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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 modified stock animal grunts and roars, similarly to his sounds in ''Super Smash Bros.'' | ||
He is currently 16th out of 26 on the tier list, placing him in the C- tier. This is a | He is currently 16th out of 26 on the tier list, placing him in the C- 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. 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== | ||
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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 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. | ||
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 discourage him from approaching enemies that own one. | ||
==Changes from ''[[Super Smash Bros.]]''== | ==Changes from ''[[Super Smash Bros.]]''== | ||
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**{{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'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.}} | *{{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). | **{{nerf|However, Donkey Kong's [[fast fall]]ing speed has been unchanged (2.967 (89) → 2.96). However, 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|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).}} | *{{nerf|Donkey Kong's landing animation is longer (4 frames → 5).}} | ||
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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|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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{{MovesetTable | {{MovesetTable | ||
|game=SSBM | |game=SSBM | ||
|neutralname=Swipe ({{ja| | |neutralname=Swipe ({{ja|スワイプ|Suwaipu}}) / Uppercut ({{ja|アッパーカット|Appākatto}}) | ||
|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| | |ftiltname=Backhand Slap ({{ja|バックハンドスラップ|Bakkuhando Surappu}}) | ||
|ftiltangles=3 | |ftiltangles=3 | ||
|ftiltupdmg=11% | |ftiltupdmg=11% | ||
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|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| | |utiltname=Spider Web Swipe ({{ja|蜘蛛の巣スワイプ|Kumo no su Suwaipu}}) | ||
|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| | |dtiltname=Slouch Slap ({{ja|ロースラップ|Rō Surappu}}, ''Low 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| | |dashname=Konga Kick ({{ja|コンガキック|Konga Kikku}}) | ||
|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| | |fsmashname=Kong Klap ({{ja|コングクラップ|Kongu Kurappu}}) | ||
|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| | |usmashname=Ape Applause ({{ja|猿の拍手|Saru no Hakushu}}) | ||
|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. | ||
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|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| | |nairname=Kong Whirl ({{ja|コングワール|Kongu Wāru}}) | ||
|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. | ||
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|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| | |bairname=Back Kick ({{ja|バックキック|Bakku Kikku}}) | ||
|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| | |uairname=Flying Headbutt ({{ja|フライングヘッドバット|Furaingu Heddobatto}}) | ||
|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 | |dairname=Flying Stampede ({{ja|フライングスタンピード|Furaingu Sutanpīdo}}) | ||
|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 whilst holding his arms up in a macho pose. A [[meteor smash]]. | ||
|grabname=Grab ({{ja|つかみ|Tsukami}}) | |grabname=Grab ({{ja|つかみ|Tsukami}}) | ||
|grabdesc= | |grabdesc= | ||
|pummelname=Jungle Chop ({{ja| | |pummelname=Jungle Chop ({{ja|ジャングルチョップ|Janguru Choppu}}) | ||
|pummeldmg=3% | |pummeldmg=3% | ||
|pummeldesc=Karate chops the foe. | |pummeldesc=Karate chops the foe. | ||
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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=Donkey Fling ({{ja| | |bthrowname=Donkey Fling ({{ja|ロバ・フリング|Roba Furingu}}) | ||
|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| | |uthrowname=Coconut Toss ({{ja|ココナッツトス|Kokonattsu Tosu}}) | ||
|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| | |dthrowname=Simian Slam ({{ja|シミアン・スラム|Shimian Suramu}}) | ||
|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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*{{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}}. | *{{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}}. | ||
*{{Sm| | *{{Sm|Green Ranger|USA}} - Previously considered the best Donkey Kong player in the world. He placed 9th at {{Trn|Fight Pitt V}} and made 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}}. | ||
*{{Sm| | *{{Sm|K-12|Spain}} - One of the best Donkey Kong players in Europe, using him and {{SSBM|Samus}}. Placed 9th at {{Trn|Epita Smash Arena 3}} and 25th at {{Trn|B.E.A.S.T 7}}. Currently ranked 4th at [[Spanish Power Rankings]]. | ||
*{{Sm|Junebug|USA}} - | *{{Sm|Junebug|USA}} - Mid-tier specialist and widely seen as the current best Donkey Kong player in the world, being ranked 45th on the [[SSBMRank Summer 2023]]. His local win at [[Tournament:Xanadu Legends - Xanadu 500 Edition|Xanadu Legends 500]] and major placements such as 13th at {{Trn|The Big House 11}} and 17th at {{Trn|Collision 2023}} started a major discussion for Donkey Kong's viability as a character. He has taken a few sets over top 100 players such as {{Sm|Magi}}, {{Sm|Polish}}, and {{Sm|Ginger}}. | ||
*{{Sm|Moe|Denmark}} - One of the best Donkey Kong players in the world | *{{Sm|ckyulmiqnudaetr|USA}} - Formerly a Fox and Ice-Climbers player who switched to Donkey Kong. Placed 49th at {{Trn|GENESIS 9}} and 33rd at both {{Trn|Get On My Level 2023}} and {{Trn|Shine 2023}} with wins over {{Sm|Bobby Big Ballz}} and {{Sm|Soonsay}}. | ||
*{{Sm|Phish-It|USA}} - Previously considered the best Donkey Kong player in the world | *{{Sm|Moe|Denmark}} - One of the best Donkey Kong players in the world, and the best player in all of Denmark. Placed 9th at {{Trn|The Upset}}, 13th at {{Trn|Phoenix Blue 2}}, and 17th at {{Trn|Valhalla}}, {{Trn|Valhalla III}}, and {{Trn|Fête 3: By the Sea}}. Has taken sets off players such as {{Sm|Professor Pro}}, {{Sm|Frenzy}}, {{Sm|JJM}}, and {{Sm|Dawson}}. | ||
*{{Sm|Ringler|USA}} - One of the best Donkey Kong players in the world. | *{{Sm|Phish-It|USA}} - Previously considered the best Donkey Kong player 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}}. | ||
*{{Sm|Ringler|USA}} - One of the best Donkey Kong players in the world. Placed 17th at {{Trn|Wavedash 2022}}, 25th at both {{Trn|Mainstage}} and {{Trn|Mainstage 2021}}, as well as 33rd at {{Trn|Super Smash Con 2022}} and {{Trn|Riptide 2023}}. He has beaten players such as {{Sm|KoDoRiN}}, {{Sm|Shroomed}}, and {{Sm|bobby big ballz}}. | |||
===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 | 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 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 skewed; 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. 2022 and 2023 in particular have seen a massive upswing in Donkey Kong's usage and a stronger level of consistency at higher level tournaments more comparable to mid-tier characters. 2023 marked the characters first ever appearance among the globally ranked top 50 with {{Sm|Junebug}} ranking as the 45th best player in the world during the 2023 SSBM Rank. Following the widely proclamed 'renaissance' of the character, Donkey Kong has since become a more respected presence in high-level play. | |||
==In 1-P Mode== | ==In 1-P Mode== | ||
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*'''[[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> | ||
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==Trivia== | ==Trivia== | ||
[[File:DK grab glitch.gif|thumb|Donkey Kong abusing {{SSBM|Pikachu}}'s [[AI]].]] | [[File:DK grab glitch.gif|thumb|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). | ||
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*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'' 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. | ||
*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. | *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. | **Of these characters, only Donkey Kong received a fix addressing this issue in the PAL version. | ||
==External links== | ==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] | *[https://www.nintendo.co.jp/n01/n64/software/nus_p_nalj/smash/flash/0904/index.html Donkey Kong's page at Smabura-Ken] |