Donkey Kong (SSB): Difference between revisions

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'''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 (in terms of attacks) yet powerful character, with his trademark move being the Giant Punch, which, when fully charged, deals 36% damage.
'''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 (in terms of attacks) yet powerful character, with his trademark move being the Giant Punch, which, when fully charged, deals 36% damage.


DK is 7th for his powerful moves and his infamous grab release, however he is somewhat slow, and is the largest and heaviest character in SSB, making him viable for many combos and target practice.
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.


==Attributes==
==Attributes==
[[File:Donkeykongending.jpg|thumb|250px|Donkey Kong's ending picture in Super Smash Bros.]]
[[File:Donkeykongending.jpg|thumb|250px|Donkey Kong's ending picture in Super Smash Bros.]]
Donkey Kong is the [[weight|heaviest]] and largest character in Super Smash Bros. This means he gets hit quite easily (and having a poor shield cover makes this worse), but he can take many hits before being KOed. Like most heavyweights, DK has attacks that deal lots of [[damage]] and have good [[knockback]]. He also has two [[spike]]s, and his Giant Punch is extremely powerful when fully charged. However, he has slow attacks, and most of his KOs still require setup. Contrary to popular belief, Donkey Kong has slightly above average [[dashing|dash]] speed (although he does have the slowest [[air speed]]). Donkey Kong has a great grabbing/throwing game due to having the longest non-tether [[grab]]bing horizontal range, terrific throw combos (especially when there are walls), and an infinite throw called the [[Infinite throw trap]]. Donkey Kong has good [[reach]] (which allows for good combos despite slow attack speed), but he lacks a projectile as well as a reliable way to deal with them (which makes his [[approach]] poor and unvaried). Donkey Kong's up special move, Spinning Kong, travels great horizontal distance, but poor vertical distance. It should be noted that Donkey Kong is extremely vulnerable to [[combo]]s due to being very large, very heavy, and falling somewhat quickly.
Donkey Kong is the [[weight|heaviest]] and largest character in ''Super Smash Bros.'' This means he gets hit quite easily (and having a poor shield cover makes this worse), but he can take many hits before being KO'd. Like most heavyweights, Donkey Kong has attacks that deal lots of [[damage]] and have good [[knockback]]. He also has two [[spike]]s, and his Giant Punch is extremely powerful when fully charged. However, he has slow attacks, and most of his KOs still require setup. Contrary to popular belief, Donkey Kong has slightly above-average [[dashing|dash]] speed (although he does have the slowest [[air speed]]). Donkey Kong has a great grab/throw game due to having the longest non-tether [[grab]]bing horizontal range, terrific throw combos (especially when there are walls), and the [[infinite throw trap]]. Donkey Kong has good [[reach]], which allows for good combos despite slow attack speed, but he lacks a projectile as well as a reliable way to deal with them, making his [[approach]] poor and unvaried. Donkey Kong's Up Special move, Spinning Kong, travels great horizontal distance, but has poor vertical gain. It should be noted that Donkey Kong is extremely vulnerable to [[combo]]s due to being very large, very heavy, and falling somewhat quickly.


In high level play, DK is known for his incredible priority up special moves and for back throw gimps. DK is known as a heavy counter to Jigglypuff, as you can grab, cargo release, and regrab into a Giant punch for KOs. DK however has problems with projectiles and characters like Fox, Kirby, and Falcon combo DK too heavily for him to rise on the tier list. DK is usually considered to be the best low tier in [[Low Tier Tournament]]s due to his punch combos and that there are a very low amount of projectile users in low tiers.
In high level play, Donkey Kong is known for his incredible priority Spinning Kong and back throw gimps. Donkey Kong is a hard counter to [[Jigglypuff (SSB)|Jigglypuff]], as a Donkey Kong player can grab, cargo release, and re-grab into a Giant Punch for KOs. Donkey Kong however has problems with projectiles, and characters like Fox, Kirby, and Captain Falcon combo him too heavily for him to rise on the tier list. Donkey Kong is usually considered to be the best low tier in [[Low Tier Tournament]]s due to his Giant Punch combos and that there are few projectile users in low tiers.


====In Doubles====
====In Doubles====
DK is considered to be better for doubles than singles as he is better at KOing as opponent characters are forced to approach. What helps him also is that partners can save him from large grab combos and that he is one of the few characters with a good recovery. DK also happens to be excellent at gimping, one of the main ways of KOing in teams. This is especially true on Dream land.
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. What also helps him is that partners can save him from large combos and that he is one of the few characters with relatively good recovery. Donkey Kong is also excellent at gimping, especially on [[Dream Land]].


===Moveset===
===Moveset===
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*Neutral Attack: Jab, 2-4%, followed by an uppercut for another 2-4%. Comes out fast, but short range.
*Neutral Attack: Jab, 2-4%, followed by an uppercut for another 2-4%. Comes out fast, but short range.
*[[ftilt|Forward Tilt]]: Extended Punch. A somewhat slow punch forward with decent range and good knockback. 12%
*[[ftilt|Forward Tilt]]: Extended Punch. A somewhat slow punch forward with decent range and good knockback. 12%
*[[utilt|Up Tilt]]: Upward Knock. DK swings his hands in an arch above him. Hitbox is the arch above him and foes standing on the ground close to him. Can chain into itself, but DI-able. Sets up for aerial combos. KOs around 130%. Good anti-air move is timed right. Some ending lag. Can also lead into a down smash at lower percents. 13%
*[[utilt|Up Tilt]]: Upward Knock. Donkey Kong swings his hands in an arch above him. Hitbox is the arch above him and foes standing on the ground close to him. Can chain into itself, but opponent can DI. Sets up aerial combos. KOs around 130%. Good anti-air move is timed right. Some ending lag. Can also lead into a down smash at lower percents. 13%
*[[dtilt|Down Tilt]]: Low Slap. A quick hand swipe aimed downwards with a little startup. 8%
*[[dtilt|Down Tilt]]: Low Slap. A quick hand swipe aimed downwards with a little start-up. 8%
* [[Dash attack]]: Konga Kick. A very awkward move where DK sticks his foot out and stops. Bad range and duration, lots of lag, and easily shielded. Will not hit foes that are floored. 12%
* [[Dash attack]]: Konga Kick. A very awkward move where DK sticks his foot out and stops. Bad range and duration, lots of lag, and easily shielded. Will not hit foes that are floored. 12%


=====[[Smash attack]]s=====
=====[[Smash attack]]s=====
*[[Side Smash]]: Big Slap. DK reels his hand back and thrusts it forward. Very noticeable startup, but good range and excellent knockback.  20%
*[[Side Smash]]: Big Slap. Donkey Kong reels his hand back and thrusts it forward. Very noticeable start-up, but good range and excellent knockback.  20%
*[[Up Smash]]: Upward Clap. DK claps directly above him, with some startup lag. Grounded enemies near him will not be affected at all. Best used under a platform where an opponent is standing or a well timed anti-air attack. Very powerful. 21%
*[[Up Smash]]: Upward Clap. Donkey Kong claps directly above him, with some start-up lag. Grounded enemies near him will not be affected at all. Best used under a platform where an opponent is standing or a well timed anti-air attack. Very powerful. 21%
*[[Down Smash]]: Spinning Splits. He does a 360° spin while doing a split, which comes out surprisingly fast, for a move of DK, and hits on both sides at the same time. However, it does have some ending lag. 19%
*[[Down Smash]]: Spinning Splits. He does a 360° spin while doing a split, which comes out surprisingly fast, for a move of Donkey Kong, and hits on both sides at the same time. However, it does have some ending lag. 19%




=====Other attacks=====
=====Other attacks=====
* Ledge attack: Jumps onto the stage backwards, ramming into opponents with his back. Long range, low knockback, 5-6%
* Ledge attack: Hoists himself onto the stage back-first, ramming into opponents. Long range, low knockback, 5-6%
* 100% ledge attack: Climbs back onto the stage slowly, pausing when half on to slap opponents in front of him. Very short range, low knockback, 5-6%
* 100% ledge attack: Climbs back onto the stage slowly, slapping opponents in front of him. Very short range, low knockback, 5-6%
*Floor attack- Kicks on his back, forcing his body down, then picks himself up and kicks on the other side. 6% damage
*Floor attack- Kicks while on his back, forcing his body down, then picks himself up and kicks on the other side. 6% damage


===[[Aerial attack]]s===
===[[Aerial attack]]s===
:''Most of DK's aerial attacks are often preceded by his down special.''
*[[Neutral aerial]]: Spin. Donkey Kong spins around with his arms out. Somewhat long duration, decent defensive move. 15%
*[[Neutral aerial]]: Spin. DK swirls around in the air. Some long duration, but good close up move in the air. 15%
*[[Forward aerial]]: Spinning Spike. Donkey Kong does a frontflip with his fists clasped together, smashing them into opponents. A powerful spike if the foe is hit near the end of the animation. 12%
*[[Forward aerial]]: Spinning Spike. DK does a complete aerial spin with both hands put together. A good spike if the foe is hit correctly, especially since it has forward range in front of DK. 12%
*[[Back aerial]]: Backwards Kick. Donkey Kong puts his feet together and thrusts them out behind him, his body moving sideways with them. Some long duration, but good range. This attack is Donkey Kong's [[Sex Kick]], since it not only has long duration, but gets weaker as it stays out. Donkey Kong's Neutral Aerial isn't a [[sex kick]], him being the only character other than Fox to have a SK other than the neutral aerial. 14% damage.
*[[Back aerial]]: Backwards kick. DK puts his feet together and aims them behind, his body moving sideways with them. Some long duration, but good range. This attack is DK's [[Sex Kick]], since it not only has a long duration, but it gets weaker as it stays out. DK's neutral aerial isn't his [[sex kick]], him being the only character other than Fox to have a SK other than the neutral aerial. 14% damage.
*[[Up aerial]]: Upward Knock. Donkey Kong swings his hands in an arch almost exactly like his Up Tilt. However, it is very weak, barely KO'ing above 150% in most cases. Its only real use is juggling. Some ending lag. 12%
*[[Up aerial]]: Upward Knock. DK swings his hands in an arch almost exactly like his up tilt. However, it is ''incredibly'' weak, hardly ever KOs above 150% in most cases, it's only real use appears to be juggling. Some ending lag. 12%
*[[Down aerial]]: Spike. A simple near-instantaneous spike where Donkey Kong thrusts his feet down. His feet grow slightly as he's doing so, and slightly longer hitbox than most spikes. 13%
*[[Down aerial]]: Spike. A simple near-instantaneous spike where DK thrusts his feet down. His feet grow slightly as he's doing so, and slightly longer hitbox than most spikes. 13%


===Grabs & throws===
===Grabs & throws===
* [[Forward throw]]: Trap Throw. Donkey Kong will hold his opponent on his back, dealing 8%. He can then move around before throwing them forward for another 8%. This throw is heavily based on his ability in [[DKC]] to effortlessly carry barrels on his back. However, foes will eventually escape from his grasp whether DK likes it or not. The throw has good knockback, though is often DI'd. Can be used to infinite throw trap (covered below).
* [[Forward throw]]: Trap Throw. Donkey Kong holds his opponent on his back, dealing 8%. He can then move around before throwing them forward for another 8%. This throw is based on his ability in ''[[Donkey Kong Country]]'' to effortlessly carry barrels on his back. However, foes will eventually automatically escape from his grasp. The throw has good knockback, although it can be DI'd. Can be used to perform the infinite throw trap (covered below).
* [[Back throw]]: Backward throw. Pretty strong in terms of damage and KO power. Best used by a ledge for a quick KO, or if it didn't KO, an forward aerial follow up on recovering foes. 18%
* [[Back throw]]: Backwards Throw. Turns around and tosses the opponent. Powerful in terms of both damage and knockback. Effective for both gimping and KO'ing. 18%


===Special Moves===
===Special Moves===
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===Taunt===
===Taunt===
*Turns to his right, raises his arms so that his palms are facing upwards, and shrugs while shaking his head.
*Turns to his right, raises his arms so that his palms are facing upwards, shrugs, and makes a confused growl while shaking his head.


==[[Character matchups (SSB)|Matchups]]==
==[[Character matchups (SSB)|Matchups]]==
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==In Single-player==
==In Single-player==
In the game's single-player mode, the player and two randomly chosen allies will fight a Giant DK on the [[Congo Jungle|Kongo Jungle]] stage.
In the game's single-player mode, the player and two randomly chosen allies will fight a Giant Donkey Kong on [[Congo Jungle|Kongo Jungle]].


==Strategies==
==Strategies==
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{{main|Infinite throw trap}}
{{main|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 and Ness have the most problem getting out of the throw trap due to their different double jump. Pikachu is the easiest to get out with due to being able to get out of it using the invincibility frames of up B.
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 Trap 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 [[Quick Attack| Up Special]].


Another infinite trap is to use his down special move in the lower left part of [[Mushroom Kingdom (SSB)|Mushroom Kingdom]] to continuously damage the target. However, this can easily be teched out of. Also, this is not allowed in tournaments due to the fact that the stage is banned in tournaments.


===Ledge Dropping===
===Ledge Dropping===


Due to DK's laggy aerials, DK has very little comboing potential with his aerials except down or forward aerials into throw. However, if DK drops from a ledge, DK can quickly use an up aerial attack 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 up aerials that he would otherwise never be able to combo.
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 who he would otherwise never be able to combo.


===Down special resets and down aerial usage===
===Down special resets and down aerial usage===
DK can also cancel the first slap of the down special move by moving the control stick directly back after the first slap to allow him to combo it into a back air, a grab, and even a giant punch or up smash to KO the majority of the cast outside of Luigi and Jigglypuff. DK's other main KOing combo outside of grab based gimps is down air into up smash or down air into down smash.
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 Up Smash or Down Air into Down Smash.


==Description==
==Description==
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==Trivia==
==Trivia==
*DK is one of 4 characters along with [[Kirby (SSB)|Kirby]], [[Mario (SSB)|Mario]], and [[Captain Falcon (SSB)|Captain Falcon]] in ''SSB'' to have a green costume not normally accessible via character select, only available if DK is in on the Green Team in Team Battle.
*Donkey Kong is one of four characters along with [[Kirby (SSB)|Kirby]], [[Mario (SSB)|Mario]], and [[Captain Falcon (SSB)|Captain Falcon]] in ''Super Smash Bros'' to have a green costume not normally accessible via character select, only being available if Donkey Kong is in on the Green Team in Team Battle.
*Donkey Kong, along with [[Yoshi (SSB)|Yoshi]], is one of two characters in the original ''Super Smash Bros.'' to never be portrayed with head wear in-game.
*Donkey Kong, along with [[Yoshi (SSB)|Yoshi]], is one of two characters in the original ''Super Smash Bros.'' to never be portrayed with head wear in-game.



Revision as of 04:27, February 11, 2011

This article is about Donkey Kong's appearance in Super Smash Bros. For other uses, see Donkey Kong.
Donkey Kong
Donkey Kong
DKSymbol.svg
Universe Donkey Kong
Appears in SSB
SSBM
SSBB
Availability Starter
Tier B (7)


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 (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.

Attributes

File:Donkeykongending.jpg
Donkey Kong's ending picture in Super Smash Bros.

Donkey Kong is the heaviest and largest character in Super Smash Bros. This means he gets hit quite easily (and having a poor shield cover makes this worse), but he can take many hits before being KO'd. Like most heavyweights, Donkey Kong has attacks that deal lots of damage and have good knockback. He also has two spikes, and his Giant Punch is extremely powerful when fully charged. However, he has slow attacks, and most of his KOs still require setup. Contrary to popular belief, Donkey Kong has slightly above-average dash speed (although he does have the slowest air speed). Donkey Kong has a great grab/throw game due to having the longest non-tether grabbing horizontal range, terrific throw combos (especially when there are walls), and the infinite throw trap. Donkey Kong has good reach, which allows for good combos despite slow attack speed, but he lacks a projectile as well as a reliable way to deal with them, making his approach poor and unvaried. Donkey Kong's Up Special move, Spinning Kong, travels great horizontal distance, but has poor vertical gain. 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 priority Spinning Kong and back throw gimps. Donkey Kong is a hard counter to Jigglypuff, as a Donkey Kong player can grab, cargo release, and re-grab into a Giant Punch for KOs. Donkey Kong however has problems with projectiles, and characters like Fox, Kirby, and Captain Falcon combo him too heavily for him to rise on the tier list. Donkey Kong is usually considered to be the best low tier in Low Tier Tournaments due to his Giant Punch combos and that there are few projectile users in 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. What also helps him is that partners can save him from large combos and that he is one of the few characters with relatively good recovery. Donkey Kong is also excellent at gimping, especially on Dream Land.

Moveset

SSB64 DK.gif

Ground Moves

Normal
  • Neutral Attack: Jab, 2-4%, followed by an uppercut for another 2-4%. Comes out fast, but short range.
  • Forward Tilt: Extended Punch. A somewhat slow punch forward with decent range and good knockback. 12%
  • Up Tilt: Upward Knock. Donkey Kong swings his hands in an arch above him. Hitbox is the arch above him and foes standing on the ground close to him. Can chain into itself, but opponent can DI. Sets up aerial combos. KOs around 130%. Good anti-air move is timed right. Some ending lag. Can also lead into a down smash at lower percents. 13%
  • Down Tilt: Low Slap. A quick hand swipe aimed downwards with a little start-up. 8%
  • Dash attack: Konga Kick. A very awkward move where DK sticks his foot out and stops. Bad range and duration, lots of lag, and easily shielded. Will not hit foes that are floored. 12%
Smash attacks
  • Side Smash: Big Slap. Donkey Kong reels his hand back and thrusts it forward. Very noticeable start-up, but good range and excellent knockback. 20%
  • Up Smash: Upward Clap. Donkey Kong claps directly above him, with some start-up lag. Grounded enemies near him will not be affected at all. Best used under a platform where an opponent is standing or a well timed anti-air attack. Very powerful. 21%
  • Down Smash: Spinning Splits. He does a 360° spin while doing a split, which comes out surprisingly fast, for a move of Donkey Kong, and hits on both sides at the same time. However, it does have some ending lag. 19%


Other attacks
  • Ledge attack: Hoists himself onto the stage back-first, ramming into opponents. Long range, low knockback, 5-6%
  • 100% ledge attack: Climbs back onto the stage slowly, slapping opponents in front of him. Very short range, low knockback, 5-6%
  • Floor attack- Kicks while on his back, forcing his body down, then picks himself up and kicks on the other side. 6% damage

Aerial attacks

  • Neutral aerial: Spin. Donkey Kong spins around with his arms out. Somewhat long duration, decent defensive move. 15%
  • Forward aerial: Spinning Spike. Donkey Kong does a frontflip with his fists clasped together, smashing them into opponents. A powerful spike if the foe is hit near the end of the animation. 12%
  • Back aerial: Backwards Kick. Donkey Kong puts his feet together and thrusts them out behind him, his body moving sideways with them. Some long duration, but good range. This attack is Donkey Kong's Sex Kick, since it not only has long duration, but gets weaker as it stays out. Donkey Kong's Neutral Aerial isn't a sex kick, him being the only character other than Fox to have a SK other than the neutral aerial. 14% damage.
  • Up aerial: Upward Knock. Donkey Kong swings his hands in an arch almost exactly like his Up Tilt. However, it is very weak, barely KO'ing above 150% in most cases. Its only real use is juggling. Some ending lag. 12%
  • Down aerial: Spike. A simple near-instantaneous spike where Donkey Kong thrusts his feet down. His feet grow slightly as he's doing so, and slightly longer hitbox than most spikes. 13%

Grabs & throws

  • Forward throw: Trap Throw. Donkey Kong holds his opponent on his back, dealing 8%. He can then move around before throwing them forward for another 8%. This throw is based on his ability in Donkey Kong Country to effortlessly carry barrels on his back. However, foes will eventually automatically escape from his grasp. The throw has good knockback, although it can be DI'd. Can be used to perform the infinite throw trap (covered below).
  • Back throw: Backwards Throw. Turns around and tosses the opponent. Powerful in terms of both damage and knockback. Effective for both gimping and KO'ing. 18%

Special Moves

Taunt

  • Turns to his right, raises his arms so that his palms are facing upwards, shrugs, and makes a confused growl while shaking his head.

Matchups

Super Smash Bros. (N64) Character Matchups
  PikachuIcon(SSB).png KirbyIcon(SSB).png CaptainFalconIcon(SSB).png FoxIcon(SSB).png YoshiIcon(SSB).png JigglypuffIcon(SSB).png MarioIcon(SSB).png SamusIcon(SSB).png DonkeyKongIcon(SSB).png NessIcon(SSB).png LinkIcon(SSB).png LuigiIcon(SSB).png Avg.


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.

Strategies

Infinite Throw Trap

Main article: 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 Trap 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 who he would otherwise never be able 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 Up Smash or Down Air into Down Smash.

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.

Works:

Costume Gallery

File:Alt-dk.jpg
Donkey Kong's changeable palette swaps in SSB

Trivia

  • Donkey Kong is one of four characters along with Kirby, Mario, and Captain Falcon in Super Smash Bros to have a green costume not normally accessible via character select, only being available if Donkey Kong is in on the Green Team in Team Battle.
  • Donkey Kong, along with Yoshi, is one of two characters in the original Super Smash Bros. to never be portrayed with head wear in-game.