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'''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, like all veterans, confirmed on June 12th, 2018. He is classified as [[Fighter number|Fighter #02]].
'''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 number|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 and roars from ''[[Super Smash Bros. 4]]'', instead of using his voice actor, Takashi Nagasako.
 
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 super-heavyweight, having above-average speed both on and off the ground, without giving up much KO power in return. He has the highest amount of conventional [[meteor smash]]es by default (his forward and down aerials, [[Headbutt]], and [[Hand Slap]]), which gives him many options to net reverse-edgeguards and early kills on recovering opponents. His aerials all serve a purpose in his strong advantage state, with his back aerial often being considered the best in the game. Donkey Kong also possesses one of the most versatile throws in the game in Kong Karry, which can set up edgeguards, net early kill confirms on platforms, and KO outright if opponents DI incorrectly. His specials are also effective for hard punishes and unconventional edgeguarding, making for a respectable moveset overall.
 
To contrast a slew of desirable moves and attributes, Donkey Kong is held back by notable flaws, the biggest being his disadvantage state, which is among the worst in the game. He has one of the largest hurtboxes, even bigger than his model would suggest, and many of his moves stick his large arms out, often causing him to get clipped by attacks even when attacking or rolling/spotdodging. He also has little to no options to escape from combos or relieve pressure due to a frame 4 air dodge, and lack of moves that are fast enough to break combos, while most of his out-of-shield options are too slow or risky to be practical. 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]] is easily intercepted from above, and offers very little vertical distance. 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.
 
Overall, Donkey Kong is a speedy heavyweight with unique tools and the potential to convert a single throw or edgeguard into early KOs; however, his disadvantage state means a simple mistake can make it hard for him to fight at all. Although historically unpopular 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==
==Attributes==
Donkey Kong is unsurprisingly a large super-heavy[[weight]], 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 is 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]].
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 9th fastest [[walk]]ing speed, the 28th fastest [[dash]]ing speed, the 15th 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 12th fastest [[air speed]], but in contrast 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.
A typical heavyweight is expected to possess moves with much 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 at worst: his sweetspotted up tilt, smash attacks, aerials, back throw, [[Giant Punch]], and grounded [[Spinning Kong]] are his primary examples. His ability to take stocks due to powerful attacks is made easier with his decent approach. His aforementioned mobility and large size gives him an effective grounded approach and allow longer range for a character of his size. All this combined allows him to have an easier time to fight in close range and land his attacks on opponents. He also has very solid survivability thanks to his aforementioned extremely high weight and above average falling speed, which is also common for his archetype. All in all, 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. His forward tilt's long range makes it one of his main spacing tools and works better with its intangibility. His 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}}. His 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 is 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 the forward aerial, they are all decently fast.
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 allows him to have 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 are relatively fast, making them his go-to options for hard reads and scoring KOs. His grounded options having their own utility can also be said for his aerial game. 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 his fastest aerial, 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 well as a vertical KO option (if the specific 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 the move itself doesn't have that much ending lag. His back aerial is up there with his forward tilt for his most effective spacing tool and is debatably even better, 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. His up throw has combo potential into his aerials, and his 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). The move 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". The cargo forward and down throws both work as niche edgeguarding options, with the cargo down throw even being a [[semi-spike]]. The 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, the cargo up throw has more combo potential than his vanilla up throw, being able to combo into his aerials at low percents. It also possesses fairly good kill power, since Donkey Kong can jump and then heave his opponents for additional height.
Another part of his playstyle, which is very well-known, is his grab game, allowing set-ups into his moveset and having above-average range. Although his down throw has little to no usage, everything else suffices: His [[pummel]] is slower compared to many others in the cast, but deals decent damage, up throw allows some combo potential into his moves, back throw is his primary throw to close out stocks, but his forward throw is easily his most useful one and possibly the most unique part of the 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 (with the exception of being able to use his other moves and having a double jump). Forward throw also gives Donkey Kong different types of throws for the certain direction, basically giving him eight throws; these ones are commonly known as the "cargo throws". Cargo forward and down throw work as niche edgeguarding options, with cargo down throw even being a [[semi-spike]]. Cargo back throw has a large damage output and is a very solid kill throw. It also has its utility as a [[stage spike]] unless his opponent is able to properly tech the throw. Finally, cargo up throw allows more combo potential than his vanilla up throw being able to combo into his aerials at low percents. Cargo up throw also posses fairly good kill power as well, 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.
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 if fully charged has [[super armor]] upon using it. [[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 also does deceptively high [[shield damage]], allowing him to have a shield pressure option or 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 on the ground and its hitbox only deals damage on the ground. The aerial Hand Slap is his last move which can meteor smash and is fast, making it an effective and easy one to land. His final special move, [[Spinning Kong]], acts similar to Bowser's [[Whirling Fortress]] as his primary [[out of shield]] option. It is hard to disrupt and is a multi-hit 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.


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 his 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 the forward and back cargo throws also possesses 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 the cargo forward throw. The 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.
However, despite his versatile moveset and high power, Donkey Kong falls into a plethora of problems. His defensive game is very poor, a commonality for a character of his size. While his massive size and weight give him very high endurance and are why his range is better when compared to other 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, exasperating the issue. Coincidentally, just like those two previously mentioned fighters, he commonly has trouble dealing with characters that have disjoints mainly 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 huge size also causes him to be extremely vulnerable to combos and [[juggling]], worsened by his lack of combo breakers (outside of neutral aerial). The reintroduction of directional air dodges makes his aerial defense even more linear, having it made worse with its higher ending lag for all characters, but 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, the attempt for an easy KO may backfire. The trajectory of both forward and backward 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 forward cargo 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, have little 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.
In spite of having a fast startup in many moves, Donkey Kong's moveset is made much slower by its ending lag, and most of his moves are not safe to hit with at low percents. This forces him to be more careful with the moves he uses, as he can be heavily punished for just putting out one attack, and this is made even harder to stop due to his aforementioned limited defense. Unlike the all-around heavyweight Bowser, perhaps Donkey Kong's most repetitive and apparent weakness is his lack of out-of-shield options. Neither his neutral punches nor tilts are enough to distance himself from an offensive opponent if the player forces him to remain shielded. 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 rather limited 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 very hard moves to use for their initial purpose, and Spinning Kong, while having decently long horizontal recovery distance, gets almost no recovery distance vertically, and is prone to edgeguarding against moves 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 KOing 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.
All in all, Donkey Kong's mixture of fast mobility, decently long range, high weight, decent combo potential, and excellent kill power make him somewhat 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 a good escape tool make him vulnerable to many combos; his recovery is extremely poor, and his moveset is moderately punishable due to its overall ending lag. As such, Donkey Kong has to capitalize upon his powerful and ranged moveset to limit opponents' approaches and 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.
Donkey Kong received a mix of buffs and nerfs in his transition from ''SSB4'' to ''Ultimate'', though despite receiving more buffs than nerfs, the latter are more prominent than the former, as they either weakened or removed the traits that he had in the previous game. Because of this, Donkey Kong has been nerfed overall.


Donkey Kong has received several useful buffs, with those to his special moves being among the most notable. [[Giant Punch]] charges faster and 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.
Donkey Kong received has several useful buffs, among the most notable ones being to his special moves. [[Giant Punch]] 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 deal their full damage when opponents are buried, which improves the moves' versatility and alleviates some of his difficulty with landing safely, as he can now opt to directly contest a powerful move while he's being juggled. Grounded [[Spinning Kong]] has less difficulty at linking its multi-hits and has faster super armor. while the aerial Spinning Kong is now a proper multi-hitting move with a finishing hit, making it more safe. [[Hand Slap]] is generally faster and the aerial version has reduced landing lag, which gives Donkey Kong a very useful combo starter and allows it to confirm into KOs at high percentages.


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 his [[up smash]]'s previously infamous hitboxes being larger, making the move much easier to land.
His biggest buff, however, comes from a vastly improved forward throw (cargo throw), which now grants him much more options and turns it into his most versatile throw, as well as one of the very best throws 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. Finally, Donkey Kong also benefits to 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 (the latter despite the reduced shieldstun on aerials).


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).
However, the few direct nerfs Donkey Kong received are severe enough to eclipse his buffs. Like {{SSBU|Bowser}}, his biggest nerf is to his previously infamous combo throw, his cargo up throw - it now has more knockback, which severely hampers both its combo ability and its infamous "Ding Dong" KO confirm at high percentages. 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 also nerfed as well, making it less reliable for racking up damage. Thus, this makes it less feasible to rely on his grab as his main way to rack up damage, forcing Donkey Kong to use other methods to rack up damage. Other nerfs include his up aerial having shorter range, which hinders its versatility, and Spinning Kong gaining less horizontal distance and no longer granting intangibility on startup, overall worsening his already poor recovery. Many of his attacks no longer have disproportionately long intangibility, now only matching the hitbox duration of attacks such as his tilts and his up aerial.


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.
Although he has gained some notable benefits from them, the universal changes to gameplay mechanics hamper Donkey Kong more than they help him overall. 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 in the distance on Donkey Kong, allowing them with more combo opportunities on him. 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 one of his key points to his gameplan. Altogether, this hinders Donkey Kong's 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. Overall, 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, and thus forces him not only to [[approach]] more, but to be more unpredictable at doing so.


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.
In the end, Donkey Kong has potentially received many more options for racking up damage and be less predictable, but the worsening of his KO confirm and grabs means Donkey Kong can no longer close out stocks as early as before. While both his strengths and weaknesses are more defined than before, the gameplay mechanics accentuate more his weaknesses compared to his strengths, which has subsequently caused his nerfs to overshadow his buffs. As a result, Donkey Kong fares worse in ''Ultimate'' than in ''Smash 4'', and is one of the characters to be nerfed the most in the transition. His overall perception in competitive play has been inconsistent; while he was initially believed to be improved from his already good standing from ''Smash 4'' (doing exceptionally well in early tournaments), as the metagame has evolved, his tournament representation went down significantly to the point in which it is rather poor. Many of his players have either dropped him or become inactive, with his most noticeable player, {{Sm|Konga}}, gathering average to somewhat lackluster placements in tournaments and temporarily quitting competitive play, while others like {{Sm|HIKARU}} and {{Sm|Tweek}} have also dropped him (though HIKARU would pick him back up as a co-main at the start of 2020). Currently, top players generally see Donkey Kong as a mid or low tier character; nevertheless, he has seen respectable success and representation from players such as {{Sm|DKwill}}, {{Sm|Doctor A Ness}}, {{Sm|Runes}}, {{Sm|ShiNe}}, {{Sm|Sou}} and {{Sm|YMCA}}, which is further supplemented by the buffs he received in 6.0.0. Until further notice, Donkey Kong's tier placement remains debatable.
 
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.
 
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''.


{{SSB4 to SSBU changelist|char=Donkey Kong}}
{{SSB4 to SSBU changelist|char=Donkey Kong}}


==Update history==
==Update history==
Donkey Kong has been buffed via game updates. Initially, his most noteworthy buffs were to inconsistencies of two moves: his 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.
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.


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 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 its 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.
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.
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'''{{GameIcon|ssbu}} {{SSBU|9.0.0}}'''
'''{{GameIcon|ssbu}} {{SSBU|9.0.0}}'''
{{UpdateList (SSBU)/9.0.0|char=Donkey Kong}}
{{UpdateList (SSBU)/9.0.0|char=Donkey Kong}}
'''{{GameIcon|ssbu}} {{SSBU|13.0.1}}'''
{{UpdateList (SSBU)/13.0.1|char=Donkey Kong}}


==Moveset==
==Moveset==
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{{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. 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.
|ftiltname=Kongo Backhand ({{ja|コンゴバックハンド|Kongo Bakkuhando}})
|ftiltname= 
|ftiltangles=3
|ftiltangles=3
|ftiltupdmg=9%
|ftiltupdmg=9%
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|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. It grants intangibility to his attacking arm on frames 6-9.
|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% (hand), 9% (arm), 8% (elbow)
|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 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.
|dtiltname=Slouch Slap ({{ja|ロースラップ|Rō Surappu}}, ''Low Slap'')
|dtiltname=Slouch Slap
|dtiltdmg=6%
|dtiltdmg=6%
|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 40% chance to [[Tripping|trip]] opponents, making it one of his best combo starters. Grants intangibility to his attacking arm (frames 5-7).
|dashname=Rolling Attack ({{ja|ローリングアタック|Rōringu Atakku}})
|dashname=Roll Attack
|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, granting it combo potential.
|fsmashname=Dyna Clap ({{ja|ダイナクラップ|Daina Kurappu}})
|fsmashname= 
|fsmashdmg={{ChargedSmashDmgSSBU|22}} (hands), {{ChargedSmashDmgSSBU|21}} (arms)
|fsmashdmg={{ChargedSmashDmgSSBU|22}} (hands), {{ChargedSmashDmgSSBU|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 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.
|usmashname=Jumbo Press ({{ja|ジャンボプレス|Janbo Puresu}})
|usmashname= 
|usmashdmg={{ChargedSmashDmgSSBU|19}}
|usmashdmg={{ChargedSmashDmgSSBU|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 are not 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. It grants intangibility to his head and arms (frames 12-15), effectively giving it disjointed hitboxes. 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, while in practice it will KO a bit sooner than this 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).
|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={{ChargedSmashDmgSSBU|14}} (arms), {{ChargedSmashDmgSSBU|17}} (early, fists), {{ChargedSmashDmgSSBU|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]]. 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.
|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|12}} (clean), {{ShortHopDmgSSBU|9}} (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]]. 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.
|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}} (clean), {{ShortHopDmgSSBU|15}} (late, hands), {{ShortHopDmgSSBU|13}} (late, arms)
|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. 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''.
|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. DK's strongest aerial when hit clean, killing Mario at around 130% from center stage. It is a fairly useful move as a whole due to its speed and power, and if used correctly, it can act as a pseudo Wall of Pain.
|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, KOing 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 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.
|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}} (foot), {{ShortHopDmgSSBU|13}} (leg)
|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. Slightly weaker than his forward aerial, but it has faster startup.
|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 with one hand. Donkey Kong's grab range is above average.
|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=Chops the opponent's body. A slow but strong 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, up), 13% (back), 11% (down)
|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. 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]]. The Kong is also quite maneuverable, walking and jumping.
''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'': Rears back and violently throws the opponent forward at a high angle. Able to stage spike if Donkey Kong faces the stage center.


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''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 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.


''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 {{iw|wikipedia|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.


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).
Kong Karry has its own unique Grab mash frame equation, that being '''163 + Ceiling[3.2 * Opponent's %] - 18 * N (valid inputs) - n (time held before cargo + previous mash before cargo)'''. For the time held and the previous mash, the ''Ultimate'' [[grab]] equation would have to be used, which is '''89 + Ceiling[1.7 * Opponent's %] - floor[14.4 or 8 (Button or Directional mashing) * N (valid inputs)] holding frames'''.
|bthrowname=Reverse Throw ({{ja|反転投げ|Hanten Nage}})
|bthrowname= 
|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 and one of the strongest back throws in the game, it KOs even the heaviest of characters 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. Due to its high ending lag, it has little to no followups and is thus practically useless, despite having low knockback.
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|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. Unlike in ''Melee'', ''Brawl'', and ''Smash 4'', Giant Punch does not induce helplessness in the air, much like in ''Smash 64''.
|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 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]] from the startup until the hitbox appears. It has a deceptively large range and tremendous 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), 5% (aerial hit 1), 1% (aerial hits 2-13), 2% (aerial hit 14)
|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. 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.
|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)
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|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, KOing 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. Has about the same range as his forward smash, but extremely powerful, killing Mario as low as 24% on Final Destination.
}}
}}
===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
|ellag      = 5
|rellag    = 76-86
}}
===[[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, frontflips thrice, lands and strikes a flexing pose.
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*Lightly punches his open hand and then does a rotational shoulder stretch.
*Lightly punches his open hand and then does a rotational shoulder stretch.
<gallery>
<gallery>
SSBUDonkeyKongIdle1.gif|Donkey Kong's first idle pose.
SSBUDonkeyKongIdle1.gif|Donkey Kong's first idle pose
SSBUDonkeyKongIdle2.gif|Donkey Kong's second idle pose.
SSBUDonkeyKongIdle2.gif|Donkey Kong's second idle pose
</gallery>
</gallery>


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|-
|-
! scope="row"|Cheer
! scope="row"|Cheer
|[[File:Donkey Kong Cheer English SSB4 SSBU.ogg|center]]||[[File:Donkey Kong Cheer Japanese SSB4 SSBU.ogg|center]]||[[File:Donkey Kong Cheer Italian SSB4 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]]
|[[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
! scope="row"|Description
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|-
|-
! scope="row"|Cheer
! scope="row"|Cheer
|[[File:Donkey Kong Cheer German SSBU.ogg|center]]||{{NTSC}} [[File:Donkey Kong Cheer Spanish NTSC SSB4 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]]
|[[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
! scope="row"|Description
|Don - key Kong! || Don - key Kong! || Don - key Kong! || Don - key Kong!
|Don - key Kong! || Don - key Kong! || Don - key Kong! || Don - key Kong!  
|}
|}
</div>
</div>
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===[[Victory pose]]s===
===[[Victory pose]]s===
*'''Left:''' Does a backflip and flexes his arms (his "character chosen" animation in ''Super Smash Bros.'').
*'''Left:''' Does a backflip and flexes his arms (his "character chosen" animation in ''Super Smash Bros.'').
*'''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.
*'''Up:''' Holds his hands above his head and shakes them (his animation upon completing a bonus game in ''Donkey Kong Country'').
*'''Right:''' Angrily beats his chest with a scowl and then looks at the camera.
*'''Right:''' Angrily beats his chest with a scowl and then looks at the camera.
[[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.]]
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</gallery>
</gallery>


==In [[competitive play]]==
==In competitive play==
===Most historically significant players===
Donkey Kong was met in the E3 demo build with a degree of cautious optimism. Although players could no longer easily perform the "Ding Dong" combo (now requiring much more precise timing), along with similar throw-based kill confirms from ''Smash 4'', Donkey Kong players were willing to do away with this in favor of better frame data, speed, damage, and hitboxes, most notably on his tilts and dash attack, and hoped that he would play differently from {{SSBU|Bowser}}. Though DK was considered one of the worst heavyweights from the demo, thought to be only marginally better than {{SSBU|Ridley}}, players were excited for this new Donkey Kong's opportunities in competitive play.
<!--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 -->


''See also: [[:Category:Donkey Kong players (SSBU)]]''
Upon the game's release, however, DK fell out of favor very quickly, for a number of reasons. The biggest issue is his low-percent safety: many of Donkey Kong's moves are punishable on hit at early percents, making his neutral rather egregious in a meta favoring speed and punish games. Although Donkey Kong has been buffed in patches, none of Donkey Kong's biggest flaws were addressed. As a result, in the current metagame, he sees use as an occasional counterpick, but not much beyond that; however, some players have been able to come to terms with his flaws and get impressive results, namely {{Sm|YMCA}}, {{Sm|ShiNe}}, {{Sm|Sou}}, {{Sm|DKwill}}, and {{Sm|Doctor A Ness}}.


*{{Sm|ChunkyKong|USA}} - The best Donkey Kong player in North America and the first to find consistent success as a solo-main. 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}}.
===Notable players===
*{{Sm|HIKARU|Japan}} - Although known for using many characters, he has used Donkey Kong extensively in early-''Ultimate'' and as a secondary and co-main from 2022 onward, and is considered one of the greatest 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 only attended a few events since.
<!--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|Rarikkusu|Japan}} - One of the best Donkey Kong players in the world since 2023, using him alongside {{SSBU|Falco}}. He was the first of several Japanese Donkey Kong players that made up the Donkey Kong renaissance in 2024 and is best known for defeating {{Sm|Sparg0}} at {{Trn|DELTA 8}}, placing 13th overall. In addition, he 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}}.
''Any number following the Smasher name indicates placement on the [[Fall 2019 PGRU]], which recognizes the official top 50 players in the world in [[Super Smash Bros. Ultimate]] from July 13th, 2019 to December 15th, 2019.''


===Tier placement and history===
''See also: [[:Category:Donkey Kong professionals (SSBU)]]''
There was some optimism on Donkey Kong prior to the game's release: although he 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 he 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 game 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, he 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 him 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, he 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.
====Active====
*{{Sm|Chrome Kingfisher|USA}} - Placed 5th at {{Trn|Launch}}, 13th at {{Trn|The Ultimate Fall Arcadian}}, 17th at {{Trn|The Grind 110}}, and 33rd at {{Trn|Glitch 6}}.
*{{Sm|DKwill|USA}} - Considered one of the best Donkey Kong players in the United States. Placed 25th at both {{Trn|Get On My Level 2019}} and {{Trn|Tri-state Showdown: Fall 2019}}.
*{{Sm|Doctor A Ness|Australia}} - The best Donkey Kong player in Australia. Placed 5th at both {{Trn|Battle Arena Melbourne 11}} and {{Trn|BigWinChampionship 2}} as well as 7th at {{Trn|Phantom 2020}}.
*{{Sm|Glutonny|France}} (#8) - Has a strong Donkey Kong secondary. Placed 1st at both {{Trn|BURST 4}} and {{Trn|The Ultimate Performance 2}}, and 2nd at {{Trn|VCA 2019}} in conjunction with {{SSBU|Wario}}. Taken sets off {{Sm|Ogey}} and {{Sm|Leon}} with the character.
*{{Sm|HIKARU|Japan}} (#41) - The best active Donkey Kong player in the world, co-mains him and {{SSBU|Pokémon Trainer}}. Placed 3rd at {{Trn|Umebura SP 2}}, 5th at {{Trn|Sumabato SP 12}}, 9th at {{Trn|Umebura SP 3}}, 13th at both {{Trn|Sumabato SP 2}} and {{Trn|Maesuma TOP 4}}, and 17th at both {{Trn|Umebura Japan Major 2019}} and {{Trn|EVO Japan 2020}}. Has taken a sets off {{Sm|zackray}}, {{Sm|KEN}}, {{Sm|Raito}}, and {{Sm|kept}}.
*{{Sm|Konga|USA}} - Placed 3rd at {{Trn|Don't Park on the Grass 2018}}, 65th at {{Trn|2GG: Kongo Saga}}, and 97th at {{Trn|EVO 2019}}. Currently ranked 2nd on the [[Washington Power Rankings]]. He initially quit playing ''Ultimate'', but has since started competing again.<ref>{{cite web|url=https://twitter.com/KongaSSB/status/1170494590480027648|title=Tweet of Konga's initial retirement}}</ref> <ref> {{cite web|url= https://twitter.com/kongassb/status/1191170077241929728?s=21|title=Konga returning}}</ref>
*{{Sm|Luigi player|Austria}} - Placed 17th at {{Trn|VCA 2019}}, beating {{Sm|Sirjon}}, {{Sm|Snormanda}}, and {{Sm|Raaban}} in the process.
*{{Sm|Runes|USA}} - Considered one of the best Donkey Kong players in the United States. Placed 13th at {{Trn|Midwest Arena 2: Doubles Masters}}, 49th at {{Trn|2GG: Kongo Saga}}, and 65th at {{Trn|Frostbite 2019}}. Has a win over {{Sm|KEN}}.
*{{Sm|ShiNe|USA}} - Co-mains {{SSBU|Lucas}} with Donkey Kong and is considered the best Donkey Kong player in [[SoCal]] and Taiwan. Placed 1st at {{Trn|Taipei Major 2019}}, 9th at {{Trn|SwitchFest 2019 Kickoff}}, and 17th at {{Trn|2GG: Nightmare on Smashville}}.
*{{Sm|Sou|Mexico}} - The best Donkey Kong player in Mexico. Placed 9th at {{Trn|Ragnarok}} and 17th at {{Trn|Smash Factor 8}}.
*{{Sm|TonySherbert|USA}} - Placed 9th at {{Trn|No Fun Allowed 3}}, 17th at {{Trn|Smashpoint}}, and 25th at {{Trn|Low Tier City 7}}.
*{{Sm|ToP Lu Bu|USA}} - Placed 9th at {{Trn|LVL UP EXPO 2020}} and 17th at {{Trn|LVL Up Expo 2019}}.
*{{Sm|YMCA|USA}} - One of the best Donkey Kong players in the world. Placed 9th at {{Trn|SIEGE 2019}}, 25th at {{Trn|2GG: Nightmare on Smashville}}, and 65th at {{Trn|EVO 2019}}.


After the release of the second tier list, Donkey Kong experienced a "Donkey Kong renaissance" similar to what was happening to [[Donkey Kong (SSBM)|his ''Melee'' incarnation]] 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 his standing in the metagame, and many believe that he will rise in the next tier list.
====Inactive====
*{{Sm|Brandon|Canada}} - The best Donkey Kong player in Canada. Placed 3rd at both {{Trn|Frostfire 2019}} and {{Trn|Press Less 2019}} as well as 25th at {{Trn|Get On My Level 2019}}. Ranked 20th on the [[Smash Canada Rankings Ultimate]].
*{{Sm|Tweek|USA}} (#3) - Used Donkey Kong as a secondary and was considered the best Donkey Kong player in the world. Placed 1st at {{Trn|Glitch 6}}, {{Trn|Let's Make Moves}}, and {{Trn|Sky's Ultimate Invitational}} while using him with his other characters.


=={{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.]]
[[File:SSBU Congratulations Donkey Kong.png|thumb|right|Donkey Kong's congratulations screen.]]
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''.
Donkey Kong's path chronicles Donkey Kong traveling from his home to New Donk City via plane. 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" style="text-align:center"
!Round!!Opponent!!Stage!!Music!!Notes
!Round!!Opponent!!Stage!!Music!!Notes
|-
|-
|1||{{CharHead|Diddy Kong|SSBU|hsize=20px}}||[[Kongo Jungle]]||''{{SSBUMusicLink|Donkey Kong|Jungle Level (64)}}''||
|1||{{CharHead|Diddy Kong|SSBU|hsize=20px}}||{{SSB|Kongo Jungle}}||''{{SSBUMusicLink|Donkey Kong|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||{{CharHead|King K. Rool|SSBU|hsize=20px}}||[[Kongo Falls]]||''{{SSBUMusicLink|Donkey Kong|Gang-Plank Galleon}}||rowspan="5"| {{CharHead|Diddy Kong|SSBU|hsize=20px}} is a CPU ally.
|-
|-
|3||{{CharHead|Wario|SSBU|hsize=20px}} and {{CharHead|Captain Falcon|SSBU|hsize=20px}} ||[[Pilotwings]]||''{{SSBUMusicLink|Donkey Kong|Gear Getaway}}''
|3||{{CharHead|Wario|SSBU|hsize=20px}} and {{CharHead|Captain Falcon|SSBU|hsize=20px}} ||[[Pilotwings]]||''{{SSBUMusicLink|Donkey Kong|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||{{CharHead|Ness|SSBU|hsize=20px}} and {{CharHead|Lucas|SSBU|hsize=20px}}||[[Onett]]||''{{SSBUMusicLink|Donkey Kong|The Map Page / Bonus Level (Remix)}}''
|-
|-
|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||{{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}}''
|-
|-
|6||{{CharHead|Mario|SSBU|hsize=20px}} and {{CharHead|Luigi|SSBU|hsize=20px}} ||[[New Donk City Hall]]||''{{SSBUMusicLink|Super Mario Bros.|New Donk City}}''
|6||{{CharHead|Mario|SSBU|hsize=20px}} and {{CharHead|Luigi|SSBU|hsize=20px}} ||[[New Donk City Hall]]||''{{SSBUMusicLink|Super Mario Bros.|New Donk City}}''
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|colspan="5"|[[Bonus Stage]]
|colspan="5"|[[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]])||''{{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>|| {{CharHead|Diddy Kong|SSBU|hsize=20px}} is a CPU ally.<br>On intensity 7.0 and higher, {{SSBU|Crazy Hand}} fights alongside Master Hand.
|}
|}
Credits roll after completing Classic Mode. Completing it as Donkey Kong has ''{{SSBUMusicLink|Donkey Kong|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 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}}
{{clr}}
===Character unlock tree===
===Character unlock tree===
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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 all 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 in his series.
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.
{{clrl}}
{{clrl}}


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|{{SpiritType|Grab}} <center>{{color|#17ba17|Grab}}</center>
|{{SpiritType|Grab}} <center>{{color|#17ba17|Grab}}</center>
|3,300
|3,300
|{{SSB|Kongo Jungle}} ([[Ω form]])
|[[Kongo Jungle]] ([[Ω form]])
|''{{SSBUMusicLink|Donkey Kong|Jungle Level (64)}}''
|''{{SSBUMusicLink|Donkey Kong|Jungle Level (64)}}''
|}
|}
{{clr}}
{{-}}


==[[Spirit]]s==
==[[Spirit]]s==
Donkey Kong's fighter spirit can be obtained by completing {{SSBU|Classic Mode}} as Donkey Kong. 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 (albeit in name only){{ref|a}} and support spirits.
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</center>
</center>


==In Spirit Battles==
==In Spirit battles==
===As the main opponent===
===As the main opponent===
{|class="wikitable sortable" style="width:100%;"
{|class="wikitable sortable" style="width:100%;"
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|•The enemy's physical attacks have increased power<br>•Periodic earthquakes will shake the stage<br>•The enemy loves to taunt
|•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}}
|{{SSBUMusicLink|Street Fighter|E. Honda Stage Type B}}
| Red Sumo Brother (red costume)<br>Blue Sumo Brother (purple costume)
|
|-
|-
|1,339
|1,339
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|{{SSBUMusicLink|ARMS|Mausoleum}}
|{{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
|}
|}


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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]].
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 Falls]].
SSBUWebsiteDonkeyKong1.jpg|Donkey Kong [[grabbing]] on [[Kongo Jungle (SSBM)|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 [[up smash]] on [[Boxing Ring]].
Line 941: Line 870:
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, {{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, {{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.
**Donkey Kong is also the only one of those three who isn't 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>
*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==
==Notes==

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