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 = DK
|universesymbol = Mario
|symbol = preBrawl
|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. In fact, his down aerial [[meteor smash]]es are made more efficient, being able to hit the ledge from a short hop incredibly easily, and even hit through platforms. Conversely, his ledge game is also improved, with his ledge attack often going through opponents and his rolls putting him roughly to centre-stage. Thus, it is much more difficult to keep Giant Donkey Kong at the ledge.
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. In fact, his down aerial [[meteor smash]]es are made more efficient, being able to hit the ledge from a short hop incredibly easily, and even hit through platforms. Conversely, his ledge game is also improved, with his ledge attack often going through opponents and his rolls putting him roughly to centre-stage. Thus, it is much more difficult to keep Giant Donkey Kong at the ledge.


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]]. Additionally, paradoxically he is actually lighter than regular Donkey Kong, likely to compensate for the knockback handicap from 1P Game, making him easier to KO horizontally than regular Donkey Kong, though his higher fall speed improves his vertical survivability to an extent. The fact that 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.
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)}}
*{{nerf|Giant Donkey Kong's [[Weight#Super Smash Bros. weight values|Weight Multiplier]] is higher (0.83× → 0.93×), making him lighter and thus easier to [[KO]], while still being easier to combo due to his size and higher fall speed.}}
*{{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)}}
*{{nerf|Giant Donkey Kong's damage when spat out by {{SSB|Kirby}}'s [[Inhale]] is higher (30% → 50%)}}
*{{buff|Giant Donkey Kong's damage when spat out by {{SSB|Kirby}}'s [[Inhale]] is higher (30% → 50%)}}


==Moveset==
==Moveset==
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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, Giant Donkey Kong starts winding up a punch. This works in stages: For each winding up of the punch, the move's power increases, up to a maximum of 36% at 11 wind-ups, which can [[KO]] at [[percentage]]s as low as 48%. Pressing Z stores the charge, which can then be continued by pressing B again; by using a [[turnaround special]], this also allows Giant Donkey Kong to "turn around" in the air. Given Giant Donkey Kong's size, the punch itself can very easily hit opponents off-stage, making it a powerful edgeguarding tool.  
|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.
{| class="wikitable" border="1" cellpadding="4" cellspacing="1"
{{Crowd
|-
|char=Donkey Kong
!{{{name|}}}
|game=SSB
!Cheer (International)
|desc-us=*clap* Donk- *clap* -ey *clap* Kong
!Cheer (Japanese)
|desc-jp=Donk-ey Kong
|-
|pitch-us=Crowd Chant
! scope="row"|Cheer
|pitch-jp=Crowd Chant}}
|[[File:Donkey Kong Cheer International SSB.ogg|center]]||[[File:Donkey Kong Cheer Japanese SSB.ogg|center]]
|-
! scope="row"|Description
|*clap* Donk- *clap* -ey *clap* Kong || Don - key Kong!
|}


==In [[competitive play]]==
==In [[competitive play]]==
Due to being a boss character only playable through [[hacking]], Giant Donkey Kong has been banned in tournaments since ''Smash 64's'' inception. Hacking the game presents logistical issues to tournaments, requiring every setup to be running the correct modded version of the game, which alone can have effects on integrity. Even this has limits: Simple Gameshark cheats require the game to be reset after every win due to the [[results screen]] [[crash]]ing the game without further modifications, delaying tournaments by affecting mid-set processes like counterpicking, online or offline. Thus, it is considered more practical to keep Giant Donkey Kong 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 the past, this was problematic due to requiring resets, and thus reloading the chests to make him playable, delaying tournament sets. 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 resulting from the very traits that make the argument, though, Giant Donkey Kong has seen very little competitive experimentation, and thus, few campaign for an unban.<ref>[https://docs.google.com/document/d/1T99G_p8Nis5jwF2Y_r2zHEKvm0iKgz9jGVbEafkKl30/edit?usp=sharing Xanadu Origins Ruleset; stacked event where Giant Donkey Kong was banned]</ref>


==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. The player is given two CPU allies to assist them in the fight.
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>
==References==
{{reflist}}


{{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 (SSB)]]
[[Category:Unplayable characters]]

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