Editing Giant Donkey Kong (SSB)
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|image = [[File:GDKModelSSB.png|200px|Giant Donkey Kong]] | |image = [[File:GDKModelSSB.png|200px|Giant Donkey Kong]] | ||
|universe = Donkey Kong | |universe = Donkey Kong | ||
|universesymbol = | |universesymbol = Mario | ||
|game = SSB | |game = SSB | ||
}} | }} | ||
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==Attributes== | ==Attributes== | ||
Giant Donkey Kong has most of the traits that make {{SSB|Donkey Kong}} succeed: He has an excellent [[grab]] game, large hitboxes, a fantastic {{mvsub|Donkey Kong|SSB|up aerial}}, multiple [[meteor smash]]es, and a strong "get off me" tool in [[Spinning Kong]]. Naturally, this also means he can combo from [[Hand Slap]] and utilise the [[infinite throw trap]]. Giant Donkey Kong's improved reach does provide new opportunities in some areas, such as a forward throw combo into forward tilt, as well as increasing the reach of his grounded attacks to the point that he can [[edgeguard]] opponents without committing off-stage | Giant Donkey Kong is the heaviest of all characters in ''Smash 64'', which grants him more survivability compared to the rest of the cast. He also has most of the traits that make {{SSB|Donkey Kong}} succeed: He has an excellent [[grab]] game, large hitboxes, a fantastic {{mvsub|Donkey Kong|SSB|up aerial}}, multiple [[meteor smash]]es, and a strong "get off me" tool in [[Spinning Kong]]. Naturally, this also means he can combo from [[Hand Slap]] and utilise the [[infinite throw trap]]. Giant Donkey Kong's improved reach does provide new opportunities in some areas, such as a forward throw combo into forward tilt, as well as increasing the reach of his grounded attacks to the point that he can [[edgeguard]] opponents without committing off-stage. | ||
However, Giant Donkey Kong is, functionally, Donkey Kong with a significantly larger model and a worse [[jumpsquat]]; 8 frames compared to 6. While he possesses minor [[knockback]]-based [[armor]], it isn't nearly enough to save him from combo starters like {{SSB|Kirby}}'s {{mvsub|Kirby|SSB|up tilt}}, as he lacks the handicap used in [[1P Game]] when he's played in [[VS Mode]]. | However, Giant Donkey Kong is, functionally, Donkey Kong with a significantly larger model and a worse [[jumpsquat]]; 8 frames compared to 6. While he possesses minor [[knockback]]-based [[armor]], it isn't nearly enough to save him from combo starters like {{SSB|Kirby}}'s {{mvsub|Kirby|SSB|up tilt}}, as he lacks the handicap used in [[1P Game]] when he's played in [[VS Mode]]. In fact, his higher [[weight]] even worsens this situation, causing him to have [[damage]] tacked on very quickly the minute he's touched, and the fact he can be grabbed unlike other giant characters in later games means many characters can [[chain grab]] him. His larger size also causes his hitboxes to not quite match his size — just being regular Donkey Kong's attached to larger bones — causing moves like his own [[grab]] to straight up miss up-close. Furthermore, this large frame makes Giant Donkey Kong's combos far more unorthodox, causing him to hit the ground earlier than one would expect, for example. Giant Donkey Kong's new weaknesses also tend to compound regular Donkey Kong's existing problems: His size makes him extremely easy to hit, which makes approaching {{SSB|Fox}} a nightmare, not to mention his otherwise linear [[approach]] tools. Ergo, Giant Donkey Kong is arguably an outright downgrade from the original. | ||
==Differences from {{SSB|Donkey Kong}}== | ==Differences from {{SSB|Donkey Kong}}== | ||
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*{{change|Giant Donkey Kong's Maximum Fall Speed is higher (56 → 72)}} | *{{change|Giant Donkey Kong's Maximum Fall Speed is higher (56 → 72)}} | ||
*{{change|Giant Donkey Kong's Maximum Fast Fall Speed is higher (89 → 100)}} | *{{change|Giant Donkey Kong's Maximum Fast Fall Speed is higher (89 → 100)}} | ||
*{{ | *{{change|Giant Donkey Kong's Weight Multiplier is higher (0.83× → 0.93×), making him harder to [[KO]] but easier to [[combo]].}} | ||
*{{change|Giant Donkey Kong's Dash Traveling Connection F is higher (18 → 19)}} | *{{change|Giant Donkey Kong's Dash Traveling Connection F is higher (18 → 19)}} | ||
*{{buff|Giant Donkey Kong's Shield Radius is larger (330 → 350)}} | *{{buff|Giant Donkey Kong's Shield Radius is larger (330 → 350)}} | ||
*{{change|Giant Donkey Kong's Y-Velocity after a [[shield break]] is higher (70 → 120)}} | *{{change|Giant Donkey Kong's Y-Velocity after a [[shield break]] is higher (70 → 120)}} | ||
*{{nerf|Giant Donkey Kong's [[Jostling]] Range is shorter (175 → 140)}} | *{{nerf|Giant Donkey Kong's [[Jostling]] Range is shorter (175 → 140)}} | ||
*{{ | *{{buff|Giant Donkey Kong's damage when spat out by {{SSB|Kirby}}'s [[Inhale]] is higher (30% → 50%)}} | ||
==Moveset== | ==Moveset== | ||
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|edgefname= | |edgefname= | ||
|edgefdmg=6% | |edgefdmg=6% | ||
|edgefdesc=Giant Donkey Kong hoists himself onto the stage back-first, ramming into opponents. It comes out on frame 9, making it the fastest edge attack in the game by quite a margin and it has long range, making it practical to land. | |edgefdesc=Giant Donkey Kong hoists himself onto the stage back-first, ramming into opponents. It comes out on frame 9, making it the fastest edge attack in the game by quite a margin and it has long range, making it practical to land. Donkey Kong is also intangible for the first 10 frames of the edge attack, making it impossible to intercept during its startup. The move does whiff against characters close to the edge however and while it does have a decent amount of active frames, its hitboxes do end before Donkey Kong finishes advancing forward, giving it less range than its animation suggests. It also has very high ending lag for a fast edge attack, making it easily punishable. | ||
Giant Donkey Kong's fast | Giant Donkey Kong's fast edge attack is overall considered to be one of the better edge attacks in the game. | ||
|edgesname= | |edgesname= | ||
|edgesdmg=6% | |edgesdmg=6% | ||
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|nsname=Giant Punch | |nsname=Giant Punch | ||
|nsdmg=14% (uncharged), 36% (fully charged) | |nsdmg=14% (uncharged), 36% (fully charged) | ||
|nsdesc=When B is pressed, | |nsdesc=When B is pressed, he starts charging up a punch. Pressing Z stores the charge, and it can then be continued by pressing B. The longer the move is charged, the more powerful it is. When fully charged or close to fully charged, it is a very powerful KO move. | ||
|usname=Spinning Kong | |usname=Spinning Kong | ||
|usdmg=12% (startup), 8% (loop), 3% (final hit) | |usdmg=12% (startup), 8% (loop), 3% (final hit) | ||
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<gallery> | <gallery> | ||
File:Giant Donkey Kong Announcer SSB.wav|English/Japanese/Chinese | File:Giant Donkey Kong Announcer SSB.wav|English/Japanese/Chinese | ||
File:Giant Donkey Kong French Announcer SSB.wav|French | |||
File:Giant Donkey Kong German Announcer SSB.wav|German | |||
</gallery> | </gallery> | ||
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===[[Crowd cheer]]=== | ===[[Crowd cheer]]=== | ||
Giant Donkey Kong will use Donkey Kong's crowd cheers. | Giant Donkey Kong will use Donkey Kong's crowd cheers. | ||
{{Crowd | |||
|char=Donkey Kong | |||
|game=SSB | |||
|desc-us=*clap* Donk- *clap* -ey *clap* Kong | |||
|desc-jp=Donk-ey Kong | |||
| | |pitch-us=Crowd Chant | ||
|pitch-jp=Crowd Chant}} | |||
|- | |||
|} | |||
==In [[competitive play]]== | ==In [[competitive play]]== | ||
Due to being a boss character only playable through [[hacking]], Giant Donkey Kong has been banned | ===Tier placement and history=== | ||
Due to being a boss character only playable through [[hacking]], Giant Donkey Kong has been banned on tournaments since ''Smash 64's'' inception. However, arguments have been made to legalise Giant Donkey Kong due to his attributes arguably making him worse than the regular Donkey Kong, as well as mods like [[19XXTE]] and [[Smash Remix]] making him much easier to access, which sometimes see use over the original game for their quality of life enhancements. Notably, they fix the results screen for unplayable characters like Giant Donkey Kong, making tournaments run more smoothly. Due to his changes arguably making him worse than the regular character, it's argued that the metagame impact of Giant Donkey Kong's unbanning would be minimal, making the ban irrational. Due to a lack of novelty and the very traits that make the argument, though, Giant Donkey Kong has seen very little competitive experimentation, and thus, few campaign for an unban. | |||
However, arguments have been made to legalise Giant Donkey Kong due to his attributes arguably making him worse than the regular Donkey Kong, as well as mods like [[19XXTE]] and [[Smash Remix]] making him much easier to access, which sometimes see use over the original game for their quality of life enhancements. Notably, they fix the results screen for unplayable characters like Giant Donkey Kong, making tournaments run more smoothly | |||
==In [[1P Game]]== | ==In [[1P Game]]== | ||
[[File:Giantdonkeykong.png|thumb|250px|Giant Donkey Kong in [[1P Game]].]] | [[File:Giantdonkeykong.png|thumb|250px|Giant Donkey Kong in [[1P Game]].]] | ||
In 1P Game, Giant Donkey Kong is fought as a boss on [[Kongo Jungle]], where he has a handicap that allows him to sustain up to around 300% before being possible to launch, while having buffed [[knockback]] himself | In 1P Game, Giant Donkey Kong is fought as a boss on [[Kongo Jungle]], where he has a handicap that allows him to sustain up to around 300% before being possible to launch, while having buffed [[knockback]] himself. | ||
{{clr}} | {{clr}} | ||
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Giant DK.png|Giant Donkey Kong on Kongo Jungle | Giant DK.png|Giant Donkey Kong on Kongo Jungle | ||
</gallery> | </gallery> | ||
{{SSBCharacters}} | {{SSBCharacters}} | ||
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[[Category:Giant Donkey Kong]] | [[Category:Giant Donkey Kong]] | ||
[[Category:Donkey Kong universe]] | [[Category:Donkey Kong universe]] | ||
[[Category:Unplayable characters | [[Category:Unplayable characters]] |