Donkey Kong (SSB)
Donkey Kong (ドンキーコング, Donkī Kongu), written as DK, is a starter character in Super Smash Bros. He is known as a slow (in terms of attacks) yet powerful character, with his trademark move being the Giant Punch, which, when fully charged, deals 36% damage.
Donkey Kong is 7th on the tier list for his powerful moves and his infamous grab release, however he is somewhat slow, and is the largest and heaviest character in Super Smash Bros., making him viable for many combos and target practice.
Donkey Kong is the heaviest and largest character in Super Smash Bros. This means he gets hit quite easily, and he also has a poor shield cover, making him vulnerable to shield break combos such as Yoshi's Z-canceled DJC neutral aerial performed repeatedly. However, he can take many hits and high damage before being KO'd. Like most heavyweights, Donkey Kong has attacks that deal lots of damage and have strong knockback. He also has two spikes (forward and down aerials), and he has some extremely powerful finishers, including his forward smash and Giant Punch when fully charged or close to fully charged. However, his attacks are generally slow and laggy, and most of his KOs still require setup.
Contrary to popular belief, Donkey Kong has slightly above-average dash speed (although he does have a relatively slow air speed). Donkey Kong has a great grab and throw game due to having the longest non-tether grabbing horizontal range, terrific throw combos (especially when there are walls), and the infamous infinite throw trap that allows him to rack up damage and easily and effectively. He also has a KO throw in his back throw. Donkey Kong has good reach, which allows for decent combos despite slow attack speed, but he lacks a projectile and a reliable way to deal with them, making his approach poor and unvaried.
For recovery, Donkey Kong's up special move, Spinning Kong, travels great horizontal distance, but has poor vertical gain, with no options to extend it. This makes him very vulnerable to meteor smashes. It should be noted that Donkey Kong is extremely vulnerable to combos due to being very large, very heavy, and falling somewhat quickly.
In high level play, Donkey Kong is known for his incredible Spinning Kong and back throw gimps. Donkey Kong is a hard counter to Jigglypuff, as he can grab, forward throw, cargo release, and re-grab into a Giant Punch for a low percentage KO. Donkey Kong however has problems with projectiles, and the top characters in the game (including Pikachu, Kirby, Fox, and Captain Falcon) combo him too heavily for him to rise on the tier list. His poor mobility also gives him a disadvantage against fast characters like Fox and Captain Falcon. Donkey Kong is usually considered to be among the best low tier characters in low tier tournaments due to his Giant Punch combos and the fact that there are not many projectile users in the low tiers.
 In doubles
Donkey Kong is considered to be better for doubles than singles, mainly because he is better at KO'ing as some characters are forced to approach. His great reach also helps. Another good thing is that if he has a fast partner, they will be able to easily save him from large combos. He is one of the few characters with relatively good recovery. Donkey Kong is also excellent at edgeguarding and gimping, especially on Dream Land.
 In Competitive play
 Notable players
 In single-player
In the game's single-player mode, the player and two randomly chosen allies will fight a Giant Donkey Kong on Kongo Jungle.
 Infinite throw trap
Donkey Kong has the ability to use his forward throw as a means of nigh-inescapably racking up damage on characters. In order to do this, Donkey Kong must use the forward throw, but not any other throw. If the opponent escapes, they will likely still be within Donkey Kong's grab range whereupon they can be grabbed again. This throw trap can be broken if the opponent can shake towards Donkey Kong and his grab. Yoshi and Ness have the most difficulty escaping the throw trap due to their unique double jumps. Pikachu has the least difficulty due to it being able to escape using the invincibility frames of its up special.
 Ledge dropping
Due to Donkey Kong's laggy aerials, Donkey Kong has very little combo ability with his aerials except a down aerial or forward aerial into a throw. However, if Donkey Kong drops from a ledge, he can quickly use an up aerial and then l-cancel. Donkey Kong can also jump, use an aerial, and l-cancel on a ledge for a similar effect. As a result, on ledges, Donkey Kong can juggle characters with up aerials whom he would otherwise be unable to combo.
 Down special resets and down aerial usage
Donkey Kong can also cancel the first slap of Hand Slap by moving the control stick back after the first slap, enabling him to combo it into a virtually any move to KO the majority of the cast outside of Luigi and Jigglypuff. Donkey Kong's other main KO'ing setup outside of grab-based gimps is a Down Aerial into an Up Smash or a Down Air into a Down Smash.
 Trophy description
Donkey Kong and Mario started out as arch-rivals, but they've patched things up in recent years. These days DK spends his time searching the jungle for bananas instead of kidnapping beautiful maidens. In the past few years, other members of the Kong family have cashed in on DK's fame as well, including his favorite nephew, Diddy.
 Instruction booklet
Mario's former enemy, this mighty ape is bestowed with tremendous power and overwhelming attacks.