Donkey Kong (SSB)

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Revision as of 20:47, November 21, 2007 by smashwikia>Brawlmatt202
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Template:Character This page is about Donkey Kong's SSB appearance. For information about his Melee appearance, see here. For information about his Brawl appearance, see here.

Donkey Kong (ドンキーコング, Donkī Kongu) is a starter character in Super Smash Bros. He is known as a slow yet powerful character, with his trademark move being the Giant Punch, which, when fully charged, deals 36% damage.

Pros and Cons

Pros

Cons

  • Huge target
  • Slow movement and attacks
  • Poor and unvaried approach
  • Low vertical recovery
  • Kills require setup
  • No projectile
  • Poor shield cover

Moveset

Weak attacks

  • A Jab, 4%
  • 2 Punch, 4%

Strong attacks

  • Extended Punch, 12%
  • Upward Knock, 13%
  • Low Slap, 8%

Smash attacks

  • Big Slap, 20%
  • Upward Clap, 21%
  • Spinning Splits, 19%

Aerial attacks

  • A Spin, 15%
  • Spinning Spike, 16%
  • Backwards kick, 15%
  • Upward Knock, 12%
  • Spike, 12%

Special moves

  • B Giant Punch, 14% Min Charge, 36% Max Charge
  • B↑ Donkey Tornado, 12%, Multiple Hits Possible
  • B↓ Ground Pound, 10%

Throws

  • Trap Throw, 8%
Donkey Kong will hold his opponent on his back, dealing 8%. He can then move around before throwing them forward for another 8%.
  • Backward throw, 18%

Other

Combos and General Strategy

Infinite Throw Trap

Main Article:Infinite throw trap

DK has the ability to use forward throw as a method to constantly stack damage to most characters. In order to do this, DK must use the Trap Throw, but not throw. If the opponent wiggles out, they will likely wiggle out into DK's grab range whereupon they can be grabbed again. This throw trap can be broken if the opponent can shake towards DK and his grab. Yoshi can break out of this throw trap with ease.

Ledge Dropping

Due to DK's laggy aerials, DK has very little comboing potential with his aerials except d-air or f-air into throw. However, if DK drops from a ledge, DK can quickly use a u-air and then land to move to do another attack. DK can also jump, use an aerial, and land on a ledge for a similar effect. As a result, on ledges, DK can juggle characters with u-air that he would otherwise never be able to combo.