Super Smash Bros. Ultimate

Donkey Kong (SSBU)

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This article is about Donkey Kong's appearance in Super Smash Bros. Ultimate. For the character in other contexts, see Donkey Kong.
Donkey Kong
in Super Smash Bros. Ultimate
Donkey Kong SSBU.png
DKSymbol.svg
Universe Donkey Kong
Other playable appearances in SSB
in Melee
in Brawl
in SSB4
Availability Starter
(Unlockable in World of Light)
Final Smash Jungle Rush
Donkey Kong (SSBU)
His charged punch is one of the strongest attacks in the game! In Super Smash Bros. Ultimate, his Final Smash has been updated from Konga Beat to a flurry of punches!
Super Smash Blog, Super Smash Bros. Ultimate Official Site

Donkey Kong (ドンキーコング, Donkey Kong) is a playable character in Super Smash Bros. Ultimate. He was confirmed on June 12th, 2018. Donkey Kong is classified as fighter #02.

Donkey Kong retains his realistic gorilla grunts from Super Smash Bros. 4.

Changes from Super Smash Bros. 4

Aesthetics

  • Change As with all veterans returning from Smash 4, Donkey Kong's model features a more subdued color scheme. His fur is less detailed, and his facial proportions have been tweaked.
  • Change Donkey Kong's nose is now based on his design from Mario Party 10 onwards.
  • Change Like most of the returning roster, Donkey Kong has become much more expressive than in the previous games.
  • Change Donkey Kong now always faces the screen regardless of which direction he turns. This makes most of his animations mirrored and alters some of his animations, such as his walk/dash animations.
  • Change Up taunt has a slightly altered animation.
  • Change Donkey Kong now hangs onto the ledge with one hand instead of two.
  • Change Donkey Kong's hand shaking victory pose has an altered animation. He now looks at the camera at the freeze frame and shakes his hands as opposed to his whole body afterwards.

Attributes

  • Buff Like all characters, Donkey Kong's jumpsquat animation now takes three frames to complete (down from 6).
  • Buff Donkey Kong dashes much faster.
    • Buff Initial speed: 1.6 → 2.09
    • Buff Maximum speed: 1.7031 → 1.873
  • Change Donkey Kong is heavier (122 → 127). However, he is no longer the second heaviest character in the game (claimed by King K. Rool) but instead tied with King Dedede for the third heaviest.

Ground attacks

  • Buff Neutral attack is easier to combo.
  • Nerf Forward tilt damage: 11% upward/10% forward → 9% upward/8% forward
  • Nerf Up tilt damage: 11%/10%/9% → 10%/9%/8%
  • Change Down tilt has an altered animation.
  • Buff Dash attack damage: 11%/8% → 12%/9%
  • Change Forward smash has an altered animation.
  • Buff Forward smash damage: 20% hands/19% arms → 22% hands/21% arms
  • Buff Up smash damage: 18% → 19%

Aerial attacks

  • Buff All aerials have less landing lag (Neutral: frame 17 → 11, Forward: 29 → 17, Back: 18 → 11, Up: 25 → 15, Down: 24 → 14).
  • Change Donkey Kong spins in the opposite direction when performing his neutral aerial.
  • Change Forward aerial has a slightly altered animation, with Donkey Kong spinning at an angle after performing a downwards punch.
  • Change Back aerial deals more knockback and hits at a lower angle, improving its offensive potential. However, this also makes it less effective at performing combos.

Throws/other attacks

  • Change Pummel animation has slightly changed. Donkey Kong now chops the opponent's body rather than their head.
  • Nerf Pummel damage: 2.1% → 1.6%
  • Change Up throw's animation has changed. Donkey Kong throws his opponent into the ground, and then into the air with both hands. This animation is considerably faster, making it more difficult for the foe to DI accordingly.
    • Buff Up throw deals more knockback.
  • Buff Back throw does more knockback.
  • Forward throw (cargo throw):
    • Change Cargo throw now involves Donkey Kong hauling the opponent over his shoulder, similar to his appearance in the arcade game Donkey Kong.
    • Buff Cargo forward throw damage: 10% → 12%
    • Buff Cargo back throw damage: 12% → 13%
    • Change Cargo back throw's animation has changed. Donkey Kong holds the opponent with both hands by the legs and hurls them behind himself.
      • Buff Cargo back throw has increased knockback.
    • Buff Cargo up throw deals more damage (10% → 12%) and knockback, which makes it better for KO'ing.
      • Nerf Cargo up throw's increased knockback noticeably worsens its combo potential.
    • Buff Cargo down throw damage: 7% → 11%
    • Change Cargo down throw's motion changed: Donkey Kong now performs a bearhug instead of throwing the opponent downward.
    • Buff Edge attack damage: 8% → 10%

Special Moves

  • Giant Punch:
    • Change Donkey Kong now charges Giant Punch with either arm due to his mirrored stance. Previously, Giant Punch was charged with his right arm in Smash 64 and his left arm in the other games.
    • Change Donkey Kong now charges up Giant Punch with more circular arm motions. Additionally, his expression slowly gets angrier as he charges (including maintaining the expression throughout other animations after its charge), and he has an altered pose upon using the punch.
    • Change Trails of electricity now appear on Donkey Kong's arm and fist during the charge up and punch of Giant Punch, reminiscent of Lightning Punch, one of Donkey Kong's custom moves in SSB4.
    • Nerf Giant Punch has more ending lag.
    • Buff Aerial Giant Punch no longer causes Donkey Kong to become helpless.
    • Change A fully charged Giant Punch triggers Special Zoom.
  • Buff Headbutt now has super armor.
  • Spinning Kong:
    • Change Donkey Kong now glints and strikes a pose upon ending a grounded Spinning Kong, doing another spin before coming to a full stop.
    • Buff Grounded Spinning Kong's loop hits connect more consistently, now holding the opponent in place rather than knocking them back and fourth.
    • Buff Grounded Spinning Kong hits 2-6 damage: 1% → 1.4%
    • Nerf Grounded Spinning Kong initial hit damage: 7% → 5%
    • Change Aerial Spinning Kong travels a shorter distance horizontally, but also goes slightly higher overall.
    • Buff Aerial Spinning Kong's multiple hits now connect better into a new final hit, giving it more utility.
    • Nerf Aerial Spinning Kong appears to have a significantly lower potential damage output.
    • Change Unlike Grounded Spinning Kong, the aerial version no longer produces a visual "blue ring" effect upon startup.
  • Hand Slap:
    • Buff Aerial and grounded Hand Slap have less ending lag.
    • Buff Aerial Hand Slap now autocancels throughout its whole duration, greatly improving its ability to set up combos and tech-chases.
  • Final Smash:
    • Change Donkey Kong now has a new Final Smash called Jungle Rush that comprises of a single punch that, if successfully landed, leads to a series of rapid punches that traps and launches the opponent. The move, alongside the comical bongo noises it produces, are based off Donkey Kong's attacks in Donkey Kong Jungle Beat.

Classic Mode: Journey to New Donk City

Donkey Kong's path presumably refers to New Donk City Hall being the final stage. After defeating Diddy Kong, he becomes Donkey Kong's partner for the rest of the mode.

Round Opponent Stage
1 Diddy Kong Kongo Jungle
2 King K. Rool Kongo Falls
3 Wario and Captain Falcon Pilotwings
4 Ness and Lucas Onett
5 Male and Female Inklings Moray Towers
6 Mario and Luigi New Donk City Hall
Bonus Stage
Final Master Hand and Crazy Hand New Donk City Hall (Ω form)

Note: Every stage until Round 6 plays a track from the Donkey Kong universe, no matter what universe the stage originates from.

Role in World of Light

Donkey Kong was among the fighters that were summoned to fight against the army of Master Hands.

During the opening cutscene, Donkey Kong was present on the cliffside when Galeem unleashed his beams of light. Galeem's light beams vaporized Donkey Kong offscreen, placing him under Galeem's imprisonment along with the other fighters, excluding Kirby.

Alternate costumes

Donkey Kong Palette (SSBU).png

Gallery

Character Showcase video

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