Latest revision |
Your text |
Line 10: |
Line 10: |
| |ssbgame4 = SSB4 | | |ssbgame4 = SSB4 |
| |availability = [[Starter character|Starter]] | | |availability = [[Starter character|Starter]] |
| |tier = D+
| |
| |ranking = 68
| |
| }} | | }} |
| '''Donkey Kong''' ({{ja|ドンキーコング|Donkī Kongu}}, ''Donkey Kong'') is a playable character in ''[[Super Smash Bros. Ultimate]]''. Initially teased in the then-unnamed ''Ultimate''{{'}}s announcement trailer, Donkey Kong was confirmed on June 12th, 2018. Donkey Kong is classified as [[Fighter number|Fighter #02]]. | | {{cquote|''His charged punch is one of the strongest attacks in the game! In Super Smash Bros. Ultimate, his Final Smash has been updated from Konga Beat to a flurry of punches!''|cite=[https://www.smashbros.com/en_US/blog/ Super Smash Blog]|source=[[Super Smash Bros. Ultimate Official Site]]}} |
| | '''Donkey Kong''' ({{ja|ドンキーコング|Donkī Kongu}}, ''Donkey Kong'') is a playable character in ''[[Super Smash Bros. Ultimate]]''. He was confirmed on June 12th, 2018. Donkey Kong is classified as fighter #02. |
|
| |
|
| Donkey Kong retains his gorilla-like grunts and roars from ''[[Super Smash Bros. 4]]'', instead of using his voice actor, Takashi Nagasako. | | Donkey Kong retains his realistic gorilla grunts from ''[[Super Smash Bros. 4]]''. |
| | |
| Donkey Kong is ranked 68th out of 82 on the current tier list, placing him in the D+ tier. This is a significant drop from his 22nd out of 54 placement in ''SSB4'', and it is his worst placement in the series to date. Donkey Kong has surprisingly good mobility for a superheavyweight, having both a good dash and air speed, while possessing good KO power fitting for his weight class. He has the highest amount of conventional [[meteor smash]]es by default (forward and down aerials, [[Headbutt]] and [[Hand Slap]]), which gives him many options to net early kills on recovering opponents. His down tilt has a chance to trip; his up tilt is a solid anti air that can kill at high percents, his forward tilt is a good spacing tool, and his dash attack is a long-reaching, general-purpose move that has late-hit combo potential. His aerials are all good as they serve their purpose in Donkey Kong's strong advantage state, with back aerial as a good walling and edgeguarding option, up air as a strong juggling and KO tool, and neutral aerial as a good get-off-me or landing option. Donkey Kong also possesses one of the best throws in the game with his cargo throw, which works exceptionally well against characters with poor to mediocre recoveries, and can also net early KOs while on platforms. His specials are also effective: [[Giant Punch]] can now be used in the air without becoming [[helpless]]; Headbutt can punish overuse of shields and can [[armor]] through opposing attacks; grounded [[Spinning Kong]] has armor and functions as a powerful kill move and [[out of shield]] option; and Hand Slap can be used to set up for kill confirms and deny grounded approaches.
| |
| | |
| Despite his strong advantage state, Donkey Kong is held back by notable flaws, the biggest being his disadvantage, which is among the worst in the game. He has one of the largest hurtboxes, and many of his limb-based moves lose [[intangibility]] once their hitboxes cease, meaning Donkey Kong is frequently in danger of being clipped by attacks compared to other fighters. He also has little to no option to escape from combos due to his frame 4 air dodge, and not having many moves that are fast enough to combo break, while most of his out-of-shield options are too slow or high-risk. As a result, this makes him one of the easiest characters to juggle. Alongside this, Donkey Kong has a lackluster and risky [[neutral game]], as many of his attacks have high ending lag and a decent chunk of them are unsafe on hit at low percents. His recovery is also one of the most exploitable in the game, as a simple spike is enough for Donkey Kong to quickly lose his stock, since [[Spinning Kong]] offers very little vertical distance.
| |
| | |
| Overall, Donkey Kong is a speedy heavyweight with unique tools and the potential to convert a single throw into early KOs; however, his disadvantage state means a simple mistake can make it hard for him to keep the pressure on. Although historically an unpopular character in competitive play, dedicated players such as {{Sm|ChunkyKong}}, {{Sm|Rarikkusu}} and {{Sm|HIKARU}} have regularly achieved high placements and great wins with the character, improving his representation and perception as time went on.
| |
| | |
| ==Attributes==
| |
| Donkey Kong is unsurprisingly a large [[Weight|super heavyweight]], having the same weight value as {{SSBU|King Dedede}}, and is the third-heaviest character in the game behind {{SSBU|Bowser}} and {{SSBU|King K. Rool}}. Despite this, he's one of the fastest heavy characters in the game, both in terms of general mobility and attack speed. He has the 10th fastest [[walk]]ing speed, the 29th fastest [[dash]]ing speed, the 16th highest [[traction]], above average [[falling speed]] and jumping force, and is tied with {{SSBU|Mario}}, {{SSBU|Sonic}}, {{SSBU|Little Mac}}, and {{SSBU|Inkling}} for the 13th fastest [[air speed]]. In contrast, he has below average [[gravity]] and moderately slow [[air acceleration]].
| |
| | |
| A typical heavyweight is expected to possess moves with high power, and Donkey Kong is no exception to this - it is possibly his greatest attribute. Donkey Kong has no problem with setting up into KOs with moves that have both high power and decent [[range]]: his sweetspotted up tilt, smash attacks, aerials, back throw, [[Giant Punch]], and grounded [[Spinning Kong]] are all prime examples. His ability to take stocks with his powerful attacks is made easier with his decent approach. His mobility and size work together to give him an effective grounded approach and longer range, respectively. All of these attributes combined allow him to have an easier time fighting in close quarters and landing attacks on his opponents. He also has very strong survivability thanks to his aforementioned high weight and above average falling speed, which is also common for his archetype. In total, Donkey Kong's attributes give him some of the best overall endurance in the game, with only {{SSBU|Bowser}} and {{SSBU|King K. Rool}} surpassing him horizontally.
| |
| | |
| Donkey Kong works well with his grounded moveset. His neutral attack has decent damage and startup. Forward tilt's long range makes it one of his main spacing tools and works better with its intangibility. Up tilt is a safe move to interrupt his opponents, with the move covering Donkey Kong's entire body, acting as an anti-air, and hitting through low platforms such as the ones on {{SSBU|Battlefield}}. Down tilt gives him a long range crouching option and has a chance to [[trip]] opponents. His dash attack works as a combo starter and a situational KO option at low and very high percentages, respectively. All of his smash attacks are notoriously strong and relatively fast, making them his go-to options for hard reads and scoring KOs. His aerial options also have considerable utility. His forward and down aerials are some of his best edgeguarding tools due to both of them being [[meteor smash]]es. His neutral aerial is hard to interrupt, helps him break out of combos, and is one of the strongest of its type in the game when hit clean. His up aerial serves as an effective vertical KO option (if the situation he's in allows for it) thanks to its high knockback, and it is also safe, as his head is intangible during it and it has modest end lag. His back aerial is his fastest aerial and is debatably an even better spacing tool than his forward tilt, being fast, long-ranged, and having a [[sex kick]]-like hitbox, with a long duration and high knockback when hit clean. His air speed allows his aerial moves to be used at their fullest potential and, with the exception of forward aerial, they’re all decently fast.
| |
| | |
| A well-known part of his playstyle is his grab game, as he has a long grab that allows for setups into the rest of his moves. Although his down throw has little to no use, every other option does to some extent. His [[pummel]] is slower compared to many others in the cast, but deals decent damage. Up throw has combo potential into his aerials and back throw is his primary kill throw, but his forward throw is easily his most useful one and possibly the most unique part of his character. During his forward throw, Donkey Kong can move, jump, and walk off the stage while having the opponent in his hands, acting like he usually would outside of a typical grab (aside from being unable to use his other moves and having only one jump). Forward throw also gives Donkey Kong different types of throws based on what direction is pressed, basically giving him eight throws; these are commonly known as the "cargo throws." Cargo forward and down throw both work as niche edgeguarding options, with cargo down throw even being a [[semi-spike]]. Cargo back throw does good damage and is a very solid kill throw. It also has utility as a [[stage spike]] unless his opponent is able to properly tech it. Finally, cargo up throw has more combo potential than his vanilla up throw, being able to combo into his aerials at low percents. Cargo up throw also possesses fairly good kill power, since Donkey Kong can jump and then heave his opponents for additional height.
| |
| | |
| Donkey Kong's special moves are also helpful for his gameplan. [[Giant Punch]] is his surprise KO and punish move, can be used to pressure the opponent, and has [[super armor]] if fully charged. [[Headbutt]] can [[bury]] opponents, which can allow him to setup into KOs, and spikes in the air. It has super armor during the move's startup and deals very high [[shield damage]] while also having deceptively long range, giving him a shield pressure option and the ability to call out poor shield positioning. Grounded [[Hand Slap]] has very long range and allows for stage control, but has no usage for aerial opponents, as it leaves Donkey Kong immobile and its hitbox only deals damage to grounded opponents. The aerial Hand Slap is his last move which can meteor smash and is fast, making it effective and easy to land. His final special move, [[Spinning Kong]], acts similarly to Bowser's [[Whirling Fortress]] as his primary [[out of shield]] option. It is hard to disrupt and is a multi-hit move with high damage. In the air, it works as an incredibly fast horizontal recovery option and deals a lot of damage if all the hits connect. Due to the speed [[Spinning Kong]] has in the air, it can work as an effective combo breaker.
| |
| | |
| However, despite his versatile moveset and high power, Donkey Kong falls into a plethora of problems. His defensive game is very poor, a common issue for characters of his size. While his massive weight gives him very high endurance and his large frame is the reason his range is better than characters like {{SSBU|Mario}} and {{SSBU|Squirtle}}, it becomes a problem when having to dodge attacks which is hard for him because he is a very large target. His tie hurtbox is also extremely large, further exacerbating the issue. Coincidentally, just like those two previously mentioned fighters, he has frequent trouble dealing with characters that have disjoints due to his lack of projectiles, primarily against swordfighters such as {{SSBU|Shulk}} and {{SSBU|Ike}}, hitboxes on moves such as {{SSBU|Mewtwo}}'s up and back aerials, or fast multi-hits such as {{SSBU|Palutena}}'s neutral air. Donkey Kong's size also makes him vulnerable to combos and [[juggling]], which is worsened by his lack of combo breakers (outside of neutral aerial and up special). The reintroduction of directional air dodges makes his aerial defense even more linear, and the new air dodge's increased ending lag hurts all characters; it debatably hurts a character such as Donkey Kong the most. Moreover, his otherwise great forward throw (cargo throw) also has certain drawbacks - notably, the risk of trying to slam the opponent into the ledge with a backward cargo throw. Due to Donkey Kong's horrid vertical recovery, if the opponent either DIs fast enough, squat jumps on him or simply has better air reach, this attempt for an easy KO may backfire. The trajectory of both forward and back cargo throw also possess a minor challenge. Unlike traditional forward and back throws, Donkey Kong sends the opponent at a high vertical angle instead of horizontal. This makes it more situational if they will KO or not, especially cargo forward throw. Cargo back throw ironically has more vertical range than his cargo up throw and therefore has more usage KOing at the top of the screen than the side. Thus, the player may find more reliability in a normal back throw near the edge.
| |
| | |
| Despite many of his moves having fast startup, Donkey Kong's moveset is made much slower by its ending lag, and most of his moves are not safe on hit at low percents. This forces him to be more careful with the moves he uses, as he can be heavily punished just for putting out one attack (a situation that can rapidly snowball due to his poor defensive options). Unlike the all-around heavyweight Bowser, perhaps Donkey Kong's most glaring weakness is his lack of out-of-shield options. Neither his neutral attack nor his tilts are enough to distance himself from an aggressive opponent if the player forces him to remain in shield. His forward tilt has good range, but lacks the power or perks of other super heavyweights, like Bowser's Tough Guy or King K. Rool's Belly Armour. A lot of his moves are also limited in some way despite their strengths: his smash attacks are slow and have very linear hitboxes; a chunk of his throws, despite their variety, don't have much utility; Giant Punch forces Donkey Kong to get up-close to the opponent to land the attack and needs to be charged for it to be effective; Headbutt and Hand Slap are both slow, causing them to be difficult to use for their intended purposes; and Spinning Kong, while it has decently long horizontal recovery distance, offers almost no vertical recovery and is prone to edgeguarding against meteor smashes, like {{SSBU|Captain Falcon}} and {{SSBU|Falco}}'s down aerials.
| |
| | |
| All in all, Donkey Kong's mixture of fast mobility, fairly long range, high weight, decent combo potential, and excellent kill power make him adept and flexible in many different situations, but killing and pressuring opponents stand out as his biggest strengths. Despite this, DK's high weight, large hurtbox, and lack of good escape tools make him vulnerable to many combos. In addition, his recovery is extremely poor, and his moveset is frequently punishable due to the end lag on many of his moves. As such, Donkey Kong has to capitalize on his power and range to limit opponents' approaches in order to win matches.
| |
|
| |
|
| ==Changes from ''[[Super Smash Bros. 4]]''== | | ==Changes from ''[[Super Smash Bros. 4]]''== |
| Donkey Kong received a mix of buffs and nerfs in his transition from ''SSB4'' to ''Ultimate''. Though he received more buffs than nerfs, the latter are more prominent than the former, as they either weakened or removed some of his best traits from ''SSB4''. Because of this, Donkey Kong has been nerfed overall. | | Even though he was already considered one of the best super heavyweights in Smash 4, Donkey Kong has received a mix of buffs and nerfs, being greatly buffed overall, particularly in his off stage game. Giant Punch no longer makes him helpless when used in air, giving him a new edge guarding option and improvements to his forward throw give him a lot more options out of grab. However, cargo up throw now has more knockback which, while having great kill potential, severely hampers DK's infamous kill confirm of cargo up throw to up aerial. This, along with the nerf in rage, worsens Donkey Kong's kill power when the opponent is at earlier percents. |
|
| |
|
| Donkey Kong has received several useful buffs, with those to his special moves being among the most notable. [[Giant Punch]] charges faster no longer leaves him helpless when used in the air, giving him a new edgeguarding option. [[Headbutt]] now grants him [[super armor]] before the hit comes, and moves also deal their full knockback when opponents are buried, both changes of which improve the moves' versatility. Grounded [[Spinning Kong]] has less difficulty linking its multi-hits and has faster super armor, while the aerial version is now a proper multi-hitting move with a finishing hit, making it safer. [[Hand Slap]] is generally faster and the aerial version has reduced landing lag, which gives Donkey Kong a useful combo starter and allows it to confirm into KOs at high percentages. Particularly, both it and Headbutt alleviate some of DK's difficulty with landing safely.
| | ===Aesthetics=== |
| | *{{change|As with all [[veteran]]s returning from ''Smash 4'', Donkey Kong's model features a more subdued color scheme. His fur is less detailed, and his facial proportions have been tweaked.}} |
| | *{{change|Donkey Kong's nose is now based on the design from ''{{s|supermariowiki|Mario Party 10}}'' onwards.}} |
| | *{{change|Like most of the returning roster, Donkey Kong has become much more expressive than in the previous games.}} |
| | *{{change|Donkey Kong now always faces the screen regardless of which direction he turns. This makes most of his animations mirrored and alters some of his animations, such as his walk/dash animations.}} |
| | *{{change|Up taunt has a slightly altered animation.}} |
| | *{{change|Donkey Kong now hangs onto the ledge with one hand instead of two.}} |
| | *{{change|Donkey Kong's hand shaking [[victory pose]] has an altered animation. He now looks at the camera at the freeze frame and shakes his hands as opposed to his whole body afterwards.}} |
|
| |
|
| His biggest buff, however, comes from a vastly improved forward throw (cargo throw), which is much harder to mash out of and has had its cargo throws' properties improved; this grants him much more options and turns it into his most versatile throw, and arguably the best throw in the game overall. His [[dash attack]] also has less ending lag, giving him another combo starter if the late hit is landed and making it much safer if shielded. Donkey Kong's already impressive KO power has been further increased as well, as most of his moves deal more knockback. Further miscellaneous buffs include [[up smash]]'s previously infamous hitboxes being larger, making the move much easier to land.
| | ===Attributes=== |
| | *{{buff|Like all characters, Donkey Kong's [[jumpsquat]] animation now takes 3 frames to complete (down from 6).}} |
| | *{{change|Donkey Kong is [[Weight|heavier]] (122 → 127). However, he is no longer the second heaviest character in the game (claimed by {{SSBU|King K. Rool}}) but instead tied with {{SSBU|King Dedede}} for the third heaviest.}} |
| | *{{buff|Donkey Kong [[walk]]s slightly faster (1.3 → 1.365).}} |
| | *{{buff|Donkey Kong [[run]]s faster (1.7031 → 1.873).}} |
| | **{{buff|Donkey Kong's initial [[dash]] speed is faster (1.6 → 2.09).}} |
| | *{{buff|Donkey Kong's [[air speed]] is slightly higher (1.15 → 1.208).}} |
| | *{{buff|Donkey Kong's [[traction]] is much higher (0.0529 → 0.123).}} |
| | *{{change|Donkey Kong's [[gravity]] is slightly lower (0.08505 → 0.085).}} |
| | *{{nerf|Forward [[roll]] grants less [[intangibility]] (frames 4-16 → 4-15) and has more ending lag ([[FAF]] 30 → 31).}} |
| | *{{nerf|Back roll has has more startup (frame 4 → 5) and ending lag (FAF 30 → 36).}} |
| | *{{buff|[[Spot dodge]] has less startup (frame 4 → 3) and ending lag (FAF 29 → 27).}} |
| | *{{nerf|Spot dodge grants less intangibility (frames 4-19 → 3-17).}} |
| | *{{buff|Air dodge grant more intangibility (frames 4-29 → 4-32).}} |
| | *{{nerf|Air dodge has significantly more ending lag (FAF 35 → 49).}} |
|
| |
|
| Finally, Donkey Kong also benefits from some of the universal changes, as his already great mobility has improved from faster walking and dashing speeds, the universal 3-frame jumpsquat change improves his ground-to-air [[out of shield]] game and allows him for with combo opportunities, and the increased [[shieldstun]] and reduced [[landing lag]] on aerial attacks makes his attacks even safer on shield (despite the reduced shieldstun on aerials).
| | ===Ground attacks=== |
| | *[[Neutral attack]]: |
| | **{{buff|The first hit transitions into the second hit faster (frame 11 → 8).}} |
| | **{{buff|The second hit comes out faster (frame 6 → 4), which alongside the previous change allows it to connect better from the first hit.}} |
| | ***{{nerf|However, its total duration remains unchanged, giving it more ending lag.}} |
| | *[[Forward tilt]]: |
| | **{{buff|Forward tilt has less startup (frame 8 → 6) and ending lag (FAF 38 → 35).}} |
| | **{{nerf|It deals less damage when angled up (11% → 9%) and not angled (10% → 8%).}} |
| | **{{nerf|It grants much less intangibility on Donkey Kong's arm (frames 7-11 (up), 1-25 (forward, down) → 6-9 (all)), now being in line with the duration of the hitboxes.}} |
| | **{{change|For all angles, forward tilt has higher base knockback, but lower knockback scaling. This makes it safer on hit at low percents, but hinders its KO potential.}} |
| | *[[Up tilt]]: |
| | **{{nerf|Up tilt deals less damage (11%/10%/9% → 10%/9%/8%) without compensation on knockback, hindering its KO potential.}} |
| | *[[Down tilt]]: |
| | **{{buff|Down tilt has less startup lag (frame 7 → 6).}} |
| | **{{nerf|It has more ending lag (FAF 23 → 25).}} |
| | **{{nerf|It grants much less intangibility on Donkey Kong's arm (frames 1-9 → 5-7), now being more in line with the duration of the hitboxes.}} |
| | **{{change|The hitboxes on Donkey Kong's arm deal less damage (7% → 6%) without compensation on knockback. However, this allows them to [[trip]] opponents for longer.}} |
| | **{{change|Its animation has been altered.}} |
| | *[[Dash attack]]: |
| | **{{buff|Dash attack has less ending lag (FAF 42 → 35).}} |
| | **{{buff|It deals more damage (10% → 12% (clean), 8% → 9% (late)), with knockback compensated.}} |
| | *[[Forward smash]]: |
| | **{{buff|Forward smash deals more damage (20%/19% → 22%/21%), with knockback compensated.}} |
| | **{{change|Its animation has been altered.}} |
| | *[[Up smash]]: |
| | **{{buff|Up smash deals more damage (18% → 19%) and has increased base knockback, improving its KO potential.}} |
|
| |
|
| However, the few direct nerfs Donkey Kong received were severe enough to eclipse his buffs. Like {{SSBU|Bowser}}, his biggest nerf is to his previously infamous combo throw — his cargo up throw now has more knockback, which makes its combo potential more strict and noticeably neuters the effectiveness of its infamous "Ding Dong" KO confirm at high percentages unless it's initiated on a platform, often requiring a specific amount of [[rage]] to work. Although his grab game was overall buffed, Donkey Kong is one of the characters who suffers the most from the universal nerfing of grabs, making them less safe for him to use. His pummel was nerfed as well, making it less reliable for racking up damage. Thus, this makes it less feasible for Donkey Kong to rely on his grab as his main way to rack up damage, forcing him to use other methods to do so.
| | ===Aerial attacks=== |
| | *{{buff|All aerials have less landing lag (17 frames → 11 (neutral), 29 frames → 17 (forward), 18 frames → 11 (back), 25 frames → 15 (up), 24 frames → 14 (down)).}} |
| | *{{buff|The removal of [[tech]]ing for grounded [[meteor smash]]es improves the combo potential of Donkey Kong's forward and down aerials onstage, compounded further by their reduced landing lag.}} |
| | *[[Forward aerial]]: |
| | **{{buff|Forward aerial's hitboxes last one frame longer (frames 18-22 → 18-23), allowing them to reach farther below Donkey Kong.}} |
| | **{{change|It has a slightly altered animation, with Donkey Kong spinning at an angle after performing a downwards punch.}} |
| | *[[Up aerial]]: |
| | **{{nerf|Up aerial grants less intangibility on Donkey Kong's head (frames 1-10 → 5-10), now being more in line with the duration of the hitboxes.}} |
|
| |
|
| Among his other direct nerfs, Donkey Kong's up aerial has had its animation altered, which shortens its range and hinders its versatility. Spinning Kong now gains less horizontal distance and no longer grants intangibility on startup, worsening his already poor recovery. Many of Donkey Kong's attacks, such as his tilts and his up aerial, no longer have disproportionately long intangibility, now only matching their hitbox duration.
| | ===Throws and other attacks=== |
| | *{{nerf|All [[grab]]s have increased ending lag (FAF 31 → 39 (standing), 39 → 47 (dash), 37 → 42 (pivot)).}} |
| | *{{nerf|Dash and pivot grab have slightly more startup lag (frame 10 → 11 (dash), 11 → 12 (pivot)).}} |
| | *{{nerf|All grab ranges are slightly reduced.}} |
| | *[[Pummel]]: |
| | **{{nerf|Pummel deals less damage (2.1% → 1.6%).}} |
| | **{{change|Its animation has been slightly changed. Donkey Kong now chops the opponent's body rather than their head.}} |
| | *{{change|Donkey Kong's throws are no longer weight-dependent. This improves their combo potential on heavyweights, but reduces it on lightweights.}} |
| | *[[Forward throw]] (cargo throw): |
| | **{{change|Cargo throw now involves Donkey Kong hauling the opponent over his shoulder, similar to his appearance in the arcade ''[[supermariowiki:Donkey Kong (game)|Donkey Kong]]'' game.}} It also more closely resembles his carrying animation from ''[[supermariowiki:Donkey Kong Country Returns|Donkey Kong Country Returns]]'' and ''[[supermariowiki:Donkey Kong Country: Tropical Freeze|Donkey Kong Country: Tropical Freeze]]''. |
| | **{{buff|Cargo forward throw deals more damage (10% → 12%) without compensation on knockback, improving its KO potential.}} |
| | **{{buff|Cargo back throw deals more damage (12% → 13%) and knockback, allowing it to KO middleweights under 175% from the ground.}} |
| | **{{change|Cargo back throw has a new animation: Donkey Kong holds the opponent with both hands by the legs and hurls them behind himself.}} |
| | **{{buff|Cargo up throw deals more damage (10% → 12%) and knockback, allowing it to KO middleweights under 200% from the ground. It also has increased combo potential at low to mid percents when used on the ground, due to Donkey Kong's faster jumpsquat and jump speed.}} |
| | ***{{nerf|Its increased knockback noticeably worsens its combo potential, especially into up aerial, no longer leading into guaranteed KOs off the top blast line except if initiated on platforms.}} |
| | **{{change|Cargo down throw has a new animation: Donkey Kong now performs a bearhug instead of throwing the opponent downward.}} |
| | **{{buff|Cargo down throw deals more damage (7% → 11%), with its knockback scaling somewhat compensated.}} |
| | ***{{buff|It grants Donkey Kong a slight boost upwards if used in the air, increasing its offstage utility.}} |
| | ***{{nerf|It has increased base knockback, removing its ability to [[chain grab]] opponents on moving platforms (such as [[Smashville]]'s) or against walls, while still lacking KO ability at realistic percents.}} |
| | *[[Down throw]]: |
| | **{{buff|Down throw releases the opponent earlier (frame 24 → 19), with its total duration reduced as well (FAF 60 → 55), making it harder to DI in time.}} |
| | *[[Edge attack]]: |
| | **{{buff|Edge attack deals more damage (8% → 10%).}} |
|
| |
|
| Although he has gained some notable benefits from them, the universal changes to gameplay mechanics hamper Donkey Kong more than they help him. While the universal increase in mobility, faster jumpsquat, and reduced landing lag on aerials improve his own mobility and combo game, it also means opponents are more likely to close the distance on him, giving them more combo opportunities. The increased shieldstun, reduced landing lag, and the universal nerfing of grabs also make it harder for Donkey Kong to react to a shielded attack; the universal nerfing of grabs is especially harmful, as it's one of the key points to his gameplan. Altogether, this hinders his grounded out-of-shield game, limiting him to directly contesting them by making use of his moves' super armor to muscle through them, which can be risky despite his large weight. Lastly, the changes to [[air dodging]] worsen Donkey Kong's recovery, as they give him less protection and make him easier to edgeguard. All of these changes worsen Donkey Kong's defensive game, which is further notable since the game's engine prioritizes more aggressive playstyles than defensive ones. This forces him not only to [[approach]] more, but to be more unpredictable at doing so.
| | ===Special moves=== |
| | *[[Giant Punch]]: |
| | **{{buff|Giant Punch has less lag when [[charge-cancel]]ed by [[shield]]ing (8 frames → 4), making it safer to charge. It can now also be charge-canceled by jumping or spot dodging, with the same amount of lag beforehand.}} |
| | ***{{nerf|However, this lag now applies to rolls out of the move as well, instead of them being immediate, making it riskier to charge-cancel by rolling.}} |
| | **{{buff|The move reaches its full charge faster (154 frames → 131).}} |
| | **{{buff|It no longer causes [[helplessness]] when used in the air.}} |
| | **{{nerf|It no longer has a hitbox on frame 18 that hits behind Donkey Kong.}} |
| | **{{change|Donkey Kong now charges Giant Punch with either arm due to his mirrored stance. Previously, Giant Punch was charged with his right arm in ''[[Smash 64]]'' and his left arm in the other games.}} |
| | **{{change|Donkey Kong now charges up Giant Punch with more circular arm motions. Additionally, his expression slowly gets angrier as he charges (including maintaining the expression throughout other animations after its charge), and he has an altered pose upon using the punch.}} |
| | **{{change|Trails of electricity now appear on Donkey Kong's arm and fist during the charge up and punch of the move, reminiscent of Lightning Punch, one of Donkey Kong's custom moves in ''SSB4''.}} |
| | **{{change|A fully charged Giant Punch triggers [[Special Zoom]].}} |
| | *[[Headbutt]]: |
| | **{{buff|Headbutt now has [[super armor]] on frames 5-14, allowing it to tank through opposing attacks.}} |
| | **{{buff|It has one frame less ending lag (FAF 64 → 63).}} |
| | *[[Spinning Kong]]: |
| | **{{buff|Spinning Kong's loop hits connect more reliably, especially for the aerial version. The grounded version's loop hits now hold the opponent in place rather than knocking them back and fourth.}} |
| | **{{buff|The move has less landing lag (40 frames → 38).}} |
| | **{{buff|The aerial version now has a final hit that launches opponents away with more knockback, improving its utility.}} |
| | **{{nerf|The grounded version has more ending lag (FAF 93 → 105).}} |
| | **{{nerf|Both versions of the move deal less total damage, most significantly the aerial version (17.5% → 16% (grounded), 36% → 19% (aerial)). The grounded version deals more damage on its loop hits (1.3% → 1.4%), but less on the first hit (7% → 5%), and the aerial version has 14 hits instead of 8, but they deal drastically less damage (10% (hit 1), 5%/4% (hits 2-5), 2% (hits 6-8) → 5% (hit 1), 1% (hits 2-13), 2% (hit 14)) and have inconsistent timing, only dealing full damage to opponents that are very close to Donkey Kong.}} |
| | **{{change|Donkey Kong now glints and strikes a pose upon ending a grounded Spinning Kong, doing another spin before coming to a full stop.}} |
| | **{{change|Aerial Spinning Kong travels a shorter distance horizontally, but also goes slightly higher overall.}} |
| | **{{change|Unlike Grounded Spinning Kong, the aerial version no longer produces a visual "blue ring" effect upon startup.}} |
| | *[[Hand Slap]]: |
| | **{{buff|Grounded Hand Slap has less startup (frame 18 → 15).}} |
| | **{{buff|Both the grounded and aerial versions have drastically less ending lag (FAF 75 → 58 (grounded), 62 → 50 (aerial)).}} |
| | **{{buff|The aerial version has significantly less landing lag (30 frames → 10), greatly improving its ability to set up combos and tech-chases.}} |
| | *[[Final Smash]]: |
| | **{{change|Donkey Kong now has a new Final Smash called [[Jungle Rush]] that comprises of a single punch that, if successfully landed, leads to a series of rapid punches that traps and launches the opponent. The move, alongside the comical bongo noises it produces, are based off Donkey Kong's attacks in ''{{s|mariowiki|Donkey Kong Jungle Beat}}''.}} |
|
| |
|
| In the end, Donkey Kong has potentially received many more options for racking up damage and being less predictable, but the neutering of his KO confirm and grabs means he can no longer close out stocks as reliably as before. Though his strengths and weaknesses are more defined, the gameplay mechanics accentuate his weaknesses more when compared to his strengths, causing his nerfs to overshadow his buffs even despite the numerous buffs he received in game updates. As a result, Donkey Kong fares worse in ''Ultimate'' than he did in ''Smash 4''.
| | ==Update History== |
| | '''{{GameIcon|ssbu}} 1.2.0''' |
|
| |
|
| {{SSB4 to SSBU changelist|char=Donkey Kong}}
| | Donkey Kong was affected in 1.2.0. However, the changes are currently unknown. |
|
| |
|
| ==Update history==
| | '''{{GameIcon|ssbu}} 2.0.0''' |
| Donkey Kong has been buffed via game updates. Initially, his most noteworthy buffs were to inconsistencies of two moves: forward aerial now autocancels properly (an issue that had been present since ''Melee'') and [[Giant Punch]]'s hitbox no longer shifts into the Z-axis, which would result in it missing opponents at point-blank range. Donkey Kong also benefits from the universal nerf on projectiles dealing less shield damage in update 3.0.0.
| | *{{buff|Forward aerial autocancels earlier (frame 63 → 56), matching the move's [[interruptibility]].}} |
| | |
| After only receiving minor buffs for the first few game patches, update 6.0.0 gave Donkey Kong more noticeable buffs. His forward tilt deals significantly more knockback to the point of becoming a viable KO move, his neutral aerial deals more damage and knockback and has more range, and his Giant Punch reaches the maximum charge even faster than before and deals slightly more knockback. [[Spinning Kong]] was also improved, as the move's super armor starts three frames faster, it connects more reliably against airborne opponents, and the last hit deals more knockback. Finally, [[Hand Slap]] on the ground has less startup and less ending lag.
| |
| | |
| After receiving some minor buffs, patch 13.0.1 buffed Donkey Kong yet again. The second hit of Donkey Kong’s neutral attack was given more active frames and had it’s ending lag reduced. [[Giant Punch]] was given more super armor on both the ground and in the air. Most notably, Donkey Kong’s down tilt was given 5 additional frames of hitstun, this allows him to follow up with another attack in certain situations.
| |
| | |
| Overall, Donkey Kong has improved by a decent margin compared to how he fared during ''Ultimate''{{'}}s initial release. However, in comparison to the buffs gained by other lukewarmly received characters, Donkey Kong's buffs are fairly minor, so how much he has benefited from these changes is debatable.
| |
| | |
| '''{{GameIcon|ssbu}} {{SSBU|1.2.0}}''' | |
| {{UpdateList (SSBU)/1.2.0|char=Donkey Kong}}
| |
| | |
| '''{{GameIcon|ssbu}} {{SSBU|2.0.0}}'''
| |
| {{UpdateList (SSBU)/2.0.0|char=Donkey Kong}} | |
| | |
| '''{{GameIcon|ssbu}} {{SSBU|3.0.0}}'''
| |
| {{UpdateList (SSBU)/3.0.0|char=Donkey Kong}}
| |
| | |
| '''{{GameIcon|ssbu}} {{SSBU|3.1.0}}''' | |
| {{UpdateList (SSBU)/3.1.0|char=Donkey Kong}}
| |
| | |
| '''{{GameIcon|ssbu}} {{SSBU|4.0.0}}'''
| |
| {{UpdateList (SSBU)/4.0.0|char=Donkey Kong}}
| |
| | |
| '''{{GameIcon|ssbu}} {{SSBU|6.0.0}}'''
| |
| {{UpdateList (SSBU)/6.0.0|char=Donkey Kong}}
| |
| | |
| '''{{GameIcon|ssbu}} {{SSBU|7.0.0}}'''
| |
| {{UpdateList (SSBU)/7.0.0|char=Donkey Kong}}
| |
| | |
| '''{{GameIcon|ssbu}} {{SSBU|9.0.0}}'''
| |
| {{UpdateList (SSBU)/9.0.0|char=Donkey Kong}}
| |
| | |
| '''{{GameIcon|ssbu}} {{SSBU|13.0.1}}'''
| |
| {{UpdateList (SSBU)/13.0.1|char=Donkey Kong}}
| |
|
| |
|
| ==Moveset== | | ==Moveset== |
| ''For a gallery of Donkey Kong's hitboxes, see [[Donkey Kong (SSBU)/Hitboxes|here]].''
| |
|
| |
| {{MovesetTable | | {{MovesetTable |
| |game=SSBU | | |game=SSBU |
| |neutralname=Jab ({{ja|ジャブ|Jyabu}}) / Upper ({{ja|アッパー|Appā}}) | | |neutralname= |
| |neutralcount=2 | | |neutralcount=2 |
| |neutral1dmg=4% | | |neutral1dmg=4% |
| |neutral2dmg=6% | | |neutral2dmg=6% |
| |neutraldesc=A hook followed by an uppercut. The second hit has above average power for a neutral attack, although generally speaking its KO potential is unimpressive. It can chain into itself fairly reliably at low percentages however. | | |neutraldesc=A hook followed by an uppercut. |
| |ftiltname=Kongo Backhand ({{ja|コンゴバックハンド|Kongo Bakkuhando}}) | | |ftiltname= |
| |ftiltangles=3 | | |ftiltangles=3 |
| |ftiltupdmg=9% | | |ftiltupdmg=9% |
| |ftiltsidedmg=8% | | |ftiltsidedmg=8% |
| |ftiltdowndmg=9% | | |ftiltdowndmg=9% |
| |ftiltdesc=A backhanded slap. Can be angled to deal more damage. It grants intangibility to his attacking arm on frames 6-9. | | |ftiltdesc=A backhanded slap. Can be angled to deal more damage. |
| |utiltname=Spiderweb Sweep ({{ja|くもの巣はらい|Kumo no Su Harai}}) | | |utiltname= |
| |utiltdmg=10% (hand), 9% (arm), 8% (elbow) | | |utiltdmg=10% (arm), 9% (elbow), 8% (hand) |
| |utiltdesc=An overhead arcing swipe. It deals more damage and knockback if the target is hit near DK's hand. It grants intangibility to his attacking arm on frames 5-11 and is one of the strongest up tilts in the game when sweetspotted. | | |utiltdesc=An overhead arcing swipe. It deals more damage and knockback if the target is hit near DK's shoulder. |
| |dtiltname=Slouch Slap ({{ja|ロースラップ|Rō Surappu}}, ''Low Slap'') | | |dtiltname=Slouch Slap |
| |dtiltdmg=6% | | |dtiltdmg= |
| |dtiltdesc=A crouching swat. It has a 40% chance to [[Tripping|trip]] opponents, making it one of his best combo starters. Grants intangibility to his attacking arm (frames 5-7). | | |dtiltdesc=A crouching swat. It has a chance to [[Tripping|trip]] opponents. |
| |dashname=Rolling Attack ({{ja|ローリングアタック|Rōringu Atakku}}) | | |dashname= |
| |dashdmg=12% (clean), 9% (late) | | |dashdmg=12% (clean), 9% (late) |
| |dashdesc=The {{s|mariowiki|Roll Attack}}, his signature attack from ''{{s|mariowiki|Donkey Kong Country}}''. It deals less damage towards its end, granting it combo potential. | | |dashdesc=The {{s|mariowiki|Roll Attack}}, his signature attack from ''{{s|mariowiki|Donkey Kong Country}}''. It deals less damage towards its end. |
| |fsmashname=Dyna Clap ({{ja|ダイナクラップ|Daina Kurappu}}) | | |fsmashname= |
| |fsmashdmg={{ChargedSmashDmgSSBU|22}} (hands), {{ChargedSmashDmgSSBU|21}} (arms) | | |fsmashdmg={{ChargedSmashDmgSSB4|22}} (hands), {{ChargedSmashDmgSSB4|21}} (arms) |
| |fsmashdesc=A lunging {{s|mariowiki|clap}}. It deals slightly less damage and knockback if it hits with Donkey Kong's arms. It additionally grants intangibility to his head and arms on frames 20-26, effectively giving it disjointed hitboxes, and its ending lag is rather low for a smash attack with 31-32 frames, but its startup is slow, with its hitboxes coming out on frame 22. It’s also one of the more powerful forward smashes, with the uncharged sweetspot KOing Mario at 98% from the center of Final Destination with optimal DI and no rage. | | |fsmashdesc=A lunging {{s|mariowiki|clap}}. It deals slightly less damage if it hits with Donkey Kong's arms. |
| |usmashname=Jumbo Press ({{ja|ジャンボプレス|Janbo Puresu}}) | | |usmashname= |
| |usmashdmg={{ChargedSmashDmgSSBU|19}} | | |usmashdmg={{ChargedSmashDmgSSB4|19}} |
| |usmashdesc=An overhead clap. It grants intangibility to his head and arms (frames 12-15), effectively giving it disjointed hitboxes. It has immense power, being one of the strongest up smashes in the game, with it KOing Mario from the ground level of FD at 92% with optimal DI and no rage. In practice it will KO a bit sooner as it typically hits opponents in the air. Its startup is additionally rather fast for a move of its power (coming out in 14 frames), though it has a lengthy enough duration to be quite punishable (with the move's lasting 49 frames total). However it is hard to hit as its hitboxes are situated straight vertically above DK and aren't that large in size, while it lacks grounded launching hitboxes to launch grounded opponents into it like other vertically-placed up smashes have (e.g. Marcina's and R.O.B.'s up smashes). | | |usmashdesc=An overhead clap. |
| |dsmashname=Twin Beat ({{ja|ツインビート|Tsuin Bīto}}) | | |dsmashname= |
| |dsmashdmg={{ChargedSmashDmgSSBU|14}} (arms), {{ChargedSmashDmgSSBU|17}} (early, fists), {{ChargedSmashDmgSSBU|18}} (late, fists) | | |dsmashdmg=<!--{{ChargedSmashDmgSSB4|14}} (arms), -->{{ChargedSmashDmgSSB4|17}} (early, fists), {{ChargedSmashDmgSSB4|18}} (late, fists) |
| |dsmashdesc=Raises his arms overhead and then quickly swings them downward to perform [[Wikipedia:Professional wrestling attacks#Forearm club|forearm clubs]]. It grants intangibility to his arms (frames 11-14), effectively giving the move disjointed hitboxes, and is his fastest smash attack startup-wise (frame 11), though it has the highest amount of endlag out of all his smash attacks (with 41 frames of endlag after hitboxes cease, and lasting 55 frames total). Without DI, it is very powerful for a down smash, with the sweetspot KOing Mario from ground level on FD at 109% with no rage, but the move launches at a 70 degree and is thus very susceptible to LSI, where with optimal DI Mario can survive up to 129%, making its KO power underwhelming for a heavily punishable smash attack. | | |dsmashdesc=Raises his arms overhead and then quickly swings them downward to perform [[Wikipedia:Professional wrestling attacks#Forearm club|forearm clubs]]. |
| |nairname=Donkey Lariat ({{ja|ドンキーラリアット|Donkī Rariatto}}) | | |nairname= |
| |nairdmg={{ShortHopDmgSSBU|12}} (clean), {{ShortHopDmgSSBU|9}} (late) | | |nairdmg={{ShortHopDmgSSBU|11}} (clean), {{ShortHopDmgSSBU|8}} (late) |
| |nairdesc=Quickly spins around to perform [[Wikipedia:Professional wrestling attacks#Clothesline|discus clotheslines]] with both arms, similarly to [[Spinning Kong]]. While it isn't DK's fastest aerial in terms of startup, it does have the longest-lasting hitbox duration and is one of the strongest neutral aerials in the game when hit clean. | | |nairdesc=Quickly spins around to perform [[Wikipedia:Professional wrestling attacks#Clothesline|discus clotheslines]] with both arms, similarly to [[Spinning Kong]]. |
| |fairname=Hammer Knuckle ({{ja|ハンマーナックル|Hanmā Nakkuru}}) | | |fairname= |
| |fairdmg={{ShortHopDmgSSBU|16}} (clean), {{ShortHopDmgSSBU|15}} (late, hands), {{ShortHopDmgSSBU|13}} (late, arms) | | |fairdmg={{ShortHopDmgSSBU|16}} (early), {{ShortHopDmgSSBU|15}} (meteor smash)<!--, {{ShortHopDmgSSBU|13}} (late)--> |
| |fairdesc=A [[Wikipedia:Professional wrestling attacks#Double axe handle|double axe handle]]. If [[sweetspot]]ted, the opponent is [[meteor smash]]ed. One of the strongest meteor smashes in the game, killing at around 35% offstage. It appears similar to his midair attack from ''{{s|mariowiki|Donkey Kong 64}}'', which itself was inspired by this attack due to ''Smash 64'' debuting before ''Donkey Kong 64''. | | |fairdesc=A [[Wikipedia:Professional wrestling attacks#Double axe handle|double axe handle]]. If [[sweetspot]]ted, the opponent is [[meteor smash]]ed. It appears similar to his midair attack from ''{{s|mariowiki|Donkey Kong 64}}'', which itself was inspired by this attack due to ''SSB'' debuting before ''Donkey Kong 64''. |
| |bairname=Kong Rocket ({{ja|コングロケット|Kongu Roketto}}) | | |bairname= |
| |bairdmg={{ShortHopDmgSSBU|13}} (clean), {{ShortHopDmgSSBU|8}} (late) | | |bairdmg={{ShortHopDmgSSBU|13}} (clean), {{ShortHopDmgSSBU|8}} (late) |
| |bairdesc=A back kick. DK's strongest aerial when hit clean, killing Mario at around 130% from center stage. It is an extremely useful move as a whole due to its speed and power, and if used correctly, it can act as a Wall of Pain. One of the best back aerials in the game. | | |bairdesc=A back kick. |
| |uairname=Air Headbutt ({{ja|エアヘッドバット|Ea Heddobatto}}) | | |uairname= |
| |uairdmg={{ShortHopDmgSSBU|13}} | | |uairdmg={{ShortHopDmgSSBU|13}} |
| |uairdesc=An upwards arcing headbutt that appears visually similar to his side special, Headbutt. It grants intangibility to his head on frames 5-10 and is one of the more powerful up aerials, killing Mario at around 140% from ground level. Those features, along with its fast startup and fairly low ending lag, make it a good move for juggling. | | |uairdesc=An upward headbutt. |
| |dairname=Air Stampede ({{ja|エアスタンピード|Ea Sutanpīdo}}) | | |dairname= |
| |dairdmg={{ShortHopDmgSSBU|16}} (foot), {{ShortHopDmgSSBU|13}} (leg) | | |dairdmg={{ShortHopDmgSSBU|16}} |
| |dairdesc=A stomp. Its sweetspot is a strong [[meteor smash]], while its sourspot, which is close to Donkey Kong's chest, deals diagonal knockback. Slightly weaker than his forward aerial, but it has faster startup. | | |dairdesc=A stomp. Its sweetspot is a strong [[meteor smash]], while its sourspot, which is close to Donkey Kong's chest, deals diagonal knockback. |
| |grabname=Grab ({{ja|つかみ|Tsukami}}) | | |grabname= |
| |grabdesc=Reaches out with one hand. Donkey Kong's grab range is above average. | | |grabdesc=Reaches out. |
| |pummelname=Grab Chop ({{ja|つかみチョップ|Tsukami Choppu}}) | | |pummelname= |
| |pummeldmg=1.6% | | |pummeldmg=1.6% |
| |pummeldesc=Chops the opponent's body. Slow but strong. | | |pummeldesc=A slap. A fairly fast pummel. |
| |fthrowname=Kong Karry ({{ja|リフティング|Rifutingu}}, ''Lifting'') | | |fthrowname=Kong Karry |
| |fthrowdmg=12% (forward, up), 13% (back), 11% (down) | | |fthrowdmg=12% (forward), 13% (backward), 12% (upward), 11% (downward) |
| |fthrowdesc=Hauls the opponent on his shoulder, allowing him to move and jump around while still holding the opponent. Appears to be based off of when DK holds an item in ''Donkey Kong Country'', such as a Steel Keg. This gives him access to forward, back, up, and down throws that are distinct from his normal grabs. He also gains Knockback-based Armor when he starts a throw instead of gaining Throw Invulnerability, of which allows him to resist up to 16 Units of Knockback, akin to {{SSBU|Bowser}}'s [[Tough Guy]]. | | |fthrowdesc=Hauls the opponent on his shoulder, allowing him to move and jump around while still holding the opponent. This gives him access to forward, back, up, and down throws that are distinct from his normal grabs. |
| ''Forward'': Rears back and violently throws the opponent forward at a high angle. Able to stage spike if Donkey Kong faces the stage center. | | ''Forward'': Launches foes away from DK at a high angle. |
|
| |
|
| ''Back'': Heaves the opponent backwards using both hands, launching them at a slightly higher trajectory than the forwards variant. This is his most damaging cargo throw and possesses the best kill power as well. | | ''Back'': Heaves the opponent backward using both hands, launching them at a slightly higher trajectory. |
|
| |
|
| ''Up'': Heaves the opponent upwards. It can be used to start combos. It also has decent KO potential, with Donkey Kong able to jump on platforms for extra height. | | ''Up'': Heaves the opponent upward. |
|
| |
|
| ''Down'': A {{iw|wikipedia|bear hug}}. Donkey Kong gets a small boost upwards when using this move in the air, making it his safest throw offstage. | | ''Down'': A [[wikipedia:Bear hug|bear hug]]. |
|
| |
|
| When the opponent is too damaged to escape in time, all of these throws allow for easy [[stage spike]]s. Donkey Kong can simply walk off the edge, pull back and throw them against the underside. However, this carries significant risk, as the opponent can [[tech]] it and thus result in DK ending up too far below the edge to recover if his timing is off. | | When the opponent is too damaged to escape in time, all of these throws allow for easy [[stage spike]]s. Donkey Kong can simply walk off the edge, pull back and throw them against the underside. However, this carries significant risk, as the opponent can [[tech]] it and thus result in DK ending up too far below the edge to recover if his timing is off. |
| | | |bthrowname= |
| Kong Karry has a unique grab duration, equal to '''((90 + 1.7p) * 11 / 6) - g''', where '''p''' is the opponent's percent at the time of the carry's initiation, and '''g''' is the grab time passed prior to it (including [[button mashing]]). As a result, it lasts longer the earlier it is initiated after grabbing an opponent. As with standard grabs, button mashing reduces this amount by 8 frames per stick input, and 14.4 frames per button input (though they cannot be registered as quickly).
| |
| |bthrowname=Reverse Throw ({{ja|反転投げ|Hanten Nage}}) | |
| |bthrowdmg=11% | | |bthrowdmg=11% |
| |bthrowdesc=Flings the opponent backward. DK's most damaging throw and one of the strongest back throws in the game, it KOs even the heaviest of characters below 170% near the edge without [[rage]]. | | |bthrowdesc=Flings the opponent backward. DK's most damaging throw, it KOs even the heaviest characters in the game below 170% near the edge without [[rage]]. |
| |uthrowname=Coconut Toss ({{ja|ココナッツトス|Kokonattsu Tosu}}) | | |uthrowname= |
| |uthrowdmg=9% | | |uthrowdmg=9% |
| |uthrowdesc=Heaves the opponent upward with one arm. | | |uthrowdesc=Heaves the opponent upward with one arm. |
| |dthrowname=Bottom Shoot ({{ja|ボトムシュート|Botomu Shūto}}) | | |dthrowname= |
| |dthrowdmg=7% | | |dthrowdmg=7% |
| |dthrowdesc=Shoves the opponent into the ground with one arm. It launches opponents horizontally in front of DK. Due to its high ending lag, it has little to no followups and is thus practically useless, despite having low knockback. | | |dthrowdesc=Shoves the opponent into the ground with one arm. It launches opponents horizontally in front of DK. |
| |floorbname= | | |floorbname= |
| |floorbdmg=7% | | |floorbdmg=7% |
| |floorbdesc=Claps behind himself and then in front of himself before getting up. | | |floorbdesc=Claps behind himself and then in front of himself before getting up. |
| |floorfname= | | |floorfname= |
| |floorfdmg=7% | | |floorfdmg= |
| |floorfdesc=Performs a swat before getting up. | | |floorfdesc=Performs a swat before getting up. |
| |floortname= | | |floortname= |
Line 186: |
Line 229: |
| |nsname=Giant Punch | | |nsname=Giant Punch |
| |nsdmg=10% (uncharged), 28% (tenth wind-up/fully charged grounded), 25% (tenth wind-up/fully charged aerial) | | |nsdmg=10% (uncharged), 28% (tenth wind-up/fully charged grounded), 25% (tenth wind-up/fully charged aerial) |
| |nsdesc=A wind-up punch which fully charges after ten wind-ups. When fully-charged, the punch deals excellent damage, grants super armor and is overall faster than if used uncharged. Its charge can be [[charge cancel]]ed and saved, and chosen when to be released after being fully charged. Unlike in ''Melee'', ''Brawl'', and ''Smash 4'', Giant Punch does not induce helplessness in the air, much like in ''Smash 64''. | | |nsdesc=A wind-up punch which fully charges after ten wind-ups. When fully-charged, the punch deals excellent damage, grants super armor, and is overall faster than if used uncharged. Its charge can [[charge cancel]]ed and saved, and chosen when to be released after being fully charged. DK will lose his midair jump if he uses the attack in the air. |
| |ssname=Headbutt | | |ssname=Headbutt |
| |ssdmg=10% (grounded/sweetspot aerial), 8% (sourspot aerial) | | |ssdmg=10% (grounded/sweetspot aerial), 8% (sourspot aerial) |
| |ssdesc=A headbutt. The move [[Bury|buries]] the opponent, who will remain trapped longer if the opponent has already been dealt a fair amount of damage. The aerial version will [[meteor smash]] the opponent if they are hit by its [[sweetspot]]. The move has [[super armor]] during startup, but only in the middle of the animation, providing no protection at the very beginning or the end. It has a deceptively large range and tremendous shield damage, so full power shields will barely manage to avoid breaking against this move. | | |ssdesc=A headbutt. The move [[Bury|buries]] the opponent, who will remain submerged longer if the opponent has already dealt a fair amount of damage. The aerial version will [[meteor smash]] the opponent if they are hit by its [[sweetspot]]. The move has [[super armor]] from the startup until the hitbox appears. It has a deceptively large range and high shield damage, so full power shields will barely manage to avoid breaking against this move. |
| |usname=Spinning Kong | | |usname=Spinning Kong |
| |usdmg=5% (grounded hit 1), 1.4% (grounded hits 2-6), 4% (grounded hit 7), 5% (aerial hit 1), 1% (aerial hits 2-13), 2% (aerial hit 14) | | |usdmg=5% (grounded hit 1), 1.4% (grounded hits 2-6), 4% (grounded hit 7), 16% (all grounded hits connect)<!--, 5% (aerial hit 1), 1% (aerial subsequent hits), 19% (all aerial hits connect)--> |
| |usdesc=Rapidly spins around, trapping opponents and damaging them with a series of [[Wikipedia:Professional wrestling attacks#Clothesline|discus clotheslines]] and [[Wikipedia:Professional wrestling attacks#Spinning back fist|spinning backfists]] before launching them. It has good horizontal distance, but very little vertical distance. The grounded version grants Donkey Kong super armor on frame 5, making it a reliable tool for powering through many moves. The grounded version is also a potent KO option, especially at ledge, being able to even KO [[Weight|heavy characters]] around 70%-80% when used on Battlefield's ledge. Donkey Kong is immune to most windboxes during the move. | | |usdesc=Rapidly spins around, trapping opponents and damaging them with a series of [[Wikipedia:Professional wrestling attacks#Clothesline|discus clotheslines]] and [[Wikipedia:Professional wrestling attacks#Spinning back fist|spinning backfists]] before launching them. |
| |dsname=Hand Slap | | |dsname=Hand Slap |
| |dsdmg=14% (ground), 5% (midair hit 1), 6% (midair hit 2) | | |dsdmg=14% (ground), 5% (midair hit 1), 6% (midair hit 2) |
| |dsdesc=[[mariowiki:Hand Slap|Slaps the ground to cause earth-shaking vibrations]]. When grounded, Donkey Kong can keep pounding by repeatedly pressing the special button. The attack gives him some protection from opponents while grounded and has good range, but is unable to KO until extreme percentages due to its very low knockback growth. In midair, Donkey Kong will perform two midair slaps, the second hit being a powerful meteor smash that combos from the first slap. Can combo into a KO confirm with up smash at 60%-80%. Originates from ''Donkey Kong Country''. | | |dsdesc=[[mariowiki:Ground Pound|Slaps the ground to cause earth-shaking vibrations]]. When grounded, Donkey Kong can keep pounding by repeatedly pressing the special button. The attack gives him some protection from opponents while grounded and has good range, but is unable to KO until extreme percentages due to its very low knockback growth. In midair, Donkey Kong will perform two midair slaps, the second hit being a powerful meteor smash that combos from the first slap. Originates from ''Donkey Kong Country''. |
| |fsname=Jungle Rush | | |fsname=Jungle Rush |
| |fsdmg=12% (initial hit), 1.2% (rapid hits), 14% (final hit), 61.9% (maximum) | | |fsdmg=12% (initial hit), 1.2% (rapid hits), 14% (final hit) 61.9% (maximum) |
| |fsdesc=Punches forward. If the initial hit connects, Donkey Kong will then perform a long series of rapid punches. Has about the same range as his forward smash, but extremely powerful, killing Mario as low as 24% on Final Destination. | | |fsdesc=Punches forward. If the initial hit connects, Donkey Kong will then perform a long series of rapid punches. |
| }}
| |
| | |
| ===Stats===
| |
| | |
| {{Attributes
| |
| |weight = 127
| |
| |rweight = 3-4
| |
| |cast = 89
| |
| |dash = 2.09
| |
| |rdash = 29
| |
| |run = 1.873
| |
| |rrun = 29
| |
| |walk = 1.365
| |
| |rwalk = 10
| |
| |trac = 0.123
| |
| |rtrac = 16
| |
| |airfric = 0.015
| |
| |rairfric = 9-29
| |
| |air = 1.208
| |
| |rair = 13-17
| |
| |baseaccel = 0.01
| |
| |rbaseaccel = 59-66
| |
| |addaccel = 0.05
| |
| |raddaccel = 59-66
| |
| |gravity = 0.085
| |
| |rgravity = 57-59
| |
| |fall = 1.63
| |
| |rfall = 39-40
| |
| |ff = 2.608
| |
| |rff = 40
| |
| |jumpsquat = 3
| |
| |rjumpsquat = 1-88
| |
| |jumpheight = 34
| |
| |rjumpheight= 29-31
| |
| |shorthop = 17.3
| |
| |rshorthop = 22-23
| |
| |djump = 35.5
| |
| |rdjump = 28-30
| |
| }} | | }} |
|
| |
| ===[[Announcer]] call===
| |
| {{audio|Needs announcer calls from other languages.}}
| |
| <gallery>
| |
| Donkey Kong English Announcer SSB4-SSBU.wav|English/Japanese/Chinese
| |
| Donkey Kong French Announcer SSBU.wav|French
| |
| Donkey Kong French EU Announcer SSBU.wav|French (PAL)
| |
| Donkey Kong Russian Announcer SSBU.wav|Russian
| |
| </gallery>
| |
|
| |
| ===[[On-screen appearance]]=== | | ===[[On-screen appearance]]=== |
| *Bursts out of a DK Barrel, frontflips thrice, lands and strikes a flexing pose. | | *Bursts out of a DK Barrel, rolls thrice, lands and strikes a flexing pose. |
| <gallery>
| |
| DonkeyKongOnScreenAppearanceSSBU.gif|Donkey Kong's on-screen appearance
| |
| </gallery>
| |
|
| |
|
| ===[[Taunt]]s=== | | ===[[Taunts]]=== |
| *'''Up taunt''': Beats his chest rapidly while scowling. | | *'''Up Taunt''': Beats his chest rapidly while scowling. |
| *'''Side taunt''': Shakes himself with a humorous expression as if he is drying off. | | *'''Side Taunt''': Shakes himself as if he is drying off, with a humorous expression. |
| *'''Down taunt''': Faces the camera and shrugs while bellowing confusedly with a humorously shocked expression. | | *'''Down Taunt''': Faces the camera and shrugs, while making a humorously shocked expression. |
| <gallery>
| |
| SSBUDonkeyKongTaunt1.gif|Donkey Kong's up taunt.
| |
| SSBUDonkeyKongTaunt2.gif|Donkey Kong's side taunt.
| |
| SSBUDonkeyKongTaunt3.gif|Donkey Kong's down taunt.
| |
| </gallery>
| |
|
| |
|
| ===[[Idle pose]]s=== | | ===[[Idle Pose]]s=== |
| *Leans forward slightly and assumes a cross-eyed expression, as if trying to stare at his own nose. | | *Makes a cross-eyed expression, as if trying to stare at his own nose. |
| *Lightly punches his open hand and then does a rotational shoulder stretch. | | *Fist claps his hand, and makes a rotational shoulder stretch. |
| <gallery>
| |
| SSBUDonkeyKongIdle1.gif|Donkey Kong's first idle pose.
| |
| SSBUDonkeyKongIdle2.gif|Donkey Kong's second idle pose.
| |
| </gallery>
| |
| | |
| ===[[Crowd cheer]]===
| |
| <div class="tabber">
| |
| <div class="tabbertab" title="English, Japanese/Chinese, Italian, Dutch, French">
| |
| {| class="wikitable" border="1" cellpadding="4" cellspacing="1"
| |
| |-
| |
| !{{{name|}}}
| |
| !Cheer (English)
| |
| !Cheer (Japanese/Chinese)
| |
| !Cheer (Italian)
| |
| !Cheer (Dutch)
| |
| !Cheer (French)
| |
| |-
| |
| ! scope="row"|Cheer
| |
| |[[File:Donkey Kong Cheer English SSBU.ogg|center]]||[[File:Donkey Kong Cheer Japanese SSBU.ogg|center]]||[[File:Donkey Kong Cheer Italian SSBU.ogg|center]]||[[File:Donkey Kong Cheer Dutch SSBU.ogg|center]]||{{NTSC}} [[File:Donkey Kong Cheer French NTSC SSBU.ogg|center]] <br> {{PAL}} [[File:Donkey Kong Cheer French PAL SSBU.ogg|center]]
| |
| |-
| |
| ! scope="row"|Description
| |
| |D - K! -- Donkey - Kong! || Don - key Kong! || Donkeeeey Kong! || Donkey Kong! || Donkey Kong!
| |
| |}
| |
| </div>
| |
| <div class="tabbertab" title="German, Spanish, Russian, Korean">
| |
| {| class="wikitable" border="1" cellpadding="4" cellspacing="1"
| |
| |-
| |
| !{{{name|}}}
| |
| !Cheer (German)
| |
| !Cheer (Spanish)
| |
| !Cheer (Russian)
| |
| !Cheer (Korean)
| |
| |-
| |
| ! scope="row"|Cheer
| |
| |[[File:Donkey Kong Cheer German SSBU.ogg|center]]||{{NTSC}} [[File:Donkey Kong Cheer Spanish NTSC SSBU.ogg|center]] <br> {{PAL}} [[File:Donkey Kong Cheer Spanish PAL SSBU.ogg|center]]||[[File:Donkey Kong Cheer Russian SSBU.ogg|center]]||[[File:Donkey Kong Cheer Korean SSBU.ogg|center]]
| |
| |-
| |
| ! scope="row"|Description
| |
| |Don - key Kong! || Don - key Kong! || Don - key Kong! || Don - key Kong!
| |
| |}
| |
| </div>
| |
| </div>
| |
|
| |
|
| ===[[Victory pose]]s=== | | ===[[Victory pose]]s=== |
| *'''Left:''' Does a backflip and flexes his arms (his "character chosen" animation in ''Super Smash Bros.''). | | *Holds his hands above his head and shakes them. |
| *'''Up:''' Holds his hands above his head and shakes them (his animation upon completing a bonus game in ''Donkey Kong Country''). He then continues to shake his hands while constantly looking left to right, as if thanking an offscreen crowd.
| | *Does a backflip and flexes his arms. (His "character chosen" animation in ''Super Smash Bros.'') |
| *'''Right:''' Angrily beats his chest with a scowl and then looks at the camera. | | *Beats his chest. |
| [[File:DKUniverseTheme.ogg|thumb|A cover of the short track that plays in ''{{s|mariowiki|Donkey Kong Country}}'' and subsequent games whenever a playable Kong defeated a boss or completed a bonus game.]] | | [[File:DKUniverseTheme.ogg|thumb|A cover of the short track that plays in ''{{s|mariowiki|Donkey Kong Country}}'' and subsequent games whenever a playable Kong defeated a boss or completed a bonus game.]] |
| <gallery> | | <gallery> |
| | DonkeyKongVictoryPose1SSBU.gif |
| DonkeyKongVictoryPose2SSBU.gif | | DonkeyKongVictoryPose2SSBU.gif |
| DonkeyKongVictoryPose1SSBU.gif
| |
| DonkeyKongVictoryPose3SSBU.gif | | DonkeyKongVictoryPose3SSBU.gif |
| </gallery> | | </gallery> |
|
| |
|
| ==In [[competitive play]]== | | ==In competitive play== |
| ===Most historically significant players=== | | ===Notable players=== |
| <!--This character has a ten player limit for this section. Before adding and/or removing a player, read these guidelines: https://www.ssbwiki.com/SmashWiki:Notability#%22Most_historically_significant_players%22_guidelines --> | | <!--If you are planning to add a player you consider to be notable, please provide tournament results in some shape or form in the edit summary (be it a link to a results thread or bracket of placing high in a tournament of other notable players or a video of them beating a notable player). Winning tournaments without notable players present is generally not enough to warrant a spot.--> |
| | | *{{Sm|HIKARU|Japan}} - Still plays Donkey Kong as one of his strongest characters. Placed 13th at {{Trn|Sumabato SP 2}} and 3rd at [[Umebura SP 2]]. |
| ''See also: [[:Category:Donkey Kong players (SSBU)]]''
| | *{{Sm|Konga|USA}} - One of the best Donkey Kong players in the world. Placed 3rd at [[Don't Park on the Grass 2018]]. |
| | | *{{Sm|KP|Sweden}} - 17th at [[Valhalla II]] with Donkey Kong. |
| *{{Sm|ChunkyKong|USA}} - One of the best Donkey Kong players of all-time and the best Donkey Kong player who solo-mains the character. Initially a Wi-Fi Warrior, he later became known for his performances in the second half of 2022, including placing 17th at {{Trn|Super Smash Con 2022}} over {{Sm|SHADIC}} and 13th at {{Trn|Let's Make Moves Miami}} over {{Sm|Kola}} and {{Sm|Aaron|p=Florida}}. Since then, he remains Donkey Kong's primary representative in North America, having defeated {{Sm|MuteAce}} at {{Trn|CEO 2023}} and {{Sm|Light|p=Connecticut}} at {{Trn|MomoCon 2024}}. | | *{{Sm|ThymeBalloon|Sweden}} - Got 9th place at [[Valhalla II]] while using Donkey Kong and Lucina. |
| *{{Sm|HIKARU|Japan}} - Although known for using many characters, he has used Donkey Kong extensively in early-''Ultimate'' and as a secondary or co-main from 2022 onward, and is considered one of the best Donkey Kong players of all-time. He is best known for using Donkey Kong for most of {{Trn|Ultimate Fighting Arena 2022}}, placing 3rd while defeating {{Sm|Glutonny}} and {{Sm|Bloom4Eva}} along the way, marking the best performance for the character at a major. He retired in mid-2023 and has attended a couple of events since. | | *{{Sm|Tweek|USA}} - Co-main {{SSBU|Wario}} with Donkey Kong and is considered to be the best Donkey Kong player in the world. He got 1st at both [[Glitch 6]] and [[Let's Make Moves]] while using him with his other characters. |
| *{{Sm|Rarikkusu|Japan}} - One of the best Donkey Kong players in the world since 2023, playing the character alongside {{SSBU|Falco}}. He is best known for defeating {{Sm|Sparg0}} at {{Trn|DELTA 8}}, placing 13th overall, and has also placed 5th at {{Trn|Maesuma TOP 13.5 "U-22"}} using Donkey Kong to defeat {{Sm|Asimo}} and 9th at {{Trn|Maesuma'U22}}. | |
| | |
| ===Tier placement and history===
| |
| There was some optimism on Donkey Kong prior to the game's release: although Donkey Kong could no longer easily perform most of his throw-based kill confirms from ''Smash 4'', including his infamous "Ding-Dong" combo, many players noted how Donkey Kong received better frame data, speed, damage, and hitboxes in the E3 demo build. However, the optimism faded very quickly upon the game's release. Players pointed out how many of Donkey Kong's moves were punishable on hit at early percents, making his neutral rather egregious in the early metagame, which favored speed and punish games. In addition, his already poor disadvantage state was also made even worse due to his larger hurtbox and his out of shield options remaining poor. Finally, although Donkey Kong saw some early success from {{Sm|HIKARU}}, he eventually dropped Donkey Kong for other characters, and no other Donkey Kong player was able to match HIKARU's success, leaving him with below-average representation. As such, although Donkey Kong received a few buffs in subsequent patches, Donkey Kong was widely considered unviable, with a few even calling him one of the worst characters in the game.
| |
| | |
| 2022 became a turning point for Donkey Kong. First, HIKARU began playing Donkey Kong again, and although often only used as a secondary or co-main alongside other characters, it nevertheless gave Donkey Kong some of the best results since the early metagame. Most notable among these results was HIKARU's run at {{Trn|Ultimate Fighting Arena 2022}}, which saw him use Donkey Kong extensively in top 64, defeating several of Europe's best players including {{Sm|Glutonny}} and {{Sm|Bloom4Eva}}, before ultimately placing 3rd. In addition, {{Sm|ChunkyKong}}, initially known for his online performances, began having a bigger impact on the offline metagame with his strong performances at majors, most notably 13th at {{Trn|Let's Make Moves Miami}} defeating {{Sm|Kola}} along the way. With both players ranking in [[OrionRank 2022]]'s top 100, among a few others also ranked with Donkey Kong despite minimal usage, many players began seeing Donkey Kong in a more positive light, and he was no longer considered a candidate for one of the worst characters. However, Donkey Kong is still considered to fall short when in comparison to the rest of the cast and is regarded to be a character that falls on the lower end of the tier list. This was reflected on his placement on the first tier list, where he was ranked 70th as a lower-mid tier character. His results would remain around the same in the following year: although HIKARU eventually retired and ChunkyKong's results saw a dip, {{Sm|Rarikkusu}} would break out onto the Japanese scene and begin placing well at events. As such, Donkey Kong remained around the same on the second tier list, rising slightly to 68th and ranking in the D+ tier.
| |
| | |
| After the second tier list, Donkey Kong experienced a "Donkey Kong renaissance" similar to what was happening to [[Donkey Kong (SSBM)|his ''Melee'' counterpart]] at that time. This renaissance not only saw many Donkey Kong players succeed at majors, but also saw many top players lose to Donkey Kong players, with notable examples being Rarikkusu defeating {{Sm|Sparg0}} at {{Trn|DELTA 8}}, ChunkyKong defeating {{Sm|Light|p=Connecticut}} at {{Trn|MomoCon 2024}}, {{Sm|MairudonaH.O}} defeating {{Sm|Hurt}} at {{Trn|Seibugeki 17}}, {{Sm|Duplex}} defeating {{Sm|MuteAce}} at {{Trn|S Factor 11}}, and {{Sm|Kuhaku}} defeating {{Sm|Doramigi}} at {{Trn|Maesuma'JAPAN West 24}}. This sudden rise in Donkey Kong's representation improved Donkey Kong's standing in the metagame, and many believed Donkey Kong would rise in the next tier list.
| |
|
| |
|
| =={{SSBU|Classic Mode}}: Journey to New Donk City== | | =={{SSBU|Classic Mode}}: Journey to New Donk City== |
| [[File:SSBU Congratulations Donkey Kong.png|thumb|Donkey Kong's congratulations screen.]]
| | Donkey Kong's path presumably refers to [[New Donk City Hall]] being the final stage. After defeating Diddy Kong, he becomes Donkey Kong's partner for the rest of the mode. |
| Donkey Kong's path chronicles Donkey Kong traveling via plane (Pilotwings) from the jungle (his home stages) to New Donk City (through urban stages, Onett and Moray Towers). After defeating Diddy Kong, he becomes Donkey Kong's partner for the rest of the mode, referencing the original ''Donkey Kong Country''. | |
|
| |
|
| {|class="wikitable" style="text-align:center" | | {|class="wikitable sortable" style="text-align:center" |
| !Round!!Opponent!!Stage!!Music!!Notes | | !Round!!Opponent!!Stage!!Music |
| |- | | |- |
| |1||{{CharHead|Diddy Kong|SSBU|hsize=20px}}||[[Kongo Jungle]]||''{{SSBUMusicLink|Donkey Kong|Jungle Level (64)}}''|| | | |1||{{SSBU|Diddy Kong}}||{{SSB|Kongo Jungle}}||Jungle Level (64) |
| |- | | |- |
| |2||{{CharHead|King K. Rool|SSBU|hsize=20px}}||[[Kongo Falls]]||''{{SSBUMusicLink|Donkey Kong|Gang-Plank Galleon}}''||rowspan="5"|{{Head|Diddy Kong|g=SSBU|s=20px}} Diddy Kong is a CPU ally. | | |2||{{SSBU|King K. Rool}}||[[Kongo Falls]]||Gang-Plank Galleon |
| |- | | |- |
| |3||{{CharHead|Wario|SSBU|hsize=20px}} and {{CharHead|Captain Falcon|SSBU|hsize=20px}} ||[[Pilotwings]]||''{{SSBUMusicLink|Donkey Kong|Gear Getaway}}'' | | |3||{{SSBU|Wario}} and {{SSBU|Captain Falcon}}||[[Pilotwings]]||Gear Getaway |
| |- | | |- |
| |4||{{CharHead|Ness|SSBU|hsize=20px}} and {{CharHead|Lucas|SSBU|hsize=20px}}||[[Onett]]||''{{SSBUMusicLink|Donkey Kong|The Map Page / Bonus Level (Remix)}}'' | | |4||{{SSBU|Ness}} and {{SSBU|Lucas}}||[[Onett]]||The Map Page / Bonus Level |
| | |
| |- | | |- |
| |5||{{Head|Inkling|g=SSBU|s=24px}}{{Head|Inkling|g=SSBU|s=24px|cl=Blue}} {{SSBU|Inkling}} (x2)||[[Moray Towers]]||''{{SSBUMusicLink|Donkey Kong|Donkey Kong / Donkey Kong Jr. Medley}}'' | | |5||Male and Female {{SSBU|Inkling}}s||[[Moray Towers]]||Donkey Kong / Donkey Kong Jr. Medley |
| |- | | |- |
| |6||{{CharHead|Mario|SSBU|hsize=20px}} and {{CharHead|Luigi|SSBU|hsize=20px}} ||[[New Donk City Hall]]||''{{SSBUMusicLink|Super Mario Bros.|New Donk City}}'' | | |6||{{SSBU|Mario}} and {{SSBU|Luigi}}||[[New Donk City Hall]]||New Donk City |
| |- | | |- |
| |colspan="5"|[[Bonus Stage]] | | |colspan="4"|Bonus Stage |
| |- | | |- |
| |Final||{{SSBU|Master Hand}}||New Donk City Hall ([[Ω form]])||''{{SSBUMusicLink|Super Smash Bros.|Master Hand}}'' <small>(Less than 7.0 intensity)</small><br>''{{SSBUMusicLink|Super Smash Bros.|Master Hand / Crazy Hand}}'' <small>(Intensity 7.0 or higher)</small>|| {{Head|Diddy Kong|g=SSBU|s=20px}} Diddy Kong is a CPU ally.<br>On intensity 7.0 and higher, {{SSBU|Crazy Hand}} fights alongside Master Hand. | | |Final||{{SSBU|Master Hand}}||New Donk City Hall ([[Ω form]])||Master Hand |
| |} | | |} |
| | Credits roll after completing Classic Mode. Completing it as Donkey Kong has "Donkey Kong Country Returns (Vocals)" accompany the credits. |
| | |
| Note: Every stage until Round 6 plays a track from the {{uv|Donkey Kong}} universe, no matter what universe the stage originates from. | | Note: Every stage until Round 6 plays a track from the {{uv|Donkey Kong}} universe, no matter what universe the stage originates from. |
|
| |
|
| Note 2: In Round 3, the music and stage also reference the Rocket Barrel levels in ''Donkey Kong Country Returns'', with Gear Getaway being among them. | | Note 2: On Intensity 7.0 and up, Crazy Hand is joined in the battle and the music "Master Hand / Crazy Hand" is played instead. |
| | |
| Note 3: In Round 5, the stage references 25m.
| |
|
| |
|
| [[Credits]] roll after completing Classic Mode. Completing it as Donkey Kong has ''{{SSBUMusicLink|Donkey Kong|Donkey Kong Country Returns (Vocals)}}'' accompany the credits.
| |
| {{clr}}
| |
| ===Character unlock tree=== | | ===Character unlock tree=== |
| Donkey Kong's Classic Mode character unlock tree includes the following characters in order: | | Donkey Kong's Classic Mode character unlock tree includes the following characters in order: |
| #{{SSBU|Bowser}}
| | *{{SSBU|Bowser}} |
| #{{SSBU|Pokémon Trainer}}
| | *{{SSBU|Pokémon Trainer}} |
| #{{SSBU|Rosalina & Luma}}
| | *{{SSBU|Rosalina & Luma}} |
| #{{SSBU|King Dedede}}
| | *{{SSBU|King Dedede}} |
| #{{SSBU|Sheik}}
| | *{{SSBU|Sheik}} |
| #{{SSBU|Greninja}}
| | *{{SSBU|Greninja}} |
| #{{SSBU|Diddy Kong}}
| | *{{SSBU|Diddy Kong}} |
| #{{SSBU|Duck Hunt}}
| | *{{SSBU|Duck Hunt}} |
|
| |
|
| Each character can be unlocked by clearing Donkey Kong's Classic Mode, or the Classic Mode of any preceding character, if all preceding characters have been unlocked. Once all the above characters are unlocked, clearing Classic Mode with any of them will default to {{SSBU|Mario}}'s character unlock tree, starting with {{SSBU|Sonic}}. | | Each character can be unlocked by clearing Donkey Kong's Classic Mode, or the Classic Mode of any preceding character, if all preceding characters have been unlocked. Once all the above characters are unlocked, clearing Classic Mode with any of them will default to {{SSBU|Mario}}'s character unlock tree, starting with {{SSBU|Sonic}}. |
|
| |
|
| ==Role in [[World of Light]]== | | ==Role in [[World of Light]]== |
| [[File:WoL-02DonkeyKong.jpg|thumb|Finding Donkey Kong in World of Light|left]]
| |
| Donkey Kong was among the fighters that were summoned to fight against the army of [[Master Hand]]s. | | Donkey Kong was among the fighters that were summoned to fight against the army of [[Master Hand]]s. |
|
| |
|
| During the opening cutscene, Donkey Kong was present on the cliffside when [[Galeem]] unleashed his beams of light. Galeem's light beams vaporized Donkey Kong offscreen, placing him under Galeem's imprisonment along with the other fighters, excluding {{SSBU|Kirby}}. | | During the opening cutscene, Donkey Kong was present on the cliffside when [[Galeem]] unleashed his beams of light. Galeem's light beams vaporized Donkey Kong offscreen, placing him under Galeem's imprisonment along with the other fighters, excluding {{SSBU|Kirby}}. |
|
| |
|
| He can be rescued in a jungle segment of [[The Light Realm]], on a space that looks like the treehouse where he lives on his series. | | He can be rescued in a jungle segment of World of Light on a space that looks like the treehouse he lives in on his series. In his fight, he is a grab spirit who has 3300 power. |
| {{clrl}}
| |
| | |
| ===Fighter Battle===
| |
| {|class="wikitable" style="width:100%;"
| |
| |-
| |
| !style="width:5%;"|No.
| |
| !style="width:5%;"|Image
| |
| !Name
| |
| !Type
| |
| !Power
| |
| !Stage
| |
| !Music
| |
| |-
| |
| |02
| |
| |[[File:Donkey Kong SSBU.png|center|108x108px]]
| |
| |Donkey Kong
| |
| |{{SpiritType|Grab}} <center>{{color|#17ba17|Grab}}</center>
| |
| |3,300
| |
| |{{SSB|Kongo Jungle}} ([[Ω form]])
| |
| |''{{SSBUMusicLink|Donkey Kong|Jungle Level (64)}}''
| |
| |}
| |
| {{clr}}
| |
|
| |
|
| ==[[Spirit]]s== | | ==[[Spirit]]s== |
| Donkey Kong's fighter spirit can be obtained by completing {{SSBU|Classic Mode}}. It is also available periodically for purchase in the shop for 300 Gold. Unlocking Donkey Kong in World of Light allows the player to preview the first spirit below in the Spirit List under the name "???". As a fighter spirit, it cannot be used in Spirit Battles and is purely aesthetic. His fighter spirit has an alternate version that replaces it with his artwork in ''Ultimate''. | | Donkey Kong's Fighter Spirit can be obtained by completing [[Classic Mode]]. It is also available periodically for purchase in the shop for 500 coins. Unlocking Donkey Kong in World of Light allows the player to preview the first spirit below in the Spirit List under the name "???". As a Fighter Spirit, it cannot be used in Spirit Battles and is purely aesthetic. Each Fighter Spirit has an alternate version that replaces them with their artwork in ''Ultimate''. |
|
| |
|
| Additionally, Donkey Kong makes an appearance in a few primary (albeit in name only){{ref|a}} and support spirits. | | Additionally, Donkey Kong makes an appearance in a few Primary and Support Spirits. |
|
| |
|
| <center> | | <center> |
| <gallery> | | <gallery> |
| SSBU spirit Donkey Kong.png|134. '''''Donkey Kong'''''
| | Spirits donkey kong.png|134. '''''Donkey Kong''''' |
| SSBU spirit Donkey Kong & Lady.png|137. Donkey Kong & Lady
| | Donkey Kong & Lady.png|137. Donkey Kong & Lady |
| SSBU spirit Donkey Kong & Bongos.png|169. Donkey Kong & Bongos
| | DK Bongos Spirit.png|169. Donkey Kong & Bongos |
| </gallery> | | </gallery> |
| </center> | | </center> |
|
| |
| ==In Spirit Battles==
| |
| ===As the main opponent===
| |
| {|class="wikitable sortable" style="width:100%;"
| |
| ! colspan=4|Spirit
| |
| ! colspan=7|Battle parameters
| |
| ! colspan=1|Inspiration
| |
| |-
| |
| ! style="width:5%;"|No.
| |
| ! style="width:5%;"|Image
| |
| ! Name
| |
| ! Series
| |
| ! Enemy Fighter(s)
| |
| ! style="width:5%;"|Type
| |
| ! style="width:5%;"|Power
| |
| ! Stage
| |
| ! Rules
| |
| ! Conditions
| |
| ! Music
| |
| ! Character
| |
| |-
| |
| |36
| |
| |{{SpiritTableName|Goomba|link=y|size=64}}
| |
| |''Super Mario'' Series
| |
| |•Tiny {{SSBU|Donkey Kong}} Team {{Head|Donkey Kong|g=SSBU|s=20px|cl=Red}}×5
| |
| |{{SpiritType|Neutral}}
| |
| |1,800
| |
| |{{SSB|Mushroom Kingdom}} ([[Battlefield form]])
| |
| |N/A
| |
| |•Defeat an army of fighters
| |
| |{{SSBUMusicLink|Super Mario Bros.|Ground Theme - Super Mario Bros.}}
| |
| |
| |
| |-
| |
| |82
| |
| |{{SpiritTableName|Barrel Train|size=64}}
| |
| |''Mario Kart'' Series
| |
| |•{{SSBU|Donkey Kong}} {{Head|Donkey Kong|g=SSBU|s=20px|cl=Black}}<br>•{{SSBU|Diddy Kong}} {{Head|Diddy Kong|g=SSBU|s=20px|cl=Yellow}}
| |
| |{{SpiritType|Shield}}
| |
| |3,500
| |
| |[[Spirit Train]]
| |
| |•Item: [[Bullet Bill]]
| |
| |•The enemy can deal damage by dashing into you<br>•The enemy has increased attack power<br>•The enemy has increased move speed
| |
| |{{SSBUMusicLink|Mario Kart|Rainbow Road - Mario Kart: Double Dash!!}}
| |
| |Donkey Kong
| |
| |-
| |
| |117
| |
| |{{SpiritTableName|Flies & Hand|link=y|size=64}}
| |
| |''Mario Paint'' Series
| |
| |•Giant {{SSBU|Donkey Kong}} {{Head|Donkey Kong|g=SSBU|s=20px|cl=White}}<br>•Tiny {{SSBU|Dark Pit}} {{Head|Dark Pit|g=SSBU|s=20px|cl=Brown}}×4
| |
| |{{SpiritType|Attack}}
| |
| |4,000
| |
| |[[Living Room]]
| |
| |•Assist Trophy Enemies (Flies & Hand)<br>•Item: [[Food]]
| |
| |•Survive until the timer runs out (1:00)<br>•Hostile assist trophies will appear
| |
| |{{SSBUMusicLink|Super Mario Bros.|Mario Paint Medley}}
| |
| |Hand
| |
| |-
| |
| |131
| |
| |{{SpiritTableName|Rabbid Kong|iw=mariowiki|size=64}}
| |
| |''Mario + Rabbids Kingdom Battle''
| |
| |•Bunny {{SSBU|Donkey Kong}} {{Head|Donkey Kong|g=SSBU|s=20px|cl=White}}
| |
| |{{SpiritType|Attack}}
| |
| |1,700
| |
| |[[3D Land]]
| |
| |N/A
| |
| |•The enemy's punches and elbow strikes have increased power
| |
| |{{SSBUMusicLink|Other|Arcade Bunny's Theme}}
| |
| |
| |
| |-
| |
| |137
| |
| |{{SpiritTableName|Donkey Kong & Lady|size=64}}
| |
| |''Donkey Kong'' Series
| |
| |•Giant {{SSBU|Donkey Kong}} {{Head|Donkey Kong|g=SSBU|s=20px|cl=Yellow}} (250 HP)<br>•Ally: {{SSBU|Peach}} {{Head|Peach|g=SSBU|s=20px|cl=Red}} (120 HP)
| |
| |{{SpiritType|Grab}}
| |
| |13,500
| |
| |[[75m]]
| |
| |•Item Tidal Wave
| |
| |•You lose if your CPU ally is KO'd<br>•The enemy has super armor and is hard to launch or make flinch<br>•Timed [[stamina battle]] (1:30)
| |
| |{{SSBUMusicLink|Donkey Kong|Donkey Kong / Donkey Kong Jr. Medley}}
| |
| |Original Donkey Kong (currently known as [[Cranky Kong]])
| |
| |-
| |
| |138
| |
| |{{SpiritTableName|Donkey Kong Jr.|size=64}}
| |
| |''Donkey Kong'' Series
| |
| |•{{SSBU|Donkey Kong}} {{Head|Donkey Kong|g=SSBU|s=20px|cl=Yellow}}<br>•Giant {{SSBU|Donkey Kong}} {{Head|Donkey Kong|g=SSBU|s=20px|cl=Yellow}}
| |
| |{{SpiritType|Grab}}
| |
| |9,000
| |
| |{{SSB|Kongo Jungle}} (hazards off)
| |
| |N/A
| |
| |•Defeat the main fighter to win<br>•The enemy's throws have increased power<br>•Reinforcements will appear during the battle
| |
| |{{SSBUMusicLink|Donkey Kong|Donkey Kong / Donkey Kong Jr. Medley}}
| |
| |Original Donkey Kong (Giant Donkey Kong)
| |
| |-
| |
| |140
| |
| |{{SpiritTableName|Cranky Kong|size=64}}
| |
| |''Donkey Kong'' Series
| |
| |•{{SSBU|Donkey Kong}} {{Head|Donkey Kong|g=SSBU|s=20px|cl=White}}
| |
| |{{SpiritType|Attack}}
| |
| |9,700
| |
| |[[Jungle Japes]]
| |
| |•Hazard: Slumber Floor
| |
| |•The floor is sleep-inducing
| |
| |{{SSBUMusicLink|Donkey Kong|Opening - Donkey Kong}}
| |
| |
| |
| |-
| |
| |143
| |
| |{{SpiritTableName|Swanky Kong|size=64}}
| |
| |''Donkey Kong'' Series
| |
| |•{{SSBU|Donkey Kong}} {{Head|Donkey Kong|g=SSBU|s=20px|cl=Red}}
| |
| |{{SpiritType|Attack}}
| |
| |1,700
| |
| |[[Kongo Jungle]]
| |
| |•Item: [[Beastball]]
| |
| |•The enemy is easily distracted by items
| |
| |{{SSBUMusicLink|Donkey Kong|Funky's Fugue}}
| |
| |
| |
| |-
| |
| |144
| |
| |{{SpiritTableName|Wrinkly Kong|size=64}}
| |
| |''Donkey Kong'' Series
| |
| |•Clear {{SSBU|Donkey Kong}} {{Head|Donkey Kong|g=SSBU|s=20px|cl=White}}
| |
| |{{SpiritType|Shield}}
| |
| |3,500
| |
| |[[Luigi's Mansion]]
| |
| |•Hazard: High Gravity<br>•Hazard: Low Gravity
| |
| |•Your jumping power decreases when the enemy's at high damage<br>•The enemy is less affected by gravity<br>•The enemy starts with damage but is more powerful
| |
| |{{SSBUMusicLink|Donkey Kong|The Map Page / Bonus Level (Remix)}}
| |
| |
| |
| |-
| |
| |149
| |
| |{{SpiritTableName|Chunky Kong|size=64}}
| |
| |''Donkey Kong'' Series
| |
| |•{{SSBU|Donkey Kong}} {{Head|Donkey Kong|g=SSBU|s=20px|cl=Yellow}}
| |
| |{{SpiritType|Attack}}
| |
| |3,800
| |
| |[[Jungle Japes]]
| |
| |N/A
| |
| |•The enemy's punches and elbow strikes have increased power
| |
| |{{SSBUMusicLink|Donkey Kong|DK Rap}}
| |
| |
| |
| |-
| |
| |150
| |
| |{{SpiritTableName|Rambi|size=64}}
| |
| |''Donkey Kong'' Series
| |
| |•{{SSBU|Donkey Kong}} {{Head|Donkey Kong|g=SSBU|s=20px|cl=White}}
| |
| |{{SpiritType|Attack}}
| |
| |9,100
| |
| |[[Kongo Falls]] ([[Ω form]])
| |
| |N/A
| |
| |•The enemy can deal damage by dashing into you
| |
| |{{SSBUMusicLink|Donkey Kong|Jungle Level (Brawl)}}
| |
| |
| |
| |-
| |
| |158
| |
| |{{SpiritTableName|Professor Chops|size=64}}
| |
| |''Donkey Kong'' Series
| |
| |•{{SSBU|Donkey Kong}} {{Head|Donkey Kong|g=SSBU|s=20px|cl=White}}
| |
| |{{SpiritType|Grab}}
| |
| |1,700
| |
| |[[Kongo Falls]]
| |
| |•Item: [[Banana Peel]]
| |
| |•The enemy can instantly escape from movement-disabling moves
| |
| |{{SSBUMusicLink|Donkey Kong|Jungle Hijinxs}}
| |
| |{{s|mariowiki|Super Kong}}
| |
| |-
| |
| |171
| |
| |{{SpiritTableName|Ninja Kong|size=64}}
| |
| |''Donkey Kong Jungle Beat''
| |
| |•{{SSBU|Donkey Kong}} {{Head|Donkey Kong|g=SSBU|s=20px|cl=Black}}
| |
| |{{SpiritType|Shield}}
| |
| |1,900
| |
| |[[Distant Planet]] ([[Battlefield form]])
| |
| |N/A
| |
| |•The enemy's kicks and knee strikes have increased power<br>•The enemy favors side specials
| |
| |{{SSBUMusicLink|Donkey Kong|Battle for Storm Hill}}
| |
| |
| |
| |-
| |
| |197
| |
| |{{SpiritTableName|Goron|size=64}}
| |
| |''The Legend of Zelda'' Series
| |
| |•{{SSBU|Donkey Kong}} {{Head|Donkey Kong|g=SSBU|s=20px|cl=Yellow}}
| |
| |{{SpiritType|Shield}}
| |
| |1,700
| |
| |[[The Great Cave Offensive]] ([[Battlefield form]])
| |
| |•Item: [[Bob-omb]]
| |
| |•The enemy's dash attacks have increased power<br>•The enemy favors dash attacks
| |
| |{{SSBUMusicLink|The Legend of Zelda|Hidden Mountain & Forest}}
| |
| |
| |
| |-
| |
| |198
| |
| |{{SpiritTableName|Darunia|size=64}}
| |
| |''The Legend of Zelda'' Series
| |
| |•{{SSBU|Donkey Kong}} {{Head|Donkey Kong|g=SSBU|s=20px|cl=Yellow}}<br>•{{SSBU|Jigglypuff}} {{Head|Jigglypuff|g=SSBU|s=20px|cl=Blue}}×8
| |
| |{{SpiritType|Neutral}}
| |
| |1,400
| |
| |[[Gerudo Valley]] ([[Battlefield form]])
| |
| |•Hazard: Lava Floor
| |
| |•Defeat the main fighter to win<br>•The floor is lava<br>•The enemy starts the battle with a {{b|Hammer|item}}
| |
| |{{SSBUMusicLink|The Legend of Zelda|Hidden Mountain & Forest}}
| |
| |
| |
| |-
| |
| |240
| |
| |{{SpiritTableName|Daruk|size=64}}
| |
| |''The Legend of Zelda'' Series
| |
| |•{{SSBU|Donkey Kong}} {{Head|Donkey Kong|g=SSBU|s=20px|cl=Yellow}} (180 HP)
| |
| |{{SpiritType|Shield}}
| |
| |4,300
| |
| |[[Find Mii]] ([[Battlefield form]])
| |
| |•Hazard: Lava Floor
| |
| |•The floor is lava<br>•[[Stamina battle]]<br>•The enemy's shield has extra durability
| |
| |{{SSBUMusicLink|The Legend of Zelda|Nintendo Switch Presentation 2017 Trailer BGM}}
| |
| |
| |
| |-
| |
| |372
| |
| |{{SpiritTableName|Bonkers|link=y|size=64}}
| |
| |''Kirby'' Series
| |
| |•{{SSBU|Donkey Kong}} {{Head|Donkey Kong|g=SSBU|s=20px|cl=Blue}}
| |
| |{{SpiritType|Attack}}
| |
| |8,400
| |
| |{{SSB|Kongo Jungle}}
| |
| |N/A
| |
| |•The enemy starts the battle with a {{b|Hammer|item}}<br>•The enemy can swing the Hammer for a long time
| |
| |{{SSBUMusicLink|Kirby|Forest Stage}}
| |
| |
| |
| |-
| |
| |443
| |
| |{{SpiritTableName|Gengar|size=64}}
| |
| |''Pokémon'' Series
| |
| |•{{SSBU|Donkey Kong}} {{Head|Donkey Kong|g=SSBU|s=20px|cl=Blue}}
| |
| |{{SpiritType|Grab}}
| |
| |4,300
| |
| |[[Luigi's Mansion]] ([[Battlefield form]])
| |
| |•Hazard: Slumber Floor
| |
| |•The floor is sleep-inducing
| |
| |{{SSBUMusicLink|Pokémon|Pokémon Red / Pokémon Blue Medley}}
| |
| |
| |
| |-
| |
| |506
| |
| |{{SpiritTableName|Abomasnow|link=y|size=64}}
| |
| |''Pokémon'' Series
| |
| |•{{SSBU|Donkey Kong}} {{Head|Donkey Kong|g=SSBU|s=20px|cl=White}}
| |
| |{{SpiritType|Shield}}
| |
| |2,300
| |
| |[[Summit]] ([[Battlefield form]])
| |
| |•Item: [[Freezie]]<br>•Hazard: Ice Floor
| |
| |•The floor is frozen<br>•The enemy is weak to fire attacks<br>•Only certain Pokémon will emerge from Poké Balls (Abomasnow)
| |
| |{{SSBUMusicLink|Pokémon|Battle! (Wild Pokémon) - Pokémon Diamond / Pokémon Pearl}}
| |
| |
| |
| |-
| |
| |530
| |
| |{{SpiritTableName|Landorus (Therian Forme)|size=64}}
| |
| |''Pokémon'' Series
| |
| |•{{SSBU|Donkey Kong}} {{Head|Donkey Kong|g=SSBU|s=20px|cl=Red}}
| |
| |{{SpiritType|Neutral}}
| |
| |9,200
| |
| |[[Gerudo Valley]] (hazards off)
| |
| |•Earthquake
| |
| |•Periodic earthquakes will shake the stage after a little while
| |
| |{{SSBUMusicLink|Pokémon|N's Castle}}
| |
| |
| |
| |-
| |
| |552
| |
| |{{SpiritTableName|Bewear|link=y|size=64}}
| |
| |''Pokémon'' Series
| |
| |•{{SSBU|Donkey Kong}} {{Head|Donkey Kong|g=SSBU|s=20px|cl=Pink}}
| |
| |{{SpiritType|Attack}}
| |
| |3,500
| |
| |{{SSB|Kongo Jungle}}
| |
| |N/A
| |
| |•The enemy has super armor but moves slower<br>•Only certain Pokémon will emerge from Poké Balls (Bewear)
| |
| |{{SSBUMusicLink|Pokémon|Battle! (Trainer) - Pokémon Sun / Pokémon Moon}}
| |
| |
| |
| |-
| |
| |608
| |
| |{{SpiritTableName|Polar Bear|link=y|size=64}}
| |
| |''Ice Climber'' Series
| |
| |•{{SSBU|Donkey Kong}} {{Head|Donkey Kong|g=SSBU|s=20px|cl=White}} (160 HP)
| |
| |{{SpiritType|Attack}}
| |
| |9,300
| |
| |[[Summit]] ([[Battlefield form]])
| |
| |•Earthquake<br>•Item: [[Freezie]]
| |
| |•The enemy has super armor but moves slower<br>•[[Stamina battle]]<br>•Periodic earthquakes will shake the stage
| |
| |{{SSBUMusicLink|Ice Climber|Ice Climber (Melee)}}
| |
| |
| |
| |-
| |
| |807
| |
| |{{SpiritTableName|Purple Pikmin|customname=[[Pikmin (species)|Purple Pikmin]]|size=64}}
| |
| |''Pikmin'' Series
| |
| |•Tiny {{SSBU|Donkey Kong}} Team {{Head|Donkey Kong|g=SSBU|s=20px|cl=Blue}}×10 (20 HP)
| |
| |{{SpiritType|Shield}}
| |
| |3,500
| |
| |[[Distant Planet]]
| |
| |N/A
| |
| |•[[Stamina battle]]<br>•The enemy deals damage when falling<br>•Reinforcements will appear after an enemy is KO'd
| |
| |{{SSBUMusicLink|Pikmin|Forest of Hope}}
| |
| |
| |
| |-
| |
| |937
| |
| |{{SpiritTableName|Mr. Sandman|size=64}}
| |
| |''Punch-Out!!'' Series
| |
| |•{{SSBU|Donkey Kong}} {{Head|Donkey Kong|g=SSBU|s=20px|cl=Red}} (160 HP)
| |
| |{{SpiritType|Attack}}
| |
| |9,700
| |
| |[[Boxing Ring]]
| |
| |•Hazard: Slumber Floor
| |
| |•The floor is sleep-inducing<br>•The enemy's smash attacks have increased power<br>•[[Stamina battle]]
| |
| |{{SSBUMusicLink|Punch-Out!!|Minor Circuit (Original)}}
| |
| |
| |
| |-
| |
| |982
| |
| |{{SpiritTableName|Blanka|size=64}}
| |
| |''Street Fighter'' Series
| |
| |•{{SSBU|Donkey Kong}} {{Head|Donkey Kong|g=SSBU|s=20px|cl=Green}} (140 HP)
| |
| |{{SpiritType|Shield}}
| |
| |3,700
| |
| |[[Jungle Japes]]
| |
| |•Jump Power ↓
| |
| |•[[Stamina battle]]<br>•All fighters have reduced jump power<br>•The enemy starts the battle with a {{b|Screw Attack|item}}
| |
| |{{SSBUMusicLink|Street Fighter|Blanka Stage Type A}}
| |
| |
| |
| |-
| |
| |1,101
| |
| |{{SpiritTableName|Master Giant|link=y|size=64}}
| |
| |''Super Smash Bros.'' Series
| |
| |•Giant {{SSBU|Donkey Kong}} {{Head|Donkey Kong|g=SSBU|s=20px|cl=Black}} (160 HP)
| |
| |{{SpiritType|Grab}}
| |
| |9,900
| |
| |{{SSBU|Final Destination}}
| |
| |•[[Bob-omb]] Festival
| |
| |•Bob-ombs will rain from the sky after a little while<br>•The enemy has super armor and is hard to launch or make flinch<br>•[[Stamina battle]]
| |
| |{{SSBUMusicLink|Super Smash Bros.|Master Core}}
| |
| |
| |
| |-
| |
| |1,146
| |
| |{{SpiritTableName|Muddy Mole|size=64}}
| |
| |''Mole Mania''
| |
| |•{{SSBU|Donkey Kong}} {{Head|Donkey Kong|g=SSBU|s=20px|cl=Red}}
| |
| |{{SpiritType|Grab}}
| |
| |1,700
| |
| |[[The Great Cave Offensive]] ([[Battlefield form]])
| |
| |•Item: [[Pitfall]]
| |
| |•Take your strongest team into this no-frills battle
| |
| |{{SSBUMusicLink|Kirby|Kirby Retro Medley}} (Float Islands)
| |
| |
| |
| |-
| |
| |1,200
| |
| |{{SpiritTableName|Sumo Brothers|size=64}}
| |
| |''Rhythm Heaven'' Series {{Flag|North America}}<br>''Rhythm Paradise'' Series {{Flag|PAL}}
| |
| |•Giant {{SSBU|Donkey Kong}} {{Head|Donkey Kong|g=SSBU|s=20px|cl=Red}}{{Head|Donkey Kong|g=SSBU|s=20px|cl=Blue}}
| |
| |{{SpiritType|Grab}}
| |
| |1,900
| |
| |[[Arena Ferox]] ([[Ω form]])
| |
| |•Earthquake
| |
| |•The enemy's physical attacks have increased power<br>•Periodic earthquakes will shake the stage<br>•The enemy loves to taunt
| |
| |{{SSBUMusicLink|Street Fighter|E. Honda Stage Type B}}
| |
| | Red Sumo Brother (red costume)<br>Blue Sumo Brother (purple costume)
| |
| |-
| |
| |1,339
| |
| |{{SpiritTableName|Bottles|size=64}}
| |
| |''Banjo-Kazooie'' Series
| |
| |•{{SSBU|Donkey Kong}} {{Head|Donkey Kong|g=SSBU|s=20px|cl=Black}}
| |
| |{{SpiritType|Shield}}
| |
| |3,900
| |
| |[[Spiral Mountain]] (Bottles)
| |
| |•Invisibility<br>•Item: [[Pitfall]]
| |
| |•The enemy is invisible<br>•The enemy favors side specials<br>•The enemy is easily distracted by items
| |
| |{{SSBUMusicLink|Banjo-Kazooie|Spiral Mountain}}
| |
| |
| |
| |-
| |
| |1,396
| |
| |{{SpiritTableName|Goda|size=64}}
| |
| |''River City'' Series
| |
| |•{{SSBU|Donkey Kong}} {{Head|Donkey Kong|g=SSBU|s=20px|cl=Green}}<br>•{{SSBU|Diddy Kong}} {{Head|Diddy Kong|g=SSBU|s=20px|cl=Yellow}}
| |
| |{{SpiritType|Neutral}}
| |
| |2,000
| |
| |[[Onett]]
| |
| |•Item: Battering Types
| |
| |•Defeat the main fighter to win<br>•The enemy's side special has increased power<br>•The enemy favors side specials
| |
| |{{SSBUMusicLink|Other|Golden Forest}}
| |
| |
| |
| |-
| |
| |1,415
| |
| |{{SpiritTableName|Master Mummy|link=y|size=64}}
| |
| |''ARMS''
| |
| |•{{SSBU|Donkey Kong}} {{Head|Donkey Kong|g=SSBU|s=20px|cl=White}}
| |
| |{{SpiritType|Shield}}
| |
| |3,400
| |
| |[[Dracula's Castle]] ([[Ω form]])
| |
| |N/A
| |
| |•The enemy has super armor but moves slower<br>•The enemy favors grabs and throws
| |
| |{{SSBUMusicLink|ARMS|Mausoleum}}
| |
| |
| |
| |-
| |
| |1,485
| |
| |{{SpiritTableName|Jack-7|size=64}}
| |
| |''Tekken'' series
| |
| |•{{SSBU|Donkey Kong}} Team {{Head|Donkey Kong|g=SSBU|s=20px|cl=Green}}×5 (70 HP)
| |
| |{{SpiritType|Neutral}}
| |
| |1,800
| |
| |[[Mishima Dojo]]
| |
| |N/A
| |
| |•The enemy has super armor but moves slower<br>•[[Stamina battle]]<br>•The enemy favors neutral specials
| |
| |{{SSBUMusicLink|Tekken|Abyss of Time}}
| |
| | Jack-4s
| |
| |}
| |
|
| |
| ===As a minion===
| |
| {|class="wikitable sortable" style="width:100%;"
| |
| ! colspan=4|Spirit
| |
| ! colspan=7|Battle parameters
| |
| ! colspan=1|Inspiration
| |
| |-
| |
| ! style="width:5%;"|No.
| |
| ! style="width:5%;"|Image
| |
| ! Name
| |
| ! Series
| |
| ! Enemy Fighter(s)
| |
| ! style="width:5%;"|Type
| |
| ! style="width:5%;"|Power
| |
| ! Stage
| |
| ! Rules
| |
| ! Conditions
| |
| ! Music
| |
| ! Character
| |
| |-
| |
| |79
| |
| |{{SpiritTableName|Pauline|link=y|size=64}}
| |
| |''Super Mario'' Series
| |
| |•{{SSBU|Peach}} {{Head|Peach|g=SSBU|s=20px|cl=Red}}<br>•{{SSBU|Mario}} {{Head|Mario|g=SSBU|s=20px|cl=White}}<br>•Giant {{SSBU|Donkey Kong}} {{Head|Donkey Kong|g=SSBU|s=20px|cl=Red}}
| |
| |{{SpiritType|Shield}}
| |
| |13,700
| |
| |[[75m]] (hazards off)
| |
| |•Jump Power ↓
| |
| |•Defeat the main fighter to win<br>•You have reduced jump power<br>•Reinforcements will appear during the battle<br>•''The enemy tends to avoid conflict''
| |
| |{{SSBUMusicLink|Super Mario Bros.|Jump Up, Super Star!}}
| |
| |Original Donkey Kong
| |
| |-
| |
| |141
| |
| |{{SpiritTableName|Funky Kong|size=64}}
| |
| |''Donkey Kong'' Series
| |
| |•{{SSBU|Captain Falcon}} {{Head|Captain Falcon|g=SSBU|s=20px|cl=Blue}}<br>•{{SSBU|Diddy Kong}} {{Head|Diddy Kong|g=SSBU|s=20px|cl=White}}<br>•{{SSBU|Donkey Kong}} {{Head|Donkey Kong|g=SSBU|s=20px|cl=Yellow}}
| |
| |{{SpiritType|Neutral}}
| |
| |9,000
| |
| |{{SSB|Kongo Jungle}}
| |
| |•Item: [[Bullet Bill]]
| |
| |•The enemy is easily distracted by items
| |
| |{{SSBUMusicLink|Donkey Kong|Funky's Fugue}}
| |
| |{{s|mariowiki|Donkey Kong}}
| |
| |-
| |
| |238
| |
| |{{SpiritTableName|Zelda (Breath of the Wild)|size=64}}
| |
| |''The Legend of Zelda'' Series
| |
| |•{{SSBU|Zelda}} {{Head|Zelda|g=SSBU|s=20px|cl=Blue}} (50 HP)<br>•{{SSBU|Link}} {{Head|Link|g=SSBU|s=20px|cl=White}} (60 HP)<br>•{{SSBU|Inkling}} {{Head|Inkling|g=SSBU|s=20px|cl=Pink}} (30 HP)<br>•{{SSBU|Donkey Kong}} {{Head|Donkey Kong|g=SSBU|s=20px|cl=Yellow}} (60 HP)<br>•{{SSBU|Falco}} {{Head|Falco|g=SSBU|s=20px|cl=Blue}} (50 HP)<br>•{{SSBU|Zero Suit Samus}} {{Head|Zero Suit Samus|g=SSBU|s=20px|cl=ShortsBlue}} (50 HP)
| |
| |{{SpiritType|Shield}}
| |
| |9,200
| |
| |[[Great Plateau Tower]]
| |
| |N/A
| |
| |•[[Stamina battle]]<br>•Reinforcements will appear after an enemy is KO'd<br>•Defeat an army of fighters
| |
| |{{SSBUMusicLink|The Legend of Zelda|Main Theme - The Legend of Zelda: Breath of the Wild}}
| |
| |{{s|zeldawiki|Daruk}}
| |
| |-
| |
| |1,132
| |
| |{{SpiritTableName|Hockey Players|size=64}}
| |
| |''Ice Hockey''
| |
| |•{{SSBU|Dr. Mario}} {{Head|Dr. Mario|g=SSBU|s=20px|cl=Blue}}<br>•{{SSBU|Donkey Kong}} {{Head|Donkey Kong|g=SSBU|s=20px|cl=White}}<br>•{{SSBU|Luigi}} {{Head|Luigi|g=SSBU|s=20px|cl=White}}
| |
| |{{SpiritType|Attack}}
| |
| |1,500
| |
| |[[Pokémon Stadium]] ([[Ω form]])
| |
| |•Slippery Stage
| |
| |•The stage's platforms are very slippery
| |
| |{{SSBUMusicLink|Wii Fit|Core Luge}}
| |
| |Large hockey player
| |
| |-
| |
| |1,362
| |
| |{{SpiritTableName|Kyo Kusanagi|size=64}}
| |
| |''THE KING OF FIGHTERS'' Series
| |
| |•{{SSBU|Captain Falcon}} {{Head|Captain Falcon|g=SSBU|s=20px|cl=Black}}<br>•{{SSBU|Pikachu}} {{Head|Pikachu|g=SSBU|s=20px}}<br>•{{SSBU|Donkey Kong}} {{Head|Donkey Kong|g=SSBU|s=20px|cl=White}}
| |
| |{{SpiritType|Attack}}
| |
| |9,500
| |
| |[[King of Fighters Stadium]]
| |
| |•Jump Power ↓
| |
| |•The enemy's explosion and fire attacks have increased power<br>•Reinforcements will appear after an enemy is KO'd<br>•All fighters have reduced jump power
| |
| |{{SSBUMusicLink|Fatal Fury|ESAKA!! - KOF 2002 UM}}
| |
| |[https://snk.fandom.com/wiki/Goro_Daimon Goro Daimon]
| |
| |}
| |
|
| |
|
| ==[[Alternate costume (SSBU)#Donkey Kong|Alternate costumes]]== | | ==[[Alternate costume (SSBU)#Donkey Kong|Alternate costumes]]== |
| {|style="margin:1em auto 1em auto;text-align:center" | | {|style="margin:1em auto 1em auto;text-align:center" |
| |- | | |- |
| |colspan=8|[[File:Donkey Kong Palette (SSBU).png|link=Palette swap (SSBU)#Donkey Kong|1000px]] | | |colspan=8|[[File:Donkey Kong Palette (SSBU).png|link=Palette swap (SSBU)#Mario|1000px]] |
| |- | | |- |
| |{{Head|Donkey Kong|g=SSBU|s=50px}} | | |{{Head|Donkey Kong|g=SSBU|s=50px}} |
Line 928: |
Line 354: |
| <gallery> | | <gallery> |
| SSBU Donkey Kong Number.png|Donkey Kong's fighter card. | | SSBU Donkey Kong Number.png|Donkey Kong's fighter card. |
| Donkey Kong unlock notice SSBU.jpg|Donkey Kong's unlock notice when obtaining him in [[World of Light]].
| | SSBUWebsiteDonkeyKong1.jpg|Donkey Kong [[grabbing]] on [[Kongo Jungle (SSBM)|Kongo Falls]]. |
| SSBUWebsiteDonkeyKong1.jpg|Donkey Kong [[grabbing]] on [[Kongo Falls]]. | |
| SSBUWebsiteDonkeyKong2.jpg|Charging [[Giant Punch]] before a [[Banzai Bill]] on [[Princess Peach's Castle]]. | | SSBUWebsiteDonkeyKong2.jpg|Charging [[Giant Punch]] before a [[Banzai Bill]] on [[Princess Peach's Castle]]. |
| SSBUWebsiteDonkeyKong3.jpg|[[Taunting]] with {{SSBU|Diddy Kong}} holding a [[Banana Gun|banana]] on [[Great Bay]]. | | SSBUWebsiteDonkeyKong3.jpg|[[Taunting]] with {{SSBU|Diddy Kong}} on [[Great Bay]]. |
| SSBUWebsiteDonkeyKong4.jpg|Falling next to {{SSBU|Kirby}} on [[Gaur Plain]]. | | SSBUWebsiteDonkeyKong4.jpg|Falling next to {{SSBU|Kirby}} on [[Gaur Plain]]. |
| SSBUWebsiteDonkeyKong5.jpg|Performing his [[up smash]] on [[Boxing Ring]]. | | SSBUWebsiteDonkeyKong5.jpg|Performing his [[down smash]] on [[Boxing Ring]]. |
| SSBUWebsiteDonkeyKong6.jpg|Performing [[Spinning Kong]] on [[Skyworld]]. | | SSBUWebsiteDonkeyKong6.jpg|Performing [[Spinning Kong]] on [[Skyworld]]. |
| SSBUWebsite16.jpg|Taunting with Diddy on [[Distant Planet]]. | | SSBUWebsite16.jpg|Taunting with Diddy on [[Distant Planet]]. |
Line 939: |
Line 364: |
| SSBUWebsiteDitto2.jpg|Idling with [[Ditto]] on {{SSBU|Battlefield}}. | | SSBUWebsiteDitto2.jpg|Idling with [[Ditto]] on {{SSBU|Battlefield}}. |
| SSBUWebsiteKapp'n2.jpg|Captured by [[Kapp'n]] on [[Bridge of Eldin]]. | | SSBUWebsiteKapp'n2.jpg|Captured by [[Kapp'n]] on [[Bridge of Eldin]]. |
| SSBUSoraFiveManParty.jpg|With Mario, Kirby, {{SSBU|Pikachu}} and {{SSBU|Sora}} on [[Mushroom Kingdom U]].
| |
| 8-PlayerSSBU 1.jpg|With Mario, {{SSBU|Link}}, {{SSBU|Samus}}, {{SSBU|Ice Climbers}}, Pit, {{SSBU|Villager}} and {{SSBU|Inkling}} on Battlefield. | | 8-PlayerSSBU 1.jpg|With Mario, {{SSBU|Link}}, {{SSBU|Samus}}, {{SSBU|Ice Climbers}}, Pit, {{SSBU|Villager}} and {{SSBU|Inkling}} on Battlefield. |
| </gallery> | | </gallery> |
|
| |
|
| ===Fighter Showcase Video=== | | === Character Showcase video === |
| {{#widget:YouTube|id=K7IsUGeFXP0}} | | {{#widget:YouTube|id=K7IsUGeFXP0}} |
|
| |
|
| ==Trivia== | | ==Trivia== |
| *Donkey Kong's pose in his official render resembles the pose he assumes after using [[Giant Punch]]. | | *Donkey Kong's classic mode route is the first and only time in the Super Smash Bros. series where Master Hand is not fought on Final Destination. |
| *Donkey Kong, {{SSBU|Joker}} and {{SSBU|Sephiroth}} are the only characters to face Master Hand and Crazy Hand on a stage other than Final Destination, not counting the [[Master Hand glitch]] in ''[[Super Smash Bros. Melee]]''.
| |
| **Donkey Kong is the only one of those three who is not a DLC character.
| |
| *Though Donkey Kong's Final Smash has been updated to [[Jungle Rush]], the DK Bongos from his previous Final Smash, [[Konga Beat]], remain within his character files. Despite being unused, the model's textures have been updated.<ref>[https://tcrf.net/Super_Smash_Bros._Ultimate#DK Super Smash Bros. Ultimate - The Cutting Room Floor]</ref>
| |
| *The tip of Donkey Kong's second tuft of hair is not closed off, letting players see inside his model with the camera.<ref>[https://youtu.be/B1TAxjEvFxQ?t=454 What if You Play on SMASHVILLE in DIFFERENT TIMEZONES? -- Random Smash Ultimate Facts]</ref>
| |
| | |
| ==Notes==
| |
| :1.{{note|a}}Due to {{s|mariowiki|Cranky Kong}} being the original Donkey Kong, the "Donkey Kong & Lady" Spirit technically features him instead of his grandson, the current [[Donkey Kong]].
| |
| | |
| ==References==
| |
| {{reflist}}
| |
|
| |
|
| {{SSBUCharacters}} | | {{SSBUCharacters}} |
| {{Donkey Kong universe}} | | {{Donkey Kong universe}} |
| | |
| [[Category:Donkey Kong (SSBU)| ]] | | [[Category:Donkey Kong (SSBU)| ]] |
| [[Category:Spirits]] | | [[Category:Spirits]] |
| [[es:Donkey Kong (SSBU)]]
| |