Editing Donkey Kong (SSB)

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'''Donkey Kong''' ({{ja|ドンキーコング|Donkī Kongu}}, ''Donkey Kong''), written as '''DK''', is a [[starter character]] in ''[[Super Smash Bros.]]'' He has slow, yet powerful attacks, like his trademark move: the [[Giant Punch]]. Due to this, his archetype has also inspired the archetype for most of the heavyweight characters in subsequent games, in which he has also appeared. His voice clips mostly use gorilla grunts and sounds.
'''Donkey Kong''' ({{ja|ドンキーコング|Donkī Kongu}}, ''Donkey Kong''), written as '''DK''', is a [[starter character]] in ''[[Super Smash Bros.]]'' He has slow, yet powerful attacks, like his trademark move: the [[Giant Punch]]. Due to this, his archetype has also inspired the archetype for most of the heavyweight characters in subsequent games, in which he has also appeared. His voice clips mostly use gorilla grunts and sounds.


Donkey Kong is currently ranked 9th out of 12 on the [[tier list]], which is his worst placement in the series. He has powerful moves such as his aforementioned Giant Punch which when fully charged, deals 36% damage. He also sports an infamously abusable [[grab release]], remarkable reach throughout his moveset, and is the heaviest character in the game, making him very difficult to KO, especially vertically. However, he is somewhat slow, and is also the largest character in the game, which coupled with his heavy weight makes him an easy target for combos. Despite his incredible endurance, his off-stage survivability is almost non-existent, as he has among the worst vertical-distanced recovery moves in the game. Despite this, Donkey Kong was indirectly [[buff]]ed in the international releases thanks to the changes to [[SDI]] system as well as the decreased shield stun. As a result, Donkey Kong is ranked 12th in the Japanese tier list, having a losing matchup against every character in the game, especially against {{SSB|Kirby}}, which is considered to be virtually unwinnable.
Donkey Kong is currently ranked 9th out of 12 on the [[tier list]]. He has powerful moves such as his aforementioned Giant Punch which when fully charged, deals 36% damage. He also sports an infamously abusable [[grab release]], remarkable reach throughout his moveset, and is the heaviest character in the game, making him very difficult to KO, especially vertically. However, he is somewhat slow, and is also the largest character in the game, which coupled with his heavy weight makes him an easy target for combos. Despite his incredible endurance, his off-stage survivability is almost non-existent, as he has among the worst vertical-distanced recovery moves in the game. Despite this, Donkey Kong was indirectly [[buff]]ed in the international releases thanks to the changes to [[SDI]] system as well as the decreased shield stun. As a result, Donkey Kong is ranked 12th in the Japanese tier list, having a losing matchup against every character in the game, especially against {{SSB|Kirby}}, which is considered to be virtually unwinnable.


==Attributes==
==Attributes==
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Jab is overall a situational move for Donkey Kong, with his grab being a far better option overall.
Jab is overall a situational move for Donkey Kong, with his grab being a far better option overall.
|ftiltangles=3
|ftiltangles=3
|ftiltname=Kong Straight ({{ja|コングストレート|Kongu Sutorēto}})
|ftiltname=Kong Straight {{ja|コングストレート|Kongu Sutorēto}}
|ftiltupdmg=13%
|ftiltupdmg=13%
|ftiltsidedmg=12%
|ftiltsidedmg=12%
|ftiltdowndmg=11%
|ftiltdowndmg=11%
|ftiltdesc=Donkey Kong punches forwards. The move is slow and not particularly powerful either, although it can be angled up or down and it does have long range (although its range doesn't quite match Donkey Kong's hand). It is unsafe on shield but it can be spaced to be made safe. It is overall a very situational move, with a dash grab being the superior option in most situations, although forward tilt can be used to edgeguard in certain situations due to its ability to be angled.
|ftiltdesc=Donkey Kong punches forwards. The move is slow and not particularly powerful either, although it can be angled up or down and it does have long range (although its range doesn't quite match Donkey Kong's hand). It is unsafe on shield but it can be spaced to be made safe. It is overall a very situational move, with a dash grab being the superior option in most situations, although forward tilt can be used to edgeguard in certain situations due to its ability to be angled.
|utiltname=Spider Web Clearing ({{ja|くもの巣はらい|Kumonosu Wa Rai}})
|utiltname=Spider Web Clearing {{ja|蜘蛛の巣の除去|Kumo no su no Jokyo}}
|utiltdmg=13%
|utiltdmg=13%
|utiltdesc=Donkey Kong swings his hand in an arch above him, with the move having strong vertical knockback. It comes out on frame 4, making it tied with {{SSB|Kirby}}'s up tilt for the fastest in the game in terms of startup. It also has great range above and behind Donkey Kong although its range in front of him is lacking. It is also the strongest up tilt in the game, KOing {{SSB|Mario}} at 118% on [[Dream Land]].  
|utiltdesc=Donkey Kong swings his hand in an arch above him, with the move having strong vertical knockback. It comes out on frame 4, making it tied with {{SSB|Kirby}}'s up tilt for the fastest in the game in terms of startup. It also has great range above and behind Donkey Kong although its range in front of him is lacking. It is also the strongest up tilt in the game, KOing {{SSB|Mario}} at 118% on [[Dream Land]].  
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Up smash is overall a situational yet powerful move for Donkey Kong when used in the right situations.
Up smash is overall a situational yet powerful move for Donkey Kong when used in the right situations.
|dsmashname=Ground Roll ({{ja|グランドロール|Gurando Rōru}})
|dsmashname=Ground Roll ({{ja|グランドロール|Gurando Rōru}}
|dsmashdmg=19%
|dsmashdmg=19%
|dsmashdesc=Donkey Kong performs a 360° spin while doing a split. It deals 19% and high diagonal knockback, having above average KO power for a down smash. It also has a long hitbox duration and hits on both sides of Donkey Kong, making it effective at catching rolls. The move does come out slowly on frame 12 but it is Donkey Kong's fastest smash attack. It also has very high ending lag, which makes it very unsafe and easily punishable. It also has an unfavorable launch angle which makes it ineffective at both edgeguarding and setting up combos, especially when combined with its ending lag.  
|dsmashdesc=Donkey Kong performs a 360° spin while doing a split. It deals 19% and high diagonal knockback, having above average KO power for a down smash. It also has a long hitbox duration and hits on both sides of Donkey Kong, making it effective at catching rolls. The move does come out slowly on frame 12 but it is Donkey Kong's fastest smash attack. It also has very high ending lag, which makes it very unsafe and easily punishable. It also has an unfavorable launch angle which makes it ineffective at both edgeguarding and setting up combos, especially when combined with its ending lag.  


Down smash is overall a situational move for Donkey Kong as while it has utility in some areas, the move is often too risky for the reward it can give.
Down smash is overall a situational move for Donkey Kong as while it has utility in some areas, the move is often too risky for the reward it can give.
|nairname=Donkey Lariat ({{ja|ドンキーラリアット|Donkī Rariatto}})
|nairname=DK Lariat ({{ja|DKラリアット|DK rariatto}})
|nairdmg=15% (clean), 12% (late)
|nairdmg=15% (clean), 12% (late)
|nairdesc=Donkey Kong spins around with his arms out. It starts off dealing 15% but after its first four active frames, it deals less damage and knockback. It comes out quickly on frame 4 and it has a somewhat long hitbox duration, making it a decent defensive move. It has above average damage for a neutral aerial although its knockback is below average. It can lead into followups at lower percents but its utility is limited at higher percents and it does not hit below Donkey Kong very well, making him easy to hit from below. It also has high ending lag which can make it quite unsafe to use off stage.
|nairdesc=Donkey Kong spins around with his arms out. It starts off dealing 15% but after its first four active frames, it deals less damage and knockback. It comes out quickly on frame 4 and it has a somewhat long hitbox duration, making it a decent defensive move. It has above average damage for a neutral aerial although its knockback is below average. It can lead into followups at lower percents but its utility is limited at higher percents and it does not hit below Donkey Kong very well, making him easy to hit from below. It also has high ending lag which can make it quite unsafe to use off stage.
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In the Japanese version, back aerial dealt less knockback, having the same power as neutral aerial. This made it a worse KO move but this did also allow it to combo into other moves for longer.  
In the Japanese version, back aerial dealt less knockback, having the same power as neutral aerial. This made it a worse KO move but this did also allow it to combo into other moves for longer.  
|uairname=Mid-air Spider Web Clearing ({{ja|空中くもの巣はらい|Kūchū Kumo no su Harai}})
|uairname=Mid-air Spider Web Clearing {{ja|空中蜘蛛の巣除去|Kūchū Kumo no su Jokyo}}
|uairdmg=12%
|uairdmg=12%
|uairdesc=Donkey Kong swings his hands in an arch, similarly to his up tilt. The move deals 12% and launches opponents up and towards Donkey Kong with below average vertical knockback for an up aerial. It typically cannot KO and has very high ending lag and landing lag, which can make it quite unsafe and punishable (although the landing lag can be mostly eliminated with Z-canceling, which also makes the move very safe on landing). It has extremely low startup on frame 3 however, and it has a long hitbox duration, with the move covering both in front and behind Donkey Kong, in addition to above him. When combined with its weak vertical knockback and Z-canceling, this makes the move a useful juggling tool. It can be awkward to utilize in some situations, but it can be a strong combo tool when used in the right scenarios, with the move being able to lead into itself multiple times as well as Donkey Kong's up smash, forward aerial, and Giant Punch for KOs at certain percentages.
|uairdesc=Donkey Kong swings his hands in an arch, similarly to his up tilt. The move deals 12% and launches opponents up and towards Donkey Kong with below average vertical knockback for an up aerial. It typically cannot KO and has very high ending lag and landing lag, which can make it quite unsafe and punishable (although the landing lag can be mostly eliminated with Z-canceling, which also makes the move very safe on landing). It has extremely low startup on frame 3 however, and it has a long hitbox duration, with the move covering both in front and behind Donkey Kong, in addition to above him. When combined with its weak vertical knockback and Z-canceling, this makes the move a useful juggling tool. It can be awkward to utilize in some situations, but it can be a strong combo tool when used in the right scenarios, with the move being able to lead into itself multiple times as well as Donkey Kong's up smash, forward aerial, and Giant Punch for KOs at certain percentages.
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In the Japanese version, down aerial dealt less knockback, which can be beneficial or detrimental depending on when it is used.
In the Japanese version, down aerial dealt less knockback, which can be beneficial or detrimental depending on when it is used.
|grabname=Grab ({{ja|つかみ|Tsukami}})
|grabname=
|grabdesc=Donkey Kong clenches his hands forwards. Donkey Kong has the longest normal grab range out of any character in the game, with his grab also being just as fast as other characters' grabs. This makes Donkey Kong's grab very easy to land, especially since Donkey Kong has multiple ways to confirm into grab. When combined with his very potent throws, Donkey Kong's grab is one of the best in the game (and one of his most useful tools in general), with its only notably weakness being that Donkey Kong grabs fairly high, which can allow shorter characters to low profile under the grab.  
|grabdesc=Donkey Kong clenches his hands forwards. Donkey Kong has the longest normal grab range out of any character in the game, with his grab also being just as fast as other characters' grabs. This makes Donkey Kong's grab very easy to land, especially since Donkey Kong has multiple ways to confirm into grab. When combined with his very potent throws, Donkey Kong's grab is one of the best in the game (and one of his most useful tools in general), with its only notably weakness being that Donkey Kong grabs fairly high, which can allow shorter characters to low profile under the grab.  
|fthrowname=Kong Karry ({{ja|リフティング|Rifutingu}}, ''Lifting'')
|fthrowname=Kong Karry ({{ja|リフティング|Rifutingu}}, ''Lifting'')
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*{{Sm|Amasawa|Japan}} - Was one of the best Japanese players in the early meta while maining Donkey Kong, a character considered significantly worse in the Japanese version of ''Smash 64''. He holds wins over {{Sm|Red}}, {{Sm|Sekirei}}, and {{Sm|Rinko}}.
*{{Sm|Amasawa|Japan}} - Was one of the best Japanese players in the early meta while maining Donkey Kong, a character considered significantly worse in the Japanese version of ''Smash 64''. He holds wins over {{Sm|Red}}, {{Sm|Sekirei}}, and {{Sm|Rinko}}.
*{{Sm|Darkhorse|USA}} - While he mains {{SSB|Captain Falcon}}, he has gone solo Donkey Kong at a few events such as 9th at {{Trn|Hitstun 5}} and 17th at {{Trn|Keystoned II}} with wins over {{Sm|Wookiee}} and {{Sm|Roman}}. He also used the two characters to place 5th at {{Trn|The Big House 9}} and 7th at {{Trn|Shine 2017}}. Was previously ranked 33rd on the [[2019-2020 Smash 64 Power Rankings]] with Captain Falcon and Donkey Kong being his primary characters listed.
*{{Sm|Darkhorse|USA}} - While he mains {{SSB|Captain Falcon}}, he has gone solo Donkey Kong at a few events such as 9th at {{Trn|Hitstun 5}} and 17th at {{Trn|Keystoned II}} with wins over {{Sm|Wookiee}} and {{Sm|Roman}}. He also used the two characters to place 5th at {{Trn|The Big House 9}} and 7th at {{Trn|Shine 2017}}. Was previously ranked 33rd on the [[2019-2020 Smash 64 Power Rankings]] with Captain Falcon and Donkey Kong being his primary characters listed.
*{{Sm|Lorenzo|Brazil}} - The best solo Donkey Kong player in South America and one of the best in 2017, being ranked 61st on the [[2017 64 League Rankings]]. In 2017, he placed 7th at {{Trn|Boss Battle 2}} which marked the first time a Donkey Kong player made top 8 at a ''Smash 64'' major. He continued to give the character's best solo results with 13th at {{Trn|UFSmash 3}} and 17th at {{Trn|Get On My Level 2017}}, being able to secure wins over {{Sm|Shalaka}}, {{Sm|Dext3r}}, and {{Sm|Shears}}. He has been inactive since early 2019.
*{{Sm|Lorenzo|Brazil}} - The best solo Donkey Kong player in South America and one of the best in 2017, being ranked 61st on the [[2017 64 League Rankings]]. Some of his most notable results are 7th at {{Trn|Boss Battle 2}}, 13th at {{Trn|UFSmash 3}}, and 17th at {{Trn|Get On My Level 2017}}, being able to secure wins over {{Sm|Shalaka}}, {{Sm|Dext3r}}, and {{Sm|Shears}}. He has been inactive since early 2019.
*{{Sm|tacos|USA}} - The current best Donkey Kong player in the world, albeit as a secondary at many tournaments. Notably placed 2nd at {{Trn|Get On My Level 2019}} and {{Trn|Operation Desert Smash III}} using Donkey Kong in a few of his sets and beating {{Sm|Josh Brody}} and {{Sm|Wangera}}. During 2021-2022, he was ranked 28th on the [[2021-2022 Smash 64 Power Rankings]] as the highest and only player to use Donkey Kong.
*{{Sm|tacos|USA}} - The current best Donkey Kong player in the world, albeit as a secondary at many tournaments. Notably placed 2nd at {{Trn|Get On My Level 2019}} and {{Trn|Operation Desert Smash III}} using Donkey Kong in a few of his sets and beating {{Sm|Josh Brody}} and {{Sm|Wangera}}. He continues to occasionally use the character in recent tournaments and is currently ranked 26th on the [[2021-2022 Smash 64 Power Rankings]] as the highest and only player to use Donkey Kong.


===Tier placement and history===
===Tier placement and history===
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==Description==
==Description==
===From the Game===
===From the Game===
''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 [[Pauline|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 Kong|Diddy]].''
''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 Kong|Diddy]].''


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