Super Smash Bros. 4

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{{disambig2|Donkey Kong's appearance in ''Super Smash Bros. 4''|the character in other contexts|Donkey Kong}}
{{disambig2|Donkey Kong's appearance in ''Super Smash Bros. 4''|the character in other contexts|Donkey Kong}}
{{Infobox Character
{{Infobox Character
|name         = Donkey Kong
|name = Donkey Kong
|image       = [[Image:Donkey Kong SSB4.png|250px|Donkey Kong]]
|image = [[File:Donkey Kong SSB4.png|250px]]
|game         = SSB4
|game = SSB4
|ssbgame1     = SSB
|ssbgame1 = SSB
|ssbgame2     = SSBM
|ssbgame2 = SSBM
|ssbgame3     = SSBB
|ssbgame3 = SSBB
|ssbgame4 = SSBU
|availability = [[Starter]]
|availability = [[Starter]]
|tier = D
|tier = C
|ranking = 25
|ranking = 22
}}
}}
'''Donkey Kong''' ({{ja|ドンキーコング|Donkī Kongu}}, ''Donkey Kong'') was confirmed as a playable character in ''[[Super Smash Bros. 4]]'' on June 11th, 2013 during the E3 Nintendo Direct. He is among the first wave of compatible [[amiibo]] figures for {{Forwiiu}}. Donkey Kong also retains his realistic gorilla grunts, albeit with a new set of voice clips.
'''Donkey Kong''' ({{ja|ドンキーコング|Donkī Kongu}}, ''Donkey Kong'') is a playable character in ''[[Super Smash Bros. 4]]''. His return to the series was announced during the [[Electronic Entertainment Expo|E3]] [[Nintendo Direct]] on June 11th, 2013.<ref>[https://www.youtube.com/watch?v=13D1I5s236o Nintendo Direct@E3 2013]</ref> Donkey Kong uses realistic gorilla grunts and roars like in ''[[Super Smash Bros. Brawl]]'', although he now has updated voice clips, instead of being voiced by Takashi Nagasako.


Donkey Kong is ranked 25th out of 58 on the [[tier list]], placing him in the D tier. This makes him the highest ranked super heavyweight and is an improvement of his ranking in ''Brawl'', where he was ranked 21st out of 38. Donkey Kong retains his signature power, mobility, and [[spacing]] options, with his infamous back aerial remaining a quick and powerful option to stop approaches and deal damage. In addition, Donkey Kong now has great combo potential out of his throws, capable of getting guaranteed followups out of a jumping cargo up throw for a large range of percents, and even having a guaranteed KO option at a small range of percents. However, he still retains many of his flaws from ''Brawl'', most notably with his large hurtbox and poor vertical [[recovery]] make him very susceptible to combos and [[edge-guarding]]. However, Donkey Kong's advantages generally outweigh his disadvantages, and as a result, he is a decent character in the ''SSB4'' metagame, achieving above average results largely thanks to {{Sm|Will}} and {{Sm|Larry Lurr}}.
Donkey Kong ranks 22nd out of 54 on the [[tier list]], placing him in the C tier. This is also a moderate improvement from Donkey Kong's mid tier placement in ''Brawl'', where he was ranked 21st out of 38, and is his best placement in the series to date.
 
Donkey Kong retains his outstanding power, deceptively fast mobility, and great [[spacing]] options, but has also been improved both directly and indirectly. Donkey Kong now boasts great combo potential thanks to his "cargo up throw", which has been re-purposed into a very reliable combo starter that boasts guaranteed and extremely damaging follow-ups at varying percentages, alongside [[Combos#Types of combos|KO confirm]]s into his up aerial at a wide range of percents. Changes to game mechanics have also improved DK: the removal of both [[chain grab]]bing and [[edge-hogging]] drastically improve his endurance and recovery, respectively, whereas [[rage]] supplements his power, granting him an effective advantage state.
 
However, Donkey Kong retains many of his flaws from ''Brawl''. His large hurtbox has become even larger, making him even more susceptible to combos than before. In addition, he remains very susceptible to [[edge-guarding]] because of his [[recovery]]'s poor vertical distance and safety, alongside his ineffective ledge options. Finally, many of Donkey Kong's moves are surprisingly unsafe on hit at very low percentages, and he has major issues dealing with crossups or spaced aerials on shield due to his slow out of shield options.
 
Nevertheless, Donkey Kong's strengths generally outweigh his weaknesses, to the point that he has achieved above average results in competitive play, largely thanks to {{Sm|HIKARU}}, {{Sm|Tweek}}, {{Sm|Konga}} and {{Sm|DKwill}}.


==Attributes==
==Attributes==
Donkey Kong is one of the fastest heavyweights in the game in terms of both movement and attack speed, and defies the typical power-type archetype. He has a fast [[walking speed]], a quick [[dashing speed]], above average [[falling speed]] and [[gravity]], very high [[air speed]], below average [[air acceleration]] and is the second [[Weight|heaviest]] character in the game. His large size also gives his attacks great physical [[range]].
As the second heaviest character in the game, Donkey Kong is a [[Weight|super heavyweight]], as expected. However, despite his weight, he sports surprisingly excellent mobility and frame data, making him a non-traditional heavy character. He has the 9th fastest [[walk]]ing and [[air speed|air]] speeds, the 22nd fastest [[dash]]ing speed, and above average [[falling speed]], but in contrast has below average [[gravity]] and [[traction]], as well as moderately slow [[air acceleration]]. His large size also gives his attacks a respectable amount of physical [[range]], but at the expense of making him easier to hit and combo.
 
As expected, Donkey Kong's greatest asset is his power. In typical heavyweight fashion, Donkey Kong has a plethora of reliable kill moves (his [[sweetspot]]ted up tilt, smash attacks and aerials, regular back throw, [[Giant Punch]], and grounded [[Spinning Kong]] being the best examples) and excellent endurance thanks to his extremely high weight and above average falling speed. However, his fast mobility and frame data gives him an effective approach and makes it easier to land his attacks, which is further complemented by his above average reach. Conversely, his moves that lack KO potential are effective for set-ups, thanks to their high speed, low knockback, and favorable launch angles. Thanks to these attributes, Donkey Kong can rack up damage and KO his opponents not only quickly, but safely compared to most heavyweights. Donkey Kong also has the second best vertical and horizontal endurance in the game, being surpassed by only {{SSB4|King Dedede}} vertically and {{SSB4|Bowser}} horizontally.
 
Donkey Kong's grounded moveset is very useful; his neutral attack can be [[jab cancel]]ed for follow-ups, and can jab lock, as well as being able to set up into grab, his forward tilt is great for spacing, as it has long range and is intangible, his up tilt is a decent combo starter at low percentages, and his down tilt has incredible speed and can trip opponents, making it ideal for starting or extending combos. All of his smash attacks pack incredible power and have very long ranges, while not being particularly slow either. To complement his ground game, Donkey Kong's aerial game is extremely effective. His forward and down aerials can [[meteor smash]] and can effectively finish off his combos or his opponents, thanks to their high power. His neutral aerial is very quick and can lead into follow-ups, or it can be used to give Donkey Kong some space. His up aerial launches opponents upwards, making it great for combos and KOing. His back aerial is long-ranged, has a long-lasting hitbox, and can be used to [[edge-guard]] opponents. The last three aerials can also [[auto-cancel]] in a [[short hop]], further demonstrating their utility. Finally, Donkey Kong's fast air speed allows him to easily pursue opponents in the air.
 
In addition, the aforementioned combo abilities pair well with his grab game. Donkey Kong's grab range is the second largest non-tether grab in the game (being surpassed only by {{SSB4|Greninja}}'s), while his grabs are decently fast, making them very easy to land. His [[pummel]] is fairly fast, making it great for racking up damage. While his up and down throws are rarely used because of their limited utility, his forward and back throws make up for that. His back throw is the tenth strongest in the game, making it a viable KO option.
 
Donkey Kong's forward throw is an all-purpose throw, as well as an excellent damage racker. Using it will open up four different throws, commonly known as the "cargo throws". Cargo down throw is a [[semi-spike]] and is great for edge-guarding. Cargo back throw deals 12% and can KO at very high percentages near the upper blast line. His most notable throw, however, is his cargo up throw, which can lead into any aerial at lower percents. Since it connects directly into his powerful up aerial at most percentages, this combo can be used to KO opponents at specific percentages, and has since been nicknamed the "Ding Dong".
 
Donkey Kong's special moveset has a lot of utility. [[Giant Punch]] is a deadly KO move, and a fully charged one has [[super armor]], making it difficult to interrupt. [[Headbutt]] can [[bury]] opponents, leaving them exposed to any move. It also does strong [[shield damage]], threatening attempts to block the move. [[Hand Slap]] has very long range and allows for stage control, but since it is a quake move, it has no effect on aerial opponents when it is performed on the ground. However, an aerial Hand Slap is now capable of meteor smashing and is not only fairly easy to land, but it is an effective one as well.
 
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, 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.


As expected, Donkey Kong's greatest asset is his speed. Almost all of his attacks are faster than any other heavyweight. However, most of his attacks have high power as well, and those that do not can be used for effective set-ups. These attributes give him a capable combo game, with his aerial game being extremely effective at that. His forward and down aerials can [[meteor smash]] and can effectively finish off his combos or his opponents, thanks to their high power. His neutral aerial is very quick and can lead into followups, or it can be used to give Donkey Kong some space. His up aerial launches opponents upwards, making it great for combos and KOing. His back aerial is long-ranged, has a lasting hitbox, and can be used to [[edgeguard]] opponents. The last three aerials can also [[autocancel]] in a [[short hop]], further demonstrating their utility. In addition, the aforementioned combo abilities pair well with his grab game. His [[pummel]] is decently quick, making it great for racking up damage. While his up and down throws are now rarely used because of their limited utility, his forward and back throws make up for that. His back throw is among the strongest, with only {{SSB4|Ness}}, {{SSB4|Villager}}, {{SSB4|Toon Link}} and {{SSB4|Bowser}} cleanly outperforming it, making it one of his safest KO moves. His forward throw is an all-purpose throw, as well as an excellent damage racker. Using it will open up four different throws, commonly known as the "cargo throws". Cargo down throw is a [[semi-spike]] and is great for edgeguarding. Cargo back throw deals 12% and can KO at higher percentages. His most notable throw, however, is his cargo up throw, which can lead into any aerial at lower percents. Since it connects directly into his powerful up aerial at most percents, this combo can be used to KO opponents at specific percents, and has since been humorously nicknamed the "Ding Dong".
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.


His special moveset also has a lot of utility. [[Giant Punch]] is a deadly KO move, and a fully charged one has [[super armor]], making it difficult to interrupt. [[Headbutt]] can [[bury]] opponents, leaving them exposed to any move. It also does a lot of [[shield damage]], threatening attempts to block the move. [[Hand Slap]] has very long range and allows for stage control, but since it is a [[quake]] move, it has no effect on aerial opponents when it is performed on the ground. However, an aerial Hand Slap is now capable of meteor smashing and is not only fairly easy to land, but it is an effective one as well. 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]].
Custom moves can give Donkey Kong considerable benefits, more so than most other characters. Kong Cyclone is often considered to be Donkey Kong's most valuable move, as well as the best custom in the game: it grants super armor, has a suction effect, can be auto-canceled, and possesses greater power, maneuverability and speed compared to Spinning Kong. Altogether, these traits enable Kong Cyclone to significantly improve DK's [[neutral game]].


Despite these advantages, Donkey Kong has noticeable flaws. All of his stats can be turned against him, since his large size makes him very easy to hit. His [[roll]]s and [[ledge recovery]] options are also very slow, hindering his ability to escape pressure. He is also equally vulnerable to combos and [[juggling]], as his options outside of aerial maneuvering are not effective. His moveset is very slow in regards to ending lag, making him heavily susceptible to [[punishment]]. 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 smash.
Chopper Kong does no damage and grants less horizontal distance, but covers more vertical distance, enabling Donkey Kong to survive meteor smashes more effectively. Storm Punch has a push effect, and is very effective for edge-guarding and spacing. Lightning Punch charges much faster, giving Donkey Kong a more readily available KO option in case his moveset can't get the job done. However, it deals less damage, more so than Storm Punch. Jumping Headbutt has more vertical range and a hitbox during most of its descent, making it a good alternative to [[fast falling]], but at the cost of being unable to properly bury opponents. Stubborn Headbutt eschews its role as a pressure move due to its slower start-up. However, it has higher power and grants him super armor throughout its duration, protecting Donkey Kong from any attack. Focused Slap and Hot Slap sacrifice range for [[Paralyze|paralysis]] and vertical range, respectively. Both are also potent KOing options, with the latter having high diagonal knockback, and the former having extremely high vertical knockback.


Custom moves can give Donkey Kong considerable benefits, more so than most other characters. Storm Punch has a [[wind]] effect, and is very effective for edgeguarding and spacing. Jumping Headbutt has more vertical range and a hitbox during the entire descent, making it a good alternative to [[fast falling]], but at the cost of being unable to properly bury opponents. Stubborn Headbutt eschews its role as a pressure move due to its slow startup. However, it has higher power and super armor, protecting Donkey Kong from any attack. Focused Slap and Hot Slap sacrifice range for [[Paralyze|paralyzation]] and vertical range, respectively. Both are also potent KOing options, with the latter having high diagonal knockback, and the former having extremely high vertical knockback. Kong Cyclone is often considered to be Donkey Kong's most valuable move, as well as the best custom in the game, as it has super armor, a suction effect, more power, and the aerial version has greater maneuverability and speed, as well as autocancelling capabilities, significantly improving his [[neutral game]].
Overall, Donkey Kong is a potent character; with speed, power, range, endurance, and easy-to-use combos, there are very few matchups he cannot overcome. As a result, DK is, alongside {{SSB4|Bowser}}, one of the two most effective super heavyweights in the game. This, in turn, is reflected in his presence in the competitive scene, as he has average tournament representation and above average results, the latter of which has been thanks to the likes of {{Sm|HIKARU}}, {{Sm|Tweek}}, {{Sm|Konga}} and {{Sm|DKwill}}.


Overall, Donkey Kong is viewed as a potent character, and is perhaps the most effective of all of the super-heavyweights. He has had average tournament representation and above average results, with dedicated mains such as {{Sm|Will}}.
==Changes from ''[[Super Smash Bros. Brawl]]''==
Donkey Kong has seen a mix of buffs and nerfs in the transition from ''Brawl'' to ''SSB4'', but was noticeably buffed overall. As for his buffs, the most noticeable improvement has been to his overall speed. His already solid movement speed has also been greatly increased although this is the case for a majority of returning veterans. Donkey Kong has received some new attacks which help him out overall including a new dash attack which covers much more distance and has much less ending lag and an aerial variant of [[Hand Slap]] which gives him a new landing option and edgeguarding tool. He also has additional [[intangibility]] on a variety of his moves. His grab game is significantly more effective as his grabs have more range and his dash grab is less laggy. All variants of his Cargo Throw have been altered and improved but the most significant variant of Cargo Throw which was improved was his up throw. His Cargo up throw has altered knockback which when combined with the removal of [[hitstun canceling]] and the changes to [[DI]], gives it much better combo potential and at certain percents, it can lead into an up aerial for a guaranteed kill at very low percents especially with [[rage]]. Donkey Kong has received many benefits from the game's new mechanics. Donkey Kong heavily benefits from the introduction of [[rage]] as his increased [[weight]] enables him to live for a long period of time and build up rage, which makes his already solid power becoming even more effective and allows his "Ding Dong" (Cargo up throw up aerial) to kill opponents at obscenely early percents. Donkey Kong also benefits from the removal of [[chain grab]]bing as it improves his endurance against certain characters although he lost a couple of chain grabs of his own. Finally, DK benefits considerably from the removal of edge hogging and the introduction of edge stealing, which prevents his poor vertical recovery from being edge-hogged.


==Changes from ''Brawl''==
Donkey Kong did receive a few noticeable nerfs both direct and indirect. As for indirect nerfs, the weakening to hitstun canceling does not benefit him as much as other characters. It does not grant him much better combo ability and it makes him much easier to combo combined with his higher weight, falling speed and gravity and it significantly hinders his endurance especially horizontally although it combined with his altered Cargo up throw gives him incredible followup potential including his "Ding Dong" (which greatly makes up for the removal of hitstun canceling). The removal of [[glide toss]]ing and [[edge momentum shifting]] also hinder his mobility in certain situations. As for his direct nerfs, his overall damage output and KO power outside of his "Ding Dong" and rage have been reduced and he has less range especially when relative to the cast hindering his ability to wall out opponents and making it easier for his opponents to approach him.
Donkey Kong has been considerably [[buff]]ed in the transition from ''Brawl'' to ''SSB4''. The most noticeable improvement has been to his overall speed; his attacks, such as his signature [[Giant Punch]], are now performed faster, and his already excellent movement speed has also been greatly increased, allowing him to better keep up with, and in quite a few cases, even out-speed lightweights. He is also much [[weight|heavier]], which allows him to withstand potential KOs easier and enables him to become an effective user of the new [[rage]] mechanic, which results in his already fantastic power becoming even more effective. In addition, Donkey Kong is a lot harder to combo than before due to the removal of [[chain grab]]bing. Finally, DK benefits considerably from the removal of edge-hogging and the introduction of edge-stealing, which prevents his poor vertical recovery from being edge-hogged and thus, significantly improves his recovery.


Although he was buffed, Donkey Kong did receive a few noticeable nerfs. His grab game was slightly weakened and many of his attacks now deal less damage. Even with the removal of chain grabbing, his increased falling speed and large hurtbox enable him be easily susceptible to combos regardless, although he is still less susceptible to being juggled. However, these nerfs are considered to be largely negligible due to the impact of his initial buffs and especially because of the subsequent buffs he has received in game updates. As a result, he is considered to be more viable than he was in ''Brawl''.
Overall, the general changes to ''Smash 4''{{'}}s mechanics benefit him more than they hinder and some of his buffs benefit him quite a bit resulting in him being considered to be more viable than he was in ''Brawl'' despite the various downgrades his ground moves and aerials received. He was initially considered to be much worse in earlier versions of the game although update [[1.1.0]] gave him multiple beneficial changes most notably his "Ding Dong" resulting in players having a much higher opinion of him with most professionals consider him being a high tier character.


===Aesthetics===
===Aesthetics===
*{{change|Donkey Kong appears to have more stylized fur, even more so than he did in ''Brawl''. His proportions seemed to have been tweaked slightly, with his appearance reminiscent of how he appears in ''{{s|dkwiki|Donkey Kong Country Returns}}'' and ''{{s|dkwiki|Donkey Kong Country: Tropical Freeze}}''. Lastly, his teeth are now white, rather than yellowish white.}}
*{{change|Due to the aesthetic used in ''Smash 4'', Donkey Kong's skin is sleeker, his tie is more vibrant, and his fur is of a significantly higher visual quality than in ''Brawl''. His teeth are also white instead of straw yellow. Altogether, these changes make Donkey Kong appear virtually identical to his appearance as of ''{{s|mariowiki|Donkey Kong Country Returns}}''.}}
*{{change|Most of Donkey Kong's animations are now more fluid. His general expressiveness has been greatly exaggerated as well, with many of his moves and animations now accompanied with smirks, toothy grins, or even a look of utter confusion. When Donkey Kong is launched, his eyes will even bulge out of his head, much like in the ''Donkey Kong Country'' games for the SNES.}}
*{{change|Donkey Kong has received two new [[alternate costume]]s.}}
*{{change|Donkey Kong has updated voice clips.}}
*{{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|Aside from his down taunt's voice clip, Donkey Kong's other voice clips have been updated yet again.}}


===Attributes===
===Attributes===
*{{change|Like other large characters, such as {{SSB4|Bowser}} and {{SSB4|King Dedede}}, Donkey Kong's [https://miiverse.nintendo.net/posts/AYMHAAACAADMUKlhFSRn7g general size in proportion to the other playable characters is also greater than in previous installments.] This improves his [[reach]], but makes his hurtbox larger.}}
*{{buff|Donkey Kong [[walk]]s slightly faster (1.2 → 1.3).}}
*{{change|The changes to hitstun canceling both help and hinder Donkey Kong. They significantly hinder his overall endurance, as he can no longer use [[Spinning Kong]] to cancel momentum despite his increased weight. However, they improve his offense by granting many of his attacks combo potential.}}
*{{buff|Donkey Kong [[dash]]es slightly faster (1.622 → 1.7031).}}
*{{change|The removal of meteor canceling both helps and hinders Donkey Kong. It results in his meteor smashes becoming even harder to recover from than in ''Brawl''. However, his increased falling speed and poor vertical recovery have made him even more vulnerable to meteor smashes.}}
*{{buff|Donkey Kong is considerably [[weight|heavier]] (116 → 122), improving his endurance.}}
*{{change|Donkey Kong is [[weight|heavier]] (116 → 122). This improves his endurance, but makes him more susceptible to combos.}}
*{{buff|Donkey Kong's [[air speed]] is faster (1.081 → 1.15).}}
*{{buff|Donkey Kong [[Walking|walk]]s faster (1.2 1.3).}}
*{{change|Donkey Kong [[Falling speed|falls]] slightly faster (1.58 → 1.63), although relative to the cast, it has gone from the 10th highest out of 39 characters to the 22nd highest out of 58. This slightly improves his vertical endurance, but makes him more susceptible to combos, compounded by his higher weight and gravity.}}
*{{buff|Donkey Kong [[dash]]es faster (1.622 1.7031).}}
*{{change|Donkey Kong's [[gravity]] is slightly higher (0.081 → 0.08505).}}
*{{buff|Donkey Kong's [[air speed]] is faster (1.081 1.15), making it tied for the ninth fastest in the game.}}
*{{buff|Donkey Kong's [[fast fall]]ing speed is higher (2.212 → 2.608).}}
*{{change|Donkey Kong [[fall speed|falls]] faster (1.58 1.63). This makes him less susceptible to juggles, but more susceptible to combos.}}
*{{nerf|Donkey Kong [[jump]]s lower (35.83759414 → 34), going from the 10th highest out of 39 characters to the 25th highest out of 58.}}
*{{buff|Donkey Kong's [[shield]] is larger (11.6u → 12.9u), with it now fully covering Donkey Kong while it is at full health.}}
*{{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.}}
*{{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.}}
*{{nerf|The removal of [[glide toss]]ing significantly hinders Donkey Kong's approach with [[item]]s.}}
*{{buff|[[Roll]]s have less landing lag (FAF 32 → 30).}}
*{{nerf|Rolls have a shorter duration (frames 4-19 4-16).}}
*{{buff|[[Air dodge]] has less ending lag (FAF 50 35) although it is still slower compared to other air dodges.}}
*{{buff|[[Spot dodge]] has less ending lag (FAF 31 29) although it is still one of the slowest in the game.}}
*{{nerf|Spot dodge has more startup lag with a shorter duration (frames 2-23 4-19).}}


===Ground attacks===
===Ground attacks===
*{{nerf|Upward angled forward tilt deals 1% less damage (12% → 11%).}}
*[[Neutral attack]]:
*{{nerf|Down tilt deals 1% less damage (8% → 7%) and has decreased base knockback (20 10), making it function similarly to how it did in ''Melee''.}}
**{{change|One of neutral attack's first hit's body hitboxes has altered knockback (0 (base), 100 (scaling) → 35/25) and its angle has been altered ([[Sakurai angle|361°]] → 110°). This makes it connect together better with its second hit but removes its ability to lock.}}
*{{buff|Donkey Kong has a new dash attack, the {{s|dkwiki|Barrel Roll}} from the ''Donkey Kong Country'' series. Compared to the previous dash attack, it has faster start-up (10 → 9), a longer duration (10-21 → 9-24) and less ending lag ([[interruptibility]] frame 55 → 41).}}
**{{change|The far hit's knockback (0 (base), 100 (scaling) → 45/25) and angle (140° → 130°) have also been altered.}}
*{{change|Dash attack deals less damage (11%/9% → 10%/8%) compared to the previous dash attack. However, this grants it combo potential.}}
***{{buff|This makes it connect better with the second hit and improves its [[jab cancel]]ing potential at lower percents.}}
*{{nerf|Forward tilt has increased ending lag (interruptibility frame 34 → 38) and decreased knockback growth (94 → 91).}}
***{{nerf|However, this hinders its jab canceling potential at higher percents no longer being able to reliably lead into a down smash at realistic percents.}}
*{{buff|Forward smash's hitbox is larger (5u → 5.7u) and it now has [[intangibility]] on Donkey Kong's head and arms on frame 20-26.}}
**{{nerf|Neutral attack's first and second hit have shorter durations (frames 5-7 → 5-6 (first hit), frames 6-11 → 6-7 (second hit)).}}
*{{buff|Up smash's hitbox is larger (7.5u/6u 8.8u/7u).}}
**{{change|Neutral attack's animation has slightly changed. Donkey Kong now turns farther inward when throwing the [[wikipedia:hook (boxing)|hook]].}}
*{{nerf|Up smash has decreased knockback (93 (base)/40 (growth) → 83/30).}}
*[[Forward tilt]]:
*{{buff|Down smash has received a hitbox that occurs when Donkey Kong's arms hit the ground.}}
**{{buff|Forward tilt has increased [[intangibility]] on its non angled and angled down versions (frames 8-11→ 1-25). The up angled version also gains intangibility earlier (frame 8 → 7).}}
*{{nerf|Down smash has decreased knockback (35 (base)/100 (growth) → 30/83), hindering its KO potential.}}
**{{nerf|Upward angled forward tilt deals 1% less damage (12% → 11%) and has less intangibility (frames 8-37 → 7-11).}}
**{{nerf|All variants have more startup lag with a shorter duration (frames 8-11 → 9-11), more ending lag (FAF 34 → 38) and have smaller hitboxes (5.5u/5u/4u/3.5u → 5u/4.5u/3.2u).}}
*[[Up tilt]]:
**{{buff|Up tilt has increased intangibility (frames 5-11 → 5-25) and its sourspot is larger (5u → 5.3u).}}
*[[Down tilt]]:
**{{buff|Donkey Kong's arm is now intangible when performing down tilt.}}
**{{change|Down tilt deals less damage (8% → 7% (arm)/6% (hand)). This allows it to [[lock]] and [[trip]] for longer, but hinders its damage racking and spacing potential.}}
**{{nerf|Down tilt has more startup lag with a shorter duration (frames 6-9 → 7-9). It also has smaller hitboxes (4.8u/4.8u/5.28u/6.4u 4.4u/4.4u/5.5u).}}
*[[Dash attack]]:
**{{buff|Donkey Kong has a new dash attack, the {{s|mariowiki|Roll Attack}} based on his main attack from "Donkey Kong Country". Compared to the previous dash attack, it covers much more distance, has a longer duration (frames 9-20 → 9-24), and less ending lag (FAF 55 → 42) making it safer and greatly improving its approach potential. The clean hit also deals more knockback (100 (base), 20 (scaling) → 85/53) and the late hit no longer has set knockback (120 (set), 100 (scaling) → 60 (base)/65).}}
**{{nerf|Dash attack deals 1% less damage (11% (clean)/9% (late) → 10%/8%).}}
*{{buff|All smash attacks now have [[transcendent priority]], improving their reliability.}}
**{{nerf|However, this also prevents them from cancelling out projectiles.}}
*{{buff|The 19% damage increase to shields and the increase to [[shieldstun]] significantly improve sweetspotted forward and down smash's shield pressuring potentials.}}
*[[Forward smash]]:
**{{buff|Forward smash now grants [[intangibility]] to Donkey Kong's head and arms on frames 20-26.}}
**{{nerf|Forward smash's hitboxes deal consistent damage (21%/20% → 20% (hands), 19%/18% → 19% (body)) and has decreased knockback (30 (base), 94 (scaling) → 30/91 (hands), 18/100 → 25/91 (body)), hindering its KO potential. It also has smaller hitboxes (6.4u/6.8u/4.3u/3u 5.7u/3.7u).}}
**{{nerf|Sweetspotted forward smash sends opponents at a less favorable angle (361° → 46°).}}
*[[Up smash]]:
**{{nerf|Up smash has decreased knockback (40 (base), 93 (scaling) → 30/83), hindering its KO potential. Its hitbox is also smaller (9.5u → 8.8u/7u).}}
*[[Down smash]]:
**{{buff|Down smash has received hitboxes at the tips of Donkey Kong's fists that deal 18%, improving its safety and slightly increasing its overall duration.}}
**{{nerf|Down smash has decreased knockback scaling (100 → 88) and the new sweetspots also have lower base knockback (35 → 30) hindering its KO potential. Its arms and fists' hitboxes are smaller (7u → 4u/6u).}}
**{{change|Down smash's angles have been altered (115°/98° → 70°, 55°/82°).}}


===Aerial attacks===
===Aerial attacks===
*{{nerf|Neutral, back, and up aerial have increased landing lag (15 frames → 17 (neutral), 15 frames 18 (back), 22 frames 25 (up)).}}
*[[Neutral aerial]]:
*{{buff|Forward aerial and down aerial have decreased landing lag (30 frames → 29 (forward), 31 frames 24 (down)).}}
**{{buff|Neutral aerial [[auto-cancel]]s earlier (frame 39 → 27).}}
*{{buff|Forward aerial has decreased start-up (25 frames → 18).}}
**{{nerf|It has increased landing lag (15 frames → 17).}}
*{{nerf|Forward aerial's sourspot deals less damage (16% → 15%/13%) with its knockback compensated on its meteor smash hitbox. Its early hitbox also has decreased knockback growth (100 → 85), hindering its KO potential.}}
*[[Forward aerial]]:
*{{nerf|Back aerial has decreased knockback growth (100 97).}}
**{{buff|Forward aerial has a new animation which decreases its start-up lag (frame 25 → 18), ending lag (FAF 60 56), and makes it auto-cancel/grab ledges earlier (frame 60 56).}}
*{{nerf|Up aerial deals 1% less damage (14% → 13%) without its knockback being compensated. These changes slightly hinder its KO potential.}}
**{{buff|It has slightly decreased landing lag (30 frames → 29).}}
*{{buff|Down aerial has received has a sourspot at his chest that deals strong horizontal knockback. It is also faster (frame 18 14).}}
**{{buff|The late sweetspot has higher knockback scaling (85 100) improving its KO potential.}}
*{{nerf|Down aerial's sweetspot has decreased base knockback (38 30). Its duration is also shorter (18-23 → 14-16).}}
**{{change|The early hit has a longer duration (frames 25-26 → 18-20) but the late hit has a shorter duration (frames 27-29 21-22).}}
**{{nerf|Its late hit deals less damage (16% → 15% (clean)/13% (late)), and the early hit and late sourspot deal less knockback (30 (base), 100 (scaling) → 30/85 (early), 50/85 → 30/100 (late)).}}
**{{nerf|It has smaller hitboxes (6u/6u/4u/4u → 5.5u/4.5u (early), 7u/7u/4u/4u → 6u/5u (late)).}}
**{{nerf|It no longer has hitboxes which deal extra shield damage (0 (hand/arm)/1 (shoulder) → 0 (all)).}}
*[[Back aerial]]:
**{{nerf|Back aerial has decreased knockback scaling (100 → 97) and has smaller hitboxes (7.6u/6u/6u → 7u/5u/5u (clean), 7u/5u/5u → 6u/4u/4u (late)), hindering its KO and spacing potential.}}
**{{nerf|It has has increased landing lag (15 frames 18).}}
*[[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 has a smaller hitbox (8u → 7.5u).}}
**{{nerf|It has increased landing lag (22 frames 25).}}
*[[Down aerial]]:
**{{buff|Down aerial has decreased start-up lag (frame 18 → 14) and landing lag (31 frames 24).}}
**{{change|Due to its angle being altered (270° → 361°), the sourspot is no longer a [[meteor smash]].}}
**{{nerf|It has a shorter duration (frames 18-23 → 14-16) and has smaller hitboxes (8.5u/7.7u/5.7u → 7u/5.8u).}}
**{{nerf|The sweetspot has decreased base knockback (38 → 30).}}


===Throws/other attacks===
===Throws/other attacks===
*{{nerf|Dash grab is slower (frame 9/10 10/11).}}
*{{change|Grabs' have new animations. Instead of clenching both of his hands to grab his opponent, Donkey Kong now reaches out with one hand and grabs.}}
*{{buff|Dash grab has significantly decreased ending lag.}}
**{{nerf|In the case of pivot grab, this results in it losing its disjoint, despite having more lateral range.}}
*{{nerf|Pummel deals 0.9% less damage (3% → 2.1%).}}
*{{nerf|Standing grab has more ending lag (FAF 30 → 31).}}
*{{buff|Pummel is slightly faster.}}
*{{buff|Dash grab has less ending lag (FAF 50 → 39).}}
*{{buff|Cargo forward throw deals 2% more damage (8% → 10%).}}
*{{nerf|Pivot grab has more startup lag (frame 10 → 11) with its total duration subsequently increased (FAF 36 → 37).}}
*{{buff|Cargo back throw deals 4% more damage (8% → 12%) and has altered knockback (80 (base)/50 (growth) → 70/80).}}
*{{nerf|Grabs have smaller grabboxes (6.24u/5.376u → 5.8u (standing/pivot), 6.24u/5.28u/4.32u → 4.6u (dash)),}}
*{{change|Cargo back throw's angle was altered.}}
*{{nerf|Standing grab does not extend as far away from Donkey Kong (z offset: 15u → 13.7u) which along with its smaller size, gives it less range.}}
*{{buff|Cargo up throw deals 3% more damage (7% → 10%) and has altered knockback (90 (base)/30 (growth) → 58/52), allowing it to combo into other moves.}}
**{{buff|However, it does overall have slightly more range close to Donkey Kong due to its larger size in comparison to its previous near grabbox.}}
*{{buff|Cargo down throw deals 1% more damage (6% → 7%) and has altered knockback (65 (base)/26 (growth) → 50/38).}}
*{{buff|Dash and Pivot grab extend further away from Donkey Kong (z offset: 9 (dash)/-19 (pivot) z stretch: 17/-24.5), giving them significantly more range.}}  
*{{nerf|Donkey Kong has a new edge attack, a [[wikipedia:Professional wrestling attacks#Forearm club|forearm club]]. Compared to the previous edge attack, it is slower and has less range.}}
*{{buff|Standing and Pivot grabs extend further close to Donkey Kong (z offset: 7 (standing)/-8 (pivot) → 4/-4), giving them more range inside of him.}}
*{{buff|Front and back floor attacks deal 1% more damage (6% 7%).}}
*{{nerf|Dash grab does not extend as far close to Donkey Kong (z offset: -1.6 → 4), giving it less range inside of him.}}
*[[Pummel]]:
**{{nerf|Pummel deals 1% less damage (3% → 2%).}}
*[[Forward throw]]:
**{{change|All variants of Cargo throw have new animations.}}
**{{change|Cargo throws ignore the new 1 second timer to prevent grabbed opponents from being regrabbed. Because of this, cargo down throw is now the only throw in the game which can still chain grab opponents.}}
**{{nerf|The knockback-based [[armor]] while holding an opponent with Kong Karry has been significantly reduced (80 KB → 16 KB).}}
**Cargo forward throw:
***{{buff|Cargo forward throw deals 2% more damage (8% → 10%).}}
***{{nerf|Donkey Kong releases opponents from cargo forward throw later (frame 13 → 15) but it has more ending lag (FAF 40 → 46).}}
**Cargo back throw:
***{{buff|Cargo back throw deals 4% more damage (8% → 12%), and has increased knockback (80 (base), 50 (scaling) → 70/80).}}
***{{change|Cargo back throw's angle has been altered (55° → 72°). This improves its KO potential near the upper blast line, but significantly hinders its [[stage spike]] potential.}}
***{{nerf|Donkey Kong releases opponents from cargo back throw later (frame 15 → 16) but it has more ending lag (FAF 40 → 43).}}
**Cargo up throw:
**{{buff|Cargo up throw deals 3% more damage (7% → 10%), with altered knockback (90 (base), 30 (scaling) → 58/52) and Donkey releases opponents slightly later (frame 14 → 15). These changes combined with the removal of hitstun canceling grant it combo potential at low to high percentages with it leading into an up aerial at certain percents for a kill confirm.}}
**Cargo down throw:
***{{buff|Cargo down throw deals 1% more damage (6% → 7%), and knockback (65 (base), 26 (scaling) → 50/80) improving its KO and stage spike potential.}}
***{{change|Cargo down throw's angle has also been altered (28° → 48°).}}
****{{buff|This allows it to chain grab opponents on moving platforms.}}
****{{nerf|However, this hinders its edgeguarding potential.}}
***{{nerf|Donkey Kong releases opponents from cargo down throw later (frame 16 → 17) but it has more ending lag (FAF 40 → 45). When combined with its increased knockback, this significantly hinders its chain grabbing potential at a wall.}}
*[[Down throw]]:
**{{change|Down throw's animation has changed.}}
**{{nerf|Down throw releases the opponent much sooner (frame 41 → 24) without compensation on its interruptibility. While this makes down throw harder to DI at higher percents, this significantly hinders its followup potential at lower percents which is further exacerbated by the removal of chain grabbing hindering down throw's damage racking potential.}}
*[[Floor attack]]:
**{{buff|Front and back floor attacks deal 1% more damage (6% → 7%) and have less ending lag (FAF 50 (front), 52 (back) → 46 (both)).}}
**{{buff|Front floor attack has less startup lag (frame 20 → 18).}}
**{{buff|Back floor attack has more intangibility (frames 1-21 → 1-24).}}
**{{nerf|Front floor attack has less intangibility (frames 1-25 → 1-24).}}
**{{nerf|Back floor attack has more startup lag (frame 9 → 18).}}
*[[Edge attack]]:
**{{nerf|Donkey Kong has a new edge attack, a [[wikipedia:Professional wrestling attacks#Forearm club|forearm club]]. Compared to the previous fast edge attack, It has much more startup lag with a shorter duration (frames 9-16 → 23-25) and has less range.}}
***{{buff|However, its total duration was only increased by one frame (FAF 55 56) giving it less ending lag.}}


===Special moves===
===Special moves===
*{{buff|[[Giant Punch]] charges, comes out and ends faster.}}
*[[Giant Punch]]:
*{{nerf|Giant Punch deals less shield damage (2 → 0).}}
**{{buff|Grounded fully charged Giant Punch has increased super [[armor]] frames (frames 17-20 → 11-20).}}
*{{buff|[[Headbutt]] significantly benefits from the removal of damage reduction on [[shield]]s, allowing it to bring shields to a sliver of health. It also has increased range.}}
**{{buff|Giant Punch now has transcendent priority, improving its reliability.}}
*{{nerf|Aerial [[Headbutt]] deals 4% less damage (14% → 10%) and it no longer stalls Donkey Kong in the air, removing its recovery potential.}}
***{{nerf|However, this also removes its ability to cancel out projectiles.}}
*{{nerf|Headbutt deals less shield damage (30 25) and has slightly increased ending lag.}}
**{{buff|The 19% damage increase to shields and the increase to shieldstun significantly improve fully charged Giant Punch's shield pressuring potential despite no longer dealing extra shield damage (2 → 0).}}
*{{buff|Grounded [[Spinning Kong]] is now a multiple hit attack, improving its damage racking potential. It also spins at an angle instead of completely horizontally, increasing its vertical range.}}
**{{nerf|Giant Punch takes longer to fully charge (127 frames → 144) and has increased ending lag (FAF 53 (ground), 46 (air) → 63 (both) (uncharged), FAF 46 (both) → 48 (ground), 63 (aerial) (fully charged)).}}
*{{change|Grounded Spinning Kong's animation has changed. Donkey Kong now performs a series of [[wikipedia:Professional wrestling attacks#Clothesline|discus clotheslines]] with both arms and it concludes with him striking a flexing pose.}}
**{{nerf|The early hit was removed for grounded fully charged Giant Punch increasing its startup lag (frame 18 → 19).}}
*{{nerf|Spinning Kong has increased ending lag.}}
**{{nerf|Giant Punch has a shorter duration (frames 18-22 → 18-20 (uncharged/aerial fully charged), 19-20 (grounded fully charged)).}}
*{{buff|[[Hand Slap]] can now be used in midair, with its second hit being a [[meteor smash]]. It also has a larger hitbox on the ground.}}
**{{nerf|Giant Punch grants less intangibility to DK's arm (frames 4-22 → 4-20).}}
*{{nerf|Hand Slap has significantly increased ending lag.}}
**{{change|Giant Punch's wind-up is lower pitched.}}
*{{buff|[[Konga Beat]] is now accompanied by a bar that indicates when to press the button in rhythm with the beat, similar to the display in ''{{s|dkwiki|Donkey Konga}}''. This improves its reliability.}}
*[[Headbutt]]:
*{{change|Konga Beat's animation has slightly changed. If Donkey Kong performs all button presses with the correct timing, he will strike a thumbs up pose at its conclusion.}}
**{{buff|Grounded Headbutt has increased range.}}
**{{buff|The 19% damage increase to shields and the increase to shieldstun significantly improve Headbutt's shield pressuring potential despite its reduced shield damage (30 → 25).}}
**{{nerf|Aerial clean Headbutt deals 4% less damage (14% → 10%), its meteor smash hitbox is more difficult to land and it barely stalls Donkey Kong's descent, significantly hindering its recovery potential. The removal of [[edge momentum shifting]] also hinders its utility.}}
**{{nerf|Headbutt has increased ending lag (FAF 60 → 64).}}
*[[Spinning Kong]]:
**{{buff|Grounded Spinning Kong's first hit deals more damage (5% (arms)/4% (body) → 7%). Additionally, due to their angles being altered (361° 20°/180°), its loop hits connect together better. Lastly, it has increased super armor frames (frames 10-16 → 8-17).}}
**{{buff|The weakening of [[SDI]] makes Spinning Kong significantly more difficult to escape from.}}
**{{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|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|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.}}
**{{change|Grounded Spinning Kong's animation has changed. Donkey Kong now performs a series of [[wikipedia:Professional wrestling attacks#Clothesline|discus clotheslines]] and [[Wikipedia:Professional wrestling attacks#Spinning back fist|spinning backfists]] before striking a flexing pose upon finishing.}}
***{{buff|This new animation lengthens its duration (frames 19-56 → 19-62) and improves its vertical range.}}
***{{nerf|However, the new animation is longer without full compensation on its interruptibility (FAF 85 → 93). The move's longer duration also fails to compensate for its increased ending lag.}}
*[[Hand Slap]]:
**{{buff|Hand Slap can now be used in midair, with its second hit being a meteor smash. These changes grant it edge-guarding potential and give Donkey Kong an extra aerial attack.}}
**{{buff|The 19% damage increase to shields and the increase to shieldstun significantly improve Hand Slap's shield pressuring potential.}}
**{{nerf|Hand Slap has increased ending lag (21 frames → 35) hindering its use as a spacing tool.}}
*[[Konga Beat]]:
**{{buff|Konga Beat's visual effects have changed. It is now accompanied by a bar that indicates when to press the special button in rhythm with the beat, similarly to the display in ''{{s|mariowiki|Donkey Konga}}''. This significantly improves its reliability.}}
**{{change|Konga Beat's animation has slightly changed. If Donkey Kong performs all of its button presses with the correct timing, he will strike a thumbs up pose at its conclusion.}}


==Update history==
==Update history==
Donkey Kong has been significantly buffed overall via game updates. Update [[1.0.6]] saw Giant Punch's charging time decreased even further, making it even more viable as a KOing option. Update [[1.0.8]] buffed the damage outputs of all variations of Donkey Kong's cargo throw, which helps his initially weakened grab game. Update [[1.1.0]] gave him a faster and longer lasting dash attack and noticeably improved his combo game due to cargo up throw's base knockback being decreased considerably, which gave Donkey Kong new follow-up options. The most famous follow up, cargo up throw to up aerial, has been affectionately nicknamed the "Ding Dong".
Donkey Kong has been significantly buffed overall via game updates. Update [[1.0.6]] saw Giant Punch's charging time decreased, whereas update [[1.0.8]] buffed the damage outputs of all variations of his cargo throw, which helped his initially weakened grab game. Update [[1.1.0]] gave DK his most useful buff, however, by altering cargo up throw's knockback to the point of effectively being re-purposing into a very useful combo starter into his aerials, most notably up aerial. Thanks to this new combo, which has been nicknamed the "Ding Dong", Donkey Kong now boasts as a potential [[Combo#Types of combos|KO confirm]], much like how {{SSB4|Diddy Kong}} did with his "Hoo Hah" combo. Outside of this, update 1.1.0 also made his dash attack faster and increased its duration.


Update [[1.1.1]] reduced the shield damage dealt by Giant Punch and Headbutt, but this was compensated by the increased [[shieldstun]] allowing Hand Slap to break shields more easily. The shieldstun changes in general significantly benefit Donkey Kong's powerful, high hitlag attacks by making them safer on shield. While the changes to shield mechanics it also inhibit his effective out of shield options and his already poor shield game, this nerf is largely negligible.
Although update [[1.1.1]] reduced the [[shield damage]] dealt by [[Giant Punch]] and [[Headbutt]], this was compensated by the increased [[shieldstun]] brought about by the same update, which significantly benefits Donkey Kong's powerful, high hitlag attacks by making them safer on shield. While the changes to shield mechanics also inhibit his effective [[out of shield]] options and his already unimpressive shield, these nerfs are largely negligible.


Overall, Donkey Kong's buffs outweigh his nerfs, to the point that he is considered to be significantly better than he was during ''SSB4''{{'}}s initial release.
Overall, Donkey Kong's buffs outweigh his nerfs, to the point that he is considered to be significantly better than he was during ''SSB4''{{'}}s initial release.


'''{{GameIcon|ssb4}} [[1.0.6]]'''
'''{{GameIcon|ssb4}} [[1.0.6]]'''
*{{change|Neutral attack's first hit's angle altered|[[Sakurai angle|361°]]/140°|361°/110°/361°/130°.}}
*{{buff|[[Giant Punch]]'s charge time decreased|172 frames|144.}}
*{{buff|[[Giant Punch]]'s charge time decreased|172 frames|144.}}
*{{nerf|[[Headbutt]] no longer stalls Donkey Kong in midair.}}
*{{nerf|[[Headbutt]] no longer stalls Donkey Kong in midair, removing its recovery potential.}}
*{{change|Neutral attack's first hit no longer launches opponents at the [[Sakurai angle]].}}


'''{{GameIcon|ssb4}} [[1.0.8]]'''
'''{{GameIcon|ssb4}} [[1.0.8]]'''
*{{buff|Cargo forward throw deals 2% more damage|8%|10%.}}
*{{buff|Cargo forward throw deals 2% more damage|8%|10%.}}
*{{buff|Cargo back throw deals 4% more damage|8%|12%.}}
*{{buff|Cargo back throw deals 4% more damage|8%|12% and its knockback growth increased: 38 → 80.}}
*{{change|Cargo back throw's angle altered.}}
*{{change|Cargo back throw's angle altered|55°|72°. This improves its KO potential near the upper blast line, but significantly hinders its [[stage spike]] potential.}}
*{{buff|Cargo back throw's knockback growth increased|38|80.}}
*{{buff|Cargo up throw deals 3% more damage|7%|10%.}}
*{{buff|Cargo up throw deals 3% more damage|7%|10%.}}
*{{buff|Cargo down throw deals 1% more damage|6%|7%.}}
*{{buff|Cargo down throw deals 1% more damage|6%|7%.}}
*{{change|Cargo down throw's animation has slightly changed. Donkey Kong now hops while performing it.}}
*{{buff|Cargo down throw's animation slightly changed. Donkey Kong now hops while performing it, stalling him in the air. This new animation allows Donkey Kong to go off-stage, use it and then more safely recover back to the stage, regardless of whether or not it was used to stage spike an opponent.}}


'''{{GameIcon|ssb4}} [[1.1.0]]'''
'''{{GameIcon|ssb4}} [[1.1.0]]'''
*{{buff|Up smash's hitbox size increased|7.5u/6u|8.8u/7u.}}
*{{buff|Dash attack's start-up|frame 10|9 and ending lag decreased: frame 49 → 42, and its duration increased: frames 10-21 → 9-24.}}
*{{buff|Forward smash's hitbox size has increased|5u|5.7u.}}
*{{buff|Forward smash's hitbox size increased|5u|5.7u and its bone intangibility on Donkey Kong's head and arms have received additional frames: 20-26.}}
*{{buff|Forward smash's bone intangibility on his head and arms have added frames: 20-26.}}
*{{buff|Up smash's hitbox sizes increased|7.5u/6u|8.8u/7u.}}
*{{buff|Dash attack has been improved. Its start-up lag decreased by 1 frame, its ending lag decreased|48|41 and its hitbox's duration increased: 10-21 → 9-24.}}
*{{buff|Cargo up throw's knockback altered|90 (base)/50 (growth)|58/52, granting it combo potential at low to high percentages.}}
*{{buff|Cargo up throw's base knockback decreased|90|58. These changes re-purpose it into a combo starter, which can be performed even up to high percents.}}
*{{change|Cargo up throw's knockback growth increased|50|52.}}


'''{{GameIcon|ssb4}} [[1.1.1]]'''
'''{{GameIcon|ssb4}} [[1.1.1]]'''
*{{nerf|All variations of Giant Punch deal less shield damage|2|0.}}
*{{nerf|All variations of Giant Punch deal less shield damage|2|0.}}
*{{nerf|Headbutt and Stubborn Headbutt deal less shield damage|30|25.}}
*{{nerf|All variations of Headbutt deal less shield damage|30|25.}}


==Moveset==
==Moveset==
''For a gallery of Donkey Kong's hitboxes, see [[/Hitboxes|here]].''
{{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 cross followed by an uppercut. The first hit's tip will launch targets towards Donkey Kong instead of away. At low percents, it can work as a fairly reliable set-up for a fully charged [[Giant Punch]].
|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%
Line 145: Line 271:
|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% (sweetspot), 9% (sourspot)
|utiltdmg=11% (arm), 10% (elbow), 9% (hand)
|utiltdesc=An overheard arcing swipe. It has very reliable arch range and deals more damage and knockback if the target is extremely close to Donkey Kong's behind.
|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.
|dtiltname=&nbsp;
|dtiltname=Slouch Slap ({{ja|ロースラップ|Rō Surappu}}, ''Low Slap'')
|dtiltdmg=7% (sweetspot), 6% (sourspot)
|dtiltdmg=7% (arm), 6% (hand)
|dtiltdesc=A quick swat across the ground. Slightly less powerful around his fingers. In addition to its great speed and range, it has a chance to trip opponents, allowing for guaranteed follow-ups such as Giant Punch, [[Headbutt]], 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% (sweetspot), 8% (sourspot)
|dashdmg=10% (clean), 8% (late)
|dashdesc=The {{s|dkwiki|Barrel Roll}}, his signature attack from the ''{{s|dkwiki|Donkey Kong Country}}'' series. It deals less damage towards the 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|21}} (arms)
|fsmashdmg={{ChargedSmashDmgSSB4|20}} (hands), {{ChargedSmashDmgSSB4|19}} (arms)
|fsmashdesc=A powerful clap. It does slightly more damage if it hits with Donkey Kong's arms, but has a noticeable blind spot at DK's chest. KOs at 92%.
|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=A powerful, overhead clap. Unlike other up smashes, it does not scoop opponents into the main hitbox, making it somewhat problematic to land if the opponent is not airborne or incredibly close to DK. However, it can be effective if used beneath a platform. KOs at 119%.
|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}}-{{ChargedSmashDmgSSB4|18}} (fists)
|dsmashdmg={{ChargedSmashDmgSSB4|14}} (arms), {{ChargedSmashDmgSSB4|17}} (early, fists), {{ChargedSmashDmgSSB4|18}} (late, fists)
|dsmashdesc=Swings both of his clenched fists down 90° 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 110% when sweetspotted and is especially good for punishing rolls, laggy attacks and lots of attacks in general as an [[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, the lowest amount of ending lag, and its late hit has excellent combo potential when SHFF'd.
|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% (clean), 15% (late sweetspot), 13% (late sourspot)
|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. Unlike many other moves, its clean hitbox is actually stronger than its meteor smash hitbox, as it launches opponents away by dealing extreme horizontal knockback, making it more effective at higher percents. Appears similar to his jumping attack from ''{{s|dkwiki|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=8-13%
|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 it begins, making it safer than it appears. It is also ideal for combos and is a useful KOing option.
|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.
|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 grab range is above average and is even farther when dash grabbing or pivot grabbing.
|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%
|pummeldmg=2.1%
|pummeldesc=A slap. A fairly fast pummel.
|pummeldesc=A slap. A fairly fast pummel.
|fthrowname=&nbsp;
|fthrowname=Kong Karry ({{ja|リフティング|Rifutingu}}, ''Lifting'')
|fthrowdmg=10% (forward), 12% (backward), 10% (upward), 7% (downward)
|fthrowdmg=10% (forward), 12% (backward), 10% (upward), 7% (downward)
|fthrowdesc=Cradles the opponent on his back, allowing him to move and jump around while still holding the opponent. This gives him access to forward, back, up, and down throws that are distinct from his normal grab.
|fthrowdesc=Cradles the opponent on his back, allowing him to move and jump around while still holding the opponent. This gives him access to forward, back, up, and down throws that are distinct from his normal grabs.
''Forward'': Throws the opponent upward diagonally.
''Forward'': Launches foes away from DK at a high angle. High base knockback allows DK to KO opponents in rare situations, such as a grab on the Smashville / T & C platforms. Also makes for a powerful, yet risky stage spike.


''Back'': Heaves the opponent backward using both hands, launching them at a slightly higher trajectory. Can only be done in the air or by smashing the control stick backward while grounded.
''Back'': Heaves the opponent backward using both hands, launching them at a slightly higher trajectory. Can be performed easily by tilting the C stick (attack / smash) backwards. Can be used to KO opponents at ~150%.


''Up'': Heaves the opponent upward. Has very low base knockback, allowing for follow-ups such as his up aerial twice in a row or his neutral aerial followed immediately by his back aerial. At medium to high percents, Donkey Kong can set up an early KO with his up aerial, making it reminiscent of {{SSB4|Diddy Kong}}'s "Hoo-Hah" combo. This combo is referred to by players as the "Ding Dong" combo.
''Up'': Heaves the opponent upward. Its very low base knockback allows for follow-ups, especially when preceded by a jump, such as his up aerial (which can be performed twice in a row), his back aerial (also capable of comboing into itself), his forward aerial for significant damage, or Charged Giant Punch (VS fastfallers). At medium to high percentages, its up aerial combo can set up an early KO with his up aerial when preceded by a jump, making it reminiscent of {{SSB4|Diddy Kong}}'s "Hoo-Hah" combo. This combo is referred to by players as the "Ding Dong" combo.


''Down'': Flings the opponent towards the ground, launching them sideways. At low percents, it can be used off-stage as a surprise option against opponents with poor recoveries to potentially launch them too far away to recover.
''Down'': A [[wikipedia:Professional wrestling throws#Gorilla press slam|gorilla press slam]]. It launches the opponent horizontally, which allows it to be used off-stage as a surprise KO option against opponents with poor recoveries, such as {{SSB4|Little Mac}}. DK performs a little hop during the animation, allowing him to maintain his height through the animation of the throw while airborne.


When the opponent is too damaged to escape in time, all of these throws allow for easy stage spikes. Donkey Kong can simply walk off the ledge, pull back and throw them against the underside. However, this carries significant risk, as the opponent can [[tech]] it and result in DK ending up too low to recover if the 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 strongest throw in terms of damage and knockback, KOing 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 is upward.
|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=Slams the opponent onto the ground. 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.
|floorbname=&nbsp;
|floorbname=&nbsp;
|floorbdmg=7%
|floorbdmg=7%
|floorbdesc=Claps behind himself, then in front.
|floorbdesc=Claps behind himself and then in front of himself before getting up.
|floorfname=&nbsp;
|floorfname=&nbsp;
|floorfdmg=7%
|floorfdmg=7%
|floorfdesc=Swats at the opponent.
|floorfdesc=Performs a swat before getting up.
|floortname=&nbsp;
|floortname=&nbsp;
|floortdmg=5%
|floortdmg=5%
|floortdesc=Throws a spinning, wind-up punch.
|floortdesc=Throws a spinning, wind-up punch while getting up.
|edgename=&nbsp;
|edgename=&nbsp;
|edgedmg=8%
|edgedmg=8%
|edgedesc=Performs a forearm club while climbing up.
|edgedesc=Performs a forearm club while climbing up.
|nsdefname=Giant Punch
|nsdefname=Giant Punch
|nsdefdmg=10% (uncharged), +2% (per wind-up), 28% (tenth wind-up/fully charged grounded), 25% (tenth wind-up/fully charged aerial)
|nsdefdmg=10% (uncharged/one wind-up), +2% (per wind-up), 28% (tenth wind-up/fully charged grounded), 25% (tenth wind-up/fully charged aerial)
|nsdefdesc=Winds up his right arm and then throws a powerful punch. The attack is at fully charged after eleven wind-ups and gains super armor. The punch deals more knockback but lacks super armor at ten wind-ups. The punch can be saved and chosen when to be released after being fully charged. DK will be rendered [[helpless]] if he uses it in the air.
|nsdefdesc=A wind-up punch which fully charges after ten wind-ups, with an eleventh wind-up letting DK store the maxed charge. A fully-charged punch deals excellent damage, grants super armor, and is overall faster than if used uncharged. Its charge can [[charge cancel]]ed and saved sooner, and chosen when to be released. DK will be rendered [[helpless]] if he uses it in midair.
|nsc1name=Lightning Punch
|nsc1name=Lightning Punch
|nsc1dmg=10% (uncharged), +1% (per wind-up), 16% (five wind-ups), 15% (fully charged)
|nsc1dmg=12% (uncharged), 16% (five wind-ups), 15% (fully charged, six wind-ups), 8% (uncharged aerial) (all punches become 2% weaker from farther away)
|nsc1desc=An [[electric]]al version that takes less time to fully charge (six wind-ups at increased speed), but deals less damage and lacks super armor at full wind-ups.
|nsc1desc=An [[electric]]al version that takes less time to fully charge (six wind-ups at significantly increased speed), but deals much less damage and lacks super armor at full wind-ups.
|nsc2name=Storm Punch
|nsc2name=Storm Punch
|nsc2dmg=8% (uncharged), +2% (per wind-up), 18% (fully charged)
|nsc2dmg=8% (uncharged), +2% (per wind-up), 18% (fully charged)
|nsc2desc=Deals less damage, but produces a powerful [[Push|windbox]] that will push back opponents and takes less time to charge. Higher ending lag and lacks super armor.
|nsc2desc=Deals less damage, but produces a powerful [[Push|windbox]] that will push back opponents and takes less time to charge. Higher ending lag and lacks super armor but takes less time to fully charge than Giant Punch.
|ssdefname=Headbutt
|ssdefname=Headbutt
|ssdefdmg=10% (grounded/sweetspot aerial), 8% (sourspot aerial)
|ssdefdmg=10% (grounded/sweetspot aerial), 8% (sourspot aerial)
|ssdefdesc=A headbutt. When performed in the air, the struck opponent is [[meteor smash]]ed if hit by the [[sweetspot]]. When performed on the ground the opponent is [[buried]] and will remain submerged longer if the opponent has already dealt a fair amount of damage. Unlike in ''[[Brawl]]'', it will not stall DK in the air. Full power shields will barely manage to avoid breaking against this move.
|ssdefdesc=A headbutt. The move [[Bury|buries]] the opponent, who will remain submerged longer the more damage they’ve taken. The aerial version will [[meteor smash]] the opponent if they are hit by its [[sweetspot]]. Unlike in ''Brawl'', it will not stall DK in the air. It has a deceptively large range and high shield damage, so full power shields will barely manage to avoid breaking against this move.
|ssc1name=Jumping Headbutt
|ssc1name=Jumping Headbutt
|ssc1dmg=5% (aerial), 10% (grounded)
|ssc1dmg=5% (aerial), 10% (grounded)
|ssc1desc=A jumping headbutt. Buried opponents can break out faster and Donkey Kong will [[self-destruct]] if he uses it off-stage out of ledge grabbing distance.
|ssc1desc=A jumping headbutt, which is slightly faster and possesses increased vertical range. However, buried opponents can break out faster and Donkey Kong will [[self-destruct]] if he uses it off-stage outside edge grabbing distance.
|ssc2name=Stubborn Headbutt
|ssc2name=Stubborn Headbutt
|ssc2dmg=13%
|ssc2dmg=13%
|ssc2desc=Has longer start-up, but deals more physical and shield damage while granting [[super armor]] for its entire duration.
|ssc2desc=Has a significantly longer start-up, but has [[super armor]] for its entire duration. Also deals more physical and shield damage.
|usdefname=Spinning Kong
|usdefname=Spinning Kong
|usdefdmg=7% (grounded hit 1), 1% (grounded hits 2-6), 4% (grounded hit 7), 18% (all grounded hits connect), 10% (aerial hit 1), 2% (aerial subsequent hits), 36% (all aerial hits connect)
|usdefdmg=7% (grounded hit 1), 1% (grounded hits 2-6), 4% (grounded hit 7), 18% (all grounded hits connect), 10% (aerial hit 1), 2% (aerial subsequent hits), 36% (all aerial hits connect)
|usdefdesc=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. DK has [[super armor]] at the very start of this move. Provides excellent horizontal recovery, but has poor vertical recovery. If used on the ground, Donkey Kong now spins at an angle, increasing the move's vertical range.
|usdefdesc=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. If used in the air, it grants invincibility from frames 3-6, and its initial hitbox deals moderate knockback, making it a good edgeguarding tool. It also serves as an excellent horizontal recovery, but it grants poor vertical recovery. If used on the ground, it grants [[super armor]] at the very start and Donkey Kong spins slower at an angle with more vertical range, making it a decent [[out of shield]] option.
|usc1name=Chopper Kong
|usc1name=Chopper Kong
|usc1dmg=—
|usc1dmg=—
|usc1desc=Grants increased vertical distance, but almost no horizontal distance and deals no damage.
|usc1desc=DK quickly rises vertically, even when used on the ground. DK has less horizontal control and the move completely lacks any hitboxes. This makes the move near useless on the ground, especially in comparison to Spinning Kong although it can be useful in the air, as it is faster than Spinning Kong and it covers more vertical distance, making it a harder move to intercept in some recovery scenarios.
|usc2name=Kong Cyclone
|usc2name=Kong Cyclone
|usc2dmg=4% (grounded hit 1), 3% (aerial hit 1), 15% (grounded hit 2), 12% (aerial hit 2)
|usc2dmg=4% (grounded hit 1), 3% (aerial hit 1), 15% (grounded hit 2), 12% (aerial hit 2)
|usc2desc=Pulls in opponents in with a windbox while spinning, then launches them with the last hit. The grounded version has no hitboxes except for its first and last hits. The aerial version deals no damage except for its first and last hits, but does deal hitstun. Both the grounded and aerial versions have super armor during the spin, but the aerial version does not rise as high as Spinning Kong.
|usc2desc=Donkey performs an initial spin, pulls in opponents in with a windbox while spinning (as well as additional hitboxes in the air), then launches them upwards with its last hit. The grounded version has an initial hit, some windboxes and then a final hit with decent power. While the grounded version does possess super armor, it lacks proper hitboxes for most of its duration, making it an inferior move on the ground overall compared to Spinning Kong. The final hit also launches opponents at an unfavorable angle, making it very susceptible to DI.
 
The aerial version on the other hand is much more potent. The initial hitbox comes out on frame 3 (where DK is also intangible) and has fantastic range. The move does start looping later than Spinning Kong however, the loop hits consist of two weak hitboxes and two very large windboxes with set knockback, to keep the opponent inside of the move, with DK also possessing super armor throughout most of the loop hit's duration. The move then has a final hit with decent damage and vertical knockback, as well as having outstanding range. The large loop hits combined with Donkey Kong having super armor make the move very difficult to challenge, both on stage and in an edgeguarding situation. Opponents can potentially avoid the loop hits and punish DK when his super armor runs out but this will not always work and the timing is strict due to the super armor and the large final hit. The most potent aspect about the move however is that if DK lands before entering free fall (which can be done without too much trouble), the move auto-cancels. This can make the move very difficult to challenge as the move can easily be completely safe when auto-canceled. This also means that DK can potentially follow-up out of the move if it connects. This is especially exploitable on stages with platforms, such as Battlefield, where DK has more opportunities to safely auto-cancel the move.
 
The only real downsides of aerial Kong Cyclone compared to Spinning Kong are that the loop hits have more startup lag and it covers less distance overall, but all of its other traits more than make up for it and it is still a better recovery move overall due to its super armor and potent loop hits. The move is also still quite punishable if Donkey Kong misses the auto-cancel, so the player does have to be careful when using the move.
 
Overall, grounded Kong Cyclone is nothing spectacular but aerial Kong Cyclone is an outstanding move with incredible speed, range, safety and recovery potential. The aerial version is so strong that when Kong Cyclone is selected, the aerial version becomes a core tool in Donkey Kong's kit that the opponent has to play around. Kong Cyclone is not only considered to be Donkey Kong's best custom move but it is also considered to potentially be the best custom move in the entire game due to how potent and spammable the aerial version is. In a setting where custom moves can be used, Kong Cyclone is a clear replacement for Spinning Kong.
|dsdefname=Hand Slap
|dsdefname=Hand Slap
|dsdefdmg=14%
|dsdefdmg=14%
|dsdefdesc=[[dkwiki:Ground Pound|Slaps the ground to cause earth-shaking vibrations]]. The attack gives him some protection from opponents while grounded and has good range. Donkey Kong can now use the move while in midair, although only twice in a row. The second hit meteor smashes opponent and it is a fairly easy, yet effective, meteor smash to land. Originates from ''Donkey Kong Country''.
|dsdefdesc=[[mariowiki:Ground Pound|Slaps the ground to cause earth-shaking vibrations]]. When grounded, Donkey Kong can keep pounding by repeatedly pressing the special button. The attack gives him some protection from opponents while grounded and has good range, but is unable to KO until extreme percentages due to its very low knockback growth. In midair, Donkey Kong will perform two midair slaps, the second hit being a powerful meteor smash that combos from the first slap. Originates from ''Donkey Kong Country''.
|dsc1name=Focused Slap
|dsc1name=Focused Slap
|dsc1dmg=7% (hit 1), 14% (hit 2)
|dsc1dmg=7% (hit 1), 14% (hit 2)
|dsc1desc=Has increased hitstun and knockback, but decreased range.
|dsc1desc=[[Paralyze]]s opponents and launches with high vertical knockback from the second hit, reliably KOing around 100% without rage, but decreased range and is unable to meteor smash.
|dsc2name=Hot Slap
|dsc2name=Hot Slap
|dsc2dmg=4% (hit 1), 12% (hit 2)
|dsc2dmg=4% (hit 1), 12% (hit 2), 5% (aerial hit 1), 5% (aerial hit 2)
|dsc2desc=Flaming pillars erupt instead of earth-shaking vibrations. It does not reach very far in front and does not reach behind DK at all, but it has much less start-up and much more knockback growth than Hand Slap, making it have better KO potential. However, it does not meteor smash if used in the air.
|dsc2desc=Flaming pillars erupt in front of DK instead of earth-shaking vibrations in both directions. It only generates hitboxes in front which doesn't reach out far, but has decent vertical range, much less start-up and much more knockback growth than Hand Slap, giving it better KO potential. However, it does not meteor smash if used in the air.
|fsname=Konga Beat
|fsname=Konga Beat
|fsdmg=Varies
|fsdmg=7% (initial shockwave), 1-2% (no/bad input), 7-12% (good/great input), 12-24% (great input, close)
|fsdesc=Takes out the {{s|dkwiki|DK Bongos}} and begins to play them to the beat of "DK Island Swing", emitting shockwaves in the process. The attacks range and power is determined by the player's input. The player must push the attack button in succession with the song's beat in order have the greatest range and power. While this was difficult to perform properly in ''Brawl'', Konga Beat is now accompanied by an indicative bar that will appear above DK, which signals the player when to press the attack button in sync with the beat.
|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
}}
===[[Announcer]] call===
{{audio|Needs announcer calls from other languages.}}
<gallery>
Donkey Kong English Announcer SSB4-SSBU.wav|English/Japanese/Chinese
</gallery>


===[[On-screen appearance]]===
===[[On-screen appearance]]===
{{appearance
{{appearance
|desc=Bursts from a [[DK Barrel]] and briefly strikes a pose.
|desc=Bursts out from a [[DK Barrel]] and strikes a flexing pose.
|char=DonkeyKong
|char=DonkeyKong
|game=SSB4}}
|game=SSB4}}
Line 266: Line 441:
{{Taunt/SSB4
{{Taunt/SSB4
|char=DonkeyKong
|char=DonkeyKong
|desc-up=Beats his fists against his chest while scowling.
|desc-up=Beats his chest while scowling.
|desc-side=Shakes himself as if he was wet, during which he will {{GameIcon|ssb4-3ds}}sport a toothy grin or {{GameIcon|ssb4-u}}sport the expression seen in his down taunt.
|desc-side=Shakes himself as if he was wet, during which he will sport a toothy grin before making a humorously confused expression.
|desc-down=Faces the camera, shrugs his shoulders, and grunts while making a humorously confused, bug-eyed expression. It originates from ''[[Super Smash Bros.]]''}}
|desc-down=Faces the camera and shrugs his shoulders while grunting and making a humorously confused expression.}}


===[[Idle pose]]s===
===[[Idle pose]]s===
{{Idle
{{Idle
|desc-1=Bares his teeth and crosses his eyes.
|desc-1=Leans forward curiously while pursing his lips.
|desc-2=Bumps his fist together, then performs an underhand strike.
|desc-2=Punches his open palm with his fist, then performs an external shoulder rotation stretch.
|image-1=DonkeyKongIdlePose1WiiU.jpg
|image-1=DonkeyKongIdlePose1WiiU.jpg
|image-2=DonkeyKongIdlePose2WiiU.jpg}}
|image-2=DonkeyKongIdlePose2WiiU.jpg}}
Line 289: Line 464:
{{Victory/SSB4
{{Victory/SSB4
|victory-theme=DKUniverseTheme.ogg
|victory-theme=DKUniverseTheme.ogg
|victory-desc=A flourished remix directly from ''Brawl'' based on the jingle that would play whenever Donkey Kong completely cleared a bonus room or defeated a boss in ''Donkey Kong Country''.
|victory-desc=A flourished remix based on the jingle that would play whenever Donkey Kong completely cleared a bonus room or defeated a boss in ''Donkey Kong Country''.
|desc-1=Holds his hands above his head and shakes them.
|desc-1=Beats his chest and then faces the screen while sporting a toothy grin.
|desc-2=Does a backflip and holds up his arms. It is identical to his "character chosen" animation in ''Super Smash Bros.''
|desc-2=Does a backflip and then strikes a flexing pose. It appears very similar to his "character chosen" animation in ''SSB''.
|desc-3=Beats his chest and faces the screen with a large toothy grin.
|desc-3=Clenches his hands together and shakes them overhead in a self-congratulatory manner. This is a reference to an animation he performs after winning in a {{s|mariowiki|Bonus Area}} or defeating a boss.
|char=DonkeyKong}}
|char=DonkeyKong}}


==In [[Competitive play|Competitive Play]]==
==In [[competitive play]]==
===[[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.-->
====Active====
*{{Sm|Average Joe|USA}}
*{{Sm|DKwill|USA}}
*{{Sm|HIKARU|Japan}}
*{{Sm|Konga|USA}}
*{{Sm|Larry Lurr|USA}}
*{{Sm|RiotLettuce|USA}}
*{{Sm|Vex Kasrani|USA}}
*{{Sm|Krow|USA}}


===Most historically significant players===
<!--This character has a ten player limit for this section. Before adding and/or removing a player, read these guidelines: https://www.ssbwiki.com/SmashWiki:Notability#%22Most_historically_significant_players%22_guidelines -->


====Inactive====
''See also: [[:Category:Donkey Kong players (SSB4)]]''
*{{Sm|Mew2King|USA}}


==Trophies==
*{{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}} - 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|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|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|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|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}}.


:'''Donkey Kong'''
===Tier placement and history===
::{{flag|ntsc}} ''This king of the jungle really, really loves bananas. His adventures usually start with people stealing his hoard of them. In Smash Bros., he's known for his incredible strength and long reach. Despite his size, he's still pretty quick. He can even jump carrying heavy items! Use this knowledge well.''
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.


::{{flag|pal}} ''With help from Diddy Kong and his Animal Friends, this banana-loving king of the jungle will take on anyone causing trouble on his turf. The best things about him in this game are his colossal strength, his speed, his long reach and the fact that he can jump while holding heavy items. Make sure you use all that to your advantage!''
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.


{{Trophy games|console1=SNES|game1=Donkey Kong Country (11/1994)|console2=Wii|game2=Donkey Kong Country Returns (11/2010)}}
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.


:'''Donkey Kong (Alt.)'''
==[[Trophies]]==
::{{flag|ntsc}} ''Donkey Kong pulls no punches when it comes to fighting. Or headbutts, as it turns out. His Headbutt special move will bury anyone on the ground who gets hit, leaving them open to some serious damage. If Donkey Kong strikes an airborne foe with this move, they'll go crashing downward.''
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
|name=Donkey Kong
|image-3ds=DonkeyKongTrophy3DS.png
|image-wiiu=DonkeyKongTrophyWiiU.png
|mode=Classic
|desc-ntsc=This king of the jungle really, really loves bananas. His adventures usually start with people stealing his hoard of them. In Smash Bros., he's known for his incredible strength and long reach. Despite his size, he's still pretty quick. He can even jump carrying heavy items! Use this knowledge well.
|desc-pal=With help from Diddy Kong and his Animal Friends, this banana-loving king of the jungle will take on anyone causing trouble on his turf. The best things about him in this game are his colossal strength, his speed, his long reach and the fact that he can jump while holding heavy items. Make sure you use all that to your advantage!
|gamelist-ntsc={{Trophy games|console1=SNES|game1=Donkey Kong Country|release1=11/1994|console2=Wii|game2=Donkey Kong Country Returns|release2=11/2010}}
|gamelist-pal={{Trophy games|console1=SNES|game1=Donkey Kong Country|release1=11/1994|console2=Wii|game2=Donkey Kong Country Returns|release2=12/2010}}
}}
{{clrl}}


::{{flag|pal}} ''Donkey Kong's always been one to use his head. Anyone who's been on the receiving end of his Headbutt special will tell you that. If they're on the ground when it hits them, they'll get buried, leaving them open to a serious walloping. If they're in the air, though, they might find themselves being knocked down. Either way, it;s going to hurt.''
{{Trophy/Fighter
|name=Donkey Kong (Alt.)
|image-3ds=DonkeyKongAltTrophy3DS.png
|image-wiiu=DonkeyKongAltTrophyWiiU.png
|mode=Alt
|desc-3ds-ntsc=Donkey Kong pulls no punches when it comes to fighting. Or headbutts, as it turns out. His Headbutt special move will bury anyone on the ground who gets hit, leaving them open to some serious damage. If Donkey Kong strikes an airborne foe with this move, they'll go crashing downward.
|desc-wiiu-ntsc=Donkey Kong pulls no punches when it comes to fighting. Or headbutts, as it turns out. His Headbutt special move will bury those on the ground who get hit, leaving them open to some serious damage. If Donkey Kong strikes airborne foes with this move, they'll go crashing downward.
|desc-pal=Donkey Kong's always been one to use his head. Anyone who's been on the receiving end of his Headbutt special will tell you that. If they're on the ground when it hits them, they'll get buried, leaving them open to a serious walloping. If they're in the air, though, they might find themselves being knocked down. Either way, it's going to hurt.
|gamelist-ntsc={{Trophy games|console1=SNES|game1=Donkey Kong Country|release1=11/1994|console2=Wii|game2=Donkey Kong Country Returns|release2=11/2010}}
|gamelist-pal={{Trophy games|console1=SNES|game1=Donkey Kong Country|release1=11/1994|console2=Wii|game2=Donkey Kong Country Returns|release2=12/2010}}
}}
{{clrl}}


{{Trophy games|console1=SNES|game1=Donkey Kong Country (11/1994)|console2=Wii|game2=Donkey Kong Country Returns (11/2010)}}
{{Trophy/Fighter
 
|name=Konga Beat
:'''Konga Beat'''
|image=KongaBeatTrophyWiiU.png
::{{flag|ntsc}}''In this Final Smash, DK drums on a set of bongos, just like in the Donkey Konga games. Press the attack button in rhythm with the circles to boost the attack's range and power. Enemy attacks won't affect you, but you can't move, either. Auto-scrolling stages will slow down but won't stop-don't get too carried away in the beat!''
|desc-ntsc=In this Final Smash, DK drums on a set of bongos, just like in the Donkey Konga games. Press the attack button in rhythm with the circles to boost the attack's range and power. Enemy attacks won't affect you, but you can't move, either. Auto-scrolling stages will slow down but won't stop—don't get too carried away in the beat!
 
|desc-pal=In this Final Smash, DK drums on a set of bongos, just like in the Donkey Konga games. Press the attack button in rhythm with the circles to boost the attack's range and power. Enemy attacks won't affect you, but you can't move either. Auto-scrolling stages will slow down, but be careful or you might still self-destruct!
::{{flag|pal}} ''In this Final Smash, DK drums on a set of bongos, just like in the Donkey Konga games. Press the attack button in rhythm with the circles to boost the attack's range and power. Enemy attacks won't affect you, but you can't move, either. Auto-scrolling stages will slow down, but be careful or you might still self-destruct!''
|game=ssb4-wiiu
 
}}
<center>
{{clrl}}
<gallery>
Donkey Kong Trophy.png|Classic (3DS)
Donkey Kong All-Star Trophy.png|Alt. (3DS)
DonkeyKongTrophyWiiU.png|Classic (Wii U)
DonkeyKongAltTrophyWiiU.png|Alt. (Wii U)
KongaBeatTrophyWiiU.png|[[Konga Beat]]
</gallery>
</center>


==In [[Event Match]]es==
==In [[Event Match]]es==
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* '''[[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.]]''
* '''[[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.
* '''[[Guardian of the Jungle]]''': Donkey Kong, aided by two {{SSB4|Diddy Kong}}s, must defeat three {{SSB4|Duck Hunt}}s.
* '''[[The Jungle in Chaos]]''': Diddy Kong must defeat twenty Donkey Kongs wearing [[Bunny Hood]]s.
* '''[[The Jungle in Chaos]]''': As Diddy Kong, the player must defeat twenty Donkey Kongs wearing [[Bunny Hood]]s.
* '''[[The Original Heavyweights]]''': Donkey Kong and {{SSB4|Bowser}} must be defeated by {{SSB4|Mario}}.
* '''[[The Original Heavyweights]]''': As {{SSB4|Mario}}, the player must defeat Donkey Kong and {{SSB4|Bowser}}.


===Co-op Events===
===Co-op Events===
* '''[[1988]]''': Donkey Kong and Diddy Kong must defeat three Marios, each one larger than the last.
* '''[[1988]]''': Donkey Kong and Diddy Kong must defeat three Marios, each one larger than the last.
* '''[[Flat Fracas]]''': A shadow Mario and a giant shadow Donkey Kong are opponents fought by {{SSB4|Wario}} and {{SSB4|Mr. Game & Watch}}.
* '''[[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.
* '''[[The Ultimate Battle]]''': Two players select a character and must defeat the entire roster.


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DonkeyKongWiiUSSB4E32013.png|Donkey Kong's appearance during [[E3]] 2013.
DonkeyKongWiiUSSB4E32013.png|Donkey Kong's appearance during [[E3]] 2013.
DonkeyKong3DS.jpg|Donkey Kong's appearance in {{for3ds}}.
DonkeyKong3DS.jpg|Donkey Kong's appearance in {{for3ds}}.
SpinningKongSSB4.jpg|Using [[Spinning Kong]] against {{SSB4|Mario}} and {{SSB4|Samus}} in {{forwiiu}}.
SpinningKongSSB4.jpg|Using [[Spinning Kong]] on {{SSB4|Mario}} and {{SSB4|Samus}} in {{forwiiu}}.
DKHandSlapSSB4.jpg|Using [[Hand Slap]] against {{SSB4|Kirby}} and {{SSB4|Link}} in ''Super Smash Bros. for Nintendo 3DS''.
DKHandSlapSSB4.jpg|Using [[Hand Slap]] on {{SSB4|Kirby}} and {{SSB4|Link}} in ''Super Smash Bros. for Nintendo 3DS''.
Smash.4 - New Bat 01.jpg|Being hit by {{SSB4|Toon Link}}'s [[Home-Run Bat]].
Smash.4 - New Bat 01.jpg|Being hit by {{SSB4|Toon Link}}'s [[Home-Run Bat]].
SSB4 - Diddy Kong Screen-2.jpg|Alongside {{SSB4|Diddy Kong}}.
SSB4 - Diddy Kong Screen-2.jpg|Alongside {{SSB4|Diddy Kong}}.
Line 401: Line 585:
Stretching DK.jpg|Wii Fit Trainer using her up throw on Donkey Kong.
Stretching DK.jpg|Wii Fit Trainer using her up throw on Donkey Kong.
DK Pikachu.jpg|Using Spinning Kong alongside {{SSB4|Pikachu}}.
DK Pikachu.jpg|Using Spinning Kong alongside {{SSB4|Pikachu}}.
SSB4 - Smash Run Tac.jpg|Using Spinning Kong against enemies in [[Smash Run]].
SSB4 - Smash Run Tac.jpg|Using Spinning Kong on enemies in [[Smash Run]].
Storm Punch.jpg|Using [[Giant Punch|Storm Punch]], one of his [[Character customization|custom moves]].
Storm Punch.jpg|Using Storm Punch, one of his [[Character customization|custom moves]].
</gallery>
</gallery>


==Trivia==
==Trivia==
*Donkey Kong's crowd chant in this game references the {{Iw|dkwiki|DK Rap}} from ''{{Iw|dkwiki|Donkey Kong 64}}''.
*Donkey Kong's crowd chant references the {{Iw|mariowiki|DK Rap}} from ''{{Iw|mariowiki|Donkey Kong 64}}''.
*Donkey Kong's default moveset has the most meteor smashing attacks of the roster, at four.
*Donkey Kong's default moveset has four [[meteor smash]]es, the most out of the entire cast.
*In {{for3ds}}, Donkey Kong's mouth has a tendency to become oddly contorted if he is [[pummel]]ed. However, this is a graphical issue with no functional problems.
*In {{for3ds}}, Donkey Kong's mouth has a tendency to become oddly contorted if he is [[pummel]]ed. However, this is merely a graphical issue.
*Donkey Kong's alt. trophy in {{forwiiu}} resembles his Adventure Mode trophy in ''Melee''.
 
==References==
{{reflist}}


{{SSB4Characters}}
{{SSB4Characters}}
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[[Category:Donkey Kong (SSB4)| ]]
[[Category:Donkey Kong (SSB4)| ]]
[[Category:Trophies (SSB4-3DS)]]
[[Category:Trophies (SSB4-3DS)]]
[[Category:Trophies (SSB4-Wii U)]]
[[es:Donkey Kong (SSB4)]]

Latest revision as of 12:08, November 3, 2024

This article is about Donkey Kong's appearance in Super Smash Bros. 4. For the character in other contexts, see Donkey Kong.
Donkey Kong
in Super Smash Bros. 4
Donkey Kong SSB4.png
DKSymbol.svg
Universe Donkey Kong
Other playable appearances in SSB
in Melee
in Brawl
in Ultimate
Availability Starter
Final Smash Konga Beat
Tier C (22)
Donkey Kong (SSB4)

Donkey Kong (ドンキーコング, Donkey Kong) is a playable character in Super Smash Bros. 4. His return to the series was announced during the E3 Nintendo Direct on June 11th, 2013.[1] Donkey Kong uses realistic gorilla grunts and roars like in Super Smash Bros. Brawl, although he now has updated voice clips, instead of being voiced by Takashi Nagasako.

Donkey Kong ranks 22nd out of 54 on the tier list, placing him in the C tier. This is also a moderate improvement from Donkey Kong's mid tier placement in Brawl, where he was ranked 21st out of 38, and is his best placement in the series to date.

Donkey Kong retains his outstanding power, deceptively fast mobility, and great spacing options, but has also been improved both directly and indirectly. Donkey Kong now boasts great combo potential thanks to his "cargo up throw", which has been re-purposed into a very reliable combo starter that boasts guaranteed and extremely damaging follow-ups at varying percentages, alongside KO confirms into his up aerial at a wide range of percents. Changes to game mechanics have also improved DK: the removal of both chain grabbing and edge-hogging drastically improve his endurance and recovery, respectively, whereas rage supplements his power, granting him an effective advantage state.

However, Donkey Kong retains many of his flaws from Brawl. His large hurtbox has become even larger, making him even more susceptible to combos than before. In addition, he remains very susceptible to edge-guarding because of his recovery's poor vertical distance and safety, alongside his ineffective ledge options. Finally, many of Donkey Kong's moves are surprisingly unsafe on hit at very low percentages, and he has major issues dealing with crossups or spaced aerials on shield due to his slow out of shield options.

Nevertheless, Donkey Kong's strengths generally outweigh his weaknesses, to the point that he has achieved above average results in competitive play, largely thanks to HIKARU, Tweek, Konga and DKwill.

Attributes[edit]

As the second heaviest character in the game, Donkey Kong is a super heavyweight, as expected. However, despite his weight, he sports surprisingly excellent mobility and frame data, making him a non-traditional heavy character. He has the 9th fastest walking and air speeds, the 22nd fastest dashing speed, and above average falling speed, but in contrast has below average gravity and traction, as well as moderately slow air acceleration. His large size also gives his attacks a respectable amount of physical range, but at the expense of making him easier to hit and combo.

As expected, Donkey Kong's greatest asset is his power. In typical heavyweight fashion, Donkey Kong has a plethora of reliable kill moves (his sweetspotted up tilt, smash attacks and aerials, regular back throw, Giant Punch, and grounded Spinning Kong being the best examples) and excellent endurance thanks to his extremely high weight and above average falling speed. However, his fast mobility and frame data gives him an effective approach and makes it easier to land his attacks, which is further complemented by his above average reach. Conversely, his moves that lack KO potential are effective for set-ups, thanks to their high speed, low knockback, and favorable launch angles. Thanks to these attributes, Donkey Kong can rack up damage and KO his opponents not only quickly, but safely compared to most heavyweights. Donkey Kong also has the second best vertical and horizontal endurance in the game, being surpassed by only King Dedede vertically and Bowser horizontally.

Donkey Kong's grounded moveset is very useful; his neutral attack can be jab canceled for follow-ups, and can jab lock, as well as being able to set up into grab, his forward tilt is great for spacing, as it has long range and is intangible, his up tilt is a decent combo starter at low percentages, and his down tilt has incredible speed and can trip opponents, making it ideal for starting or extending combos. All of his smash attacks pack incredible power and have very long ranges, while not being particularly slow either. To complement his ground game, Donkey Kong's aerial game is extremely effective. His forward and down aerials can meteor smash and can effectively finish off his combos or his opponents, thanks to their high power. His neutral aerial is very quick and can lead into follow-ups, or it can be used to give Donkey Kong some space. His up aerial launches opponents upwards, making it great for combos and KOing. His back aerial is long-ranged, has a long-lasting hitbox, and can be used to edge-guard opponents. The last three aerials can also auto-cancel in a short hop, further demonstrating their utility. Finally, Donkey Kong's fast air speed allows him to easily pursue opponents in the air.

In addition, the aforementioned combo abilities pair well with his grab game. Donkey Kong's grab range is the second largest non-tether grab in the game (being surpassed only by Greninja's), while his grabs are decently fast, making them very easy to land. His pummel is fairly fast, making it great for racking up damage. While his up and down throws are rarely used because of their limited utility, his forward and back throws make up for that. His back throw is the tenth strongest in the game, making it a viable KO option.

Donkey Kong's forward throw is an all-purpose throw, as well as an excellent damage racker. Using it will open up four different throws, commonly known as the "cargo throws". Cargo down throw is a semi-spike and is great for edge-guarding. Cargo back throw deals 12% and can KO at very high percentages near the upper blast line. His most notable throw, however, is his cargo up throw, which can lead into any aerial at lower percents. Since it connects directly into his powerful up aerial at most percentages, this combo can be used to KO opponents at specific percentages, and has since been nicknamed the "Ding Dong".

Donkey Kong's special moveset has a lot of utility. Giant Punch is a deadly KO move, and a fully charged one has super armor, making it difficult to interrupt. Headbutt can bury opponents, leaving them exposed to any move. It also does strong shield damage, threatening attempts to block the move. Hand Slap has very long range and allows for stage control, but since it is a quake move, it has no effect on aerial opponents when it is performed on the ground. However, an aerial Hand Slap is now capable of meteor smashing and is not only fairly easy to land, but it is an effective one as well.

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, 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 Ganondorf), making him heavily vulnerable to shield stabbing. His rolls 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.

Custom moves can give Donkey Kong considerable benefits, more so than most other characters. Kong Cyclone is often considered to be Donkey Kong's most valuable move, as well as the best custom in the game: it grants super armor, has a suction effect, can be auto-canceled, and possesses greater power, maneuverability and speed compared to Spinning Kong. Altogether, these traits enable Kong Cyclone to significantly improve DK's neutral game.

Chopper Kong does no damage and grants less horizontal distance, but covers more vertical distance, enabling Donkey Kong to survive meteor smashes more effectively. Storm Punch has a push effect, and is very effective for edge-guarding and spacing. Lightning Punch charges much faster, giving Donkey Kong a more readily available KO option in case his moveset can't get the job done. However, it deals less damage, more so than Storm Punch. Jumping Headbutt has more vertical range and a hitbox during most of its descent, making it a good alternative to fast falling, but at the cost of being unable to properly bury opponents. Stubborn Headbutt eschews its role as a pressure move due to its slower start-up. However, it has higher power and grants him super armor throughout its duration, protecting Donkey Kong from any attack. Focused Slap and Hot Slap sacrifice range for paralysis and vertical range, respectively. Both are also potent KOing options, with the latter having high diagonal knockback, and the former having extremely high vertical knockback.

Overall, Donkey Kong is a potent character; with speed, power, range, endurance, and easy-to-use combos, there are very few matchups he cannot overcome. As a result, DK is, alongside Bowser, one of the two most effective super heavyweights in the game. This, in turn, is reflected in his presence in the competitive scene, as he has average tournament representation and above average results, the latter of which has been thanks to the likes of HIKARU, Tweek, Konga and DKwill.

Changes from Super Smash Bros. Brawl[edit]

Donkey Kong has seen a mix of buffs and nerfs in the transition from Brawl to SSB4, but was noticeably buffed overall. As for his buffs, the most noticeable improvement has been to his overall speed. His already solid movement speed has also been greatly increased although this is the case for a majority of returning veterans. Donkey Kong has received some new attacks which help him out overall including a new dash attack which covers much more distance and has much less ending lag and an aerial variant of Hand Slap which gives him a new landing option and edgeguarding tool. He also has additional intangibility on a variety of his moves. His grab game is significantly more effective as his grabs have more range and his dash grab is less laggy. All variants of his Cargo Throw have been altered and improved but the most significant variant of Cargo Throw which was improved was his up throw. His Cargo up throw has altered knockback which when combined with the removal of hitstun canceling and the changes to DI, gives it much better combo potential and at certain percents, it can lead into an up aerial for a guaranteed kill at very low percents especially with rage. Donkey Kong has received many benefits from the game's new mechanics. Donkey Kong heavily benefits from the introduction of rage as his increased weight enables him to live for a long period of time and build up rage, which makes his already solid power becoming even more effective and allows his "Ding Dong" (Cargo up throw up aerial) to kill opponents at obscenely early percents. Donkey Kong also benefits from the removal of chain grabbing as it improves his endurance against certain characters although he lost a couple of chain grabs of his own. Finally, DK benefits considerably from the removal of edge hogging and the introduction of edge stealing, which prevents his poor vertical recovery from being edge-hogged.

Donkey Kong did receive a few noticeable nerfs both direct and indirect. As for indirect nerfs, the weakening to hitstun canceling does not benefit him as much as other characters. It does not grant him much better combo ability and it makes him much easier to combo combined with his higher weight, falling speed and gravity and it significantly hinders his endurance especially horizontally although it combined with his altered Cargo up throw gives him incredible followup potential including his "Ding Dong" (which greatly makes up for the removal of hitstun canceling). The removal of glide tossing and edge momentum shifting also hinder his mobility in certain situations. As for his direct nerfs, his overall damage output and KO power outside of his "Ding Dong" and rage have been reduced and he has less range especially when relative to the cast hindering his ability to wall out opponents and making it easier for his opponents to approach him.

Overall, the general changes to Smash 4's mechanics benefit him more than they hinder and some of his buffs benefit him quite a bit resulting in him being considered to be more viable than he was in Brawl despite the various downgrades his ground moves and aerials received. He was initially considered to be much worse in earlier versions of the game although update 1.1.0 gave him multiple beneficial changes most notably his "Ding Dong" resulting in players having a much higher opinion of him with most professionals consider him being a high tier character.

Aesthetics[edit]

  • Change Due to the aesthetic used in Smash 4, Donkey Kong's skin is sleeker, his tie is more vibrant, and his fur is of a significantly higher visual quality than in Brawl. His teeth are also white instead of straw yellow. Altogether, these changes make Donkey Kong appear virtually identical to his appearance as of Donkey Kong Country Returns.
  • Change Donkey Kong has received two new alternate costumes.
  • 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 teetering; his irises shrink when he is hit, grabbed, screen KO'd, and when an opponent escapes his grab; his eyes comically bulge outward when he is launched;[2] he sports a toothy grin during his side taunt, backflipping and chest-beating victory poses, and standing and pivot grabs; and he Super Smash Bros. for Wii Usmiles 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 Aside from his down taunt's voice clip, Donkey Kong's other voice clips have been updated yet again.

Attributes[edit]

  • Buff Donkey Kong walks slightly faster (1.2 → 1.3).
  • Buff Donkey Kong dashes slightly faster (1.622 → 1.7031).
  • Buff Donkey Kong is considerably heavier (116 → 122), improving his endurance.
  • Buff Donkey Kong's air speed is faster (1.081 → 1.15).
  • Change Donkey Kong falls slightly faster (1.58 → 1.63), although relative to the cast, it has gone from the 10th highest out of 39 characters to the 22nd highest out of 58. This slightly improves his vertical endurance, but makes him more susceptible to combos, compounded by his higher weight and gravity.
  • Change Donkey Kong's gravity is slightly higher (0.081 → 0.08505).
  • Buff Donkey Kong's fast falling speed is higher (2.212 → 2.608).
  • Nerf Donkey Kong jumps lower (35.83759414 → 34), going from the 10th highest out of 39 characters to the 25th highest out of 58.
  • Buff Donkey Kong's shield is larger (11.6u → 12.9u), with it now fully covering Donkey Kong while it is at full health.
  • Nerf Donkey Kong's 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.
  • Buff The removal of chain grabbing 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.
  • Nerf The removal of glide tossing significantly hinders Donkey Kong's approach with items.
  • Buff Rolls have less landing lag (FAF 32 → 30).
  • Nerf Rolls have a shorter duration (frames 4-19 → 4-16).
  • Buff Air dodge has less ending lag (FAF 50 → 35) although it is still slower compared to other air dodges.
  • Buff Spot dodge has less ending lag (FAF 31 → 29) although it is still one of the slowest in the game.
  • Nerf Spot dodge has more startup lag with a shorter duration (frames 2-23 → 4-19).

Ground attacks[edit]

  • Neutral attack:
    • Change One of neutral attack's first hit's body hitboxes has altered knockback (0 (base), 100 (scaling) → 35/25) and its angle has been altered (361° → 110°). This makes it connect together better with its second hit but removes its ability to lock.
    • Change The far hit's knockback (0 (base), 100 (scaling) → 45/25) and angle (140° → 130°) have also been altered.
      • Buff This makes it connect better with the second hit and improves its jab canceling potential at lower percents.
      • Nerf However, this hinders its jab canceling potential at higher percents no longer being able to reliably lead into a down smash at realistic percents.
    • Nerf Neutral attack's first and second hit have shorter durations (frames 5-7 → 5-6 (first hit), frames 6-11 → 6-7 (second hit)).
    • Change Neutral attack's animation has slightly changed. Donkey Kong now turns farther inward when throwing the hook.
  • Forward tilt:
    • Buff Forward tilt has increased intangibility on its non angled and angled down versions (frames 8-11→ 1-25). The up angled version also gains intangibility earlier (frame 8 → 7).
    • Nerf Upward angled forward tilt deals 1% less damage (12% → 11%) and has less intangibility (frames 8-37 → 7-11).
    • Nerf All variants have more startup lag with a shorter duration (frames 8-11 → 9-11), more ending lag (FAF 34 → 38) and have smaller hitboxes (5.5u/5u/4u/3.5u → 5u/4.5u/3.2u).
  • Up tilt:
    • Buff Up tilt has increased intangibility (frames 5-11 → 5-25) and its sourspot is larger (5u → 5.3u).
  • Down tilt:
    • Buff Donkey Kong's arm is now intangible when performing down tilt.
    • Change Down tilt deals less damage (8% → 7% (arm)/6% (hand)). This allows it to lock and trip for longer, but hinders its damage racking and spacing potential.
    • Nerf Down tilt has more startup lag with a shorter duration (frames 6-9 → 7-9). It also has smaller hitboxes (4.8u/4.8u/5.28u/6.4u → 4.4u/4.4u/5.5u).
  • Dash attack:
    • Buff Donkey Kong has a new dash attack, the Roll Attack based on his main attack from "Donkey Kong Country". Compared to the previous dash attack, it covers much more distance, has a longer duration (frames 9-20 → 9-24), and less ending lag (FAF 55 → 42) making it safer and greatly improving its approach potential. The clean hit also deals more knockback (100 (base), 20 (scaling) → 85/53) and the late hit no longer has set knockback (120 (set), 100 (scaling) → 60 (base)/65).
    • Nerf Dash attack deals 1% less damage (11% (clean)/9% (late) → 10%/8%).
  • Buff All smash attacks now have transcendent priority, improving their reliability.
    • Nerf However, this also prevents them from cancelling out projectiles.
  • Buff The 19% damage increase to shields and the increase to shieldstun significantly improve sweetspotted forward and down smash's shield pressuring potentials.
  • Forward smash:
    • Buff Forward smash now grants intangibility to Donkey Kong's head and arms on frames 20-26.
    • Nerf Forward smash's hitboxes deal consistent damage (21%/20% → 20% (hands), 19%/18% → 19% (body)) and has decreased knockback (30 (base), 94 (scaling) → 30/91 (hands), 18/100 → 25/91 (body)), hindering its KO potential. It also has smaller hitboxes (6.4u/6.8u/4.3u/3u → 5.7u/3.7u).
    • Nerf Sweetspotted forward smash sends opponents at a less favorable angle (361° → 46°).
  • Up smash:
    • Nerf Up smash has decreased knockback (40 (base), 93 (scaling) → 30/83), hindering its KO potential. Its hitbox is also smaller (9.5u → 8.8u/7u).
  • Down smash:
    • Buff Down smash has received hitboxes at the tips of Donkey Kong's fists that deal 18%, improving its safety and slightly increasing its overall duration.
    • Nerf Down smash has decreased knockback scaling (100 → 88) and the new sweetspots also have lower base knockback (35 → 30) hindering its KO potential. Its arms and fists' hitboxes are smaller (7u → 4u/6u).
    • Change Down smash's angles have been altered (115°/98° → 70°, 55°/82°).

Aerial attacks[edit]

  • Neutral aerial:
    • Buff Neutral aerial auto-cancels earlier (frame 39 → 27).
    • Nerf It has increased landing lag (15 frames → 17).
  • Forward aerial:
    • Buff Forward aerial has a new animation which decreases its start-up lag (frame 25 → 18), ending lag (FAF 60 → 56), and makes it auto-cancel/grab ledges earlier (frame 60 → 56).
    • Buff It has slightly decreased landing lag (30 frames → 29).
    • Buff The late sweetspot has higher knockback scaling (85 → 100) improving its KO potential.
    • Change The early hit has a longer duration (frames 25-26 → 18-20) but the late hit has a shorter duration (frames 27-29 → 21-22).
    • Nerf Its late hit deals less damage (16% → 15% (clean)/13% (late)), and the early hit and late sourspot deal less knockback (30 (base), 100 (scaling) → 30/85 (early), 50/85 → 30/100 (late)).
    • Nerf It has smaller hitboxes (6u/6u/4u/4u → 5.5u/4.5u (early), 7u/7u/4u/4u → 6u/5u (late)).
    • Nerf It no longer has hitboxes which deal extra shield damage (0 (hand/arm)/1 (shoulder) → 0 (all)).
  • Back aerial:
    • Nerf Back aerial has decreased knockback scaling (100 → 97) and has smaller hitboxes (7.6u/6u/6u → 7u/5u/5u (clean), 7u/5u/5u → 6u/4u/4u (late)), hindering its KO and spacing potential.
    • Nerf It has has increased landing lag (15 frames → 18).
  • 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 has a smaller hitbox (8u → 7.5u).
    • Nerf It has increased landing lag (22 frames → 25).
  • Down aerial:
    • Buff Down aerial has decreased start-up lag (frame 18 → 14) and landing lag (31 frames → 24).
    • Change Due to its angle being altered (270° → 361°), the sourspot is no longer a meteor smash.
    • Nerf It has a shorter duration (frames 18-23 → 14-16) and has smaller hitboxes (8.5u/7.7u/5.7u → 7u/5.8u).
    • Nerf The sweetspot has decreased base knockback (38 → 30).

Throws/other attacks[edit]

  • Change Grabs' have new animations. Instead of clenching both of his hands to grab his opponent, Donkey Kong now reaches out with one hand and grabs.
    • Nerf In the case of pivot grab, this results in it losing its disjoint, despite having more lateral range.
  • Nerf Standing grab has more ending lag (FAF 30 → 31).
  • Buff Dash grab has less ending lag (FAF 50 → 39).
  • Nerf Pivot grab has more startup lag (frame 10 → 11) with its total duration subsequently increased (FAF 36 → 37).
  • Nerf Grabs have smaller grabboxes (6.24u/5.376u → 5.8u (standing/pivot), 6.24u/5.28u/4.32u → 4.6u (dash)),
  • Nerf Standing grab does not extend as far away from Donkey Kong (z offset: 15u → 13.7u) which along with its smaller size, gives it less range.
    • Buff However, it does overall have slightly more range close to Donkey Kong due to its larger size in comparison to its previous near grabbox.
  • Buff Dash and Pivot grab extend further away from Donkey Kong (z offset: 9 (dash)/-19 (pivot) → z stretch: 17/-24.5), giving them significantly more range.
  • Buff Standing and Pivot grabs extend further close to Donkey Kong (z offset: 7 (standing)/-8 (pivot) → 4/-4), giving them more range inside of him.
  • Nerf Dash grab does not extend as far close to Donkey Kong (z offset: -1.6 → 4), giving it less range inside of him.
  • Pummel:
    • Nerf Pummel deals 1% less damage (3% → 2%).
  • Forward throw:
    • Change All variants of Cargo throw have new animations.
    • Change Cargo throws ignore the new 1 second timer to prevent grabbed opponents from being regrabbed. Because of this, cargo down throw is now the only throw in the game which can still chain grab opponents.
    • Nerf The knockback-based armor while holding an opponent with Kong Karry has been significantly reduced (80 KB → 16 KB).
    • Cargo forward throw:
      • Buff Cargo forward throw deals 2% more damage (8% → 10%).
      • Nerf Donkey Kong releases opponents from cargo forward throw later (frame 13 → 15) but it has more ending lag (FAF 40 → 46).
    • Cargo back throw:
      • Buff Cargo back throw deals 4% more damage (8% → 12%), and has increased knockback (80 (base), 50 (scaling) → 70/80).
      • Change Cargo back throw's angle has been altered (55° → 72°). This improves its KO potential near the upper blast line, but significantly hinders its stage spike potential.
      • Nerf Donkey Kong releases opponents from cargo back throw later (frame 15 → 16) but it has more ending lag (FAF 40 → 43).
    • Cargo up throw:
    • Buff Cargo up throw deals 3% more damage (7% → 10%), with altered knockback (90 (base), 30 (scaling) → 58/52) and Donkey releases opponents slightly later (frame 14 → 15). These changes combined with the removal of hitstun canceling grant it combo potential at low to high percentages with it leading into an up aerial at certain percents for a kill confirm.
    • Cargo down throw:
      • Buff Cargo down throw deals 1% more damage (6% → 7%), and knockback (65 (base), 26 (scaling) → 50/80) improving its KO and stage spike potential.
      • Change Cargo down throw's angle has also been altered (28° → 48°).
        • Buff This allows it to chain grab opponents on moving platforms.
        • Nerf However, this hinders its edgeguarding potential.
      • Nerf Donkey Kong releases opponents from cargo down throw later (frame 16 → 17) but it has more ending lag (FAF 40 → 45). When combined with its increased knockback, this significantly hinders its chain grabbing potential at a wall.
  • Down throw:
    • Change Down throw's animation has changed.
    • Nerf Down throw releases the opponent much sooner (frame 41 → 24) without compensation on its interruptibility. While this makes down throw harder to DI at higher percents, this significantly hinders its followup potential at lower percents which is further exacerbated by the removal of chain grabbing hindering down throw's damage racking potential.
  • Floor attack:
    • Buff Front and back floor attacks deal 1% more damage (6% → 7%) and have less ending lag (FAF 50 (front), 52 (back) → 46 (both)).
    • Buff Front floor attack has less startup lag (frame 20 → 18).
    • Buff Back floor attack has more intangibility (frames 1-21 → 1-24).
    • Nerf Front floor attack has less intangibility (frames 1-25 → 1-24).
    • Nerf Back floor attack has more startup lag (frame 9 → 18).
  • Edge attack:
    • Nerf Donkey Kong has a new edge attack, a forearm club. Compared to the previous fast edge attack, It has much more startup lag with a shorter duration (frames 9-16 → 23-25) and has less range.
      • Buff However, its total duration was only increased by one frame (FAF 55 → 56) giving it less ending lag.

Special moves[edit]

  • Giant Punch:
    • Buff Grounded fully charged Giant Punch has increased super armor frames (frames 17-20 → 11-20).
    • Buff Giant Punch now has transcendent priority, improving its reliability.
      • Nerf However, this also removes its ability to cancel out projectiles.
    • Buff The 19% damage increase to shields and the increase to shieldstun significantly improve fully charged Giant Punch's shield pressuring potential despite no longer dealing extra shield damage (2 → 0).
    • Nerf Giant Punch takes longer to fully charge (127 frames → 144) and has increased ending lag (FAF 53 (ground), 46 (air) → 63 (both) (uncharged), FAF 46 (both) → 48 (ground), 63 (aerial) (fully charged)).
    • Nerf The early hit was removed for grounded fully charged Giant Punch increasing its startup lag (frame 18 → 19).
    • Nerf Giant Punch has a shorter duration (frames 18-22 → 18-20 (uncharged/aerial fully charged), 19-20 (grounded fully charged)).
    • Nerf Giant Punch grants less intangibility to DK's arm (frames 4-22 → 4-20).
    • Change Giant Punch's wind-up is lower pitched.
  • Headbutt:
    • Buff Grounded Headbutt has increased range.
    • Buff The 19% damage increase to shields and the increase to shieldstun significantly improve Headbutt's shield pressuring potential despite its reduced shield damage (30 → 25).
    • Nerf Aerial clean Headbutt deals 4% less damage (14% → 10%), its meteor smash hitbox is more difficult to land and it barely stalls Donkey Kong's descent, significantly hindering its recovery potential. The removal of edge momentum shifting also hinders its utility.
    • Nerf Headbutt has increased ending lag (FAF 60 → 64).
  • Spinning Kong:
    • Buff Grounded Spinning Kong's first hit deals more damage (5% (arms)/4% (body) → 7%). Additionally, due to their angles being altered (361° → 20°/180°), its loop hits connect together better. Lastly, it has increased super armor frames (frames 10-16 → 8-17).
    • Buff The weakening of SDI makes Spinning Kong significantly more difficult to escape from.
    • 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 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 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.
    • Change Grounded Spinning Kong's animation has changed. Donkey Kong now performs a series of discus clotheslines and spinning backfists before striking a flexing pose upon finishing.
      • Buff This new animation lengthens its duration (frames 19-56 → 19-62) and improves its vertical range.
      • Nerf However, the new animation is longer without full compensation on its interruptibility (FAF 85 → 93). The move's longer duration also fails to compensate for its increased ending lag.
  • Hand Slap:
    • Buff Hand Slap can now be used in midair, with its second hit being a meteor smash. These changes grant it edge-guarding potential and give Donkey Kong an extra aerial attack.
    • Buff The 19% damage increase to shields and the increase to shieldstun significantly improve Hand Slap's shield pressuring potential.
    • Nerf Hand Slap has increased ending lag (21 frames → 35) hindering its use as a spacing tool.
  • Konga Beat:
    • Buff Konga Beat's visual effects have changed. It is now accompanied by a bar that indicates when to press the special button in rhythm with the beat, similarly to the display in Donkey Konga. This significantly improves its reliability.
    • Change Konga Beat's animation has slightly changed. If Donkey Kong performs all of its button presses with the correct timing, he will strike a thumbs up pose at its conclusion.

Update history[edit]

Donkey Kong has been significantly buffed overall via game updates. Update 1.0.6 saw Giant Punch's charging time decreased, whereas update 1.0.8 buffed the damage outputs of all variations of his cargo throw, which helped his initially weakened grab game. Update 1.1.0 gave DK his most useful buff, however, by altering cargo up throw's knockback to the point of effectively being re-purposing into a very useful combo starter into his aerials, most notably up aerial. Thanks to this new combo, which has been nicknamed the "Ding Dong", Donkey Kong now boasts as a potential KO confirm, much like how Diddy Kong did with his "Hoo Hah" combo. Outside of this, update 1.1.0 also made his dash attack faster and increased its duration.

Although update 1.1.1 reduced the shield damage dealt by Giant Punch and Headbutt, this was compensated by the increased shieldstun brought about by the same update, which significantly benefits Donkey Kong's powerful, high hitlag attacks by making them safer on shield. While the changes to shield mechanics also inhibit his effective out of shield options and his already unimpressive shield, these nerfs are largely negligible.

Overall, Donkey Kong's buffs outweigh his nerfs, to the point that he is considered to be significantly better than he was during SSB4's initial release.

Super Smash Bros. 4 1.0.6

  • Change Neutral attack's first hit's angle altered: 361°/140° → 361°/110°/361°/130°.
  • Buff Giant Punch's charge time decreased: 172 frames → 144.
  • Nerf Headbutt no longer stalls Donkey Kong in midair, removing its recovery potential.

Super Smash Bros. 4 1.0.8

  • Buff Cargo forward throw deals 2% more damage: 8% → 10%.
  • Buff Cargo back throw deals 4% more damage: 8% → 12% and its knockback growth increased: 38 → 80.
  • Change Cargo back throw's angle altered: 55° → 72°. This improves its KO potential near the upper blast line, but significantly hinders its stage spike potential.
  • Buff Cargo up throw deals 3% more damage: 7% → 10%.
  • Buff Cargo down throw deals 1% more damage: 6% → 7%.
  • Buff Cargo down throw's animation slightly changed. Donkey Kong now hops while performing it, stalling him in the air. This new animation allows Donkey Kong to go off-stage, use it and then more safely recover back to the stage, regardless of whether or not it was used to stage spike an opponent.

Super Smash Bros. 4 1.1.0

  • Buff Dash attack's start-up: frame 10 → 9 and ending lag decreased: frame 49 → 42, and its duration increased: frames 10-21 → 9-24.
  • Buff Forward smash's hitbox size increased: 5u → 5.7u and its bone intangibility on Donkey Kong's head and arms have received additional frames: 20-26.
  • Buff Up smash's hitbox sizes increased: 7.5u/6u → 8.8u/7u.
  • Buff Cargo up throw's knockback altered: 90 (base)/50 (growth) → 58/52, granting it combo potential at low to high percentages.

Super Smash Bros. 4 1.1.1

  • Nerf All variations of Giant Punch deal less shield damage: 2 → 0.
  • Nerf All variations of Headbutt deal less shield damage: 30 → 25.

Moveset[edit]

For a gallery of Donkey Kong's hitboxes, see here.

  Name Damage Description
Neutral attack Jab (ジャブ) / Upper (アッパー) 4% 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 canceled 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.
6%
Forward tilt Kongo Backhand (コンゴバックハンド) 11% A backhanded slap. Can be angled, with the upward angle dealing the most amount of damage and the downward angle dealing the least.
10%
9%
Up tilt Spiderweb Sweep (くもの巣はらい) 11% (arm), 10% (elbow), 9% (hand) 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.
Down tilt Slouch Slap (ロースラップ, Low Slap) 7% (arm), 6% (hand) A crouching swat. Slightly less powerful around his fingers. In addition to its great speed and range, it has a chance to trip opponents, allowing for guaranteed follow-ups such as itself, a pivoted up tilt, forward smash, Giant Punch, Headbutt, Hand Slap or a grab.
Dash attack Rolling Attack (ローリングアタック) 10% (clean), 8% (late) The Roll Attack, his signature attack from Donkey Kong Country. It deals less damage towards its end.
Forward smash Dyna Clap (ダイナクラップ) 20% (hands), 19% (arms) A lunging 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.
Up smash Jumbo Press (ジャンボプレス) 18% 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.
Down smash Twin Beat (ツインビート) 14% (arms), 17% (early, fists), 18% (late, fists) Raises his arms overhead and then quickly swings them downward to perform 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.
Neutral aerial Donkey Lariat (ドンキーラリアット) 11% (clean), 8% (late) Quickly spins around to perform 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.
Forward aerial Hammer Knuckle (ハンマーナックル) 16% (early), 15% (meteor smash), 13% (late) A double axe handle. If sweetspotted, the opponent is meteor smashed. 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 Donkey Kong 64, which itself was inspired by this attack due to SSB debuting before Donkey Kong 64.
Back aerial Kong Rocket (コングロケット) 13% (clean), 8% (late) 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.
Up aerial Air Headbutt (エアヘッドバット) 13% 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.
Down aerial Air Stampede (エアスタンピード) 16% (sweetspot), 13% (sourspot) 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.
Grab Grab (つかみ) Reaches out. Donkey Kong's overall grab range is the second longest in the game, being surpassed only by Greninja's.
Pummel Grab Chop (つかみチョップ) 2.1% A slap. A fairly fast pummel.
Forward throw Kong Karry (リフティング, Lifting) 10% (forward), 12% (backward), 10% (upward), 7% (downward) Cradles the opponent on his back, allowing him to move and jump around while still holding the opponent. This gives him access to forward, back, up, and down throws that are distinct from his normal grabs.

Forward: Launches foes away from DK at a high angle. High base knockback allows DK to KO opponents in rare situations, such as a grab on the Smashville / T & C platforms. Also makes for a powerful, yet risky stage spike.

Back: Heaves the opponent backward using both hands, launching them at a slightly higher trajectory. Can be performed easily by tilting the C stick (attack / smash) backwards. Can be used to KO opponents at ~150%.

Up: Heaves the opponent upward. Its very low base knockback allows for follow-ups, especially when preceded by a jump, such as his up aerial (which can be performed twice in a row), his back aerial (also capable of comboing into itself), his forward aerial for significant damage, or Charged Giant Punch (VS fastfallers). At medium to high percentages, its up aerial combo can set up an early KO with his up aerial when preceded by a jump, making it reminiscent of Diddy Kong's "Hoo-Hah" combo. This combo is referred to by players as the "Ding Dong" combo.

Down: A gorilla press slam. It launches the opponent horizontally, which allows it to be used off-stage as a surprise KO option against opponents with poor recoveries, such as Little Mac. DK performs a little hop during the animation, allowing him to maintain his height through the animation of the throw while airborne.

When the opponent is too damaged to escape in time, all of these throws allow for easy stage spikes. 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.

Back throw Reverse Throw (反転投げ) 11% 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.
Up throw Coconut Toss (ココナッツトス) 9% Heaves the opponent upward with one arm.
Down throw Bottom Shoot (ボトムシュート) 7% Shoves the opponent into the ground with one arm. It has rather weak knockback and launches opponents horizontally in front of DK.
Forward roll
Back roll
Spot dodge
Air dodge
Techs
Floor attack (front)
Floor getups (front)
  7% Performs a swat before getting up.
Floor attack (back)
Floor getups (back)
  7% Claps behind himself and then in front of himself before getting up.
Floor attack (trip)
Floor getups (trip)
  5% Throws a spinning, wind-up punch while getting up.
Edge attack
Edge getups
  8% Performs a forearm club while climbing up.
Neutral special Default Giant Punch 10% (uncharged/one wind-up), +2% (per wind-up), 28% (tenth wind-up/fully charged grounded), 25% (tenth wind-up/fully charged aerial) A wind-up punch which fully charges after ten wind-ups, with an eleventh wind-up letting DK store the maxed charge. A fully-charged punch deals excellent damage, grants super armor, and is overall faster than if used uncharged. Its charge can charge canceled and saved sooner, and chosen when to be released. DK will be rendered helpless if he uses it in midair.
Custom 1 Lightning Punch 12% (uncharged), 16% (five wind-ups), 15% (fully charged, six wind-ups), 8% (uncharged aerial) (all punches become 2% weaker from farther away) An electrical version that takes less time to fully charge (six wind-ups at significantly increased speed), but deals much less damage and lacks super armor at full wind-ups.
Custom 2 Storm Punch 8% (uncharged), +2% (per wind-up), 18% (fully charged) Deals less damage, but produces a powerful windbox that will push back opponents and takes less time to charge. Higher ending lag and lacks super armor but takes less time to fully charge than Giant Punch.
Side special Default Headbutt 10% (grounded/sweetspot aerial), 8% (sourspot aerial) A headbutt. The move buries the opponent, who will remain submerged longer the more damage they’ve taken. The aerial version will meteor smash the opponent if they are hit by its sweetspot. Unlike in Brawl, it will not stall DK in the air. It has a deceptively large range and high shield damage, so full power shields will barely manage to avoid breaking against this move.
Custom 1 Jumping Headbutt 5% (aerial), 10% (grounded) A jumping headbutt, which is slightly faster and possesses increased vertical range. However, buried opponents can break out faster and Donkey Kong will self-destruct if he uses it off-stage outside edge grabbing distance.
Custom 2 Stubborn Headbutt 13% Has a significantly longer start-up, but has super armor for its entire duration. Also deals more physical and shield damage.
Up special Default Spinning Kong 7% (grounded hit 1), 1% (grounded hits 2-6), 4% (grounded hit 7), 18% (all grounded hits connect), 10% (aerial hit 1), 2% (aerial subsequent hits), 36% (all aerial hits connect) Rapidly spins around, trapping opponents and damaging them with a series of discus clotheslines and spinning backfists before launching them. If used in the air, it grants invincibility from frames 3-6, and its initial hitbox deals moderate knockback, making it a good edgeguarding tool. It also serves as an excellent horizontal recovery, but it grants poor vertical recovery. If used on the ground, it grants super armor at the very start and Donkey Kong spins slower at an angle with more vertical range, making it a decent out of shield option.
Custom 1 Chopper Kong DK quickly rises vertically, even when used on the ground. DK has less horizontal control and the move completely lacks any hitboxes. This makes the move near useless on the ground, especially in comparison to Spinning Kong although it can be useful in the air, as it is faster than Spinning Kong and it covers more vertical distance, making it a harder move to intercept in some recovery scenarios.
Custom 2 Kong Cyclone 4% (grounded hit 1), 3% (aerial hit 1), 15% (grounded hit 2), 12% (aerial hit 2) Donkey performs an initial spin, pulls in opponents in with a windbox while spinning (as well as additional hitboxes in the air), then launches them upwards with its last hit. The grounded version has an initial hit, some windboxes and then a final hit with decent power. While the grounded version does possess super armor, it lacks proper hitboxes for most of its duration, making it an inferior move on the ground overall compared to Spinning Kong. The final hit also launches opponents at an unfavorable angle, making it very susceptible to DI.

The aerial version on the other hand is much more potent. The initial hitbox comes out on frame 3 (where DK is also intangible) and has fantastic range. The move does start looping later than Spinning Kong however, the loop hits consist of two weak hitboxes and two very large windboxes with set knockback, to keep the opponent inside of the move, with DK also possessing super armor throughout most of the loop hit's duration. The move then has a final hit with decent damage and vertical knockback, as well as having outstanding range. The large loop hits combined with Donkey Kong having super armor make the move very difficult to challenge, both on stage and in an edgeguarding situation. Opponents can potentially avoid the loop hits and punish DK when his super armor runs out but this will not always work and the timing is strict due to the super armor and the large final hit. The most potent aspect about the move however is that if DK lands before entering free fall (which can be done without too much trouble), the move auto-cancels. This can make the move very difficult to challenge as the move can easily be completely safe when auto-canceled. This also means that DK can potentially follow-up out of the move if it connects. This is especially exploitable on stages with platforms, such as Battlefield, where DK has more opportunities to safely auto-cancel the move.

The only real downsides of aerial Kong Cyclone compared to Spinning Kong are that the loop hits have more startup lag and it covers less distance overall, but all of its other traits more than make up for it and it is still a better recovery move overall due to its super armor and potent loop hits. The move is also still quite punishable if Donkey Kong misses the auto-cancel, so the player does have to be careful when using the move.

Overall, grounded Kong Cyclone is nothing spectacular but aerial Kong Cyclone is an outstanding move with incredible speed, range, safety and recovery potential. The aerial version is so strong that when Kong Cyclone is selected, the aerial version becomes a core tool in Donkey Kong's kit that the opponent has to play around. Kong Cyclone is not only considered to be Donkey Kong's best custom move but it is also considered to potentially be the best custom move in the entire game due to how potent and spammable the aerial version is. In a setting where custom moves can be used, Kong Cyclone is a clear replacement for Spinning Kong.

Down special Default Hand Slap 14% Slaps the ground to cause earth-shaking vibrations. When grounded, Donkey Kong can keep pounding by repeatedly pressing the special button. The attack gives him some protection from opponents while grounded and has good range, but is unable to KO until extreme percentages due to its very low knockback growth. In midair, Donkey Kong will perform two midair slaps, the second hit being a powerful meteor smash that combos from the first slap. Originates from Donkey Kong Country.
Custom 1 Focused Slap 7% (hit 1), 14% (hit 2) Paralyzes opponents and launches with high vertical knockback from the second hit, reliably KOing around 100% without rage, but decreased range and is unable to meteor smash.
Custom 2 Hot Slap 4% (hit 1), 12% (hit 2), 5% (aerial hit 1), 5% (aerial hit 2) Flaming pillars erupt in front of DK instead of earth-shaking vibrations in both directions. It only generates hitboxes in front which doesn't reach out far, but has decent vertical range, much less start-up and much more knockback growth than Hand Slap, giving it better KO potential. However, it does not meteor smash if used in the air.
Final Smash Konga Beat 7% (initial shockwave), 1-2% (no/bad input), 7-12% (good/great input), 12-24% (great input, close) Takes out the 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[edit]

Stats Weight Dash speed Walk speed Traction Air friction Air speed Air acceleration Gravity Falling speed Jumpsquat Jump Height Double jump Height
Value 122 1.6 – Initial dash
1.7031 – Run
1.3 0.0529 0.015 1.15 0.01 – Base
0.05 – Additional
0.08505 1.63 – Base
2.608Fast-fall
6 34 - Base
17.297209 - Short hop
35.5

Announcer call[edit]

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The editor who added this tag suggests: Needs announcer calls from other languages.
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On-screen appearance[edit]

  • Bursts out from a DK Barrel and strikes a flexing pose.
DonkeyKongOnScreenAppearanceSSB4.gif

Taunts[edit]

  • Up taunt: Beats his chest while scowling.
  • Side taunt: Shakes himself as if he was wet, during which he will sport a toothy grin before making a humorously confused expression.
  • Down taunt: Faces the camera and shrugs his shoulders while grunting and making a humorously confused expression.
Up taunt Side taunt Down taunt
DonkeyKongUpTauntSSB4.gif DonkeyKongSideTauntSSB4.gif DonkeyKongDownTauntSSB4.gif

Idle poses[edit]

  • Leans forward curiously while pursing his lips.
  • Punches his open palm with his fist, then performs an external shoulder rotation stretch.
DonkeyKongIdlePose1WiiU.jpg DonkeyKongIdlePose2WiiU.jpg

Crowd cheer[edit]

English Japanese
Cheer
Description D-K! Donkey Kong! Don-key Kong!
Pitch Group chant Group chant

Victory poses[edit]

A flourished remix based on the jingle that would play whenever Donkey Kong completely cleared a bonus room or defeated a boss in Donkey Kong Country.
  • Beats his chest and then faces the screen while sporting a toothy grin.
  • Does a backflip and then strikes a flexing pose. It appears very similar to his "character chosen" animation in SSB.
  • Clenches his hands together and shakes them overhead in a self-congratulatory manner. This is a reference to an animation he performs after winning in a Bonus Area or defeating a boss.
DonkeyKongPose1WiiU.gif DonkeyKongPose2WiiU.gif DonkeyKongPose3WiiU.gif

In competitive play[edit]

Official Custom Moveset Project[edit]

Character Custom sets available
Donkey Kong (SSB4) Donkey Kong 3233 3231 3232 1233 1231
1232 2233 2231 2232 1333

Most historically significant players[edit]

See also: Category:Donkey Kong players (SSB4)

  • USA DKwill - 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 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 Get On My Level 2016 and 25th at GENESIS 3 and The Big House 6.
  • USA False - 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 Gamer Expo Vs Edition, 4th at Kawaii Kon 2017 as one of his characters, and notably defeated MkLeo at EVO 2017, where he finished 9th.
  • Japan HIKARU - 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 EVO 2016 and then had an international breakout with his 7th place at 2GGC: Civil War, upsetting VoiD, ESAM, and Mr.R in his bracket. He continued to attend occasional North American majors with 17th at 2GGC: MkLeo Saga. These highlights placed him at 48th on the PGR 100.
  • USA Konga - 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 PAX Arena at PAX West 2017 notably defeating ANTi and Tweek, and while had lower peaks at majors in comparison to other top Donkey Kong players, managed to place 25th at Super Smash Con 2018 and 33rd at EVO 2017. He was ranked 76th on the PGR 100.
  • USA Larry Lurr - The best 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 2GGT: Mexico Saga and 9th at 2GGC: ARMS Saga. He has used Donkey Kong to defeat players such as Tyrant, Tsu, and Elegant.
  • USA Tweek - 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 Sheik and in other crucial sets in his career, placing 2nd at Shine 2017 using Donkey Kong to eliminate MkLeo and Nairo.

Tier placement and history[edit]

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 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 Diddy Kong's "Hoo Hah" combo, albeit not to the same extreme degree. Because of the huge benefits as well as the true combos that can be performed with this throw, Donkey Kong's popularity started to increase at all levels of play, with professionals such as DKwill, Average Joe, HIKARU and 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 Bowser. Even so, the improved results of players like HIKARU, Konga and 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 ZeRo has the characters among the top 15 characters in the game also claiming that "they have top-tier potential" while other smashers like Dabuz believe that they cannot be ranked any higher due to their many disadvantageous matchups and poor time landing.

Trophies[edit]

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.

3DS Classic Mode trophy
Wii U Classic Mode trophy
Donkey Kong
NTSC This king of the jungle really, really loves bananas. His adventures usually start with people stealing his hoard of them. In Smash Bros., he's known for his incredible strength and long reach. Despite his size, he's still pretty quick. He can even jump carrying heavy items! Use this knowledge well.
SNES: Donkey Kong Country (11/1994)
Wii: Donkey Kong Country Returns (11/2010)
PAL With help from Diddy Kong and his Animal Friends, this banana-loving king of the jungle will take on anyone causing trouble on his turf. The best things about him in this game are his colossal strength, his speed, his long reach and the fact that he can jump while holding heavy items. Make sure you use all that to your advantage!
SNES: Donkey Kong Country (11/1994)
Wii: Donkey Kong Country Returns (12/2010)
3DS All-Star Mode trophy
Wii U alternate trophy
Donkey Kong (Alt.)
NTSCSuper Smash Bros. for Nintendo 3DS Donkey Kong pulls no punches when it comes to fighting. Or headbutts, as it turns out. His Headbutt special move will bury anyone on the ground who gets hit, leaving them open to some serious damage. If Donkey Kong strikes an airborne foe with this move, they'll go crashing downward.
NTSCSuper Smash Bros. for Wii U Donkey Kong pulls no punches when it comes to fighting. Or headbutts, as it turns out. His Headbutt special move will bury those on the ground who get hit, leaving them open to some serious damage. If Donkey Kong strikes airborne foes with this move, they'll go crashing downward.
SNES: Donkey Kong Country (11/1994)
Wii: Donkey Kong Country Returns (11/2010)
PAL Donkey Kong's always been one to use his head. Anyone who's been on the receiving end of his Headbutt special will tell you that. If they're on the ground when it hits them, they'll get buried, leaving them open to a serious walloping. If they're in the air, though, they might find themselves being knocked down. Either way, it's going to hurt.
SNES: Donkey Kong Country (11/1994)
Wii: Donkey Kong Country Returns (12/2010)
Konga Beat trophy
Konga Beat
NTSC In this Final Smash, DK drums on a set of bongos, just like in the Donkey Konga games. Press the attack button in rhythm with the circles to boost the attack's range and power. Enemy attacks won't affect you, but you can't move, either. Auto-scrolling stages will slow down but won't stop—don't get too carried away in the beat!
PAL In this Final Smash, DK drums on a set of bongos, just like in the Donkey Konga games. Press the attack button in rhythm with the circles to boost the attack's range and power. Enemy attacks won't affect you, but you can't move either. Auto-scrolling stages will slow down, but be careful or you might still self-destruct!

In Event Matches[edit]

Solo Events[edit]

Co-op Events[edit]

  • 1988: Donkey Kong and Diddy Kong must defeat three Marios, each one larger than the last.
  • Flat Fracas: Wario and 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 costumes[edit]

Donkey Kong Palette (SSB4).png
Donkey Kong (SSB4) Donkey Kong (SSB4) Donkey Kong (SSB4) Donkey Kong (SSB4) Donkey Kong (SSB4) Donkey Kong (SSB4) Donkey Kong (SSB4) Donkey Kong (SSB4)

Gallery[edit]

Trivia[edit]

References[edit]