once possessed which came out on frame 2-5, had invincibility and could kill opponents under 100% was completely removed | 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 completely 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. | ||
Overall, DK is a stronger character than he was in ''Melee'' although he still struggles against much of the cast. | Overall, DK is a stronger character than he was in ''Melee'' although he still struggles against much of the cast. | ||
===Aesthetics=== | ===Aesthetics=== | ||
*{{change|Like all characters, Donkey Kong has received a massive boost in quality, having brighter and more detailed fur | *{{change|Like all characters, Donkey Kong has received a massive boost in quality, having brighter and more detailed fur, matching his most recent appearances at the time of ''Brawl'''s release.}} | ||
*{{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 now vocalizes when jumping from the ground.}} | |||
*{{change|Donkey Kong no longer uses his [[stun]] voice clip when waking out of [[asleep|sleep]] status.}} | *{{change|Donkey Kong no longer uses his [[stun]] voice clip when waking out of [[asleep|sleep]] status.}} | ||
*{{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|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| | *{{change|Donkey Kong's teeth are yellow-ish white instead of white.}} | ||
===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|The introduction of [[buffering]] has made it easier for Donkey Kong to punish his opponents after they grounded [[grab release]] him despite his animation being one frame longer.}} | *{{buff|The introduction of [[buffering]] has made it easier for Donkey Kong to punish his opponents after they grounded [[grab release]] him despite his animation being one frame longer.}} | ||
*{{nerf|The changes to aerial grab releases hinders Donkey Kong as it makes him more susceptible to followups as he travels in an unfavourable arc. While DK usually cannot be forced air released on the ground, DK himself lacks air release followups on most characters including {{SSBB|Squirtle}} and {{SSBB|Meta Knight}} due to his his | *{{nerf|The changes to aerial grab releases hinders Donkey Kong as it makes him more susceptible to followups as he travels in an unfavourable arc. While DK usually cannot be forced air released on the ground, DK himself lacks air release followups on most characters including {{SSBB|Squirtle}} and {{SSBB|Meta Knight}} due to his only above average mobility combined with his poor grab release animation, dash attack, dash grab, lack of a fast forward hitting aerial and his ineffective [[DACUS]].}} | ||
*{{buff|Donkey Kong's [[dashing]] speed is slightly faster (1.6 → 1.622).}} | *{{buff|Donkey Kong's [[dashing]] speed is slightly faster (1.6 → 1.622).}} | ||
*{{buff|Donkey Kong's [[air speed]] is faster (1 → 1.081).}} | *{{buff|Donkey Kong's [[air speed]] is faster (1 → 1.081).}} | ||
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**{{nerf|It deals less damage (12% → 11% (clean), 10% → 8% (late)).}} | **{{nerf|It deals less damage (12% → 11% (clean), 10% → 8% (late)).}} | ||
*[[Forward aerial]]: | *[[Forward aerial]]: | ||
**{{buff|Forward aerial's sweetspot deals increased knockback growth (80 → 85) and can trip opponents if they don't take enough knockback to leave the ground. | **{{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. Its also superior for edgeguarding due to the meteor cancel changes and and being much safer to use offstage due to DK's slower falling speed/gravity.}} | ||
**{{nerf|Its late hit has received a sourspot that launches at the [[Sakurai angle]] and deals less base knockback (50 → 30).}} | **{{nerf|Its late hit has received a sourspot that launches at the [[Sakurai angle]] and deals less base knockback (50 → 30).}} | ||
*[[Back aerial]]: | *[[Back aerial]]: | ||
**{{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.}} | **{{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%).}} | **{{nerf|Its late hit deals slightly less damage (9% → 8%).}} | ||
**{{nerf|It autocancels later (frame 20 → 31).}} | **{{nerf|It autocancels later (frame 20 → 31).}} | ||
*[[Up aerial]]: | *[[Up aerial]]: | ||
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*[[Giant Punch]]: | *[[Giant Punch]]: | ||
**{{buff|Giant Punch now has [[armor]] when fully charged, it charges faster and it can now be reversed, but reversing it does not increase damage or knockback, unlike [[Falcon Punch]] and [[Warlock Punch]]. The back hit additionally has more KO potential due to the universally decreased falling speeds with a level 10 back hit being able to KO {{SSBB|King Dedede}} on {{SSBB|Final Destination}} at 50%.}} | **{{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%.}} | ||
**{{nerf|All variants of the grounded front hit deals 2% less damage (12%-30% → 10%-28%) and the fully charged version for both variants has less knockback scaling (90 → 80) hindering its KO potential and further encouraging Donkey Kong to use a level 10 Giant Punch. Additionally, the aerial variant deals less damage (12% → 8% (back uncharged), 6% (front uncharged), 17%/26% → 15%/25% (fully charged). Lastly, all variants of the front hit have a sourspot which has less knockback scaling (100/90 → 60/50).}} | **{{nerf|All variants of the grounded front hit deals 2% less damage (12%-30% → 10%-28%) and the fully charged version for both variants has less knockback scaling (90 → 80) hindering its KO potential and further encouraging Donkey Kong to use a level 10 Giant Punch. Additionally, the aerial variant deals less damage (12% → 8% (back uncharged), 6% (front uncharged), 17%/26% → 15%/25% (fully charged). Lastly, all variants of the front hit have a sourspot which has less knockback scaling (100/90 → 60/50).}} | ||
**{{nerf|It has increased landing lag (7 frames → 30) due to Donkey Kong now having a landing animation while landing while helpless.}} | **{{nerf|It has increased landing lag (7 frames → 30) due to Donkey Kong now having a landing animation while landing while helpless.}} | ||
**{{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.}} | **{{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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**{{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.}} | **{{change|Grounded Spinning Kong's loop hitboxes deal less damage (8% → 4-5%) and knockback reducing their damage output but making them connect more reliably.}} | ||
**{{nerf|The grounded version of Spinning Kong no longer has an initial hit with invincibility. This significantly hinders its KO potential as the new first hit comes out much slower (frame 2 → 19) and is significantly weaker dealing less damage (12% → 4/5%) and knockback (60 (base), 100 (scaling) → 50/70) and is incapable of killing opponents until beyond sudden death percents removing one of DK's best kill options. The aerial version also has more startup lag (frame 3 → 4) also meaning that he gains invincibility slightly later.}} | **{{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.}} | ||
**{{nerf|It has increased landing lag (7 frames → 40) due to Donkey Kong now having a landing animation while landing while helpless.}} | **{{nerf|It has increased landing lag (7 frames → 40) due to Donkey Kong now having a landing animation while landing while helpless..}} | ||
*[[Hand Slap]]: | *[[Hand Slap]]: | ||
**{{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).}} | **{{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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==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=SSBB | |game=SSBB | ||
|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, which can lead into a grab. | |neutraldesc=Donkey Kong performs a quick cross punch followed by an uppercut. The tip of the first punch's hitbox will knock targets towards Donkey Kong instead of away, which can lead into a grab. | ||
|ftiltname= | |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=Slouch Slap | |dtiltname=Slouch Slap | ||
|dtiltdmg=8% | |dtiltdmg=8% | ||
|dtiltdesc=Donkey Kong quickly swats towards the opponents feet. A great lock move at low percentages and a trip can be comboed with his Hand Slap. | |dtiltdesc=Donkey Kong quickly swats towards the opponents feet. A great lock move at low percentages and a trip can be comboed with his Hand Slap. | ||
|dashname= | |dashname= | ||
|dashdmg=11% (clean), 9% (late) | |dashdmg=11% (clean), 9% (late) | ||
|dashdesc=Donkey Kong skids to a halt doing a side-kick. High ending lag and poor shieldstun. | |dashdesc=Donkey Kong skids to a halt doing a side-kick. High ending lag and poor shieldstun. | ||
|fsmashname= | |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 platforms on Battlefield. | |usmashdesc=Donkey Kong claps hands above his head. Good for hitting from below a [[platform]] and a great running up smash. Both DK's arms and head cannot be hit during the middle of the attack. KOs Mario at 74% when uncharged and 43% when fully charged from the platforms on Battlefield. | ||
|dsmashname= | |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. Resembles his midair attack from ''Donkey Kong 64''. | |fairdesc=Donkey Kong puts his fists together above his head, and then does a powerful ax-handle smash, which at KO at 159% if hit with the sweetspot and grounded from the center of Final Destination, and 97% from the center of Battlefield without the sweetspot. A powerful [[meteor smash]] when [[sweet spot (hitbox)|sweet spotted]], which also causes a significant hitlag increase. Great for catching edge guarders while recovering. Resembles his midair attack from ''Donkey Kong 64''. | ||
|bairname= | |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=Kong Karry | |fthrowname=Kong Karry | ||
|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}}, {{SSBB|Kirby}}, {{SSBB|Squirtle}}, {{SSBB|Charizard}}, {{SSBB|King Dedede}} and much more. | |dthrowdesc=Slams the opponent into the ground with his hand. Can chain grab characters like {{SSBB|Snake}}, {{SSBB|Kirby}}, {{SSBB|Squirtle}}, {{SSBB|Charizard}}, {{SSBB|King Dedede}} and much more. | ||
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|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 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. | |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 | |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) | ||
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|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. | |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. | ||
}} | }} | ||
===[[On-screen appearance]]=== | ===[[On-screen appearance]]=== | ||
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===[[Crowd cheer]]=== | ===[[Crowd cheer]]=== | ||
{ | {{Crowd | ||
|char=Donkey Kong | |||
|game=Brawl | |||
|desc-us=Don-key Kong! | |||
|desc-jp=Don-key Kong! | |||
|pitch-us=Group chant | |||
|pitch-jp=Group chant}} | |||
| | |||
===[[Wii Remote selection sound]]=== | |||
{{SelectSound|char=Donkey Kong|desc=DK roars, similar to his attack sounds.}} | |||
|- | |||
|- | |||
| | |||
|} | |||
===[[Victory pose]]s=== | ===[[Victory pose]]s=== | ||
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==In [[competitive play]]== | ==In [[competitive play]]== | ||
===Matchups=== | |||
{{SSBBMatchupTable|donkeykong=yes}} | |||
Donkey Kong has a fairly average matchup spread all around. He hard counters 3 ({{SSBB|Ness}}, {{SSBB|Lucas}} and {{SSBB|Jigglypuff}}), counters 3, soft counters 5 and has 8 even matchups. He is soft countered by 6, countered by 9 and hard countered by 2 ({{SSBB|Olimar}} and {{SSBB|King Dedede}}). DK normally does good against characters he can generally outrange, such as {{SSBB|Mario}} and Jigglypuff. He also boasts excellent matchups against Ness and Lucas due to possessing infinite grab releases on them. However, he has poor matchups against characters who can take advantage of his inability to oppose camping, like Olimar and Falco, or characters who can chaingrab him, like King Dedede, who can 0 to death him through his standing infinite. Donkey Kong poses a threat to characters lower than him, but does not make a significant impact against characters above him. | |||
===Notable players=== | ===Notable players=== | ||
:''See also: [[:Category:Donkey Kong professionals (SSBB)]]'' | |||
:''See also: [[:Category:Donkey Kong | *{{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 [http://piosuma.blog.jp/archives/6487747.html Umebura 3]. | ||
*{{ | |||
*{{Sm|Ook|USA}} - Wins over {{Sm|Mike Haze}}, {{Sm|Ripple}}, {{Sm|Overswarm}}, {{Sm|Mister Eric}}, and {{Sm|Kirk}} | *{{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|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=== | ===Tier placement and history=== | ||
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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. | 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|right|250px|Donkey Kong in the ''[[SSE]]'']] | |||
[[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 [[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. | 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 | 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). | ||
===Playable appearances=== | ===Playable appearances=== | ||
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===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. | ||
:'''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=[[mariowiki:Donkey Kong Country|Donkey Kong Country]]|console2=N64|game2=[[mariowiki: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> | |||
Donkey Kong - Brawl Trophy.png|Classic Mode trophy | |||
Konga Beat - Brawl Trophy.png|[[Konga Beat]] trophy | |||
</gallery> | |||
| | </center> | ||
==[[Alternate costume (SSBB)#Donkey Kong|Alternate costumes]]== | ==[[Alternate costume (SSBB)#Donkey Kong|Alternate costumes]]== | ||
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|{{Head|Donkey Kong|g=SSBB|s=25px|cl=White}} | |{{Head|Donkey Kong|g=SSBB|s=25px|cl=White}} | ||
|} | |} | ||
==Trivia== | ==Trivia== |