Donkey Kong (SSBU): Difference between revisions

Editing as per the meteor smash page revert.
(Editing as per the meteor smash page revert.)
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Donkey Kong retains his gorilla-like grunts and roars from ''[[Super Smash Bros. 4]]'', instead of using his voice actor, Takashi Nagasako.
Donkey Kong retains his gorilla-like grunts and roars from ''[[Super Smash Bros. 4]]'', instead of using his voice actor, Takashi Nagasako.


Donkey Kong is ranked 68th out of 82 on the current tier list, placing him in the D+ tier. This is a significant drop from his 22nd out of 54 placement in ''SSB4'', and it is his worst placement in the series to date. Donkey Kong has surprisingly good mobility for a super-heavyweight, having above-average speed both on and off the ground, without giving up much KO power in return. He has the highest amount of conventional [[meteor smash]]es by default (his forward and down aerials, [[Headbutt]], and [[Hand Slap]]), which gives him many options to net reverse-edgeguards and early kills on recovering opponents. His aerials all serve a purpose in his strong advantage state, with his back aerial often being considered the best in the game. Donkey Kong also possesses one of the most versatile throws in the game in Kong Karry, which can set up edgeguards, net early kill confirms on platforms, and KO outright if opponents DI incorrectly. His specials are also effective for hard punishes and unconventional edgeguarding, making for a respectable moveset overall.
Donkey Kong is ranked 68th out of 82 on the current tier list, placing him in the D+ tier. This is a significant drop from his 22nd out of 54 placement in ''SSB4'', and it is his worst placement in the series to date. Donkey Kong has surprisingly good mobility for a super-heavyweight, having above-average speed both on and off the ground, without giving up much KO power in return. He has a phletora of [[meteor smash]]es (his forward and down aerials, [[Headbutt]], and [[Hand Slap]]), which gives him many options to net reverse-edgeguards and early kills on recovering opponents. His aerials all serve a purpose in his strong advantage state, with his back aerial often being considered the best in the game. Donkey Kong also possesses one of the most versatile throws in the game in Kong Karry, which can set up edgeguards, net early kill confirms on platforms, and KO outright if opponents DI incorrectly. His specials are also effective for hard punishes and unconventional edgeguarding, making for a respectable moveset overall.


To contrast a slew of desirable moves and attributes, Donkey Kong is held back by notable flaws, the biggest being his disadvantage state, which is among the worst in the game. He has one of the largest hurtboxes, even bigger than his model would suggest, and many of his moves stick his large arms out, often causing him to get clipped by attacks even when attacking or rolling/spotdodging. He also has little to no options to escape from combos or relieve pressure due to a frame 4 air dodge, and lack of moves that are fast enough to break combos, while most of his out-of-shield options are too slow or risky to be practical. His recovery is also one of the most exploitable in the game, as a simple spike is enough for Donkey Kong to quickly lose his stock, since [[Spinning Kong]] is easily intercepted from above, and offers very little vertical distance. Alongside this, Donkey Kong has a lackluster and risky [[neutral game]], as many of his attacks have high ending lag and a decent chunk of them are unsafe on hit at low percents.
To contrast a slew of desirable moves and attributes, Donkey Kong is held back by notable flaws, the biggest being his disadvantage state, which is among the worst in the game. He has one of the largest hurtboxes, even bigger than his model would suggest, and many of his moves stick his large arms out, often causing him to get clipped by attacks even when attacking or rolling/spotdodging. He also has little to no options to escape from combos or relieve pressure due to a frame 4 air dodge, and lack of moves that are fast enough to break combos, while most of his out-of-shield options are too slow or risky to be practical. His recovery is also one of the most exploitable in the game, as a simple spike is enough for Donkey Kong to quickly lose his stock, since [[Spinning Kong]] is easily intercepted from above, and offers very little vertical distance. Alongside this, Donkey Kong has a lackluster and risky [[neutral game]], as many of his attacks have high ending lag and a decent chunk of them are unsafe on hit at low percents.
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