Editing Donkey Kong (SSBM)
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'''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. | '''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. | ||
Donkey Kong | Like {{SSBM|Bowser}}, Donkey Kong has no voice actor and instead of being voiced by Grant Kirkhope, he uses realistic gorilla grunts and roars, similarly to his sounds in ''Super Smash Bros.'' | ||
He is currently | 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. | ||
==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 | 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 | 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 | 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 | 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 ''[[Super Smash Bros.]]''== | ||
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 ''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. | ||
Regardless, Donkey Kong ranks better relative to the cast in ''Melee'' than he does in ''SSB64'', now ranking | 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=== | ||
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===Attributes=== | ===Attributes=== | ||
*{{buff|Donkey Kong | *{{buff|Donkey Kong walks significantly faster (0.32 → 1.2), going from the 3rd slowest in ''Smash 64'' to the 6th fastest in ''Melee''.}} | ||
*{{ | *{{buff|Donkey Kong dashes faster (48 → 1.6), now having the 10th fastest dashing speed in ''Melee''.}} | ||
*{{buff|Donkey Kong's air speed is faster (30 → 1), going from the 7th highest out of 12 characters in ''Smash 64'' to the 6th highest out of 26 characters in ''Melee''.}} | |||
*{{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 | *{{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.}} | ||
*{{ | *{{change|Donkey Kong's falling speed has significantly increased (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 however, it also makes him considerably more vulnerable to combos and worsens his already poor vertical recovery.}} | ||
*{{change|Donkey Kong | |||
**{{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|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.}} | ||
*{{change|Donkey Kong's gravity is higher (3 → 0.1).}} | |||
*{{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's jumpsquat is shorter (6 frames → 5).}} | |||
*{{change|Donkey Kong's [[short hop]] is lower.}} | |||
*{{nerf|Donkey Kong's double jump is lower.}} | |||
*{{nerf|Donkey Kong's landing animation is longer (4 frames → 5).}} | *{{nerf|Donkey Kong's landing animation is longer (4 frames → 5).}} | ||
**{{buff|However, his hard landing animation is shorter (8 frames → 5).}} | **{{buff|However, his hard landing animation is shorter (8 frames → 5).}} | ||
*{{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.}} | ||
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*[[Forward tilt]]: | *[[Forward tilt]]: | ||
**{{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.}} | **{{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|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|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.}} | ||
***{{buff|The move's higher base knockback combined with its lower ending lag makes it slightly less punishable on hit at lower percents.}} | ***{{buff|The move's higher base knockback combined with its lower ending lag makes it slightly less punishable on hit at lower percents.}} | ||
**{{nerf|Forward tilt has a shorter duration (frames 12-17 → 8-11).}} | **{{nerf|Forward tilt has a shorter duration (frames 12-17 → 8-11).}} | ||
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**{{buff|Down tilt has less startup lag (frame 11 → 6).}} | **{{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 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 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|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.}} | ***{{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.}} | ||
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**{{buff|Dash attack has less ending lag (FAF 71 → 55).}} | **{{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).}} | **{{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 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).}} | **{{nerf|Dash attack deals less damage (12% → 11% (clean), 9% (late).}} | ||
*[[Forward smash]]: | *[[Forward smash]]: | ||
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**{{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|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.}} | ||
***{{buff|However, the move has less ending lag overall due to its increased startup lag (now having 30 frames of cooldown instead of 34).}} | ***{{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 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 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|Forward aerial has less range.}} | ||
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**{{nerf|Back aerial deals less damage (15% → 13% (clean), 10% → 9% (late)).}} | **{{nerf|Back aerial deals less damage (15% → 13% (clean), 10% → 9% (late)).}} | ||
*[[Up aerial]]: | *[[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|Donkey Kong has a new up aerial: a swinging headbutt similar to {{SSBM|Ness}}' up aerial. This new up aerial has less ending lag (FAF 60 → 38).}} | ||
**{{buff|Up aerial has less landing lag (41 frames → 25).}} | **{{buff|Up aerial has less landing lag (41 frames → 25).}} | ||
**{{buff|Up aerial hits above DK sooner.}} | **{{buff|Up aerial hits above DK sooner.}} | ||
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***{{buff|This improves its KO potential as well as its ability to lead into itself.}} | ***{{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|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 significantly reduced range.}} | ||
**{{nerf|Up aerial has more startup lag with a much shorter duration (frames 3-20 → 6-8).}} | **{{nerf|Up aerial has more startup lag with a much shorter duration (frames 3-20 → 6-8).}} | ||
*[[Down aerial]]: | *[[Down aerial]]: | ||
**{{change|Donkey Kong has a new down aerial: he slams down his right foot.}} | **{{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 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).}} | **{{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 significantly increased startup lag (frame 6 → 18).}} | ||
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**{{buff|DK's opponent will now take 10% if they escape from his forward throw.}} | **{{buff|DK's opponent will now take 10% if they escape from his forward throw.}} | ||
***{{nerf|However, Donkey Kong himself will also take 10% damage if the opponent escapes from his forward throw.}} | ***{{nerf|However, Donkey Kong himself will also take 10% damage if the opponent escapes from his forward throw.}} | ||
**{{nerf|Due to DK's worse grab combined with the universally increased falling speeds, DK's | **{{nerf|Due to DK's worse grab combined with the universally increased falling speeds, DK's grab release chain grab from forward throw has effectively been removed.}} | ||
**{{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|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.}} | ||
**{{nerf|The introduction of wall [[tech]]ing has significantly hindered forward throw's stage spiking capabilities.}} | **{{nerf|The introduction of wall [[tech]]ing has significantly hindered forward throw's stage spiking capabilities.}} | ||
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***{{nerf|Cargo forward throw deals less knockback (70 (base), 80 (scaling) → 80/50) and sends opponents at a less favorable angle (45° → 55°).}} | ***{{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]]: | *[[Back throw]]: | ||
**{{change|Back throw is now weight dependent.}} | **{{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|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).}} | **{{nerf|DK releases opponents later from back throw (frame 9 → 14) and it has much more ending lag (FAF 22 → 40).}} | ||
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**{{buff|Giant Punch has a longer duration when uncharged (frames 10-12 → 17 (back hit)/18-21 (front hit)).}} | **{{buff|Giant Punch has a longer duration when uncharged (frames 10-12 → 17 (back hit)/18-21 (front hit)).}} | ||
**{{change|Uncharged Giant Punch has a new hitbox behind DK's arm which deals vertical knockback (361° → 80°).}} | **{{change|Uncharged Giant Punch has a new hitbox behind DK's arm which deals vertical knockback (361° → 80°).}} | ||
**{{buff|Giant Punch has much less ending lag regardless of charge (FAF 81 → 45).}} | **{{buff|Giant Punch has much less ending lag regardless of charge (FAF 81 → 45).}} | ||
**{{buff|DK no longer has to windup his fully charged Giant Punch decreasing its startup lag (frame 23 → 17).}} | **{{buff|DK no longer has to windup his fully charged Giant Punch decreasing its startup lag (frame 23 → 17).}} | ||
***{{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.}} | ***{{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.}} | ||
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**{{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]].}} | **{{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]]: | *[[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|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|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|Spinning Kong has less ending lag (FAF 100 → 85).}} | ||
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***{{nerf|However, this significantly hinders its edgeguarding potential and the late hits can be escaped and punished very easily.}} | ***{{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 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|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|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|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 | **{{nerf|If DK is hit out of Spinning Kong, he will now lose the charge for his Giant Punch.}} | ||
*[[Hand Slap]]: | *[[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''.}} | **{{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''.}} | ||
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***{{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.}} | ***{{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.}} | ||
== | ===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. | ||
*{{buff|If Donkey Kong is hit out 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.}} | ||
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{{MovesetTable | {{MovesetTable | ||
|game=SSBM | |game=SSBM | ||
|neutralname= | |neutralname= | ||
|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= | |ftiltname= | ||
|ftiltangles=3 | |ftiltangles=3 | ||
|ftiltupdmg=11% | |ftiltupdmg=11% | ||
Line 262: | Line 259: | ||
|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= | |utiltname= | ||
|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 | |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= | |dashname= | ||
|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= | |fsmashname= | ||
|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= | |usmashname= | ||
|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= | |dsmashname= | ||
|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= | |nairname= | ||
|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= | |fairname= | ||
|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= | |bairname= | ||
|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= | |uairname= | ||
|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= | |dairname= | ||
|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= | |grabname= | ||
|grabdesc= | |grabdesc= | ||
|pummelname= | |pummelname= | ||
|pummeldmg=3% | |pummeldmg=3% | ||
|pummeldesc=Karate chops the foe. | |pummeldesc=Karate chops the foe. | ||
|fthrowname=Kong Karry | |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 | Up: Tosses opponent upwards. Can chain grab fastfallers.<br/> | ||
Down: Tosses opponent like a bowling ball | Down: Tosses opponent like a bowling ball. | ||
|bthrowname= | |bthrowname= | ||
|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= | |uthrowname= | ||
|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= | |dthrowname= | ||
|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. | ||
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|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 | |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. | ||
}} | }} | ||
===[[Taunt]]=== | ===[[Taunt]]=== | ||
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|char=DK}} | |char=DK}} | ||
==In [[ | ==In [[Competitive play]]== | ||
=== | ===[[Character matchups (SSBM)|Matchups]]=== | ||
{{SSBMMatchupTable|donkeykong=yes}} | |||
:''See also: [[:Category:Donkey Kong | 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. Donkey Kong does rather well against characters who can be comboed with ease, such as {{SSBM|Bowser}} and {{SSBM|Roy}}, and characters who have poor range/survivability, like {{SSBM|Zelda}} and {{SSBM|Pichu}}. However, DK struggles against characters who can abuse his large size and weight with [[chaingrabs]] and zero-to-death combos, and exploit his poor recovery, such as {{SSBM|Fox}}, {{SSBM|Falco}}, {{SSBM|Sheik}}, and even {{SSBM|Ganondorf}}. He particularly struggles against characters who can completely shut him down in the [[neutral game]], which the aforementioned Falco and Sheik excel at. | ||
Although DK has a decent matchup spread across the rest of the cast, his heavy struggle against some of the most commonly-played top tiers makes him very situational at tournament levels, which is reflected in his low tournament representation and mediocre results. | |||
====Current metagame==== | |||
Top Donkey Kong players have argued that the {{SSBM|Marth}} and {{SSBM|Jigglypuff}} matchups are better than once perceived. Although DK has inferior frame data to Marth, his sheer range and solid [[dash dance]] allow him to actually match Marth in the neutral game. Due to DK's weight, he can [[crouch cancel]] many of Marth's combo starters at lower percentages, making it difficult to rack up damage against him. On the other hand, Marth cannot escape from DK's juggling or cargo throw combos once DK manages to find an opening. Marth still maintains advantages in his superior edgeguarding and hitbox placement, but the matchup is much more difficult for him than what was initially perceived. DK also does reasonably well against Jigglypuff for similar reasons; he is also one of the only characters in the game to have true KO setups on it. | |||
DK's other matchups, however, have not improved, and he still struggles too greatly against Fox, Falco and Sheik to be a consistent tournament threat. | |||
===Notable players=== | |||
:''See also: [[:Category:Donkey Kong professionals (SSBM)]]'' | |||
====Active==== | |||
*{{Sm|K-12|Spain}} - Ranked #3 in Spain | |||
*{{Sm|Moe|Denmark}} - Considered the best DK in the world alongside {{Sm|Ringler}}. Placed 13th at {{Trn|Phoenix Blue 2}} and 17th at both {{Trn|Valhalla}} and {{Trn|Valhalla III}}. Currently ranked #1 player in Denmark, took a set off {{Sm|Professor Pro}}. | |||
*{{Sm|MojoMonkey|Canada}} - Ranked 8th on the [[British Columbia Power Rankings]]. 9th place at {{Trn|Battle of BC 3}}. | |||
*{{Sm|NJzFinest|USA}} - Placed 9th at [[SKTAR 4]] and 17th at [[Apex 2016]]. | |||
*{{Sm|OHAI|USA}} - Took a set off {{Sm|maXy}} at Heir 5. | |||
*{{Sm|Ringler|USA}} - Considered the best DK in the world alongside {{Sm|Moe}}. Placed 25th at {{Trn|Mainstage}} where he made a notable upset over {{Sm|La Luna}}, and 49th at {{Trn|Shine 2019}}. | |||
*{{Sm|Risc|Netherlands}} - Placed 13th at {{Trn|Syndicate 2019}}. Ranked #17 in the Netherlands. | |||
*{{Sm|Rishi|USA}} - Placed 2nd at {{Trn|Defend the North 2019}} and 17th at {{Trn|The Big House 9}} as a secondary to his {{SSBM|Marth}}. Took a game off of {{Sm|iBDW}} with Donkey Kong. | |||
*{{Sm|Twotran|USA}} - Took a set off {{Sm|Zamu}}. Ranked #10 in Ohio. | |||
*{{Sm|Westballz|USA}} - Good secondary DK. | |||
*{{Sm|Bum|USA}} | ====Inactive==== | ||
*{{Sm| | *{{Sm|Bum|USA}} | ||
*{{Sm|Green Ranger|USA}} - Previously considered the best | *{{Sm|Captain Jack|Japan}} - Used Donkey Kong as a secondary in the very early metagame. Has taken games off of {{Sm|Masashi}} and {{Sm|S-Royal}}. | ||
*{{Sm|Chandy|USA}} | |||
*{{Sm| | *{{Sm|Green Ranger|USA}} - Previously considered the best DK in the world. Placed 9th at {{Trn|Fight Pitt V}} and 49th at {{Trn|Royal Flush}}. Has wins over {{Sm|Duck}}, {{Sm|Juggleguy}}, and {{Sm|Reeve}}. | ||
*{{Sm|Phish-It|USA}} - Previously considered the best | *{{Sm|Iori|USA}} - Took a set off of {{Sm|Overtriforce}} using his secondary Donkey Kong. | ||
*{{Sm|MEXICAN|USA}} | |||
*{{Sm|Nedech|Sweden}} - Considered the best DK in Europe around the 2007-2013 era. 17th at Smashers Reunion (2012) where he beat Overtriforce. | |||
*{{Sm|Phish-It|USA}} - Previously considered the best DK in the world. Placed 9th at {{Trn|Zenith 2014}}, 13th at {{Trn|Zenith 2012}}, and 33rd at both {{Trn|EVO 2013}} and {{Trn|The Big House 4}}. | |||
===Tier placement and history=== | ===Tier placement and history=== | ||
Donkey Kong is currently ranked as | 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. | ||
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 1-P Mode== | ==In [[Solo#1-P_Mode|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 420: | ||
*'''[[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_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== | ||
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: | ||
:'''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.'' | |||
:*Donkey Kong Arcade 1981 | |||
:'''Donkey Kong''' [<span style="color:#FF0000">Smash</span>] | |||
:''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.'' | |||
:*B: Giant Punch | |||
:*Smash B: Headbutt | |||
:'''Donkey Kong''' [<span style="color:#0000FF">Smash</span>] | |||
:''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.'' | |||
:*Up & B: Spinning Kong | |||
:*Down & B: Hand Slap | |||
: | |||
<center> | |||
<gallery> | |||
Donkey Kong Trophy Melee.png|Classic | |||
| | Donkey Kong Trophy (Smash).png|[<span style="color:#FF0000">Smash</span>] | ||
Donkey Kong Trophy (Smash 2).png|[<span style="color:#0000FF">Smash</span>] | |||
| | </gallery> | ||
</center> | |||
==[[Alternate costume (SSBM)#Donkey Kong|Alternate costumes]]== | ==[[Alternate costume (SSBM)#Donkey Kong|Alternate costumes]]== | ||
Line 541: | Line 470: | ||
<gallery> | <gallery> | ||
SSBM Donkey Kong HQ.jpg|Official artwork of Donkey Kong | SSBM Donkey Kong HQ.jpg|Official artwork of Donkey Kong | ||
SSBMWebsiteDonkeyKong1.jpg| | SSBMWebsiteDonkeyKong1.jpg|Donkey Kong jumping on [[Jungle Japes]]. | ||
SSBMWebsiteDonkeyKong2.jpg| | SSBMWebsiteDonkeyKong2.jpg|Donkey Kong attacking {{SSBM|Fox}} on [[Temple]] with [[Spinning Kong]]. | ||
SSBMWebsiteDonkeyKong3.jpg| | SSBMWebsiteDonkeyKong3.jpg|Donkey Kong attacking {{SSBM|Link}} on [[Brinstar]] with [[Giant Punch]]. | ||
SSBMWebsiteDonkeyKong4.jpg| | SSBMWebsiteDonkeyKong4.jpg|Donkey Kong carrying [[Ice Climbers (SSBM)|Nana]] off the stage on [[Temple]]. | ||
SSBMWebsiteDonkeyKong5.jpg| | SSBMWebsiteDonkeyKong5.jpg|Donkey Kong burying {{SSBM|Samus}} on [[Temple]] with his [[Headbutt]]. | ||
SSBMWebsiteDonkeyKong6.jpg| | SSBMWebsiteDonkeyKong6.jpg|Donkey Kong taunting alongside {{SSBM|Bowser}} and {{SSBM|Captain Falcon}} on [[Yoshi's Story]]. | ||
LinkClassicMode.jpg| | LinkClassicMode.jpg|Crouching on [[Peach's Castle]] | ||
LuigiAdventureMode.jpg| | 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]] | JigglypuffAllStarMode.jpg|[[Asleep|Sleeping]] with {{SSBM|Jigglypuff}} on Great Bay | ||
</gallery> | </gallery> | ||
</center> | </center> | ||
==Trivia== | ==Trivia== | ||
[[File:DK grab glitch.gif| | [[File:DK grab glitch.gif|thumbnail|Donkey Kong abusing {{SSBM|Pikachu}}'s [[AI]].]] | ||
*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 [[Headbutt]] and the [[Poké Ball]] Pokémon [[Togepi]]'s Magnitude are the only attacks in ''Melee'' that can [[Buried|bury]] opponents. | ||
*Donkey Kong has 3 meteor smashes | *Donkey Kong has 3 meteor smashes so is tied with {{SSBM|Roy}} and {{SSBM|Falco}} for most spikes and meteors 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. | ||
*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 [[ | *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'' marks the final game that Donkey Kong is the sole fighter from the {{uv|Donkey Kong}} universe. | |||
*''Melee'' is the first game where the Donkey Kong from ''Donkey Kong Country'' has visible teeth in his 3D model in-game. | *''Melee'' is the first game where the Donkey Kong from ''Donkey Kong Country'' has visible teeth in his 3D model in-game. | ||
{{SSBMCharacters}} | {{SSBMCharacters}} | ||
{{EnemiesAdvSSBM}} | {{EnemiesAdvSSBM}} |