Editing Donkey Kong (SSBM)

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|ssbgame4 = SSBU
|ssbgame4 = SSBU
|availability = [[Starter character|Starter]]
|availability = [[Starter character|Starter]]
|tier = C-
|tier = E
|tierPAL = F
|tierPAL = F
|ranking = 16
|ranking = 17
|rankingPAL = 17
|rankingPAL = 17  
}}
}}
'''Donkey Kong''' ({{ja|ドンキーコング|Donkī Kongu}}, ''Donkey Kong''), shortened as '''DK''' on the [[victory screen]] and [[character select screen]], is a [[default character]] in ''[[Super Smash Bros. Melee]]''. He returns from the original ''[[Super Smash Bros.]]'', but with faster moves and agility, as well as an improved recovery.
{{cquote|''An ape with overwhelming girth and power.''|cite=''Melee''<nowiki>'</nowiki>s instruction Manual}}
'''Donkey Kong''' ({{ja|ドンキーコング|Donkī Kongu}}, ''Donkey Kong''), shortened as '''D K''' on the [[victory screen]] and [[character select screen]], is a [[default character]] in ''[[Super Smash Bros. Melee]]''. He returns from the original ''[[Super Smash Bros.]]'', but with faster moves and agility, as well as an improved recovery.


Donkey Kong's voice consists of modified stock animal grunts and roars, similar to his sounds in ''Super Smash Bros.'' newcomer {{SSBM|Bowser}} also uses stock sounds, but they are different from Donkey Kong's.
He is currently 17th out of 26 on the tier list, placing him in the E tier. This is a slight improvement to his previous placement in ''Smash 64'' where he was ranked 9th out of 12. Donkey Kong, true to being a heavyweight, is difficult to KO, and this is aided by his fast [[falling speed]]. Donkey Kong also has powerful attacks, and he has excellent range to boot. Despite his weight and size, Donkey Kong is very agile; most of his attacks are executed swiftly, he has a high [[air speed]], and his jumping prowess is solid. His mobility facilitates combos, and this is further aided by his remarkable [[grab]]. However, Donkey Kong himself is vulnerable to combos due to his large size, and his recovery, while covering a significant amount of horizontal distance, struggles in terms of vertical distance. Due to these traits, Donkey Kong is seen as a situational character.
 
He is currently 16th out of 26 on the tier list, placing him in the C- tier. This is a moderate improvement to his previous placement in ''Smash 64'', where he was ranked 9th out of 12. Donkey Kong, true to being a heavyweight, is difficult to KO, and this is aided by his fast [[falling speed]]. Donkey Kong also has powerful attacks, and he has excellent range to boot. For a heavyweight, Donkey Kong is unusually agile; most of his attacks are executed swiftly, he has high [[air speed]], and his jumping prowess is solid. His mobility facilitates combos, and this is further aided by his remarkable [[grab]] range. However, Donkey Kong himself is vulnerable to combos due to his large size and high falling speed, and his recovery, while covering a significant amount of horizontal distance, fails to cover much height.


==Attributes==
==Attributes==
Contrary to what his archetype might suggest, Donkey Kong has surprisingly high speed for a character of his power and weight class. In raw characteristics, Donkey Kong boasts a fast walking speed, above-average running speed, high air speed, and high falling speed (though unlike other high-fallers, Donkey Kong's gravity is average as opposed to above-average, with him having the lowest gravity value amongst the high-fallers; he shares the same fall speed as the significantly lighter {{SSBM|Roy}}), aspects that lead to a short wavedash, but an average SHFFL, and long, safe dash dance.
Contrary to what his archetype might suggest, Donkey Kong has surprisingly high speed for a character of his power and weight class. In raw characteristics, Donkey Kong owns a fast walking speed, an above-average running speed, a high air speed, and a high falling speed (though unlike other high-fallers, Donkey Kong's gravity is average as opposed to above-average, with him having the lowest gravity value amongst the high-fallers; he shares the same fall speed as the significantly lighter {{SSBM|Roy}}), aspects that lead to a short wavedash, but an average SHFFL, and long, safe dash dance.  


Owing to his relatively high speed, Donkey Kong possesses a decently versatile comboing game. On the ground, Donkey Kong's various tilts are all fast and can be used to start aerial combos, and in the air, Donkey Kong's fast, low-lag neutral, up, and back aerial attacks can allow him to continue attacking enemies with little penalty against him; adding to this, his high air speed can allow him to pursue enemies that have been popped up into the air. Arguably his most important combo tool, however, consists of his throwing game; despite a below-average grab range, Donkey Kong's various throws have low-knockback and low ending lag, making them excellent combo starting tools. His forward throw, known as the "cargo throw" or "cradle", is especially useful, due to its ability to easily combo into his practical air options. While carrying his opponent, Donkey Kong is free to move around the stage, allowing him to move to areas where he can more easily combo his opponents without interference from platforms or other hazards. He can also use this feature of the cargo throw to either perform a [[sacrificial KO]] by walking off the edge of the stage after cradling an enemy or throwing the enemy underneath the stage to [[stage spike]] them.
Owing to his relatively high speed, Donkey Kong owns a flexible, powerful comboing game. On the ground, Donkey Kong's various tilts are all fast and can be used to start aerial combos, and in the air, Donkey Kong's fast, low-lag neutral, up, and back aerial attacks can allow him to continue attacking enemies with little penalty against him; adding to this, his high air speed can allow him to pursue enemies that have been popped up into the air. Arguably his most important combo tool, however, consists of his throwing game; despite a below-average grab range, Donkey Kong's various throws have low-knockback and low ending lag, making them excellent combo starting tools. His forward throw, known as the "cargo throw" or "cradle", is especially useful, due to its ability to easily combo into his practical air options. While carrying his opponent, Donkey Kong is free to move around the stage, allowing him to move to areas where he can more easily combo his opponents without interference from platforms or other hazards. He can also use this feature of the cargo throw to either perform a [[sacrificial KO]] by walking off the edge of the stage after cradling an enemy or throwing the enemy underneath the stage to [[stage spike]] them.


As expected for a character of his weight class, Donkey Kong also has a plethora of powerful attack options in addition to his faster, weaker offerings. All of his smash attacks can cover significant distances away from him, as well as packing significant power in order to KO opponents. Three of his aerials (back, down and forward) can be potent finishers to complement his aerial game, and his [[Giant Punch]] can easily be one of the most powerful attacks in the game if landed, though it does require a particularly good read or combo in order to be most effective.
As expected for a character of his weight class, Donkey Kong also has a plethora of powerful attack options in addition to his faster, weaker offerings. All of his smash attacks can cover significant distances away from him, as well as packing significant power in order to KO opponents. Three of his aerials (back, down and forward) can be potent finishers to complement his aerial game, and his [[Giant Punch]] can easily be one of the most powerful attacks in the game if landed, though it does require a particularly good read or combo in order to be most effective.


Due to being a heavyweight with a high falling speed, Donkey Kong owns a below-average recovery. While these traits make Donkey Kong highly resilient to the upper blast line, Donkey Kong's survivability on all other blast lines is poor. [[Spinning Kong]] grants above average horizontal distance, but poor height, making [[meteor smash]]es and [[spike]]s extremely powerful against him. Owing to a lack of other options concerning his recovery, this also means that he has very poor recovery options compared to other characters; none of his specials can reduce his falling speed, and he cannot wall-jump or use any other tactics in conjunction with Spinning Kong, and as such, he  is simple to edgeguard.
Due to being a heavyweight with a high falling speed, Donkey Kong owns a below-average recovery. While these traits make Donkey Kong highly resilient to the upper blast line, Donkey Kong's survivability on all other blast lines is poor. [[Spinning Kong]] grants above average horizontal distance, but poor vertical distance, making [[meteor smash]]es and [[spike]]s extremely powerful against Donkey Kong. Owing to a lack of other options concerning his recovery, this also means that he has very poor recovery options compared to other characters; none of his specials can reduce his falling speed, and he cannot wall-jump or use any other tactics in conjunction with Spinning Kong, and as such, the character is simple to edgeguard.


Much like fellow heavyweight Bowser, Donkey Kong's various attributes also make him very easy to combo. In addition to having among the largest raw hurtbox sizes in the game, Donkey Kong's high falling speed and weight make it easy for characters to [[chain throw]] him, as well as combo him in the air. Compounding this is Donkey Kong's poor defensive game; a large hurtbox (including a tie hurtbox) causes him to have a small [[shield]] that can easily make him vulnerable to [[shield stabbing]], and his lack of a projectile can discourage him from approaching enemies that own one.
Much like fellow heavyweight Bowser, Donkey Kong's various attributes also make him very easy to combo. In addition to having among the largest raw hurtbox sizes in the game, Donkey Kong's high falling speed and weight make it easy for characters to [[chain throw]] him, as well as combo him in the air. Compounding this is Donkey Kong's poor defensive game; a large hurtbox causes him to have a small [[shield]] that can easily make him vulnerable to [[shield stabbing]], and his lack of a projectile can prevent him from easily approaching enemies that own one.


==Changes from ''[[Super Smash Bros.]]''==
==Changes from ''Smash 64'' to ''Melee''==
Donkey Kong has received a large mix of buffs and nerfs in his transition from ''Smash 64'' to ''Melee''. However, whether he was buffed or nerfed overall is debatable since the nerfs and buffs he received were both significant. While he has lost his previously abusable grab release, the generally faster falling speeds have given DK a new type of chaingrab against fast-falling opponents, particularly with his newly buffed cargo throw, and his new up and down throws. However, his reach has been reduced (though it remains among the best) and his power is lower as well, but many of his attacks are faster to execute. He is also more vulnerable to combos due to his faster falling speed and his overall endurance is much worse due to him being much lighter.
Donkey Kong has received a large mix of buffs and nerfs in his transition from ''SSB64'' to ''Melee''. However, whether he was buffed or nerfed overall is debatable since the nerfs and buffs he receieved were both significant. While he has lost his previously abusable grab release, the generally faster falling speeds have given DK a new type of chaingrab against fast-falling opponents, particularly with his newly buffed cargo throw, and his new up and down throws. However, his reach has been reduced (though it remains among the best) and his power is lower as well, but many of his attacks are faster to execute. He is also more vulnerable to combos due to his faster falling speed and his overall endurance is much worse due to him being much lighter.


Regardless, Donkey Kong ranks better relative to the cast in ''Melee'' than he does in ''SSB64'', now ranking 16th out of 26 characters rather than 9th out of 12. Due to the faster mechanics, however, other characters have been given buffs in varying degrees, which results in Donkey Kong still struggling to make a presence in high-level tournaments.
Regardless, Donkey Kong ranks better relative to the cast in ''Melee'' than he does in ''SSB64'', now ranking 17th out of 26 characters rather than 9th out of 12 although he struggles even more against the higher tiered characters resulting in him being considered an unviable pick for competitive play.


===Aesthetics===
===Aesthetics===
*{{change|The graphical upgrades of the Nintendo GameCube give Donkey Kong a more proportionate build. His fur is more detailed and has a more pronounced muscular physique.}}
*{{change|Donkey Kong's hair color on his default costume is now a darker shade of brown.}}
*{{change|Donkey Kong's hair color on his default costume is now a darker shade of brown.}}
*{{change|His other costumes have different ties to them (black has blue; red has a slightly darker blue than the black costume; blue has purple; and green has a red tie that is very similar to the original costume, but is a little darker).}}
*{{change|His other costumes have different ties to them (black has blue; red has a slightly darker blue than the black costume; blue has purple; and green has a red tie that is very similar to the original costume, but is a little darker).}}
*{{change|The voice clips when Donkey Kong taunts and is KO'd in ''Smash 64'' are switched in ''Melee''. His voice clips are also retained from the previous game, though with better quality.}}
*{{change|The voice clips when Donkey Kong taunts and is KO'd in ''SSB'' are switched in ''Melee''. His voice clips are also retained from the previous game, though with better quality.}}
*{{change|Donkey Kong always faces the screen when he taunts, regardless of which direction he is currently facing.}}
*{{change|Donkey Kong always faces the screen when he taunts, regardless of which direction he is currently facing.}}
**{{nerf|Donkey Kong does not move as far into the Z axis when taunting removing his head's ability to avoid projectiles.}}
*{{change|Donkey Kong's green alternate costume is now available for Free-for-all, instead of being exclusive to Team Battle. The costume also uses his normal skin color, as opposed to being green like in ''SSB''.}}
*{{change|Donkey Kong's green alternate costume is now available for Free-for-all, instead of being exclusive to Team Battle. The costume also uses his normal skin color, as opposed to being green like in ''Smash 64''.}}
*{{change|Donkey Kong has a new [[helpless]] animation.}}
*{{change|Donkey Kong has a new [[helpless]] animation.}}


===Attributes===
===Attributes===
*{{buff|Donkey Kong [[walk]]s much faster (0.8533 (25.6) → 1.2), going from the 3rd slowest out of 12 characters to the 6th fastest out of 26.}}
*{{buff|Donkey Kong's air speed is faster (30 → 1), going from average in ''Smash 64'' to among the faster air speeds in ''Melee''.}}
*{{nerf|Donkey Kong's [[initial dash]] is much slower (2 (60) → 1.6) and covers less distance.}}
*{{buff|His attacks are generally faster.}}
*{{buff|Donkey Kong's [[traction]] is higher (0.0567 (1.7) → 0.08), making it easier for him to punish [[out of shield]].}}
*{{buff|Donkey Kong's [[jumpsquat]] is shorter (6 frames → 5).}}
*{{buff|Donkey Kong's [[air speed]] has been unchanged (1 (30) → 1). Compared with the returning veterans, however, his air speed is faster, going from the 5th slowest (JPN/US/EUR) / median (AUS) out of 12 characters to the 6th fastest out of 26.}}
*{{nerf|Donkey Kong's [[air acceleration]] is lower (0.0667 (2) 0.04), although no longer being the slowest.}}
*{{nerf|Donkey Kong [[jump]]s significantly lower (46.1 (1383) → 37.8), although going from the 5th highest out of 12 characters to the 4th highest out of 26.}}
**{{change|Donkey Kong's [[short hop]] is catastrophically lower (34.15533 (1024.66) → 13.6), improves his ability to hit opponents low on the ground with short hop aerials, as well as his ability to quickly land and continue aerial pressure, but also hinders his ability to [[auto-cancel]] his aerials.}}
*{{change|Donkey Kong [[falling speed|fall]]s significantly faster (1.867 (56) → 2.4). This improves his vertical endurance and with the introduction of the SHFFL technique, he can make strong use of the technique due to his falling speed, but also makes him considerably more vulnerable to combos and worsens his already poor vertical recovery.}}
**{{nerf|However, Donkey Kong's [[fast fall]]ing speed has been unchanged (2.967 (89) → 2.96). The difference between his falling speed and fast falling speed is much lower (increase: 58.9% → 23.3%), which makes it more predictable when landing and gives him fewer options in the air.}}
**{{nerf|Considering that Donkey Kong's vertical endurance hasn't significantly improved from ''Smash 64'' due to his significantly lighter weight in ''Melee'', this falling speed increase hurts him overall.}}
*{{nerf|Donkey Kong's landing animation is longer (4 frames → 5).}}
**{{buff|However, his hard landing animation is shorter (8 frames → 5).}}
*{{nerf|Donkey Kong is catastrophically [[weight|lighter]] (138.095238 (0.84, JPN) / 140.963855 (0.83, NA/AUS/EUR) → 114), which drastically hinders his endurance, while still being just as vulnerable to combos as before due to his increased falling speed.}}
*{{buff|Donkey Kong can throw heavy items ([[Crate]]s, [[Barrel]]s, [[Barrel Cannon]]s and [[Party Ball]]s) above and below him, which he could not do in ''Smash 64''. He also walks slightly faster and gains small amounts of [[armor]] when carrying them.}}
*{{buff|Donkey Kong can throw heavy items ([[Crate]]s, [[Barrel]]s, [[Barrel Cannon]]s and [[Party Ball]]s) above and below him, which he could not do in ''Smash 64''. He also walks slightly faster and gains small amounts of [[armor]] when carrying them.}}
*{{buff|Donkey Kong's new [[ground release]] animation is 10 frames shorter compared to the rest of the cast giving him a 10 frame advantage when being grab released on the ground.}}
*{{buff|Donkey Kong walks significantly faster (0.32 → 1.2), going from the 3rd slowest in ''SSB'' to the 6th fastest in ''Melee''.}}
*{{buff|Donkey Kong dashes faster (48 → 1.6), now having the 10th fastest dashing speed in ''Melee''.}}
*{{nerf|Donkey Kong is catastrophically lighter (141 → 114), which drastically hinders his endurance, while still being just as vulnerable to combos as before due to his increased falling speed.}}
*{{nerf|His attacks are generally weaker, such as his forward smash.}}
*{{buff|Donkey Kong's falling speed has significantly increased (56 → 2.4). With the introduction of the SHFFL technique, he can make strong use of the technique due to his falling speed.}}
*{{nerf|His falling speed also makes him considerably more vulnerable to combos and worsens his already poor vertical recovery. Considering that Donkey Kong's vertical endurance hasn't significantly improved from ''Smash 64'' due to his significantly lighter weight in ''Melee'', this falling speed increase does more harm than good.}}
*{{nerf|Donkey Kong can no longer avoid projectiles from hitting his head by taunting.}}
*{{buff|Donkey Kong's new [[ground release]] animation is 9 frames shorter compared to the rest of the cast, giving him more time to counterattack.}}
*{{change|Donkey Kong's [[short hop]] is lower.}}
*{{buff|Donkey Kong can now [[glide toss]] although his glide toss is fairly short.}}
*{{buff|Donkey Kong can now [[glide toss]] although his glide toss is fairly short.}}


===Ground attacks===
===Ground attacks===
*[[Neutral attack]]:
*{{buff|Neutral attack now has a wider hitbox. The second hit also has less startup lag and a longer duration (frames 6-11 → 5-11) and does 2% more damage (4% → 6%).}}
**{{buff|Both hits of neutral attack have gained an additional hitbox; increasing their range.}}
*{{nerf|The first hit of neutral attack has a shorter duration (frames 5-8 → 5-7). The second hit has slightly higher ending lag (frame 34 → 35).}}
**{{buff|The second hit has less startup lag with a longer duration (frames 6-11 → 5-11).}}
*{{buff|Donkey Kong has a new forward tilt an open outward hand swat that can be angled. It has less startup (frame 12 → 8) and ending lag (frame 43 → 34) compared to his old forward tilt.}}
**{{buff|The second hit deals more damage (4% → 6%).}}
*{{nerf|New forward tilt deals less damage regardless of tilt direction (12% 11% (angled up), 10% (default), 9% (angled down), hindering its KO potential. It also has a shorter duration (frames 12-17 → 8-11).}}
**{{nerf|The first hit of neutral attack has a shorter duration (frames 5-8 → 5-7).}}
*{{buff|Up tilt has less ending lag (frame 60 → 40).}}
**{{nerf|The second hit has slightly higher ending lag (FAF 34 → 35).}}
*{{nerf|Up tilt has more startup lag and a much shorter duration (frames 4-23 → 6-11).}}
*[[Forward tilt]]:
*{{buff|Down tilt has less startup (frame 11 → 6).}}
**{{buff|Donkey Kong has a new forward tilt: an open outward hand swat. It has less startup (frame 12 → 8) and ending lag (FAF 43 → 34) compared to the previous forward tilt.}}
*{{nerf|Down tilt has a shorter duration (frames 11-16 → 6-9) and has more ending lag (frame 22 → 24).}}
**{{nerf|Forward tilt deals less damage (13% (up)/12% (forward)/11% (down) → 11%/10%/9%) without full compensation on its base knockback (0 → 10) hindering its KO potential.}}
*{{nerf|Down and up tilt both deal less damage (8% → 7% (down tilt), 13% 9% (up tilt).}}
***{{buff|The move's higher base knockback combined with its lower ending lag makes it slightly less punishable on hit at lower percents.}}
*{{buff|Dash attack has less ending lag (frame 71 → 55).}}
**{{nerf|Forward tilt has a shorter duration (frames 12-17 → 8-11).}}
*{{nerf|Dash attack has more startup lag and a shorter duration (frames 3-26 → 9-20). It also deals less damage (12% → 11% (clean), 9% (late).}}
*[[Up tilt]]:
*{{buff|Donkey Kong has a new down smash: He holds up his arms and punches downwards in a 90° angle, with a sweetspot hitbox located in his hands. It has less startup (frame 12 → 10) and ending lag (frame 70 56) and has more base knockback (30 35) than his old down smash.}}
**{{buff|Up tilt has significantly reduced ending lag (FAF 60 → 40).}}
*{{nerf|New down smash has a much shorter duration (frames 12-31 → 10-13), now has sourspots and deals less damage (19% → 16%/14%).}}
**{{nerf|Up tilt has more startup lag with a much shorter duration (frames 4-23 → 6-11).}}
*{{buff|Donkey Kong has a new forward smash: Donkey Kong performs a powerful clap in front of him. It has less startup (frame 27 → 22) and ending lag (frame 60 → 55).}}
**{{nerf|Up tilt deals less damage (13% → 11%/10%/9%) and knockback (10 (base), 130 (scaling) → 40/(105/110/115)).}}
*{{nerf|New forward smash has less reach and knockback (20 (base), 100 (scaling) → 22/90) than his old forward smash. It also has a shorter duration (frames 27-32 → 22-23).}}
***{{buff|Up tilt's higher base knockback combined with its lower ending lag makes the move much safer on hit at lower percents no longer being dangerously punishable.}}
*{{buff|Up smash is faster in both startup (frame 16 → 14) and ending lag (frame 60 → 54).}}
**{{nerf|Up tilt has less range.}}
*{{nerf|Up smash can no longer hit grounded opponents when standing on a flat surface and it deals less damage (19% → 18%) and has decreased knockback scaling (100 → 93) hindering its reliability and KO potential.}}
*[[Down tilt]]:
**{{buff|Down tilt has less startup lag (frame 11 → 6).}}
**{{nerf|Down tilt has a shorter duration (frames 11-16 → 6-9).}}
**{{nerf|Down tilt has more ending lag (FAF 22 → 23) now having 13 frames of cooldown (as opposed to 5).}}
**{{nerf|Down tilt deals less damage (8% → 7%) and has decreased base knockback (30 10).}}
***{{nerf|When combined with its increased ending lag (and the changes to shields), this means that the move no longer gives DK frame advantage on shield or even on hit at lower percents; making it more punishable and greatly hindering its setup potential.}}
*[[Dash attack]]:
**{{buff|Dash attack has less ending lag (FAF 71 → 55).}}
**{{buff|Dash attack now has a clean hit and a late hit with the clean hit dealing more knockback (120 (set), 100 (scaling) → 115 (base)/15).}}
**{{nerf|Dash attack has more startup lag with a shorter duration (frames 3-26 → 9-12 (clean)/13-20 (late)).}}
**{{nerf|Dash attack deals less damage (12% → 11% (clean), 9% (late).}}
*[[Forward smash]]:
**{{buff|Donkey Kong has a new forward smash: Donkey Kong performs a powerful clap in front of him. It has less startup (frame 27 22) and a shorter total duration (FAF 60 55) compared to the previous forward smash.}}
**{{change|Forward smash no longer deals consistent damage (20% → 20%/21% (hands/arms), 19%/18% (body)).}}
***{{buff|This makes the sweetspot on his arms slightly stronger.}}
***{{nerf|However, this makes the near hitboxes weaker.}}
**{{nerf|New forward smash has less range.}}
**{{nerf|Forward smash deals less knockback (20 (base), 100 (scaling) → 22/94 (hands/arms), 18/100 (body)).}}
**{{nerf|Forward smash has a shorter duration (frames 27-32 → 22-23) giving it more ending lag.}}
**{{nerf|Forward smash can no longer be angled.}}
*[[Up smash]]:
**{{buff|Up smash has less startup lag (frame 16 → 14), ending lag (FAF 60 → 54) and DK's hands gain intangibility sooner (frame 14 → 12).}}
**{{nerf|Up smash has less range.}}
**{{nerf|Up smash deals less damage (21% → 18%) and has decreased knockback scaling (100 → 93) hindering its KO potential.}}
*[[Down smash]]:
**{{buff|Donkey Kong has a new down smash: He holds up his arms and punches downwards in a 90° angle, with a sweetspot hitbox located in his hands. It has less startup (frame 12 → 10) and ending lag (FAF 70 → 56) compared to his old down smash.}}
**{{buff|Down smash sends opponents at a more favorable angle (60° → 115° (hands)/98° (arms)).}}
**{{nerf|Down smash has a much shorter duration (frames 12-31 → 10-13).}}
**{{nerf|Down smash deals less damage (19% → 16% (hands)/14% (arms) with only a slight increase to its base knockback (30 → 35).}}


===Aerial attacks===
===Aerial attacks===
*{{nerf|Neutral, forward and down aerials all [[auto-cancel]] later (frame 30 → 39 (neutral), frame 36 60 (forward), frame 30 → 50 (down)) and can no longer auto-cancel in a short hop.}}
*{{nerf|Neutral, forward and down aerials all [[auto-cancel]] later (frame 29 → 39 (neutral), frame 35 N/A (forward), frame 29 → 50 (down)) and can no longer auto-cancel in a short hop.}}
**{{nerf|When combined with the weakening of [[L-canceling]] and the changes to shields, this considerably hinders the combo and shield pressuring potential of all of DK's aerials.}}
*{{buff|Back and up aerials auto-cancel earlier (frame 35 → 20 (back), frame 20 → 13 (up)).}}
*{{buff|Back and up aerials auto-cancel earlier (frame 36 → 20 (back), frame 21 → 13 (up)).}}
*{{buff|Neutral aerial has less ending lag (frame 60 → 39).}}
*[[Neutral aerial]]:
*{{change|Damage output in the early and late hits of neutral aerial are changed (15% → 12% for the early hit, 9% → 10% for the late hit).}}
**{{buff|Neutral aerial has less ending lag (FAF 60 → 39).}}
*{{nerf|Neutral aerial has more startup lag and a shorter duration (frames 4-29 10-26). It also deals less damage (15% → 12% (clean), 12% → 10% (late)) hindering its KO potential.}}
**{{nerf|Neutral aerial has more startup lag with a shorter duration (frames 4-29 → 10-26).}}
*{{buff|Forward aerial's sweetspot has more base knockback (0 → 30 (clean)) making it more effective at lower percents.}}
**{{nerf|Neutral aerial has more landing lag (16 frames → 20).}}
*{{nerf|His forward aerial and down aerial have much slower start-up (frame 8 → 25 (forward), frame 6 → 18 (down)) with the former having decreased knockback scaling (100 85). Additionally, the latter's hitbox length was shortened. Forward aerial also has much more ending (frame 50 → 60) and landing lag which is exacerbated by the weakening of [[L-canceling]]. Lastly, both aerials have altered angles (-70° (forward), -90° (down) → 270° (both)) resulting in them suffering from the introduction of [[meteor canceling]] hindering their reliability.}}
**{{nerf|Neutral aerial deals less damage (15% → 12% (clean), 12% → 10% (late)) hindering its KO potential.}}
*{{buff|Donkey Kong has a new back aerial, he kicks backwards with his right foot. It has slightly faster startup (frame 8 → 7), and much less ending lag (frame 60 → 32). It also deals more damage on both the clean and late hits (12% → 13% (clean hit), 8% → 9% (late hit).}}
*[[Forward aerial]]:
*{{nerf|Back aerial's hitbox length has been slightly shortened. It also has a much shorter duration (frames 8-35 → 7-15).}}
**{{change|Forward aerial now has an early hit and a late hit. The early hit functions identically to the previous arm hitboxes while the late hit is a meteor smash like the previous hand hitbox albeit with some changes.}}
*{{buff|Donkey Kong has a new up aerial: a swinging headbutt similar to {{SSBM|Ness}}' up aerial. This new up aerial has less ending lag (frame 60 → 38) and has better comboing and KO ability due to hitting above him sooner and deals 2% more damage (12% → 14%) and has increased knockback (0 (base), 100 (scaling) → 30/90).}}
**{{buff|The late hit has altered knockback compared to the previous meteor smash hitbox (0 (base), 100 (scaling) → 50/80) making it stronger overall especially at lower percents.}}
*{{nerf|His new up aerial has less reach, more startup lag and a much shorter hitbox duration than his old up aerial (frames 3-20 → 6-8).}}
**{{nerf|Forward aerial has significantly increased startup lag with a shorter duration (frames 8-15 → 25-26 (clean)/27-29 (late)).}}
*{{buff|Donkey Kong has a new down aerial: he slams down his right foot. Down aerial deals 3% more damage (13% (clean), 10% (late) → 16%/13%), has increased base knockback (15 → 38/20), more range and has a consistently powerful hitbox, due to the removal of the late hit. It also has less ending lag (frame 60 → 55).}}
**{{nerf|Forward aerial has a new animation which is longer than the previous one (49 frames 59). This increases the move's total duration (FAF 50 → 60) as well as the amount of time the move cannot auto-cancel and the amount of time DK cannot grab the ledge after using the move.}}
*{{nerf|Down aerial has a much shorter duration due to no longer having a late hit (frames 6-29 → 18-23). Despite the removal of the late hit, down aerial still has a weaker sourspot which is situated on Donkey Kong's body.}}
***{{buff|However, the move has less ending lag overall due to its increased startup lag (now having 30 frames of cooldown instead of 34).}}
**{{nerf|Forward aerial has double the amount of landing lag (15 frames → 30).}}
**{{nerf|Forward aerial no longer has an initial or a late auto-cancel window. As a result, the move will not auto-cancel until its animation has finished which removes the move's ability to auto-cancel while the hitboxes are out and generally makes the move much worse upon landing when combined with its higher landing lag.}}
**{{nerf|Forward aerial has less range.}}
**{{nerf|The late hit's angle has been altered, now sending opponents straight down (-70° → 270°). When combined with the aforementioned changes to its landing lag as well as the weakening of L-canceling and the introduction of [[meteor canceling]]; this significantly hinders the move's utility on stage as well as its reliability off stage.}}
*[[Back aerial]]:
**{{buff|Donkey Kong has a new back aerial, he kicks backwards with his right foot. It has slightly reduced startup lag (frame 8 → 7), and much less ending lag (FAF 60 → 32).}}
**{{nerf|Back aerial has a much shorter duration (frames 8-13 (clean)/14-35 (late) → 7-8/9-15).}}
**{{nerf|Back aerial has less range especially vertically.}}
**{{nerf|Back aerial deals less damage (15% → 13% (clean), 10% → 9% (late)).}}
*[[Up aerial]]:
**{{buff|Donkey Kong has a new up aerial: a swinging headbutt. This new up aerial has less ending lag (FAF 60 → 38).}}
**{{buff|Up aerial has less landing lag (41 frames → 25).}}
**{{buff|Up aerial hits above DK sooner.}}
**{{buff|Up aerial deals more damage (12% → 14%) and has increased knockback (0 (base), 100 (scaling) → 32/90), making it much more useful at lower percents as well as improving its KO potential.}}
**{{change|Up aerial's angle has been altered (110° → 90°).}}
***{{buff|This improves its KO potential as well as its ability to lead into itself.}}
***{{nerf|However, this hinders its combo potential into DK's horizontal moves as well as its set up potential.}}
**{{nerf|Up aerial has significantly reduced range.}}
**{{nerf|Up aerial has more startup lag with a much shorter duration (frames 3-20 → 6-8).}}
*[[Down aerial]]:
**{{change|Donkey Kong has a new down aerial: he slams down his right foot.}}
**{{buff|Down aerial deals more damage (13% (clean), 10% (late) → 16% (foot), 13% (body)) and has increased base knockback (15 → 38/20).}}
**{{buff|Down aerial has less ending lag (FAF 60 → 55) and landing lag (41 frames → 31).}}
**{{nerf|Down aerial has significantly increased startup lag (frame 6 → 18).}}
***{{nerf|Down aerial has a much shorter duration due to no longer having a late hit (frames 6-29 → 18-23).}}
***{{nerf|Despite the removal of the late hit, down aerial still has a weaker sourspot which is situated on Donkey Kong's body.}}
**{{nerf|Down aerial's angle has been altered (-90° → 270°) which along with the introduction of meteor-canceling; significantly hinders its reliability.}}
**{{nerf|Down aerial has less range.}}


===Throws/other attacks===
===Throws/other attacks===
*[[Grab]]s:
*{{buff|As with all returning veterans, DK now has a pummel, up throw and down throw giving him more options out of a grab.}}
**{{buff|As with all returning veterans, DK now has a pummel, up throw and down throw giving him more options out of a grab.}}
*{{nerf|His grab range was reduced, going from the longest non-tether grab in ''Smash 64'' to below average in ''Melee''. His grabs have more startup lag (frame 6 → 8 (standing), 10 (dash)) and ending lag (frame 16 → 31 (standing), 41 (dash)).}}
**{{nerf|DK's grab range was reduced, going from the longest non-tether grab in ''Smash 64'' to below average in ''Melee''. His grabs also have more startup lag (frame 6 → 8 (standing), 10 (dash)) and ending lag (FAF 16 → 31 (standing), 41 (dash)).}}
*{{buff|Forward throw can now throw up and down, giving DK more options to combo or KO.}}
*[[Forward throw]] (cargo throw):
*{{nerf|Donkey Kong will take 10% damage if the opponent escapes from his forward throw.}}
**{{nerf|DK's opponent will no longer take damage when he picks them up with forward throw (6% → 0%).}}
*{{change|Forward throw no longer deals damage when lifting the opponent, but the opponent will take 4% more damage if they break free from Donkey Kong's forward throw (6% → 10%).}}
**{{buff|DK's opponent will now take 10% if they escape from his forward throw.}}
*{{buff|Cargo forward and back throw deal more damage (6% → 8% for (Cargo forward throw), 7% → 8% for (Cargo back throw).}}
***{{nerf|However, Donkey Kong himself will also take 10% damage if the opponent escapes from his forward throw.}}
*{{nerf|Cargo forward and back throw deal less knockback (70 (base), 80 (scaling) → 80/50).}}
**{{nerf|Due to DK's worse grab combined with the universally increased falling speeds, DK's [[Infinite throw trap]] has effectively been removed.}}
*{{nerf|Back throw does 8% less damage (18% → 10%) and knockback (80 (base), 70 (scaling) → 60/65) hindering its KO potential.}}
**{{buff|DK has received a (separate) back throw, an up throw and a down throw from his forward throw, giving DK more options to combo or KO.}}
*{{buff|Edge attack when below 100% deals 2% more damage (6% 8%) and can now hit opponents that are standing directly near the ledge.}}
**{{nerf|The introduction of wall [[tech]]ing has significantly hindered forward throw's stage spiking capabilities.}}
*{{nerf|Edge attack when below 100% has slightly less range.}}
***{{nerf|Additionally due to DK's increased falling speed and worse vertical recovery, he can no longer recover from stage spiking his opponent unless they hit him.}}
*{{buff|Edge attack when above 100% has slightly faster startup, more range and deals 4% more damage (6% → 10%).}}
**Cargo forward throw:
***{{change|DK releases opponents earlier from Cargo forward throw (frame 18 → 15).}}
***{{nerf|Cargo forward throw deals less knockback (70 (base), 80 (scaling) → 80/50) and sends opponents at a less favorable angle (45° → 55°).}}
*[[Back throw]]:
**{{change|Back throw is now weight dependent.}}
**{{nerf|Back throw deals less damage (18% → 10%) and knockback (80 (base), 70 (scaling) → 60/65) drastically hindering its KO potential (no longer being the strongest back throw).}}
**{{nerf|DK releases opponents later from back throw (frame 9 → 14) and it has much more ending lag (FAF 22 → 40).}}
*[[Edge attack]]s:
**{{buff|Under 100% edge attack has a new animation. This animation decreases its ending lag (FAF 60 55) and allows the move to hit opponents that are standing directly near the ledge.}}
**{{buff|Under 100% edge attack deals 2% more damage (6% → 8%).}}
**{{nerf|Under 100% edge attack has less intangibility (frames 1-10 → 1-5), a shorter duration (frames 9-18 → 9-16) and slightly less range.}}
**{{buff|Over 100% edge attack has less startup lag with a longer duration (frames 49-54 → 37-50), less ending lag (FAF 90 → 70), more range and deals 4% more damage (6% → 10%).}}
**{{nerf|Over 100% edge attack has less intangibility (frames 1-50 → 1-34).}}
**{{nerf|Edge attacks have less set knockback (100 → 90).}}


===Special moves===
===Special moves===
*[[Giant Punch]]:
*{{buff|[[Giant Punch]] charges faster (139 frames → 127) and has less startup (frame 23 → 17) and has much less ending lag (frame 94 47).}}
**{{change|Giant Punch now has a new animation: Donkey Kong winds up his fist back instead of merely behind himself, and now performs the attack with his left arm.}}
*{{nerf|Giant Punch has less reach, deals 6% less damage (36% → 30%), and lower knockback. It now also leaves him [[helpless]] when used in the air, which, combined with his poor vertical recovery and the move's lower power, weakens its offstage utility.}}
**{{buff|Giant Punch charges faster (139 frames → 127) as DK reaches full charge with one less wind.}}
*{{change|Giant Punch now has a new animation: Donkey Kong winds up his fist back instead of merely behind himself, and now performs the attack with his left arm.}}
**{{buff|DK can now immediately perform uncharged Giant Punch without winding it up reducing its startup lag (frame 29 → 25).}}
*{{buff|Donkey Kong now has a side special: [[Headbutt]]. It can [[bury]] grounded opponents, meteor smash aerial opponents and also does very high amounts of [[shield damage]].}}
**{{buff|Giant Punch has a longer duration when uncharged (frames 10-12 → 17 (back hit)/18-21 (front hit)).}}
*{{buff|[[Spinning Kong]] now goes a slightly longer distance and the grounded version can now KO due to no longer having set knockback. It also has less ending lag (frame 100 → 85). When Donkey Kong is spinning during the move in midair, he can also grab ledges from behind, which he could not do in ''Smash 64'' which significantly improves his recovery. The move also does 10% more damage when used in the air (23% → 33%) and has less startup lag (frame 3 → 2).}}
**{{change|Uncharged Giant Punch has a new hitbox behind DK's arm which deals vertical knockback (361° → 80°).}}
*{{nerf|Spinning Kong has less intangibility (frames 1-5 (both) → 3-5 (grounded), 2-5 (aerial)) and aerial spinning Kong has less invincibility (frames 9-48 → 11-42). Additionally if he is hit out of Spinning Kong, he will now lose the charge for his Giant Punch.}}
**{{buff|Giant Punch has much less ending lag regardless of charge (FAF 81 → 45).}}
*{{buff|[[Hand Slap]] deals 1% more damage (10% → 11%), has slightly more power, slightly higher range and less start-up.}}  
**{{buff|DK no longer has to windup his fully charged Giant Punch decreasing its startup lag (frame 23 17).}}
*{{nerf|Hand Slap has 20 frames of ending lag as opposed to being lagless in ''Smash 64''.}}
***{{nerf|However, this means that DK can no longer shield before using his fully charged Giant Punch to protect himself and still maintain the charge.}}
*{{change|Hand Slap has a new animation: Donkey Kong now alternates slapping the ground with each hand without hopping, instead of slightly hopping and successively slapping both hands onto the ground as he did in ''SSB''.}}
**{{nerf|Giant Punch has less range.}}
**{{nerf|Uncharged Giant Punch has more startup lag when released (frame 10 → 17).}}
**{{nerf|Giant Punch deals less damage when uncharged (14%-32% → 10%-30%) without full compensation on its base knockback (0 → 15).}}
**{{nerf|Fully charged Giant Punch now has a vertical hitting sourspot (361° → 80°) behind DK's arm which deals drastically lower damage (36% → 18% (grounded), 16% (aerial), and its knockback was barely increased (0 (base), 100 (scaling) → 40/90). This drastically hinders its KO potential.}}
**{{nerf|Fully charged Giant Punch deals much less damage (36% → 30% (grounded), 27% (aerial), and knockback (0 (base), 100 (scaling) → 10/90) hindering its KO potential to the point where DK's nine wind Punch is now stronger than the fully charged variant.}}
**{{nerf|Fully charged Giant Punch no longer deals extra shield damage (12 → 0).}}
**{{nerf|Fully charged Giant Punch has a shorter duration (frames 23-30 → 17 (early)/18-21 (clean)).}}
**{{nerf|Giant Punch now leaves DK [[helpless]] when used in the air making it much riskier to use off stage despite its decreased ending lag.}}
*[[Headbutt]]:
**{{change|Donkey Kong now has a side special: Headbutt. It can [[bury]] grounded opponents, meteor smash aerial opponents and also does very high amounts of [[shield damage]].}}
*[[Spinning Kong]]:
**{{buff|Spinning Kong's grounded clean hit no longer has set knockback (100 (set), 120 (scaling) → 60 (base)/100) now being an effective KO move.}}
**{{buff|Late grounded Spinning Kong has altered knockback (0 (base), 100 (scaling) → 10/90) making it connect slightly more reliably.}}
**{{buff|Spinning Kong has less ending lag (FAF 100 → 85).}}
**{{buff|Aerial Spinning Kong has less startup lag (frame 3 → 2).}}
**{{buff|Donkey Kong can now grab ledges from behind after using Spinning Kong in the air.}}
**{{buff|Spinning Kong has less landing lag once DK enters free fall (14 frames → 7).}}
**{{change|Mid Spinning Kong has altered knockback (100 (set), 120 (scaling) → 50 (base)/70).}}
***{{buff|This improves its ability to lead into the late hit.}}
***{{nerf|However, this significantly hinders its edgeguarding potential unless at high percents and generally makes the move much more punishable if it connects.}}
**{{change|Aerial Spinning Kong has altered knockback (100 (set), 120 (scaling) → 40 (base)/80).}}
***{{buff|This improves its ability to lead into the late hit.}}
***{{nerf|However, this significantly hinders its edgeguarding potential at lower percents and generally makes the move much more punishable if it connects.}}
**{{change|Aerial Spinning Kong's mid hits deals much less knockback (100 (set), 120 (scaling) → 20 (base)/70) and it has received late hits which deals extremely low damage and knockback.}}
***{{buff|This significantly increases aerial Spinning Kong's maximum damage potential (20% → 33%).}}
***{{nerf|However, this significantly hinders its edgeguarding potential and the late hits can be escaped and punished very easily.}}
**{{nerf|Spinning Kong travels less distance both horizontally and vertically.}}
**{{nerf|Spinning Kong has less intangibility (frames 1-5 (both) → 3-5 (grounded), 2-5 (aerial)) and aerial Spinning Kong grants less intangibility to DK's arms (frames 9-48 → 11-42).}}
**{{nerf|Aerial Spinning Kong deals less damage (12% (clean), 8% (late) 10%/5%/2%).}}
**{{nerf|Mid Spinning Kong has more startup lag (frame 9 → 19 (grounded), 11 (aerial)).}}
**{{nerf|If DK is hit out of Spinning Kong, he will now lose the charge for his Giant Punch. This only applies in NTSC versions of the game.}}
*[[Hand Slap]]:
**{{change|Hand Slap has a new animation: Donkey Kong now alternates slapping the ground with each hand without hopping, instead of slightly hopping and successively slapping both hands onto the ground as he did in ''Smash 64''.}}
**{{buff|Hand Slap deals more damage (10% → 11%) and shield damage (-4 → 1).}}
**{{buff|Hand Slap's first slap has less startup lag (frame 17 → 6) making the move loop significantly faster despite the loop starting later (frame 37 → 41).}}
***{{change|However, the move's startup animation is longer (2 frames → 13), giving it the same amount of startup lag when initiated.}}
**{{change|Hand Slap has altered knockback (0 (base), 150 (set), 100 (scaling) → 20/110/100 (hit 1), 30/110/100 (hit 2)).}}
**{{change|Hand Slap's angle has been altered (90° → 84°).}}
**{{change|There is a slightly longer gap between the two hand slaps (8 frames → 9).}}
**{{nerf|Hand Slap has lost its intangibility frames during its startup animation.}}
**{{nerf|Hand Slap has decreased range, especially behind DK.}}
**{{nerf|Hand Slap has has a much longer ending animation (5 frames → 20) which along with it looping later, gives it much more ending lag (FAF 42 → 61).}}
***{{nerf|When combined with the introduction of [[DI]] and the universal decrease to hitstun, this significantly hinders Hand Slap's combo potential, removing its ability to set up for easy and consistent KO confirms.}}


==Version history==
===PAL differences===
Like some other characters, Donkey Kong was slightly altered in the [[PAL]] version of ''Melee''. Donkey Kong received one beneficial change although it is not enough to drastically improve his competitive viability.
Like some other characters, Donkey Kong was slightly altered in the [[PAL]] version of ''Melee''. Donkey Kong received one beneficial change although it is not enough to drastically improve his competitive viability.


'''PAL'''
*{{buff|If Donkey Kong is hit of of Spinning Kong, he will no longer lose the charge for his Giant Punch.}}
*{{buff|If Donkey Kong is hit out of Spinning Kong, he will no longer lose the charge for his Giant Punch.}}


==Moveset==
==Moveset==
Line 251: Line 128:
{{MovesetTable
{{MovesetTable
|game=SSBM
|game=SSBM
|neutralname=Swipe ({{ja|ジャブ|Jabu}}, ''Jab'') / Uppercut ({{ja|アッパー|Appā}}, ''Upper'')
|neutralname=&nbsp;
|neutralcount=2
|neutralcount=2
|neutral1dmg=4%
|neutral1dmg=4%
|neutral2dmg=6%
|neutral2dmg=6%
|neutraldesc=Performs a quick cross punch followed by an uppercut.
|neutraldesc=Performs a quick cross punch followed by an uppercut.
|ftiltname=Backhand Slap ({{ja| コングアックス|Kongu Akkusu}}, ''Kong Axe'')
|ftiltname=&nbsp;
|ftiltangles=3
|ftiltangles=3
|ftiltupdmg=11%
|ftiltupdmg=11%
Line 262: Line 139:
|ftiltdowndmg=9%
|ftiltdowndmg=9%
|ftiltdesc=Quickly swats his outstretched hand. A good move for [[spacing]]. Can be aimed up or down.
|ftiltdesc=Quickly swats his outstretched hand. A good move for [[spacing]]. Can be aimed up or down.
|utiltname=Spider Web Swipe ({{ja|くもの巣はらい|Kumo no Su Harai}}, ''Spiderweb Sweep'')
|utiltname=&nbsp;
|utiltdmg=9-11%
|utiltdmg=9-11%
|utiltdesc=Quickly swipes his hand in the air. A decent [[juggling]] move.
|utiltdesc=Quickly swipes his hand in the air. A decent [[juggling]] move.
|dtiltname=Slouch Slap ({{ja|足もとビンタ|Ashimoto Binta}}, ''Foot Slap'')
|dtiltname=Slouch Slap
|dtiltdmg=7%
|dtiltdmg=7%
|dtiltdesc=Quickly swats his hand across the ground. Very fast with long range.
|dtiltdesc=Quickly swats his hand across the ground. Very fast with long range.
|dashname=Konga Kick ({{ja|アイアンキック|Aian Kikku}}, ''Iron Kick'')
|dashname=&nbsp;
|dashdmg=11% (clean), 9% (late)
|dashdmg=11% (clean), 9% (late)
|dashdesc=Skids to a halt and does a side-kick. Has high ending lag and surprisingly short range.
|dashdesc=Skids to a halt and does a side-kick. Has high ending lag and surprisingly short range.
|fsmashname=Kong Klap ({{ja|ダイナクラップ|Daina Kurappu}}, ''Dyna Clap'')
|fsmashname=&nbsp;
|fsmashdmg={{ChargedSmashDmgSSBM|20}} (hands), {{ChargedSmashDmgSSBM|21}} (arms), {{ChargedSmashDmgSSBM|19}} (upper body), {{ChargedSmashDmgSSBM|18}} (lower body)
|fsmashdmg={{ChargedSmashDmgSSBM|20}} (hands), {{ChargedSmashDmgSSBM|21}} (arms), {{ChargedSmashDmgSSBM|19}} (upper body), {{ChargedSmashDmgSSBM|18}} (lower body)
|fsmashdesc=Performs a very forceful clap that deals high knockback. Somewhat fast.
|fsmashdesc=Performs a very forceful clap that deals high knockback. Somewhat fast.
|usmashname=Ape Applause ({{ja|ジャンボプレス|Janbo Puresu}}, ''Jumbo Press'')
|usmashname=&nbsp;
|usmashdmg={{ChargedSmashDmgSSBM|18}}
|usmashdmg= {{ChargedSmashDmgSSBM|18}}
|usmashdesc=Claps both his hands above his head, dealing good knockback. Somewhat slow, not to mention this will not hit a grounded foe at all. DK's head and both of his arms are [[intangible]] while the hitboxes are active.
|usmashdesc=Claps both his hands above his head, dealing good knockback. Somewhat slow, not to mention this will not hit a grounded foe at all. DK's head and both of his arms are [[intangible]] while the hitboxes are active.
|dsmashname=Twin Beat ({{ja|ツインビート|Tsuin Bīto}})
|dsmashname=&nbsp;
|dsmashdmg={{ChargedSmashDmgSSBM|16}} (hands), {{ChargedSmashDmgSSBM|14}} (arms)
|dsmashdmg={{ChargedSmashDmgSSBM|16}} (hands), {{ChargedSmashDmgSSBM|14}} (arms)
|dsmashdesc=Does a double back-handed punch by bringing both his fists down 90˚ at both sides. Very fast and deals great vertical knockback.
|dsmashdesc=Does a double back-handed punch by bringing both his fists down 90˚ at both sides. Very fast and deals great vertical knockback.
|nairname=Kong Whirl ({{ja|ドンキーラリアット|Donkī Rariatto}}, ''Donkey Lariat'')
|nairname=&nbsp;
|nairdmg=12% (clean), 10% (late)
|nairdmg=12% (clean), 10% (late)
|nairdesc=Quickly spins in the air with both of his arms extended. Has quick startup and small ending lag.
|nairdesc=Quickly spins in the air with both of his arms extended. Has quick startup and small ending lag.
|fairname=Hammer Knuckle ({{ja|ハンマーナックル|Hanmā Nakkuru}})
|fairname=&nbsp;
|fairdmg=16%
|fairdmg=16%
|fairdesc=Puts his fists together above his head, then does a powerful ax-handle swing downwards. This move can [[meteor smash]] opponents the moment Donkey Kong swings his hands in front of his face. Resembles his midair attack from ''Donkey Kong 64''.
|fairdesc=Puts his fists together above his head, then does a powerful ax-handle swing downwards. This move can [[meteor smash]] opponents the moment Donkey Kong swings his hands in front of his face. Resembles his midair attack from ''Donkey Kong 64''.  
|bairname=Back Kick ({{ja|コングロケット|Kongu Roketto}}, ''Kong Rocket'')
|bairname=&nbsp;
|bairdmg=13% (clean), 9% (late)
|bairdmg=13% (clean), 9% (late)
|bairdesc=Performs a quick kick directed behind him that lingers briefly. A good [[edgeguarding]] move.
|bairdesc=Performs a quick kick directed behind him that lingers briefly. A good [[edgeguarding]] move.
|uairname=Flying Headbutt ({{ja|エアヘッドバット|Ea Heddobatto}}, ''Air Headbutt'')
|uairname=&nbsp;
|uairdmg=14%
|uairdmg=14%
|uairdesc=Performs a quick headbutt upwards. Combos into another up aerial. Has a large [[autocancel]] window.
|uairdesc=Performs a quick headbutt upwards. Combos into another up aerial. Has a large [[autocancel]] window.
|dairname=Flying Stomp ({{ja|エアスタンピード|Ea Sutanpīdo}}, ''Air Stampede'')
|dairname=&nbsp;
|dairdmg=16% (foot), 13% (body)
|dairdmg=16% (foot), 13% (body)
|dairdesc=Performs a downward stomp whilst holding his arms up in a macho pose. A [[meteor smash]].
|dairdesc=Performs a downward [[stomp (archetype)|stomp]] whilst holding his arms up in a macho pose. A [[meteor smash]].
|grabname=Grab ({{ja|つかみ|Tsukami}})
|grabname=
|grabdesc=
|grabdesc=
|pummelname=Jungle Chop ({{ja|つかみチョップ|Tsukami Choppu}}, ''Grab Chop'')
|pummelname=&nbsp;
|pummeldmg=3%
|pummeldmg=3%
|pummeldesc=Karate chops the foe.
|pummeldesc=Karate chops the foe.
|fthrowname=Kong Karry ({{ja|リフティング|Rifutingu}}, ''Lifting'')
|fthrowname=Kong Karry
|fthrowdmg=10% (breakout), 8% (forward/backward), 7% (up), 6% (down)
|fthrowdmg=10% (breakout), 8% (forward/backward), 7% (up), 6% (down)  
|fthrowdesc=Regardless of the opponent's size, DK heaves the opponent onto his back. Then, he can perform any of the following throws listed below. One side note is that Donkey Kong will receive 10% damage if the opponents breaks free of his grab by [[button mashing]].<br/>
|fthrowdesc=Regardless of the opponent's size, DK heaves the opponent onto his back. Then, he can perform any of the following throws listed below. One side note is that Donkey Kong will receive 10% damage if the opponents breaks free of his grab by [[button mashing]].<br/>
Forward: Tosses opponent forward.<br/>
Forward: Tosses opponent forward.<br/>
Back: Tosses opponent behind him.<br/>
Back: Tosses opponent behind him.<br/>
Up: Tosses opponent upwards. Its low knockback makes it his main combo throw. Can also chain grab fastfallers.<br/>
Up: Tosses opponent upwards. Can chain grab fastfallers.<br/>
Down: Tosses opponent like a bowling ball, similar to Kiddy Kong's throwing animation in ''Donkey Kong Country 3''.
Down: Tosses opponent like a bowling ball.
|bthrowname=Donkey Fling ({{ja|ダイレクトスルー|Dairekuto Surū}}, ''Direct Throw'')
|bthrowname=&nbsp;
|bthrowdmg=11%
|bthrowdmg=11%
|bthrowdesc=Swings his arm back and throws the opponent behind him.
|bthrowdesc=Swings his arm back and throws the opponent behind him.
|uthrowname=Coconut Toss ({{ja|ココナッツリフト|Kokonattsu Rifuto}}, ''Coconut Lift'')
|uthrowname=&nbsp;
|uthrowdmg=9%
|uthrowdmg=9%
|uthrowdesc=Throws foe upwards with one hand. Can [[chaingrab]] fastfallers, much like his cargo up throw.
|uthrowdesc=Throws foe upwards with one hand. Can [[chaingrab]] fastfallers, much like his cargo up throw.
|dthrowname=Simian Slam ({{ja|パイルドロップ|Pairu Doroppu}}, ''Pile Drop'')
|dthrowname=&nbsp;
|dthrowdmg=7%
|dthrowdmg=7%
|dthrowdesc=Violently slams the opponent into the ground with one hand. Can chaingrab.
|dthrowdesc=Violently slams the opponent into the ground with one hand. Can chaingrab.
Line 336: Line 213:
|usname=Spinning Kong
|usname=Spinning Kong
|usdmg=Ground: 12% (startup), 8% (loop early), 3% (loop late)<br/>Air: 10% (startup), 4-5% (loop early), 2% (loop late)
|usdmg=Ground: 12% (startup), 8% (loop early), 3% (loop late)<br/>Air: 10% (startup), 4-5% (loop early), 2% (loop late)
|usdesc=Donkey Kong twirls around like a helicopter, hitting multiple times. Has great horizontal coverage, lacking height. DK's arms are intangible during the first half of the move when used in the air.
|usdesc=Donkey Kong twirls around like a helicopter, hitting multiple times. Has great horizontal coverage, lacking vertical distance. DK's arms are intangible during the first half of the move when used in the air.  
|dsname=Hand Slap
|dsname=Hand Slap
|dsdmg=11%
|dsdmg=11%
|dsdesc=Donkey Kong delivers an earth-shaking blow to the ground, sending nearby enemies skyward. It has considerable power, consistent and repetitive damage, and a large quake hitbox. This attack has [[Priority#Transcendent_priority|transcendent priority]] and will only hit grounded opponents.
|dsdesc=Donkey Kong delivers an earth-shaking blow to the ground, sending nearby enemies skyward. It has considerable power, consistent and repetitive damage, and a large quake hitbox. This attack has [[Priority#Transcendent_priority|transcendent priority]] and will only hit grounded opponents.
}}
}}
===Stats===
'''NTSC'''
{{Attributes
|cast = 26
|weight = 114
|rweight = 2
|dash = 1.6
|rdash = 9
|run = 1.6
|rrun = 8-10
|walk = 1.2
|rwalk = 6-10
|trac = 0.08
|rtrac = 7-13
|airfric = 0.02
|rairfric = 4-9
|air = 1
|rair = 6-9
|baseaccel = 0.02
|rbaseaccel = 2-23
|addaccel = 0.02
|raddaccel = 25
|gravity = 0.1
|rgravity = 12-13
|fall = 2.4
|rfall = 4-5
|ff = 2.96
|rff = 6
|jumpsquat = 5
|rjumpsquat = 16-22
|jumpheight = 37.8
|rjumpheight = 15
|shorthop = 10.66
|rshorthop = 4
|djump = 28.968
|rdjump = 8
}}
'''PAL'''
{{Attributes
|cast = 26
|weight = 114
|rweight = 2
|dash = 1.6
|rdash = 9
|run = 1.6
|rrun = 8-10
|walk = 1.2
|rwalk = 6-10
|trac = 0.08
|rtrac = 7-13
|airfric = 0.02
|rairfric = 4-9
|air = 1
|rair = 6-8
|baseaccel = 0.02
|rbaseaccel = 2-23
|addaccel = 0.02
|raddaccel = 25
|gravity = 0.1
|rgravity = 12-13
|fall = 2.4
|rfall = 4-5
|ff = 2.96
|rff = 6
|jumpsquat = 5
|rjumpsquat = 16-22
|jumpheight = 37.8
|rjumpheight = 15
|shorthop = 10.66
|rshorthop = 4
|djump = 28.968
|rdjump = 8
}}
===[[Announcer]] call===
[[File:Donkey Kong Announcer SSBM.wav]]


===[[Taunt]]===
===[[Taunt]]===
Line 444: Line 243:
|char=DK}}
|char=DK}}


==In [[competitive play]]==
==In [[Competitive play]]==
===Most historically significant players===
===[[Character matchups (SSBM)|Matchups]]===
<!--This character has a ten player limit for this section. Before adding and/or removing a player, read these guidelines: https://www.ssbwiki.com/SmashWiki:Notability#%22Most_historically_significant_players%22_guidelines -->
{{SSBMMatchupTable|donkeykong=yes}}
:''See also: [[:Category:Donkey Kong players (SSBM)]]''
Donkey Kong has an above-average matchup spread for his tier. He is countered by 5 characters, soft-countered by 5 (including Mewtwo, who is ranked lower than DK), has 4 even matchups, counters 6, and soft-counters 5. DK does rather well against characters who can be comboed with ease, such as {{SSBM|Bowser}} and {{SSBM|Samus}}, and characters who have poor range/survivability, like {{SSBM|Zelda}} and {{SSBM|Pichu}}. However, DK struggles against characters with powerful comboing tools, edgeguarding options, and characters who have access to chaingrabs against him ({{SSBM|Sheik}} is very notorious in all 3 categories). Pretty much every character in the top/high tier have tools to compete with DK efficiently, which is a problem. Characters like Fox and Falco can easily combo and edgeguard DK into an almost-guaranteed death, and others like Sheik and Ganondorf can chaingrab him to very high percents into a KO (sometimes zero-to-death). In the end, DK has some decent advantages, but also notable disadvantages to mitigate the positives, which results in DK being an overall situational character with low tournament representation and results (despite his above average matchups).


*{{Sm|Bum|USA}} - Gathered notoriety as one of the first strong Donkey Kong players. His 4th place run at {{Trn|MLG Long Island 2007}} marks the strongest placement for the character during the MLG era. At the same tournament, he also garnered multiple wins over {{Sm|Isai}} and {{Sm|ChuDat}}.
In the current metagame, it is unknown how well Donkey Kong's matchups are. Several characters above him - namely Yoshi, Luigi and Pikachu - have had their metagames developed in the years since the last matchup chart and are looking to be more dominant in the meta. His matchups against the higher-tier characters are looking to be more troubling due their increasing metas. This may result in DK having a worse matchup chart than originally thought.
*{{Sm|ckyulmiqnudaetr|USA}} - Formerly a Fox and Ice Climbers player who switched to Donkey Kong, becoming the second best in the world behind Junebug, currently ranking 29th on [[SSBMRank Summer 2024]]. Has maintained consistently strong placements at both majors and regionals, placing 13th at {{Trn|Get On My Level X}} and {{Trn|Supernova 2024}}, 9th at {{Trn|Riptide 2024}}, as well as 1st at {{Trn|BODIED 7}} with wins over {{Sm|KJH}}, {{Sm|Zuppy}}, {{Sm|Ossify}}, {{Sm|Kevin Maples}}, and notably defeating {{Sm|Moky}}
 
*{{Sm|Green Ranger|USA}} - Previously considered the best Donkey Kong player in the world. He placed 9th at {{Trn|Fight Pitt V}} while making an upset over {{Sm|Duck}}, and made decent placements at other tournaments, such as 25th at {{Trn|Super Nebulous 3}} and 49th at {{Trn|Royal Flush}}.
===Notable players===
*{{Sm|Junebug|USA}} - The best Donkey Kong player in the world. He has won several regionals with Donkey Kong, including [[Tournament:Xanadu Legends - Xanadu 500 Edition|Xanadu Legends 500]] and {{Trn|Patchwork 2024}}, along with high placements at several majors, including 13th at {{Trn|The Big House 11}} and 17th at {{Trn|Collision 2023}} with wins over top players such as {{Sm|Magi}}, {{Sm|Polish}}, {{Sm|Ginger}}, and {{Sm|Salt}}, and became the first Donkey Kong player to be ranked top 50 in the world, most recently ranking 27th on the [[SSBMRank Summer 2024]], all of which started a major discussion for Donkey Kong's true viability as a character. His 3rd place finish at {{Trn|Supernova 2024}} marked not only the character's first major top 3, but Donkey Kong's best placement and performance of all time, taking sets over {{Sm|Joshman}}, {{Sm|Axe}}, and {{Sm|Zamu}}.
:''See also: [[:Category:Donkey Kong professionals (SSBM)]]''
*{{Sm|Moe|Denmark}} - One of the best Donkey Kong players in the world later in the game's lifespan. He has shown the best Donkey Kong placements in Europe, with 9th at {{Trn|Valhalla IV}} and 17th at {{Trn|Fête 3: By the Sea}}, where he notably defeated {{Sm|Frenzy}} 3-0 and went game 5 with {{Sm|Aklo}}. He has been the best player in Denmark for years, being ranked first in the country from 2019 to 2022.
====Active====
*{{Sm|Phish-It|USA}} - Previously considered the best Donkey Kong player in the world during the early 2010s. He made great major placements such as 9th at {{Trn|Zenith 2014}} and supermajor placements of 33rd at both {{Trn|EVO 2013}} and {{Trn|The Big House 4}}, which were considered some of the best supermajor results of the character at the time.
*{{Sm|Iori|USA}} - Took a set off of {{Sm|Overtriforce}} using Donkey Kong.
*{{Sm|Ringler|USA}} - One of the best Donkey Kong players in the world. He came to prominence with his 25th at {{Trn|Mainstage}} with a notable upset over {{Sm|La Luna}} in his bracket. While he is more inactive in the post-Slippi era compared to other Donkey Kong players, he has maintained strong placements at national events he has attended, finishing 25th at both {{Trn|Mainstage 2021}} and {{Trn|Pat's House 4}}, and 33rd at both {{Trn|Super Smash Con 2022}} and {{Trn|Riptide 2023}}. He has beaten players such as {{Sm|KoDoRiN}}, {{Sm|Joshman}}, {{Sm|Westballz}}, and {{Sm|Shroomed}}.
*{{Sm|Ringler|USA}}
*{{Sm|Chandy|USA}}
*{{Sm|Green Ranger|USA}} - Often considered the best Donkey Kong in the world alongside {{Sm|Phish-It}}.
*{{Sm|K-12|Spain}}
*{{Sm|Moe|Denmark}} - Top 5 player in Denmark, Took a set off {{Sm|Professor Pro}} and took a game off The Moon at beast 6
*{{Sm|NJzFinest|USA}}
*{{Sm|Phish-It|USA}} - Often considered the best Donkey Kong in the world alongside {{Sm|Green Ranger}}.
*{{Sm|Westballz|USA}}
 
====Inactive====
*{{Sm|Bum|USA}}
*{{Sm|Captain Jack|Japan}}
*{{Sm|Eikelmann|USA}}
*{{Sm|MEXICAN|USA}}
*{{Sm|Nedech|Sweden}}


===Tier placement and history===
===Tier placement and history===
Donkey Kong is currently ranked as 16th on the tier list in the C- tier, making him a situational character in high-level tournament play at first glance. This tier placing, however, is significantly better than his initial tier placings; Donkey Kong was initially viewed as a low-to-bottom tiered character in the early ''Melee'' metagame, placing at 20th/21st with Roy on the first tier list. In the next few tier lists, Donkey Kong would frequently appear at this rank, with his lowest ranking being 22nd on the sixth tier list. Much like Bowser, Donkey Kong was often derided for his large hurtbox and high falling speed, making him an easy target for combos and attacks in general, and despite his superior base speed compared to Bowser, he was regarded as too slow to keep up with many characters that were higher-tiered than him.
Donkey Kong is currently ranked as 17th on the tier list in the E tier, making him a situational character in high-level tournament play. This tier placing, however, is significantly better than his initial tier placings; Donkey Kong was initially viewed as a low-to-bottom tiered character in the early ''Melee'' metagame, placing at 20th/21st with Roy on the first tier list. In future tier lists, Donkey Kong would frequently appear at this rank, with his lowest ranking being 22nd on the sixth tier list. Much like Bowser, Donkey Kong was often derided for his large hurtbox and high falling speed, making him an easy target for combos and attacks in general, and despite his slightly better base speed than Bowser, he was regarded as too slow to keep up with many characters that were higher-tiered than him.


However, devoted Donkey Kong mains began to improve the character’s metagame, notably by demonstrating that his supposed speed issues were inaccurate; players have demonstrated Donkey Kong had a surprisingly fast and powerful aerial game, and that his dash-dance was also effective, especially when compounded with his unforgiving punish and throwing game. Thanks to the efforts of players like {{Sm|Phish-It}} and {{Sm|Green Ranger}}, Donkey Kong would jump to 16th on the seventh tier list, formally entering the middle tiers, and would maintain similar rankings on future tier lists.
Devoted Donkey Kong mains, however, began to immediately improve Donkey Kong's metagame, notably by demonstrating that Donkey Kong's supposed speed issues were incorrect; it was demonstrated that Donkey Kong had a surprisingly fast and powerful aerial game, and that his dash-dance was also effective, especially when compounded with his throwing game. As a result of these improvements, Donkey Kong immediately jumped to the 16th place on the seventh tier list, and he ultimately peaked at the 13th position on the ninth tier list. His tier ranking, however, slightly fell following this, leading to his current tier placing. Donkey Kong's few active mains, namely {{Sm|Phish-It}} and {{Sm|Green Ranger}}, perform excellently at local tournaments, but suffer lower placements in majors.


In 2022 and 2023, another “Donkey Kong renaissance” would occur thanks to a massive upswing in Donkey Kong's usage and a stronger level of consistency at higher level tournaments. 2023 saw the character’s strongest year yet; three Donkey Kong players placed in the top 100 of the [[SSBMRank 2023|2023 SSBMRank]], spearheaded by {{Sm|Junebug}}, who was ranked 40th due to performances such as his 13th-place finish at {{Trn|The Big House 11}}, the best Donkey Kong placement in over a decade. In 2024, all three Donkey Kong players ranked in the previous year were ranked in the top 50 for the first half of the year, with Junebug and {{sm|ckyulmiqnudaetr}} scoring big wins at regionals {{Trn|Patchwork 2024}} and Bodied 7 respectively, the former considered by many as DK's biggest win to date, as well as an impressive 3rd place showing from Junebug at {{Trn|Supernova 2024}} marking the character's first major top 8. As a result of these considerable metagame developments, Donkey Kong has become a more respected presence in high-level play, and many agree his tier list placement is no longer accurate.
==In [[Solo#1-P_Mode|1-P Mode]]==
 
==In 1-P Mode==
==={{SSBM|Classic Mode}}===
==={{SSBM|Classic Mode}}===
Donkey Kong appears in a one-on-one, as an ally, on a team with {{SSBM|Fox}}, in a giant battle, in a multi-man battle, or in the metal battle. Donkey Kong appears in {{SSBM|Kongo Jungle}} or [[Jungle Japes]] except the metal battle, where he appears in {{SSBM|Battlefield}} instead.
Donkey Kong appears in a one-on-one, as an ally, on a team with {{SSBM|Fox}}, in a giant battle, in a multi-man battle, or in the metal battle. Donkey Kong appears in {{SSBM|Kongo Jungle}} or [[Jungle Japes]] except the metal battle, where he appears in {{SSBM|Battlefield}} instead.
Line 481: Line 292:
*'''[[Event 25: Gargantuans]]''': A scenario designed as a homage to [[wikipedia:kaiju|kaiju movies]] and their various tropes. On the [[Fourside]] stage with unlimited time, the player plays as a giant-sized Bowser (symbolically representing {{s|wikipedia|Godzilla}}, a movie monster from Japan) with 1 stock against a giant-sized Donkey Kong (symbolically representing {{s|wikipedia|King Kong}}, a movie monster from the United States) with two stock. Two other characters on the match are a tiny Mario and a tiny Peach, who can be KOed within seconds by either Donkey Kong or Bowser.
*'''[[Event 25: Gargantuans]]''': A scenario designed as a homage to [[wikipedia:kaiju|kaiju movies]] and their various tropes. On the [[Fourside]] stage with unlimited time, the player plays as a giant-sized Bowser (symbolically representing {{s|wikipedia|Godzilla}}, a movie monster from Japan) with 1 stock against a giant-sized Donkey Kong (symbolically representing {{s|wikipedia|King Kong}}, a movie monster from the United States) with two stock. Two other characters on the match are a tiny Mario and a tiny Peach, who can be KOed within seconds by either Donkey Kong or Bowser.


===[[Congratulations_screen#Super_Smash_Bros._Melee|Congratulations Screens]]===
===[[Congratulations_screen#Super_Smash_Bros._Melee|Ending Images]]===
<center>
<center>
<gallery>
<gallery>
DonkeyKongClassicMode.jpg|Classic Mode
DonkeyKongClassicMode.jpg|Classic Mode  
DonkeyKongAdventureMode.jpg|Adventure Mode
DonkeyKongAdventureMode.jpg|Adventure Mode  
DonkeyKongAllStarMode.jpg|All-Star Mode
DonkeyKongAllStarMode.jpg|All-Star Mode
</gallery>
</gallery>
</center>
</center>


==[[Trophies]]==
==Trophy descriptions==
In addition to the normal trophy about Donkey Kong as a character, there are two trophies about him as a fighter, unlocked by completing both [[Adventure Mode|Adventure]] and [[All-Star]] modes respectively with Donkey Kong on any difficulty:
In addition to the normal trophy about Donkey Kong as a character, there are two trophies about him as a fighter, unlocked by completing both [[Adventure Mode|Adventure]] and [[All-Star]] modes respectively with Donkey Kong on any difficulty:


{{Trophy/Fighter
:'''Donkey Kong'''
|name=Donkey Kong
:''While he now prefers the laid-back jungle lifestyle to construction site mischief, DK is often forced back into action by the Kremling Krew. The great ape is quite fast despite his burly physique, and he keeps his strength up with a steady diet of his favorite food: bananas. His one extravagance (and only piece of clothing) is a monogrammed necktie.''
|image=Donkey Kong Trophy Melee.png
:*Donkey Kong Arcade 1981
|mode=Classic
 
|desc=While he now prefers the laid-back jungle lifestyle to construction site mischief, DK is often forced back into action by the Kremling Krew. The great ape is quite fast despite his burly physique, and he keeps his strength up with a steady diet of his favorite food: bananas. His one extravagance (and only piece of clothing) is a monogrammed necktie.
:'''Donkey Kong''' [<span style="color:#FF0000">Smash</span>]
|gamelist={{Trophy games|game1=Donkey Kong|release1=Arcade 1981}}
:''Donkey Kong is a huge target in a fight, so he hates crowds. When he's in the fray, his Giant Punch deals serious damage to multiple opponents. The big ape's Headbutt hits so hard that it temporarily buries opponent's in the ground. DK is a lot faster than he looks, and he's lethal in the hands of a master.''
|game=Melee
:*B: Giant Punch
}}
:*Smash B: Headbutt
{{clrl}}


{{Trophy/Fighter
:'''Donkey Kong''' [<span style="color:#0000FF">Smash</span>]
|name=Donkey Kong
:''Being the strongest simian around, DK has the upper hand once he grabs an opponent. He can even lift his foe up and make him or her an unwilling traveling companion; if DK grabs you, shake your Control Stick as fast as you can to break his grip. His Spinning Kong covers more lateral distance than vertical, so use it quickly to recover.''
|image=Donkey Kong Trophy (Smash).png
:*Up & B: Spinning Kong
|mode=Adventure
:*Down & B: Hand Slap
|desc=Donkey Kong is a huge target in a fight, so he hates crowds. When he's in the fray, his Giant Punch deals serious damage to multiple opponents. The big ape's Headbutt hits so hard that it temporarily buries opponents in the ground. DK is a lot faster than he looks, and he's lethal in the hands of a master.
|gamelist=:B: Giant Punch
:Smash B: Headbutt
|game=Melee
}}
{{clrl}}


{{Trophy/Fighter
<center>
|name=Donkey Kong
<gallery>
|image=Donkey Kong Trophy (Smash 2).png
Donkey Kong Trophy Melee.png|Classic
|mode=All Star
Donkey Kong Trophy (Smash).png|[<span style="color:#FF0000">Smash</span>]
|desc=Being the strongest simian around, DK has the upper hand once he grabs an opponent. He can even lift his foe up and make him or her an unwilling traveling companion; if DK grabs you, shake your Control Stick as fast as you can to break his grip. His Spinning Kong covers more lateral distance than vertical, so use it quickly to recover.
Donkey Kong Trophy (Smash 2).png|[<span style="color:#0000FF">Smash</span>]
|gamelist=:Up & B: Spinning Kong
</gallery>
:Down & B: Hand Slap
</center>
|game=Melee
}}
{{clrl}}


==[[Alternate costume (SSBM)#Donkey Kong|Alternate costumes]]==
==[[Alternate costume (SSBM)#Donkey Kong|Alternate costumes]]==
Line 541: Line 342:
<gallery>
<gallery>
SSBM Donkey Kong HQ.jpg|Official artwork of Donkey Kong
SSBM Donkey Kong HQ.jpg|Official artwork of Donkey Kong
SSBMWebsiteDonkeyKong1.jpg|[[Jump]]ing on [[Jungle Japes]].
SSBMWebsiteDonkeyKong1.jpg|Donkey Kong jumping on [[Jungle Japes]].
SSBMWebsiteDonkeyKong2.jpg|Using [[Spinning Kong]] on {{SSBM|Fox}} on [[Temple]].
SSBMWebsiteDonkeyKong2.jpg|Donkey Kong attacking {{SSBM|Fox}} on [[Temple]] with [[Spinning Kong]].
SSBMWebsiteDonkeyKong3.jpg|Using [[Giant Punch]] on {{SSBM|Link}} on [[Brinstar]].
SSBMWebsiteDonkeyKong3.jpg|Donkey Kong attacking {{SSBM|Link}} on [[Brinstar]] with [[Giant Punch]].
SSBMWebsiteDonkeyKong4.jpg|Carrying [[Ice Climbers (SSBM)|Nana]] off the stage on Temple.
SSBMWebsiteDonkeyKong4.jpg|Donkey Kong carrying [[Ice Climbers (SSBM)|Nana]] off the stage on [[Temple]].
SSBMWebsiteDonkeyKong5.jpg|[[Bury]]ing {{SSBM|Samus}} with [[Headbutt]] on Temple.
SSBMWebsiteDonkeyKong5.jpg|Donkey Kong burying {{SSBM|Samus}} on [[Temple]] with his [[Headbutt]].
SSBMWebsiteDonkeyKong6.jpg|[[Taunt]]ing alongside {{SSBM|Bowser}} and {{SSBM|Captain Falcon}} on [[Yoshi's Story]].
SSBMWebsiteDonkeyKong6.jpg|Donkey Kong taunting alongside {{SSBM|Bowser}} and {{SSBM|Captain Falcon}} on [[Yoshi's Story]].
LinkClassicMode.jpg|[[Crouch]]ing on [[Peach's Castle]].
LinkClassicMode.jpg|Crouching on [[Peach's Castle]]
LuigiAdventureMode.jpg|Using his [[up smash]] on [[Great Bay]].
LuigiAdventureMode.jpg|Performing an [[up smash]] on [[Great Bay]]
YoshiAllStarMode.jpg|Battling a giant {{SSBM|Yoshi}} on [[Fourside]].
YoshiAllStarMode.jpg|Battling a giant {{SSBM|Yoshi}} on [[Fourside]]
KirbyAllStarMode.jpg|Posing with {{SSBM|Kirby}} on {{SSBM|Kongo Jungle}}.
KirbyAllStarMode.jpg|Posing with {{SSBM|Kirby}} on {{SSBM|Kongo Jungle}}
JigglypuffAllStarMode.jpg|[[Asleep|Sleeping]] next to {{SSBM|Jigglypuff}} on Great Bay.
JigglypuffAllStarMode.jpg|[[Asleep|Sleeping]] with {{SSBM|Jigglypuff}} on Great Bay
</gallery>
</gallery>
</center>
</center>


==Trivia==
==Trivia==
[[File:DK grab glitch.gif|thumb|Donkey Kong abusing {{SSBM|Pikachu}}'s [[AI]].]]
[[File:DK grab glitch.gif|thumbnail|Donkey Kong abusing {{SSBM|Pikachu}}'s [[AI]].]]
[[File:DonkeyKongTPoseMelee.png|250px|thumb|Donkey Kong's infamous [[bind pose]] glitch.]]
*DK has a [[hurtbox]] attached to his necktie, which may have been placed to prevent thin projectiles or other similar attacks from missing hits due to their chances of slipping between DK's arms and ending in the empty space of his standing animation. However, it also artificially inflates his overall hurtbox in many other animations.
*DK has a [[hurtbox]] attached to his necktie, which may have been placed to prevent thin projectiles or other similar attacks from missing hits due to their chances of slipping between DK's arms and ending in the empty space of his standing animation. However, it also artificially inflates his overall hurtbox in many other animations.
*Donkey Kong is the only character in the game to have an aerial attack that cannot be [[auto-cancel]]ed, being his forward aerial (auto-cancels on frame 85, but only has 60 frames in its entire attack duration). However, 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. Likewise, his up smash was supposed to interrupt on frame 40, but due to using the wrong type of timing function, it lacks IASA frames. Both of these errors were carried over in ''Brawl'' and ''SSB4'', though in ''SSB4'', his up smash now has IASA frames (interrupts on frame 50).
*Donkey Kong is the only character in the game to have an aerial attack that cannot be [[auto-cancel]]ed, being his forward aerial (auto-cancels on frame 85, but only has 60 frames in its entire attack duration). However, 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. Likewise, his up smash was supposed to interrupt on frame 40, but due to using the wrong type of timing function, it lacks IASA frames. Both of these errors were carried over in ''Brawl'' and ''SSB4'', though in ''SSB4'', his up smash now has IASA frames (interrupts on frame 50).
*Donkey Kong's [[Headbutt]] and the [[Poké Ball]] Pokémon [[Togepi]]'s Magnitude are the only attacks in ''Melee'' that can [[Buried|bury]] opponents.
*Donkey Kong's side special, [[Headbutt]] and [[Togepi]]'s Magnitude are the only moves in ''Melee'' that can [[Buried|bury]] opponents.  
*Donkey Kong has 3 meteor smashes, tied with {{SSBM|Roy}} and {{SSBM|Falco}} for most spikes and meteors in ''Melee''.
*Donkey Kong has 3 meteor smashes, more than any other character in ''Melee''.
*Donkey Kong and {{SSBM|Peach}} are the only characters in ''Melee'' who cannot use their down special in the air.
*Donkey Kong and {{SSBM|Peach}} are the only characters in ''Melee'' who cannot use their down special in the air.
*When ''Melee'' was in development, Donkey Kong was planned to use voice clips from ''Donkey Kong 64'' instead of reusing clips from the previous game.
*Whenever Donkey Kong enters the stage on certain modes in 1-P Mode (excluding Classic Mode, Adventure Mode, Event matches, and the first stage in All-Star Mode), he can be seen briefly in his [[bind pose]] position.
*Whenever Donkey Kong enters the stage on certain modes in 1-P Mode (excluding Classic Mode, Adventure Mode, Event matches, and the first stage in All-Star Mode), he can be seen briefly in his [[bind pose]] position.
*If the [[Launch rate|damage ratio]] of a match is 0.5, and DK [[grab]]s, [[throw]]s, and quickly re-grabs, and cargo carries a [[Artificial intelligence|computer player]] before they touch the ground, the computer player will never break free by themselves, even if they become [[invincible]]; they can only break free when DK decides to throw them or they are affected by something (getting [[attack]]ed, changing size, and so on).
*If the [[Launch rate|damage ratio]] of a match is 0.5, and DK [[grab]]s, [[throw]]s, and quickly re-grabs, and cargo carries a [[CPU]] before it touches the ground, the CPU will never break free by itself, even if it becomes [[invincible]]; they can only break free when DK decides to throw them or the CPU is affected by something (getting [[attack]]ed, changing size, and so on).
*''Melee'' is the first game where the Donkey Kong from ''Donkey Kong Country'' has visible teeth in his 3D model in-game.
*''Melee'' marks the final game that Donkey Kong is the sole representative of the {{uv|Donkey Kong}} universe.
*In the NTSC versions of the game, Donkey Kong is one of four characters (alongside {{SSBM|Sheik}}, {{SSBM|Samus}}, and {{SSBM|Kirby}}) whose neutral special charge is lost if hit out of at least one specific special move.
**Of these characters, only Donkey Kong received a fix addressing this issue in the PAL version.


==External links==
*[https://www.nintendo.co.jp/n01/n64/software/nus_p_nalj/smash/flash/0904/index.html Donkey Kong's page at Smabura-Ken]
*[[smashwiki:26TP/Donkey Kong|Translation]]
{{SSBMCharacters}}
{{SSBMCharacters}}
{{EnemiesAdvSSBM}}
{{EnemiesAdvSSBM}}
{{Donkey Kong universe}}
{{Donkey Kong universe}}
[[Category:Donkey Kong (SSBM)| ]]
[[Category:Donkey Kong universe]]
[[Category:Donkey Kong (SSBM)]]
[[Category:Trophies (SSBM)]]
[[Category:Trophies (SSBM)]]
[[es:Donkey Kong (SSBM)]]

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