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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
DonkeyKongHeadSSBU.png
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

Even though he was already considered the best heavyweight in the previous game, Donkey Kong has received numerous buffs, particularly in his off stage game. Giant Punch no longer makes him helpless when used in air, giving him a new edge guarding option and improvements to his forward throw give him a lot more options out of grab. However, cargo up throw now has more knockback which, while having great kill potential, removes DK's infamous Ding Dong kill confirm. This, along with the nerf in rage, worsens Donkey Kong's kill power when the opponent is at earlier percents.

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 walks slightly faster (1.3 → 1.365).
  • Buff Donkey Kong runs faster (1.7031 → 1.873).
    • Buff Donkey Kong's initial dash speed is faster (1.6 → 2.09).
  • Buff Donkey Kong's air speed is slightly higher (1.15 → 1.208).
  • Change While spot dodge comes out faster, it has less intangibility frames (4-19 → 3-17).
  • Buff Spot dodge has less endlag (28 → 26).
  • Nerf Forward roll has less intangibility (4-16 → 4-15) and more endlag (29 → 30).
  • Nerf Back roll has has slower startup which subsequently lessens intangibility (4-16 → 5-17), and has more endlag (29 → 35).
  • 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.
  • Nerf Donkey Kong's helpless landing lag increased (38 → 40).

Ground attacks

  • Neutral attack:
    • Buff Neutral attack's first hit transitions into the second hit faster (11 → 8).
    • Buff Neutral attack's second hit comes out faster (6 → 4).
  • Forward tilt:
    • Buff Forward tilt has less startup (8 → 6) and endlag (38 → 35).
    • Nerf Forward tilt's damage slightly reduced (11% upward/10% forward → 9% upward/8% forward).
    • Nerf Forward tilt's intangibility frames are in line with the earlier startup of the move, and has less intangibility frames (7 - 11 → 6 - 9).
  • Up tilt:
    • Nerf Up tilt's damage reduced (11%/10%/9% → 10%/9%/8%).
  • Down tilt:
    • Change Down tilt has an altered animation.
    • Buff Down tilt has less startup lag (7 → 6).
    • Nerf Down tilt has more ending lag (22 → 24).
  • Dash attack:
    • Buff Dash attack's damage increased (11%/8% → 12%/9%).
    • Buff Dash attack has less endlag (42 → 35).
  • Forward smash:
    • Change Forward smash has an altered animation.
    • Buff Forward smash's damage increased (20% hands/19% arms → 22% hands/21% arms).
  • Up smash:
    • Buff Up smash's damage increased (18% → 19%).

Aerial attacks

  • Buff All aerials have less landing lag (Neutral: 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

  • Nerf Grab has more endlag (31 → 39).
  • Nerf Dash grab has more startup (9 → 10) and endlag (39 → 47).
  • Nerf Pivot grab has more startup (10 → 11) and endlag (37 → 42).
  • 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%
  • Buff 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 identically-named ancestor's appearance in the arcade game Donkey Kong.
    • Buff Cargo forward throw's damage increased (10% → 12%).
    • Buff Cargo back throw's damage increased (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 KOing.
      • Nerf Cargo up throw's increased knockback noticeably worsens its combo potential, especially into up aerial.
    • Buff Cargo down throw's damage increased (7% → 11%).
      • Buff Aerial Cargo down throw now grants Donkey Kong a slight boost upwards, increasing its offstage utility.
    • Change Cargo down throw's motion changed: Donkey Kong now performs a bearhug instead of throwing the opponent downward.
    • Buff Edge attack damage increased (8% → 10%).
  • Down throw:
    • Buff The opponent is thrown earlier (24 → 19), making it harder to DI the throw in time.
    • Buff Down throw has less endlag (59 → 54).

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.
    • Buff Uncharged Giant Punch has less endlag (63 → 62).
    • Buff Aerial Giant Punch no longer causes Donkey Kong to become helpless.
    • Buff Giant Punch reaches its full charge faster (154 → 131).
    • Change A fully charged Giant Punch triggers Special Zoom.
  • Headbutt
    • Buff Headbutt now has super armor on frames 5-14.
    • Buff Headbutt has less endlag (64 → 63).
  • 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 increased (1% → 1.4%).
    • Nerf Grounded Spinning Kong initial hit damage decreased (7% → 5%).
    • Nerf Grounded Spinning Kong has more endlag (92 → 104).
    • 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 Grounded Hand Slap has less startup lag, and both variants have less ending lag (Startup: 18 → 14 (ground) Endlag: 75 → 58 (ground), 62 → 50 (air)).
    • Buff Aerial Hand Slap has significantly less landing lag (30 → 10), 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.

Moveset

Note: All numbers are listed as base damage, without the 1v1 multiplier.

  Name Damage Description
Neutral attack   4% A hook followed by an uppercut.
6%
Forward tilt   9% A backhanded slap. Can be angled to deal more damage.
8%
9%
Up tilt   10% (arm), 9% (elbow), 8% (hand) An overhead arcing swipe. It deals more damage and knockback if the target is hit near DK's shoulder.
Down tilt Slouch Slap A crouching swat. It has a chance to trip opponents.
Dash attack   12% (clean), 9% (late) The Roll Attack, his signature attack from Donkey Kong Country. It deals less damage towards its end.
Forward smash   22% (hands), 21% (arms) A lunging clap. It deals slightly less damage if it hits with Donkey Kong's arms.
Up smash   19% An overhead clap.
Down smash   17% (early, fists), 18% (late, fists) Raises his arms overhead and then quickly swings them downward to perform forearm clubs.
Neutral aerial   11% (clean), 8% (late) Quickly spins around to perform discus clotheslines with both arms, similarly to Spinning Kong.
Forward aerial   16% (early), 15% (meteor smash) A double axe handle. If sweetspotted, the opponent is meteor smashed. It appears similar to his midair attack from Donkey Kong 64, which itself was inspired by this attack due to SSB debuting before Donkey Kong 64.
Back aerial   13% (clean), 8% (late) A back kick.
Up aerial   13% An upward headbutt.
Down aerial   16% A stomp. Its sweetspot is a strong meteor smash, while its sourspot, which is close to Donkey Kong's chest, deals diagonal knockback.
Grab Reaches out.
Pummel   1.6% A slap. A fairly fast pummel.
Forward throw Kong Karry 12% (forward), 13% (backward), 12% (upward), 11% (downward) Hauls the opponent on his shoulder, allowing him to move and jump around while still holding the opponent. This gives him access to forward, back, up, and down throws that are distinct from his normal grabs.

Forward: Launches foes away from DK at a high angle.

Back: Heaves the opponent backward using both hands, launching them at a slightly higher trajectory.

Up: Heaves the opponent upward.

Down: A bear hug.

When the opponent is too damaged to escape in time, all of these throws allow for easy stage spikes. Donkey Kong can simply walk off the edge, pull back and throw them against the underside. However, this carries significant risk, as the opponent can tech it and thus result in DK ending up too far below the edge to recover if his timing is off.

Back throw   11% Flings the opponent backward. DK's most damaging throw, it KOs even the heaviest characters in the game below 170% near the edge without rage.
Up throw   9% Heaves the opponent upward with one arm.
Down throw   7% Shoves the opponent into the ground with one arm. It launches opponents horizontally in front of DK.
Forward roll
Back roll
Spot dodge
Air dodge
Techs
Floor attack (front)
Floor getups (front)
  Performs a swat before getting up.
Floor attack (back)
Floor getups (back)
  7% Claps behind himself and then in front of himself before getting up.
Floor attack (trip)
Floor getups (trip)
  5% Throws a spinning, wind-up punch while getting up.
Edge attack
Edge getups
  10% Performs a forearm club while climbing up.
Neutral special Giant Punch 10% (uncharged), 28% (tenth wind-up/fully charged grounded), 25% (tenth wind-up/fully charged aerial) A wind-up punch which fully charges after ten wind-ups. When fully-charged, the punch deals excellent damage, grants super armor, and is overall faster than if used uncharged. Its charge can charge canceled and saved, and chosen when to be released after being fully charged. DK will lose his midair jump if he uses the attack in the air.
Side special Headbutt 10% (grounded/sweetspot aerial), 8% (sourspot aerial) A headbutt. The move buries the opponent, who will remain submerged longer if the opponent has already dealt a fair amount of damage. The aerial version will meteor smash the opponent if they are hit by its sweetspot. The move has super armor from the startup until the hitbox appears. It has a deceptively large range and high shield damage, so full power shields will barely manage to avoid breaking against this move.
Up special Spinning Kong 5% (grounded hit 1), 1.4% (grounded hits 2-6), 4% (grounded hit 7), 16% (all grounded hits connect) Rapidly spins around, trapping opponents and damaging them with a series of discus clotheslines and spinning backfists before launching them.
Down special Hand Slap 14% (ground), 5% (midair hit 1), 6% (midair hit 2) Slaps the ground to cause earth-shaking vibrations. When grounded, Donkey Kong can keep pounding by repeatedly pressing the special button. The attack gives him some protection from opponents while grounded and has good range, but is unable to KO until extreme percentages due to its very low knockback growth. In midair, Donkey Kong will perform two midair slaps, the second hit being a powerful meteor smash that combos from the first slap. Originates from Donkey Kong Country.
Final Smash Jungle Rush 12% (initial hit), 1.2% (rapid hits), 14% (final hit) 61.9% (maximum) Punches forward. If the initial hit connects, Donkey Kong will then perform a long series of rapid punches.

On-screen appearance

  • Bursts out of a DK Barrel, rolls thrice, lands and strikes a flexing pose.

Taunts

  • Up Taunt: Beats his chest rapidly while scowling.
  • Side Taunt: Shakes himself as if he is drying off, with a humorous expression.
  • Down Taunt: Faces the camera and shrugs, while making a humorously shocked expression.

Idle Poses

  • Makes a cross-eyed expression, as if trying to stare at his own nose.
  • Fist claps his hand, and makes a rotational shoulder stretch.

Victory poses

  • Clenches his hand together, shaking them overhead in self-congratulation, and then looks at the camera.
  • Beats his chest and faces the screen, flexing, wearing a fake scowl.
  • Does a backflip and then strikes a flexing pose, with a toothy grin. It is similar to his "character chosen" animation in SSB.

Update history

Donkey Kong has been altered via patch 1.2.0. Details are still unknown on his changes.

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 Music
1 Diddy Kong Kongo Jungle Jungle Level (64)
2 King K. Rool Kongo Falls Gang-Plank Galleon
3 Wario and Captain Falcon Pilotwings Gear Getaway
4 Ness and Lucas Onett The Map Page / Bonus Level
5 Male and Female Inklings Moray Towers Donkey Kong / Donkey Kong Jr. Medley
6 Mario and Luigi New Donk City Hall New Donk City
Bonus Stage
Final Master Hand New Donk City Hall (Ω form) Master Hand

Note: Every stage until Round 6 plays a track from the Donkey Kong universe, no matter what universe the stage originates from. Note 2: On Intensity 7.0 and up, Crazy Hand is joined in the battle and the music "Master Hand / Crazy Hand" is played instead.

Character unlock tree

Donkey Kong's Classic Mode character unlock tree includes the following characters in order:

Each character can be unlocked by clearing Donkey Kong's Classic Mode, or the Classic Mode of any preceding character, if all preceding characters have been unlocked. Once all the above characters are unlocked, clearing Classic Mode with any of them will default to Mario's character unlock tree, starting with Sonic.

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.

He can be rescued in a jungle segment of World of Light on a space that looks like the treehouse he lives in on his series.

Alternate costumes

Donkey Kong Palette (SSBU).png
DonkeyKongHeadSSBU.png DonkeyKongHeadBlackSSBU.png DonkeyKongHeadRedSSBU.png DonkeyKongHeadBlueSSBU.png DonkeyKongHeadGreenSSBU.png DonkeyKongHeadWhiteSSBU.png DonkeyKongHeadYellowSSBU.png DonkeyKongHeadPinkSSBU.png

Gallery

Character Showcase video

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