Project M

Donkey Kong (PM): Difference between revisions

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*{{buff|Back throw's knockback has increased.}}
*{{buff|Back throw's knockback has increased.}}
*{{buff|[[Hand Slap]] now has much wider grounded hitboxes that ground-bounce the opponent and only slaps the ground twice per button press (making it optionally much shorter); it functions well for shield [[pressure]] and [[tech-chasing]].}}
*{{buff|[[Hand Slap]] now has much wider grounded hitboxes that ground-bounce the opponent and only slaps the ground twice per button press (making it optionally much shorter); it functions well for shield [[pressure]] and [[tech-chasing]].}}
*{{buff|[[Giant Punch]] no longer causes DK to become [[helpless]] if used while airborne.}}


===Alternate Costume===
===Alternate Costume===

Revision as of 13:45, October 22, 2014

Donkey Kong
in Project M and Project+
Donkey Kong SSBB.jpg
DKSymbol.svg
Universe Donkey Kong
Base game appearance Brawl
Moveset inspiration Donkey Kong (SSBM)
Alternate costume Punch Out!! Outfit
Donkey Kong (SSBB)

Donkey Kong is a playable character in the Brawl mod Project M. In Project M, Donkey Kong was remade as a buffed version of his Melee counterpart.

Attributes

Donkey Kong is a heavyweight fighter who hits hard, has decent range, and has incredibly deadly options out of a grab. Donkey Kong has a unique throw that allows him to carry opponents on his back. He is able to walk in either direction, jump, and throw in any direction while he has an opponent in cargo. The up throw out of cargo is notorious for setting up both combos and KOs, especially on fastfallers. Donkey Kong has many moves with decent range like his back air and his Hand Slap, the latter of which is great at tech chasing, as it can cover multiple options at once. With his heavy damage dealing moves and his aerial and grab combos, Donkey Kong doesn't have much trouble setting up a hit with his forward aerial, his Giant Punch, or any of his other finishers.

However, DK suffers from mobility issues. A long jumping animation gives him a slow wavedash, and while his dashing speed is high, he suffers from a low air speed and an incredibly short return. Combined with his large size, this makes him an easy target to combo or kill. As well as this, while he has a great horizontal recovery, his vertical recovery is quite sub-par to the rest of the cast.

Changes from Melee to PM

Donkey Kong in his Punch Out outfit.
  • Buff Dash attack has been changed. It is now a roll similar to that of the Donkey Kong Country series. It acts much like the original one, but has light armor and can roll off edges and platforms similar to Kirby's Melee dash attack. Can be jumped out of in midair. Overall has more utility than the old dash attack.
  • Buff Neutral aerial is now an effective approach option; it was given more range and slight invincibility on his arms during part of the attack.
  • Buff Forward aerial comes out faster and has more KO potential.
  • Buff Down aerial's ending lag has been shortened.
  • Buff Back throw's knockback has increased.
  • Buff Hand Slap now has much wider grounded hitboxes that ground-bounce the opponent and only slaps the ground twice per button press (making it optionally much shorter); it functions well for shield pressure and tech-chasing.
  • Buff Giant Punch no longer causes DK to become helpless if used while airborne.

Alternate Costume

  • Donkey Kong has an alternate costume based on his secret boss fight in the Wii version of Punch-Out!! The costume has no gameplay effects.

Revisions

2.1

  • Buff Donkey Kong's cargo drop from platforms glitch has been fixed
  • Buff Fixed Donkey Kong's dash attack grabbing the edge bug
  • Buff Donkey Kong is now be able to Fastfall his dash attack when it goes offstage
  • Change Donkey Kong's Up-Aerial received an animation adjustment

2.5b

  • Buff Donkey Kong's Dash and Run slightly increased in speed
  • Buff Donkey Kong's Jab 1 comes out faster and links better into Jab 2
  • Buff Donkey Kong's Jab 2 hitbox sends at a higher trajectory than previously
  • Buff Donkey Kong's Neutral-Air has better coverage and comes out slightly sooner
  • Buff Donkey Kong's Cargo hold mashing formula adjusted, and it is no longer possible to break out by holding up or down on the control stick
  • Buff Donkey Kong's Up-B can now be reversed on the ground during startup
  • Nerf Donkey Kong's Forward-Air reduced slightly in damage and knockback, and a misplaced hitbox was moved from his body to his arm
  • Nerf Donkey Kong's Down-B knockback has been adjusted, extra shield damage removed, and is slightly less safe on block
  • Change Donkey Kong's hurtboxes adjusted
  • Change Donkey Kong's Forward-Air spike sends slightly outward like other spikes do to be outside meteor trajectory range
  • Change Donkey Kong's Down-Air leg hitbox position adjusted
  • Change Donkey Kong's Up-B multihits hit at the same times as they did in Melee

2.6b

  • Buff Back-Aerial's sweetspot damage increased slightly. Duration on weaker hit increased slightly
  • Buff Cargo Hold is now fastfallable
  • Buff Fixed an issue with dropping through a platform while Cargo Holding an item
  • Nerf Forward-Aerial damage and knockback reduced slightly
  • Nerf Dash-Grab distance reduced significantly. Grab boxes adjusted to better match animation
  • Nerf Pivot Grab range reduced slightly
  • Nerf Neutral-B shoulder hit damage/knockback decreased significantly
  • Nerf Down-B range reduced significantly, graphical effects adjusted to match. Damage reduced slightly, knockback mostly compensated. Outer hitboxes send very slightly inward instead of straight up
  • Change Neutral-B graphical effect visible at the appropriate time
  • Change Dash Attack duration reduced slightly. Strong hit damage increased slightly. Armor changed from 6/3% damage to Light Armor throughout. Grounded version can now be Jump Canceled a few frames after the hitbox terminates

3.0

  • Buff Jab1 links more reliably into Jab2
  • Nerf Grounded Dash Attack Jump-Cancel removed
  • Nerf Neutral-Air bone invincibility duration reduced significantly
  • Change Dash Attack (ground & air) sweet/sourspot roles reversed from previously. Sweetspot now sends upward and has slightly less duration, sourspot sends outward
  • Change Up-B travels less horizontal distance, but gains more height. SDI multipliers on grounded multi-hits reduced to be normalized

Moveset

Up to date as of version 3.0.

Name Damage Description
Neutral attack Double Punch 4% First Punch, 6% Second Punch Donkey Kong punches the opponent twice.
Forward tilt Backhand Slap 11% Donkey Kong slaps the opponent with a wide-ranged back-hand.
Up tilt Spider Web Swipe 9% Start and End, 11% Middle Donkey Kong swipes at the air. Can hit at the sides.
Down tilt Slouch Slap 9% Donkey Kong swipes at the ground.
Dash attack Roll Attack 10% Inital Frames. 7% Last Frame A roll similar to that of the Donkey Kong Country series. It has light armor and can roll off edges and platforms .
Forward smash Kong Klap 20% Donkey Kong slaps both his hands together to smash the opponent.
Up smash Ape Applause 16% Donkey Kong does a clap to the air.
Down smash Twin Beat 16% Close, 17% Donkey Kong smashes the ground with both fists.
Neutral aerial Kong Whirl 15% First Spin, 10% Subsequent spins Donkey Kong spins in the air to hit opponents with his twirling arms.
Forward aerial Hammer Knuckle 18% A meteor smash. Donkey Kong hammers the opponent with large knockback.
Back aerial Back Kick 14% Inital Frames, dropping to 9% A short-ranged kick to the back.
Up aerial Flying Headbutt 14% Donkey Kong does a mid-air headbutt.
Down aerial Flying Stomp 16% Donkey Kong steps on the opponent for a meteor smash.
Grab Grab Grabs the opponent.
Pummel Jungle Chop 3% A fairly quick slap.
Forward throw Kong Karry 9% Forward, 7% Upwards, 9% Backwards Donkey Kong carries the opponent like a barrel and can throw him/her up, forwards, or backwards.
Back throw Donkey Fling 11% Donkey Kong flings the opponent with stunning force.
Up throw Coconut Toss 9% The opponent is tossed upwards.
Down throw Simian Slam 7% Donkey Kong slams the opponent into the ground.
Floor attack (front) Double Swat 6% Donkey Kong swats at the opponent.
Floor attack (back) Double Clap 6% Donkey Kong tries to clasp the opponent.
Floor attack (trip) Ground Spin 5% Donkey Kong does a wind-up spin to the opponent.
Edge attack (fast) Butt Fling 8% Donkey Kong rams into the opponent back first.
Edge attack (slow) Slow Swipe 10% Donkey Kong slowly gets up and swats at the opponent.
Neutral special Giant Punch 1(10%), 2(12%), 3(14%), 4(16%), 5(18%), 6(20%), 7(22%), 8(24%), 9(26%), 10(28%), 10Sweetspot(31%), 11(Full)(30%) An 11 staged punch, each more strong than the last. The Stage 10 sweetspot occurs when you are facing behind the opponent, and you charge to level 1. A slightly raised hitbox in the back of Donkey Kong becomes powerful.
Side special Headbutt 8% The opponent is headbutted into the ground so hard, that they become stuck for a few seconds.
Up special Spinning Kong Ground: 8% Each Hit, Air: 5% Each Hit Donkey Kong spins in the air, getting great horizontal distance, but little vertical distance.
Down special Hand Slap 12% Per Hit Donkey Kong slaps the ground twice with each press of the down-special.
Final Smash Konga Beat 4% Off Beat, 10% On Beat Donkey Kong takes out his congo drums and plays a tune. By hitting the A button with a certain rhythm, the attack becomes much more powerful, along with having Donkey Kong clapping added.

In competitive play

Notable players

Palette swaps

His Punch-Out costume is set to get team recolors in future versions of Project M.

Donkey Kong's palette swaps in PM

External links