Donkey Kong (SSB4): Difference between revisions

(→‎Moveset: Adding Japanese names)
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Finally, [[Spinning Kong]] can be used as an [[out of shield]] option, thanks to its super armor and high damage output. As a recovery, it lets Donkey Kong move horizontally quickly and for a long time, giving him a very long horizontal [[recovery]]. Spinning Kong also retains its ability from ''Brawl'' to completely negate all momentum, against both horizontal and vertical knockback however, this is considered impractical and nearly impossible to utilize due to the changes to [[hitstun canceling]].
Finally, [[Spinning Kong]] can be used as an [[out of shield]] option, thanks to its super armor and high damage output. As a recovery, it lets Donkey Kong move horizontally quickly and for a long time, giving him a very long horizontal [[recovery]]. Spinning Kong also retains its ability from ''Brawl'' to completely negate all momentum, against both horizontal and vertical knockback however, this is considered impractical and nearly impossible to utilize due to the changes to [[hitstun canceling]].


Despite these advantages, Donkey Kong has noticeable flaws. His most notable flaw is his poor defensive game. Although his large size gives him high reach, it also makes him very easy to hit. While his out of shield game is strong, Donkey Kong's shield itself is rather poor, due to it being unusually small for a character of his size (like {{SSB4|Ganondorf}}), making him heavily vulnerable to [[shield stab]]bing. His [[roll]]s and [[edge recovery]] options are also very slow. With all of this working against him, Donkey Kong is heavily vulnerable to combos and [[juggling]], worsened by his lack of combo breakers (due to his polarizing aerials) and lack of good dodging options outside of aerial maneuvering.
Despite these advantages, Donkey Kong has noticeable flaws. His most notable flaw is his poor defensive game. Although his large size gives him high reach, it also makes him very easy to hit, which is further exacerbated by the fact that he has a tie hurtbox. While his out of shield game is strong, Donkey Kong's shield itself is rather poor, due to it being unusually small for a character of his size (like {{SSB4|Ganondorf}}), making him heavily vulnerable to [[shield stab]]bing. His [[roll]]s and [[edge recovery]] options are also very slow. With all of this working against him, Donkey Kong is heavily vulnerable to combos and [[juggling]], worsened by his lack of combo breakers (due to his polarizing aerials) and lack of good dodging options outside of aerial maneuvering.


Despite being very fast in terms of start-up, Donkey Kong's moveset is slow in regard to ending lag, making him susceptible to [[punishment]] without careful spacing. Finally, his vertical recovery is almost nonexistent, due to Spinning Kong's vertical distance being considerably low. This also makes it extremely difficult for him to survive even the weakest meteor smashes.
Despite being very fast in terms of start-up, Donkey Kong's moveset is slow in regard to ending lag, making him susceptible to [[punishment]] without careful spacing. Finally, his vertical recovery is almost nonexistent, due to Spinning Kong's vertical distance being considerably low. This also makes it extremely difficult for him to survive even the weakest meteor smashes.
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*{{change|Donkey Kong is significantly more expressive. He now scowls during certain attacks, his up [[taunt]], and while hanging from an edge; he appears confused during his down taunt and while [[teeter]]ing; his irises shrink when he is hit, [[grab]]bed, [[screen KO]]'d, and when an opponent escapes his grab; his eyes comically bulge outward when he is launched;<ref>[https://miiverse.nintendo.net/posts/AYMHAAACAABnUYnjrQ_heQ Pic of the Day: February 12, 2014]</ref> he sports a toothy grin during his side taunt, backflipping and chest-beating [[victory pose]]s, and standing and pivot grabs; and he {{GameIcon|ssb4-u}}smiles with his lips pursed during his self-congratulatory victory pose. The majority of Donkey Kong's animations are also more fluid.}}
*{{change|Donkey Kong is significantly more expressive. He now scowls during certain attacks, his up [[taunt]], and while hanging from an edge; he appears confused during his down taunt and while [[teeter]]ing; his irises shrink when he is hit, [[grab]]bed, [[screen KO]]'d, and when an opponent escapes his grab; his eyes comically bulge outward when he is launched;<ref>[https://miiverse.nintendo.net/posts/AYMHAAACAABnUYnjrQ_heQ Pic of the Day: February 12, 2014]</ref> he sports a toothy grin during his side taunt, backflipping and chest-beating [[victory pose]]s, and standing and pivot grabs; and he {{GameIcon|ssb4-u}}smiles with his lips pursed during his self-congratulatory victory pose. The majority of Donkey Kong's animations are also more fluid.}}
*{{change|[[Idle pose]]'s animation has slightly changed. Donkey Kong now purses his lips, instead of slightly baring his teeth.}}
*{{change|[[Idle pose]]'s animation has slightly changed. Donkey Kong now purses his lips, instead of slightly baring his teeth.}}
*{{change|Aside from his down taunt's voice clip, Donkey Kong's other voice clips have been updated.}}
*{{change|Aside from his down taunt's voice clip, Donkey Kong's other voice clips have been updated yet again.}}


===Attributes===
===Attributes===
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*{{nerf|Donkey Kong's [[Grab release#Ground release|ground release]] animation is considerably longer (FAF 21 → 30), now matching the rest of the cast. This means that Donkey Kong can no longer get a guaranteed punish on his opponent if he breaks out of their grab.}}
*{{nerf|Donkey Kong's [[Grab release#Ground release|ground release]] animation is considerably longer (FAF 21 → 30), now matching the rest of the cast. This means that Donkey Kong can no longer get a guaranteed punish on his opponent if he breaks out of their grab.}}
*{{change|The changes to [[hitstun canceling]] both help and hinder Donkey Kong. They significantly improve his own combo potential, but drastically worsens his survivavility(considering his strong momentum canceling previously) and makes him more susceptible to combos.}}
*{{change|The changes to [[hitstun canceling]] both help and hinder Donkey Kong. They significantly improve his own combo potential, but drastically worsens his survivavility(considering his strong momentum canceling previously) and makes him more susceptible to combos.}}
*{{buff|The removal of [[chain grab]]bing significantly improves Donkey Kong's endurance in certain matchups, while not signigicantly impacting his own grab game.}}
*{{buff|The removal of [[chain grab]]bing significantly improves Donkey Kong's endurance in certain matchups, while not significantly impacting his own grab game.}}
*{{change|The removal of [[meteor canceling]] serves as a double edged sword for Donkey Kong. It significantly improves the reliability of his own [[meteor smash]] moves, but makes him significantly more vulnerable to opposing meteor smashes considering his large size and poor vertical recovery.}}
*{{change|The removal of [[meteor canceling]] serves as a double edged sword for Donkey Kong. It significantly improves the reliability of his own [[meteor smash]] moves, but makes him significantly more vulnerable to opposing meteor smashes considering his large size and poor vertical recovery.}}
*{{nerf|The removal of [[glide toss]]ing significantly hinders Donkey Kong's approach with [[item]]s.}}
*{{nerf|The removal of [[glide toss]]ing significantly hinders Donkey Kong's approach with [[item]]s.}}
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*[[Up aerial]]:
*[[Up aerial]]:
**{{buff|Donkey Kong's head is now intangible while performing up aerial.}}
**{{buff|Donkey Kong's head is now intangible while performing up aerial.}}
**{{buff|Up aerial has more duration. (frame 6-9 → frame 6-10)}}
**{{nerf|It deals 1% less damage (14% → 13%), hindering its KO potential.}}
**{{nerf|It deals 1% less damage (14% → 13%), hindering its KO potential.}}
**{{nerf|It has a smaller hitbox (8u → 7.5u).}}
**{{nerf|It has a smaller hitbox (8u → 7.5u).}}
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**{{buff|Aerial Spinning Kong has increased intangibility (frames 4-6 → 3-6).}}
**{{buff|Aerial Spinning Kong has increased intangibility (frames 4-6 → 3-6).}}
**{{nerf|Grounded Spinning Kong's loop hits deal 1.7% less damage (3% → 1.3%) significantly reducing its maximum damage potential (35% → 18%).}}
**{{nerf|Grounded Spinning Kong's loop hits deal 1.7% less damage (3% → 1.3%) significantly reducing its maximum damage potential (35% → 18%).}}
**{{nerf|Donkey Kong can no longer perform the "Invincicopter".}}
**{{nerf|Donkey Kong's "Invincicopter" can now only be performed by transitioning from the aerial version to the grounded version on frame 6.}}
**{{nerf|If DK lands with aerial Spinning Kong before he goes into free fall, it will no longer auto-cancel on landing but instead, DK will go through his grounded Spinning Kong ending lag animation making it significantly easier to punish on landing.}}
**{{nerf|If DK lands with aerial Spinning Kong before he goes into free fall, it will no longer auto-cancel on landing but instead, DK will go through his grounded Spinning Kong ending lag animation making it significantly easier to punish on landing.}}
**{{nerf|While aerial Spinning Kong can still be used for momentum canceling, its effect is significantly weaker as Donkey Kong can no longer use hitstun canceling to reduce his launch speed and make greater use of Spinning Kong.}}
**{{nerf|While aerial Spinning Kong can still be used for momentum canceling, its effect is significantly weaker as Donkey Kong can no longer use hitstun canceling to reduce his launch speed and make greater use of Spinning Kong.}}
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{{MovesetTable
{{MovesetTable
|game=SSB4
|game=SSB4
|neutralname=&nbsp;
|neutralname=Jab ({{ja|ジャブ|Jyabu}}) / Upper ({{ja|アッパー|Appā}})
|neutralcount=2
|neutralcount=2
|neutral1dmg=4%
|neutral1dmg=4%
|neutral2dmg=6%
|neutral2dmg=6%
|neutraldesc=A hook followed by an uppercut. At very low percentages, it can combo into itself or work as a fairly reliable set-up for a fully charged [[Giant Punch]]. However, its first hit can also be [[jab cancel]]ed into forward tilt, down tilt or a grab, which is further supplemented by the first hit's tip launching the opponent towards Donkey Kong instead of away from him.
|neutraldesc=A hook followed by an uppercut. At very low percentages, it can combo into itself or work as a fairly reliable set-up for a fully charged [[Giant Punch]]. However, its first hit can also be [[jab cancel]]ed into forward tilt, down tilt or a grab, which is further supplemented by the first hit's tip launching the opponent towards Donkey Kong instead of away from him.
|ftiltname=&nbsp;
|ftiltname=Kongo Backhand ({{ja|コンゴバックハンド|Kongo Bakkuhando}})
|ftiltangles=3
|ftiltangles=3
|ftiltupdmg=11%
|ftiltupdmg=11%
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|ftiltdowndmg=9%
|ftiltdowndmg=9%
|ftiltdesc=A backhanded slap. Can be angled, with the upward angle dealing the most amount of damage and the downward angle dealing the least.
|ftiltdesc=A backhanded slap. Can be angled, with the upward angle dealing the most amount of damage and the downward angle dealing the least.
|utiltname=&nbsp;
|utiltname=Spiderweb Sweep ({{ja|くもの巣はらい|Kumo no Su Harai}})
|utiltdmg=11% (arm), 10% (elbow), 9% (hand)
|utiltdmg=11% (arm), 10% (elbow), 9% (hand)
|utiltdesc=An overhead arcing swipe. It has a very reliable range and deals more damage and knockback if the target is hit near DK's shoulder.
|utiltdesc=An overhead arcing swipe. It has a very reliable range and deals more damage and knockback if the target is hit near DK's shoulder.
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|dtiltdmg=7% (arm), 6% (hand)
|dtiltdmg=7% (arm), 6% (hand)
|dtiltdesc=A crouching swat. Slightly less powerful around his fingers. In addition to its great speed and range, it has a chance to [[Tripping|trip]] opponents, allowing for guaranteed follow-ups such as itself, a [[Pivoting|pivoted]] up tilt, forward smash, Giant Punch, [[Headbutt]], [[Hand Slap]] or a grab.
|dtiltdesc=A crouching swat. Slightly less powerful around his fingers. In addition to its great speed and range, it has a chance to [[Tripping|trip]] opponents, allowing for guaranteed follow-ups such as itself, a [[Pivoting|pivoted]] up tilt, forward smash, Giant Punch, [[Headbutt]], [[Hand Slap]] or a grab.
|dashname=&nbsp;
|dashname=Rolling Attack ({{ja|ローリングアタック|Rōringu Atakku}})
|dashdmg=10% (clean), 8% (late)
|dashdmg=10% (clean), 8% (late)
|dashdesc=The {{s|mariowiki|Roll Attack}}, his signature attack from ''{{s|mariowiki|Donkey Kong Country}}''. It deals less damage towards its end.
|dashdesc=The {{s|mariowiki|Roll Attack}}, his signature attack from ''{{s|mariowiki|Donkey Kong Country}}''. It deals less damage towards its end.
|fsmashname=&nbsp;
|fsmashname=Dyna Clap ({{ja|ダイナクラップ|Daina Kurappu}})
|fsmashdmg={{ChargedSmashDmgSSB4|20}} (hands), {{ChargedSmashDmgSSB4|19}} (arms)
|fsmashdmg={{ChargedSmashDmgSSB4|20}} (hands), {{ChargedSmashDmgSSB4|19}} (arms)
|fsmashdesc=A lunging {{s|mariowiki|clap}}. It deals slightly less damage if it hits with Donkey Kong's arms. KOs at 92% uncharged and at 54% fully charged without rage.
|fsmashdesc=A lunging {{s|mariowiki|clap}}. It deals slightly less damage if it hits with Donkey Kong's arms. KOs at 92% uncharged and at 54% fully charged without rage.
|usmashname=&nbsp;
|usmashname=Jumbo Press ({{ja|ジャンボプレス|Janbo Puresu}})
|usmashdmg={{ChargedSmashDmgSSB4|18}}
|usmashdmg={{ChargedSmashDmgSSB4|18}}
|usmashdesc=An overhead clap. Unlike other up smashes, it does not launch opponents into the main hitbox, making it somewhat problematic to land if the opponent is not airborne or incredibly close to him. However, it can be effective if used beneath a platform. KOs at 102% and 63% uncharged. At full rage, it is slightly more powerful than his Brawl up smash. Donkey Kong's head and arms are intangible while the hitboxes are out.
|usmashdesc=An overhead clap. Unlike other up smashes, it does not launch opponents into the main hitbox, making it somewhat problematic to land if the opponent is not airborne or incredibly close to him. However, it can be effective if used beneath a platform. KOs at 102% and 63% uncharged. At full rage, it is slightly more powerful than his Brawl up smash. Donkey Kong's head and arms are intangible while the hitboxes are out.
|dsmashname=&nbsp;
|dsmashname=Twin Beat ({{ja|ツインビート|Tsuin Bīto}})
|dsmashdmg={{ChargedSmashDmgSSB4|14}} (arms), {{ChargedSmashDmgSSB4|17}} (early, fists), {{ChargedSmashDmgSSB4|18}} (late, fists)
|dsmashdmg={{ChargedSmashDmgSSB4|14}} (arms), {{ChargedSmashDmgSSB4|17}} (early, fists), {{ChargedSmashDmgSSB4|18}} (late, fists)
|dsmashdesc=Raises his arms overhead and then quickly swings them downward to perform [[Wikipedia:Professional wrestling attacks#Forearm club|forearm clubs]]. It has decent range, fast start-up for a smash attack, and deals great vertical knockback. It KOs starting at 101% when sweetspotted, it is especially good for punishing rolls and laggy attacks, and is a reliable [[out of shield]] option. It could arguably be considered one of the best down smashes in the game, despite its fair amount of ending lag.
|dsmashdesc=Raises his arms overhead and then quickly swings them downward to perform [[Wikipedia:Professional wrestling attacks#Forearm club|forearm clubs]]. It has decent range, fast start-up for a smash attack, and deals great vertical knockback. It KOs starting at 101% when sweetspotted, it is especially good for punishing rolls and laggy attacks, and is a reliable [[out of shield]] option. It could arguably be considered one of the best down smashes in the game, despite its fair amount of ending lag.
|nairname=&nbsp;
|nairname=Donkey Lariat ({{ja|ドンキーラリアット|Donkī Rariatto}})
|nairdmg=11% (clean), 8% (late)
|nairdmg=11% (clean), 8% (late)
|nairdesc=Quickly spins around to perform [[Wikipedia:Professional wrestling attacks#Clothesline|discus clotheslines]] with both arms, similarly to [[Spinning Kong]]. It is not the fastest of DK's aerials, but has the longest lasting hitbox and the lowest amount of ending lag. Additionally, its late hit has excellent combo potential when SHFF'd, but it requires good timing due to its hitbox not being optimally positioned compared to his other aerials.
|nairdesc=Quickly spins around to perform [[Wikipedia:Professional wrestling attacks#Clothesline|discus clotheslines]] with both arms, similarly to [[Spinning Kong]]. It is not the fastest of DK's aerials, but has the longest lasting hitbox and the lowest amount of ending lag. Additionally, its late hit has excellent combo potential when SHFF'd, but it requires good timing due to its hitbox not being optimally positioned compared to his other aerials.
|fairname=&nbsp;
|fairname=Hammer Knuckle ({{ja|ハンマーナックル|Hanmā Nakkuru}})
|fairdmg=16% (early), 15% (meteor smash), 13% (late)
|fairdmg=16% (early), 15% (meteor smash), 13% (late)
|fairdesc=A [[Wikipedia:Professional wrestling attacks#Double axe handle|double axe handle]]. If [[sweetspot]]ted, the opponent is [[meteor smash]]ed. Like many other moves, its early hitbox is weaker than its meteor smash hitbox, to the point that it is even weaker than the late sourspot despite dealing more damage. However, the early hitbox launches opponents away by dealing extreme horizontal knockback, making it more effective for KOing horizontally. It appears similar to his midair attack from ''{{s|mariowiki|Donkey Kong 64}}'', which itself was inspired by this attack due to ''SSB'' debuting before ''Donkey Kong 64''.
|fairdesc=A [[Wikipedia:Professional wrestling attacks#Double axe handle|double axe handle]]. If [[sweetspot]]ted, the opponent is [[meteor smash]]ed. Like many other moves, its early hitbox is weaker than its meteor smash hitbox, to the point that it is even weaker than the late sourspot despite dealing more damage. However, the early hitbox launches opponents away by dealing extreme horizontal knockback, making it more effective for KOing horizontally. It appears similar to his midair attack from ''{{s|mariowiki|Donkey Kong 64}}'', which itself was inspired by this attack due to ''SSB'' debuting before ''Donkey Kong 64''.
|bairname=&nbsp;
|bairname=Kong Rocket ({{ja|コングロケット|Kongu Roketto}})
|bairdmg=13% (clean), 8% (late)
|bairdmg=13% (clean), 8% (late)
|bairdesc=A back kick. A useful move courtesy of its decent power, large, lingering hitbox and minimal start-up, ending and landing lag. Its low ending lag allows it to initiate a [[wall of pain]].
|bairdesc=A back kick. A useful move courtesy of its decent power, large, lingering hitbox and minimal start-up, ending and landing lag. Its low ending lag allows it to initiate a [[wall of pain]].
|uairname=&nbsp;
|uairname=Air Headbutt ({{ja|エアヘッドバット|Ea Heddobatto}})
|uairdmg=13%
|uairdmg=13%
|uairdesc=An upward headbutt. DK's head is intangible as soon as the attack begins. Its high damage output and knockback make it a viable KOing option and the most potent follow-up from "cargo up throw". It also autocancels in a SHFF, making for an excellent juggling option and frame traps landing air dodges with ease.
|uairdesc=An upward headbutt. DK's head is intangible as soon as the attack begins. Its high damage output and knockback make it a viable KOing option and the most potent follow-up from "cargo up throw". It also autocancels in a SHFF, making for an excellent juggling option and frame traps landing air dodges with ease.
|dairname=&nbsp;
|dairname=Air Stampede ({{ja|エアスタンピード|Ea Sutanpīdo}})
|dairdmg=16% (sweetspot), 13% (sourspot)
|dairdmg=16% (sweetspot), 13% (sourspot)
|dairdesc=A stomp. Its sweetspot is a strong [[meteor smash]], while its sourspot, which is close to Donkey Kong's chest, deals diagonal knockback. However, it is a rather laggy attack despite its fairly quick start-up.
|dairdesc=A stomp. Its sweetspot is a strong [[meteor smash]], while its sourspot, which is close to Donkey Kong's chest, deals diagonal knockback. However, it is a rather laggy attack despite its fairly quick start-up.
|grabname=
|grabname=Grab ({{ja|つかみ|Tsukami}})
|grabdesc=Reaches out. Donkey Kong's overall grab range is the second longest in the game, being surpassed only by {{SSB4|Greninja}}'s.
|grabdesc=Reaches out. Donkey Kong's overall grab range is the second longest in the game, being surpassed only by {{SSB4|Greninja}}'s.
|pummelname=&nbsp;
|pummelname=Grab Chop ({{ja|つかみチョップ|Tsukami Choppu}})
|pummeldmg=2.1%
|pummeldmg=2.1%
|pummeldesc=A slap. A fairly fast pummel.
|pummeldesc=A slap. A fairly fast pummel.
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When the opponent is too damaged to escape in time, all of these throws allow for easy [[stage spike]]s. Donkey Kong can simply walk off the edge, pull back and throw them against the underside. However, this carries significant risk, as the opponent can [[tech]] it and thus result in DK ending up too far below the edge to recover if his timing is off.
When the opponent is too damaged to escape in time, all of these throws allow for easy [[stage spike]]s. Donkey Kong can simply walk off the edge, pull back and throw them against the underside. However, this carries significant risk, as the opponent can [[tech]] it and thus result in DK ending up too far below the edge to recover if his timing is off.
|bthrowname=&nbsp;
|bthrowname=Reverse Throw ({{ja|反転投げ|Hanten Nage}})
|bthrowdmg=11%
|bthrowdmg=11%
|bthrowdesc=Flings the opponent backward. DK's most damaging throw, it KOs even the heaviest characters in the game below 170% near the edge without [[rage]].
|bthrowdesc=Flings the opponent backward. DK's most damaging throw, it KOs even the heaviest characters in the game below 170% near the edge without [[rage]].
|uthrowname=&nbsp;
|uthrowname=Coconut Toss ({{ja|ココナッツトス|Kokonattsu Tosu}})
|uthrowdmg=9%
|uthrowdmg=9%
|uthrowdesc=Heaves the opponent upward with one arm.
|uthrowdesc=Heaves the opponent upward with one arm.
|dthrowname=&nbsp;
|dthrowname=Bottom Shoot ({{ja|ボトムシュート|Botomu Shūto}})
|dthrowdmg=7%
|dthrowdmg=7%
|dthrowdesc=Shoves the opponent into the ground with one arm. It has rather weak knockback and launches opponents horizontally in front of DK.
|dthrowdesc=Shoves the opponent into the ground with one arm. It has rather weak knockback and launches opponents horizontally in front of DK.
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|fsdmg=7% (initial shockwave), 1-2% (no/bad input), 7-12% (good/great input), 12-24% (great input, close)
|fsdmg=7% (initial shockwave), 1-2% (no/bad input), 7-12% (good/great input), 12-24% (great input, close)
|fsdesc=Takes out the {{s|mariowiki|DK Bongos}} and begins to play them to the beat of "DK Island Swing", which emits shockwaves in the process. The song is accompanied by an indicative bar that will appear above DK, signaling the player when to press the attack button in sync with the beat. The attack’s range and power is determined by the player's input, with successful inputs having the greatest range and power. If the player hits all beats correctly, DK will give a thumbs up at the end of the song.
|fsdesc=Takes out the {{s|mariowiki|DK Bongos}} and begins to play them to the beat of "DK Island Swing", which emits shockwaves in the process. The song is accompanied by an indicative bar that will appear above DK, signaling the player when to press the attack button in sync with the beat. The attack’s range and power is determined by the player's input, with successful inputs having the greatest range and power. If the player hits all beats correctly, DK will give a thumbs up at the end of the song.
}}
===Stats===
{{Attributes
|cast = 58
|weight = 122
|rweight = 2
|dash = 1.6
|rdash = 15-23
|run = 1.7031
|rrun = 22
|walk = 1.3
|rwalk = 9
|trac = 0.0529
|rtrac = 37
|airfric = 0.015
|rairfric = 6-19
|air = 1.15
|rair = 9-11
|baseaccel = 0.01
|rbaseaccel = 10-54
|addaccel = 0.05
|raddaccel = 39-44
|gravity = 0.08505
|rgravity = 35
|fall = 1.63
|rfall = 22
|ff = 2.608
|rff = 23
|jumpsquat = 6
|rjumpsquat = 42-51
|jumpheight = 34
|rjumpheight = 25-26
|shorthop = 17.297209
|rshorthop = 18
|djump = 35.5
|rdjump = 19-21
}}
}}


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==In [[competitive play]]==
==In [[competitive play]]==
===Tier placement and history===
Upon ''SSB4''{{'}}s release, Donkey Kong was considered a bottom-tier character, despite the good buffs he had received in his transition from ''Brawl'', mostly as a result of his pronounced weaknesses and his strengths not fully compensating for it. Opinions of Donkey Kong would slowly start to improve, as players later noticed he had indeed gained more than what he lost in the transition to ''SSB4'', leading him to be seen as a low-tier character instead of a bottom-tier character in most eyes.
While he would gain dedicated mains like {{Sm|DKwill}} and buffs via game updates, it was not until update [[1.1.0]] that Donkey Kong's reputation would improve considerably. This was due to said update granting him a massive buff for his grab game in the form of his now-famous "cargo up throw", which allows for what is known as the "Ding Dong" combo, which is reminiscent of {{SSB4|Diddy Kong}}'s "Hoo Hah" combo, albeit not to the same extreme degree. Because of the huge benefits as well as the [[true combo]]s that can be performed with this throw, Donkey Kong's popularity started to increase at all levels of play, with professionals such as DKwill, {{Sm|Average Joe}}, {{Sm|HIKARU}} and {{Sm|Mew2King}} making a larger impact in tournaments.
As a result, Donkey Kong was ranked 27th on the first ''4BR'' [[tier list]], then rose to 25th on the second tier list, and then dropped to 28th on the third tier list, losing his title of the best super-heavyweight character to {{SSB4|Bowser}}. Even so, the improved results of players like HIKARU, {{Sm|Konga}} and {{Sm|Tweek}} have allowed Donkey Kong to rise to 22nd on the fourth and current tier list; since the tiers were expanded, Donkey Kong has now become a high-tier character, in addition to recovering his status as the best super heavyweight once again from Bowser. As such, despite him remaining slightly rare in competitive play, his results by the players who use him have been sufficiently high enough to secure his current tier placement with some smashers claiming that he and Bowser should rise up the tier list even more as {{Sm|ZeRo}} has the characters among the top 15 characters in the game also claiming that "they have top-tier potential" while other smashers like {{Sm|Dabuz}} believe that they cannot be ranked any higher due to their many disadvantageous matchups and poor time landing.
===[[Official Custom Moveset Project]]===
===[[Official Custom Moveset Project]]===
{{OfficialCustomMoves
{{OfficialCustomMoves
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|set10=1333
|set10=1333
}}
}}
===Notable players===
 
<!--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.-->
===Most historically significant players===
''Any number following the Smasher name indicates placement on the [[PGR 100]], which recognizes the official top 100 players in [[Super Smash Bros. 4]] of all time.''
<!--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 (SSB4)]]''
''See also: [[:Category:Donkey Kong players (SSB4)]]''
*{{Sm|Average Joe|USA}} - 9th at [[Glitch (tournament)|Glitch]], 25th at [[The Big House 5]], formerly ranked 17th on the [[MD/VA Power Rankings#Super Smash Bros. for Wii U|MD/VA/DE Smash 4 Power Rankings]], regularly attends Xanadu tournaments.
 
*{{Sm|DKwill|USA}} - One of the best Donkey Kong players in United States along with Tweek and Konga, 1st at [[Don't Park on the Grass]], 4th at [[SKTAR 4]], 9th at [[Get On My Level 2016]], 25th at [[GENESIS 3]] and [[The Big House 6]], 33rd at [[Apex 2015]], [[EVO 2015]] and [[CEO 2016]], ranked 9th on the [[New York City Power Rankings#Super Smash Bros. for Wii U rankings|New York City Power Rankings]].
*{{Sm|DKwill|USA}} - A prominent labber of the character and one of the best Donkey Kong players in United States along with Tweek and Konga. While he never made any global rankings with the character, he won a regional in {{Trn|Don't Park on the Grass}} where he notably double-eliminated Konga in the ditto and made respectable placements at majors/supermajors such as 9th at {{Trn|Get On My Level 2016}} and 25th at {{Trn|GENESIS 3}} and {{Trn|The Big House 6}}.
*{{Sm|False|USA}} - One of False's many characters. Notably defeated {{Sm|MkLeo}} at [[EVO 2017]], where he finished 9th.
*{{Sm|False|USA}} - While not one of his mains, he was one of his many secondaries he used, mainly seen at a few tournaments in 2017. Placing 3rd with solo Donkey Kong at regional {{Trn|Gamer Expo Vs Edition}}, 4th at {{Trn|Kawaii Kon 2017}} as one of his characters, and notably defeated {{Sm|MkLeo}} at {{Trn|EVO 2017}}, where he finished 9th.
*{{Sm|Glare|USA}} - The best DK in New England, and one of the best DK players in the US. Has since switched mains to {{SSB4|Bayonetta}}.
*{{Sm|HIKARU|Japan}} - The best Donkey Kong player in Japan and one of the best Donkey Kong players in the world. An up-and-coming player in ''Smash 4'', he often placed Top 8 at [[Sumabato]] and placed 33rd at {{Trn|EVO 2016}} and then had an international breakout with his 7th place at {{Trn|2GGC: Civil War}}, upsetting {{Sm|VoiD}}, {{Sm|ESAM}}, and {{Sm|Mr.R}} in his bracket. He continued to attend occasional North American majors with 17th at {{Trn|2GGC: MkLeo Saga}}. These highlights placed him at 48th on the [[PGR 100]].
*{{Sm|HIKARU|Japan}} (#48) - The best Donkey Kong player in Japan and one of the best Donkey Kong players in the world. He often places Top 8 at [[Sumabato]] tournaments, 7th at [[2GGC: Civil War]], 9th at [[Sumabato for THE BIG HOUSE]], 33rd at [[EVO 2016]].
*{{Sm|Konga|USA}} - Regarded as the best solo Donkey Kong player in the United States and one of the best Donkey Kong players in the world. Placed 5th at {{Trn|PAX Arena at PAX West 2017}} notably defeating {{Sm|ANTi}} and {{Sm|Tweek}}, and while had lower peaks at majors in comparison to other top Donkey Kong players, managed to place 25th at {{Trn|Super Smash Con 2018}} and 33rd at {{Trn|EVO 2017}}. He was ranked 76th on the [[PGR 100]].
*{{Sm|Konga|USA}} (#76) - Regarded as the best solo Donkey Kong player in the United States and one of the best Donkey Kong players in the world. Ranked 30th on the [[Panda Global Rankings|Panda Global Rankings v4]]. Placed 2nd at [[Don't Park on the Grass]] and 7th at [[DreamHack Austin 2017]]. Has set wins over {{Sm|VoiD}}, {{Sm|MkLeo}}, {{Sm|Tweek}}, and {{Sm|ANTi}}.
*{{Sm|Larry Lurr|USA}} - The best {{SSB4|Fox}} player in the world and also considered the one of the best Donkey Kong players in both [[SoCal]] and in the world. Despite varying success, he is notable for using Donkey Kong as a secondary throughout the entirety of his ''Smash 4'' career seen at tournaments such as 1st at {{Trn|2GGT: Mexico Saga}} and 9th at {{Trn|2GGC: ARMS Saga}}. He has used Donkey Kong to defeat players such as {{Sm|Tyrant}}, {{Sm|Tsu}}, and {{Sm|Elegant}}.
*{{Sm|Larry Lurr|USA}} - The best {{SSB4|Fox}} player in the world with a very strong Donkey Kong secondary. Considered the best Donkey Kong player in [[SoCal]] and one of the best ones in the world. Ranked 7th on [[Panda Global Rankings| Panda Global Rankings v4]] and 2nd on [[SoCal Smash 4 Power Rankings]]. Has wins over players such as {{Sm|Mr.R}}, {{Sm|VoiD}}, {{Sm|Elegant}}, {{Sm|ESAM}}, {{Sm|Ally}}, {{Sm|Zenyou}}, and {{Sm|Tsu-}}.
*{{Sm|Tweek|USA}} - Predominantly used him as a secondary and is regarded as the best Donkey Kong player in the world. He picked up the character around 2017 as a counterpick, using him in certain matchups such as {{SSB4|Sheik}} and in other crucial sets in his career, placing 2nd at {{Trn|Shine 2017}} using Donkey Kong to eliminate {{Sm|MkLeo}} and {{Sm|Nairo}}.
*{{Sm|Mew2King|USA}} - 3rd at [[PAX Prime 2015]] and 5th at [[SKTAR 4]]. Defeated {{Sm|Saj}}, {{Sm|Mr.E}}, {{Sm|MVD}}, {{Sm|dyr}}, {{Sm|Day}} and {{Sm|Ryo}} using the character.
 
*{{Sm|Tweek|USA}} (#7) - Uses him as a secondary, with set wins over {{Sm|ZeRo}}, {{Sm|MkLeo}}, {{Sm|komorikiri}}, {{Sm|Mr E}}, and {{Sm|Tyrant}}. Regarded as the best Donkey Kong player in the world.
===Tier placement and history===
*{{Sm|Vex Kasrani|USA}} - 13th at [[KTAR XIII]], 7th at [[KTAR XVII]].
Upon ''SSB4''{{'}}s release, Donkey Kong was considered a bottom-tier character, despite the good buffs he had received in his transition from ''Brawl'', mostly as a result of his pronounced weaknesses and his strengths not fully compensating for it. Opinions of Donkey Kong would slowly start to improve, as players later noticed he had indeed gained more than what he lost in the transition to ''SSB4'', leading him to be seen as a low-tier character instead of a bottom-tier character in most eyes.
 
While he would gain dedicated mains like {{Sm|DKwill}} and buffs via game updates, it was not until update [[1.1.0]] that Donkey Kong's reputation would improve considerably. This was due to said update granting him a massive buff for his grab game in the form of his now-famous "cargo up throw", which allows for what is known as the "Ding Dong" combo, which is reminiscent of {{SSB4|Diddy Kong}}'s "Hoo Hah" combo, albeit not to the same extreme degree. Because of the huge benefits as well as the [[true combo]]s that can be performed with this throw, Donkey Kong's popularity started to increase at all levels of play, with professionals such as DKwill, {{Sm|Average Joe}}, {{Sm|HIKARU}} and {{Sm|Mew2King}} making a larger impact in tournaments.
 
As a result, Donkey Kong was ranked 27th on the first ''4BR'' [[tier list]], then rose to 25th on the second tier list, and then dropped to 28th on the third tier list, losing his title of the best super-heavyweight character to {{SSB4|Bowser}}. Even so, the improved results of players like HIKARU, {{Sm|Konga}} and {{Sm|Tweek}} have allowed Donkey Kong to rise to 22nd on the fourth and current tier list; since the tiers were expanded, Donkey Kong has now become a high-tier character, in addition to recovering his status as the best super heavyweight once again from Bowser. As such, despite him remaining slightly rare in competitive play, his results by the players who use him have been sufficiently high enough to secure his current tier placement with some smashers claiming that he and Bowser should rise up the tier list even more as {{Sm|ZeRo}} has the characters among the top 15 characters in the game also claiming that "they have top-tier potential" while other smashers like {{Sm|Dabuz}} believe that they cannot be ranked any higher due to their many disadvantageous matchups and poor time landing.
 
==In Solo Modes==
===[[All-Star Mode]]===
In All-Star Mode, Donkey Kong is fought in Stage 1 in the 3DS version or Stage 7 in the Wii U version alongside {{SSB4|Mario}}, {{SSB4|Luigi}}, {{SSB4|Mr. Game & Watch}}, {{SSB4|Little Mac}}, and {{SSB4|Pac-Man}}.
 
==={{GameIcon|SSB4-U}}[[Event Match]]es===
====Solo Events====
* '''[[All-Star Battle: Regulars]]''': Donkey Kong is one of the opponents fought in this event. All of the opponents are the eight starter characters of the [[List of Super Smash Bros. series characters#"Perfect-attendance crew"|"perfect-attendance crew"]] from ''[[Super Smash Bros.]]''
* '''[[Guardian of the Jungle]]''': Donkey Kong, aided by two {{SSB4|Diddy Kong}}s, must defeat three {{SSB4|Duck Hunt}}s.
* '''[[The Jungle in Chaos]]''': As Diddy Kong, the player must defeat twenty Donkey Kongs wearing [[Bunny Hood]]s.
* '''[[The Original Heavyweights]]''': As {{SSB4|Mario}}, the player must defeat Donkey Kong and {{SSB4|Bowser}}
====Co-op Events====
* '''[[1988]]''': Donkey Kong and Diddy Kong must defeat three Marios, each one larger than the last.
* '''[[Flat Fracas]]''': {{SSB4|Wario}} and {{SSB4|Mr. Game & Watch}} must defeat a giant shadow Donkey Kong and a shadow Mario.
* '''[[The Ultimate Battle]]''': Two players select a character and must defeat the entire roster.
 
===[[Congratulations screen]]s===
<center>
====3DS====
<gallery>
SSB4-3DS Congratulations Classic Donkey Kong.png|Classic Mode
SSB4-3DS Congratulations All-Star Donkey Kong.png|All-Star Mode
</gallery>
====Wii U====
<gallery>
SSB4-Wii U Congratulations Classic Donkey Kong.png|Classic Mode
SSB4-Wii U Congratulations All-Star Donkey Kong.png|All-Star Mode
</gallery>
</center>


==[[Trophies]]==
==[[Trophies]]==
Donkey Kong's default trophy is obtained by clearing Classic Mode as Donkey Kong. His alternate trophy is obtained by clearing All-Star Mode as Donkey Kong in the 3DS version or purchasing it in the Trophy Shop for 1000G in the Wii U version. The Konga Beat trophy is obtained only in the Wii U version by clearing All-Star Mode as Donkey Kong.
{{Trophy/Fighter
{{Trophy/Fighter
|name=Donkey Kong
|name=Donkey Kong
Line 503: Line 569:
}}
}}
{{clrl}}
{{clrl}}
==In [[Event Match]]es==
===Solo Events===
* '''[[All-Star Battle: Regulars]]''': Donkey Kong is one of the opponents fought in this event. All of the opponents are the eight starter characters of the [[List of Super Smash Bros. series characters#"Perfect-attendance crew"|"perfect-attendance crew"]] from ''[[Super Smash Bros.]]''
* '''[[Guardian of the Jungle]]''': Donkey Kong, aided by two {{SSB4|Diddy Kong}}s, must defeat three {{SSB4|Duck Hunt}}s.
* '''[[The Jungle in Chaos]]''': As Diddy Kong, the player must defeat twenty Donkey Kongs wearing [[Bunny Hood]]s.
* '''[[The Original Heavyweights]]''': As {{SSB4|Mario}}, the player must defeat Donkey Kong and {{SSB4|Bowser}}.
===Co-op Events===
* '''[[1988]]''': Donkey Kong and Diddy Kong must defeat three Marios, each one larger than the last.
* '''[[Flat Fracas]]''': {{SSB4|Wario}} and {{SSB4|Mr. Game & Watch}} must defeat a giant shadow Donkey Kong and a shadow Mario.
* '''[[The Ultimate Battle]]''': Two players select a character and must defeat the entire roster.


==[[Alternate costume (SSB4)#Donkey Kong|Alternate costumes]]==
==[[Alternate costume (SSB4)#Donkey Kong|Alternate costumes]]==
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