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's voice consists of modified stock animal grunts and roars, similar to his sounds in ''Super Smash Bros.'' | 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 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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**{{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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{{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|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|Green Ranger|USA}} - Previously considered the best Donkey Kong player in the world. He placed 9th at {{Trn|Fight Pitt V}} | *{{Sm|Junebug|USA}} - Mid-tier specialist and widely seen as the current best Donkey Kong player in the world. 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}}. He became the first Donkey Kong player to be ranked top 50 in the world on [[SSBMRank Summer 2023]] and currently sits at 40th on the [[SSBMRank 2023]]. | ||
*{{Sm|Junebug|USA}} - | *{{Sm|ckyulmiqnudaetr|USA}} - Formerly a Fox and Ice-Climbers player who switched to Donkey Kong. He eventually became the second Donkey Kong player to be on a global ranking with 77th on the [[SSBMRank 2023]]. He placed 33rd at {{Trn|Get On My Level 2023}} where he made an upset over {{Sm|Soonsay}} and 49th at {{Trn|GENESIS 9}} where he beat both {{Sm|bobby big ballz}} and {{Sm|Kalvar}}. | ||
*{{Sm|Moe|Denmark}} - One of the best Donkey Kong players in the world | *{{Sm|Moe|Denmark}} - One of the best Donkey Kong players in the world throughout most of the game's lifespan. He has shown the best Donkey Kong placements in Europe with 17th at {{Trn|Valhalla III}} and {{Trn|Fête 3: By the Sea}}. He has been the best player in Denmark for years, being ranked first in the country from 2019 to 2022. | ||
*{{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|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|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 | *{{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 placed 17th at {{Trn|Wavedash 2022}}, 25th at {{Trn|Mainstage 2021}}, 33rd at {{Trn|Super Smash Con 2022}}, and has beaten players such as {{Sm|KoDoRiN}} and {{Sm|Shroomed}}. | ||
===Tier placement and history=== | ===Tier placement and history=== | ||
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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. | 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. | ||
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 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. As a result of these considerable metagame developments, Donkey Kong has become a more respected presence in high-level play, and his current tier placement has become debatable. | ||
==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] |