Donkey Kong (PM)
| Donkey Kong in Project M and Project+ | |
|---|---|
| Universe | Donkey Kong |
| Base game appearance | Brawl |
| Moveset inspiration | Donkey Kong (SSBM) |
| Alternate costume | Punch-Out!! Outfit, Turbo Charge Donkey Kong (Project+) |
Donkey Kong is a playable character in the Brawl mod Project M and Project+. In Project M, Donkey Kong was remade as a buffed version of his Melee counterpart.
Donkey Kong is currently ranked 11th out of 41 on the Project M official tier list, placing him in the higher half of the A- tier. This position is significantly higher than his Melee and Brawl placements, where he was 16th out of 26 and 21st out of 38, respectively. In the official Project+ tier list, Donkey Kong ranks 10th in the A+ tier, a very slight improvement from his Project M placement, but nevertheless a noticeable improvement over his Melee and Brawl counterparts.
Attributes[edit]
Donkey Kong falls under the generic super heavyweight archetype, boasting slow but powerful attacks. What sets Donkey Kong apart is his surprisingly fast dashing speed, a fast falling speed (making him one of the only two fast-fallers to be heavyweight, alongside Captain Falcon), an average air speed, and decent attack reach. As a result of his weight (he is the second heaviest, being second only to Bowser) and falling speed, Donkey Kong inherits the second best horizontal and third best vertical endurance, losing only to Bowser horizontally and Captain Falcon and Wolf vertically. Donkey Kong has a unique throw that allows him to carry opponents on his back. He is able to walk in either direction, jump, and throw in any direction while he has an opponent in cargo. The up throw out of cargo is notorious for setting up both combos and KOs, especially on fast-fallers. Donkey Kong has many moves with decent range like his back aerial and his Hand Slap, the latter of which is great at tech chasing, as it can cover multiple options at once. With his heavy damage and knockback-dealing moves and his aerial and grab combos, Donkey Kong does not have much trouble setting up a hit with his forward aerial, his Giant Punch, or any of his other powerful finishers.
Donkey Kong is one of the strongest fighters in the game, possessing a myriad of reliable and powerful finishers in his repertoire. His unusually fast mobility, combined with his power, allows him to execute devastating combos. Donkey Kong's aerial game is above average, as his aerial attacks all have great utility and strength. His forward and down aerials send his opponents downwards, with the latter being a strong meteor smash (especially with his foot) and the former being a powerful spike with the late hitbox. He also has incredibly deadly options out of shield with his neutral aerial, grab, and Spinning Kong.
However, Donkey Kong suffers from approach issues. A combination of a long jump squat and above-average traction gives him a slow and short wavedash. Additionally, while his high weight and falling speed make him difficult to KO off the stage horizontally and vertically, said factors also make him easy to combo, an issue compounded by his large size. Additionally, while Donkey Kong has an above-average horizontal recovery in Spinning Kong, the move is among the worst in terms of vertical distance. Donkey Kong's greatest weakness, however, may be his lack of means to combat projectiles. As a large target, Donkey Kong is forced to play aggressively against projectile users, who may have the ability to punish Donkey Kong if he gets close.
Changes from Melee to PM[edit]
Owing to his then-low-tier status in Melee at the time of Project M's initial development, Donkey Kong was drastically buffed in the transition to Project M.
Donkey Kong's already serviceable mobility was increased; most notably, his dash and run speeds now match Pikachu's, while his air speed and jump heights were also marginally increased. These subtle changes to his mobility help in improving his ability to weave around and catch his opponents, and marginally assist in his ability to combat camping, historically one of his main weaknesses throughout the Smash series (though he is still quite vulnerable to it relative to the rest of the cast).
Several of Donkey Kong's moves have improved range, thanks in part to his relatively larger size, as well as many of his hitboxes either being increased in size, repositioned further along his arms or legs (whereas they failed to do so in Melee), retain their limb intangibility they initially gained in Brawl, or a combination of all. When combined with Donkey Kong's stronger mobility (as well as many of these moves also becoming stronger, and thus, safer on hit), this helps in improving his neutral game.
Some of his previously weaker or more situational moves were made stronger and/or more useful. His down tilt and neutral aerial, for instance, are both much stronger (with the latter additionally being much faster too), and Headbutt now spikes aerial opponents in addition to retaining many of its improvements from Brawl. His Cargo forward and back throws have much less ending lag and more favorable knockback and angles, giving them follow-up potential into floatier characters, and no longer making his combo game off throws largely exclusive against fast fallers. Despite this, some of his already strong KO moves were also made even stronger, most notably his up smash, forward aerial, and Giant Punch, As a result of his overall improved moveset, his already notoriously explosive and lethal punish game from Melee is now even better than before.
His biggest improvement however, was to his previous and infamously poor dash attack being completely reworked into his Roll Attack from his home series; in addition to retaining its ability to roll off edges and platforms, and be jumped out of in midair from its source material (which further assists in improving his movement), it is much faster and has more favorable attack propeties for follow-ups, as well gaining armor against weaker attacks, making it much more useful.
Overall, Donkey Kong has received many improvements over his Melee incarnation, with far fewer nerfs in comparison, with the few he has received being largely negligible. This results in much better results at top-level play, and players having a much higher opinion of him, gaining the reputation of having one of, if not the best and most explosive punish games in Project M.
Aesthetics[edit]
Most of Donkey Kong's attacks involving his arms or head have new hit SFX.
Attributes[edit]
Donkey Kong's initial dash and run speed are much faster (1.6 (both) → 1.8), now running as fast as Pikachu, Sheik, and Marth, and dashing as fast as the former.
Donkey Kong's air speed is faster (1 → 1.1).
Donkey Kong's jumps are slightly higher (jump force: 1.6 (short hop)/2.6 (full hop/ledge jump) → 1.7/2.8, jump height: 10.66 (short hop)/37.8 (full hop) → 14.45/39.20).
His double jump height multiplier was reduced to compensate (×0.91 → ×0.8775); however, his double jump height remains slightly higher overall (jump height: 28.968 → 30.18).
Donkey Kong has an altered size multiplier (×1 → ×0.915). However, as his Brawl model is bigger than his Melee model, he is larger overall. This makes his hurtbox larger, but improves his range, combined with the hitbox adjustments and added limb intangibility to some of his moves.
His shield size was also compensated to match (17.5 → 13.5). However, as a result of his overall larger model, his shield is also noticeably bigger, with it now fully covering Donkey Kong while it is at full health.
Donkey Kong's notorious necktie hurtbox was made smaller, making it less likely for him to unintentionally extend his hurtbox out of certain animations like down tilt or forward aerial.
Most arm-based attacks retain their arm intangibility from Brawl and have had their hitboxes adjusted to cover his whole arm, whereas in Melee most of the said hitboxes failed to do so; this greatly improves Donkey Kong's overall range and spacing capabilities.
Rolls have more ending lag (FAF 31 (both) → 32).
Spot dodge has less ending lag (FAF 37 → 31) although it is still one of the slowest in the game.
Spot dodge has a shorter duration (frames 2-23 → 2-21).
Donkey Kong's star spit when Inhaled by Kirby or King Dedede retains its Brawl damage, dealing less than Melee as a result (19% → 18%), hindering its potential in Doubles.
Ground attacks[edit]
- Neutral attack:
Neutral attack's first hit has less startup lag with a longer duration (Frame 5-7 → 3-6).
The first hit has noticeably less ending lag (FAF 25 → 18). Combined with its altered knockback and angle, this significantly improves its jab canceling potential.
The first hit has altered knockback (0 (base), 0 (set), 100 scaling → 1/20/100) and angle (361° → 65°), making it connect better.
The first hit's hand hitbox is positioned further (X offset: 4.66u → 5.25u).
Neutral attack's second hit has more startup lag with a shorter duration (Frame 5-11 → 6-11).
The second hit has less ending lag (FAF 35 → 29).
The second hit has more base knockback (0 → 40) and has a higher angle (361° → 75°), improving its safety on hit and follow-up potential, combined with its lower ending lag.
The second hit's hand and arm hitboxes are larger and positioned further (4.66u/3.49u → 5u/4.75u, X offset: 4.66u/-1.23u → -6.25u/1.25u, Z offset: 0u/0u → -1.25u/0.75u).
- Forward tilt:
Forward tilt retains its arm intangibility when its hitbox is active from Brawl.
Forward tilt deals more damage (11% (angled up)/10% (non-angled)/9% (angled down) → 12%/11%/10%).
Forward tilt's arm hitboxes are larger (4.3u/2.73u → 4.75u/4.4u).
Forward tilt's hitboxes are attached to bones further along Donkey Kong, with its furthest hitbox now fully covering his hand, though with the hitboxes' offset values being compensated (X offset: 2.66u/3.12u/-0.99/0u → 2u/2.5u/0u/0u). Combined with its larger hitboxes, Donkey Kong's larger size, and his arm now being intangible when the move is active, this noticeably improves its range.
- Up tilt:
Up tilt has less ending lag (FAF 40 → 36).
Up tilt has larger hitboxes (3.91u/3.12u/3.91u → 5u/3.75u/4u) and is positioned farther along Donkey Kong's arm, with the furthest hitbox now fully covering his hand (X offset: 4.88u/1.17u/2.66u → -5u/-4u/-2.66u), noticeably improving its range.
- Down tilt:
Down tilt deals more damage (7% → 9%) and significantly more knockback (10 (base), 80 (scaling) → 25/95), noticeably improving its safety on hit and KO potential, and making it a much more viable gimping tool.
Down tilt has larger hitboxes and has gained an additional hitbox in the middle of Donkey Kong's arm (3.66u/4.3u/4.3u → 3.75u/5.4u/4u/3.75u).
Its outer hitboxes are positioned further along Donkey Kong, with its furthest hitbox now fully covering his hand (X offset: 2.66u/5.99u → -2.66u/-9.75u/-8u). Combined with its larger hitboxes and Donkey Kong's larger size, this noticeably improves its range and use as a spacing tool.
- Dash attack:
Donkey Kong has a new dash attack, the Roll Attack from Donkey Kong Country.
It covers much more distance while also reducing Donkey Kong's hurtbox more while he uses it.
Like in its home series, it can roll off edges and platforms and can be jumped out of in midair. Donkey Kong can additionally control his horizontal momentum and fast fall the move once he is airborne during it. This drastically improves the move's ability to approach, and gives Donkey Kong a new tool for burst movement and escaping platform pressure.
The clean hit has a longer duration (frames 9-12 → 9-13).
It has drastically less ending lag (FAF 55 → 39 (grounded)/31 (airborne)), significantly improving its safety and follow-up potential, combined with its ability to be jumped out of if Donkey Kong becomes airborne during it.
It has knockback-based armor while the hitboxes are active, making the move harder to intercept with attacks that deal less than 80 units of knockback.
It deals less damage (11% (clean)/9% (late) → 10%/7%).
It has altered knockback, with the late hit no longer having set knockback (clean hit: 115 (base), 15 (scaling) → 60/73, late hit: 120 (set), 100 (scaling) → 20 (base), 90 (scaling)). Combined with its lower ending lag, this noticeably improves its safety on hit, as well as improving its combo and KO potential.
The move sends opponents at more favorable angles when combined with its altered functionality (100° → 70° (clean)/361° (late)).
The move has smaller hitboxes overall (clean: 5.99u/4.69u → 6u/2u, late: 4.69u/3.12u → 4u/2u) and are less disjointed (X offset: 3.91u/0u → 0u/0u), though this is largely compensated for with the move's longer distance and added armor.
Altogether, the changes to dash attack drastically improve the move's usefulness and versatility, no longer being a contender for one of the worst moves in the game.
- Forward smash:
Forward smash's sweetspots have more base knockback (22 → 30).
- Up smash:
Up smash has less ending lag (FAF 54 → 48).
Up smash has more knockback scaling (93 → 98).
Up smash's lower hitbox is now a sourspot, dealing less damage (18% → 16%), with its knockback scaling compensated as mentioned above.
Up smash's higher hitbox is larger (6.84u → 8.5u) and is positioned higher (Y offset: 5.99u → 13u), significantly improving its vertical range.
Up smash's higher hitbox has an altered horizontal placement (X offset: 0u → 2u).
Up smash's lower hitbox is marginally smaller (6.84u → 6.25u).
Up smash's lower hitbox is positioned lower (Y offset: 5.99u → 5u), making it easier to hit grounded opponents.
- Down smash:
Down smash has less ending lag (FAF 56 → 55).
Down smash retains its arm intangibility when its hitbox is active from Brawl.
Down smash deals more damage (16% (sweetspots)/14% (sourspots) → 17%/16%).
Down smash has larger hitboxes (4.69u (sweetspots)/3.52u (sourspots) → 5u/4u).
Aerial attacks[edit]
- Neutral aerial:
Neutral aerial's animation has been slightly altered where Donkey Kong stretches out his arms more, improving its range.
The animation is also shorter (43 frames → 42), decreasing the amount of time Donkey Kong cannot grab the ledge after using it.
Neutral aerial has less startup lag (frame 10 → 7).
The late hit has a longer duration (frames 14-26 → 11-24).
Neutral aerial has less ending lag (FAF 39 → 37).
Neutral aerial has less landing lag (20/10 frames → 17/8).
The clean hit deals more damage (12% → 14%).
Neutral aerial has more base knockback (0 → 20 (clean)/10 (late). Combined with its lower landing lag and the clean hit's higher damage, this makes it much safer on hit at low percents, while noticeably improving its KO potential at higher percents.
The late hit sends opponents at a higher angle (361° → 50°), somewhat hindering its edgeguarding and KO potential, but improving its follow-up potential.
Neutral aerial has significantly larger hitboxes (3.33u/3.33u/4.66u → 6u/6u/7u (clean), 5u/5u/6u (late)), further improving its range.
- Forward aerial:
Forward aerial has a shorter animation (59 frames → 51), decreasing the amount of time Donkey Kong cannot grab the ledge after using it.
Forward aerial has less startup lag (frame 25 → 23).
Forward aerial has significantly less ending lag and auto-cancels significantly sooner (FAF/frame 85 (both) → 49), now being able to auto-cancel in a full hop, and making it safer to use both off and on-stage.
Forward aerial has less landing lag (30/15 frames → 27/13).
Forward aerial deals more damage (16% → 17%), with its knockback scaling compensated on the late hit (80 → 73).
The late hit's outer hitboxes now spikes instead of meteor smashing opponents (270° → 290°), meaning it can no longer be meteor cancelled. This significantly improves the late hit's KO potential off-stage, combined with its higher damage.
The late hit's inner hitboxes now send opponents at a Sakurai angle instead of meteor smashing opponents (270° → 361°). This hinders its KO potential off-stage somewhat, but improves its KO potential on-stage.
Forward aerial has slightly larger hitboxes (clean hit: 7.03u/7.03u/3.12u/3.12u → 7.5u/7.5u/3.2u/3.2u, late hit: 6.25u/6.25u/3.12u/3.12u → 6.4u/6.4u/3.2u/3.2u), and the outer hitboxes are positioned marginally farther (X offset: 7.32u/7.32u → -7.4u/-7.4u), improving its range.
The clean hit now uses a kick sound effect instead of a punch sound effect, while the reverse is true for the inner hitboxes of the late hit.
- Back aerial:
The addition of reverse aerial rush notably benefits back aerial, making it easier to space and approach with, no longer relying on frame-tight charge cancels with Giant Punch.
Back aerial has more base knockback (10 (clean)/0 (late) → 20/10).
Back aerial's hitboxes are positioned farther horizontally (Z offset: -16.41u/-5.66u → -18u/-6.25u), improving its range.
Back aerial's hitboxes are positioned higher (Y offset: 6.66u/4.66u → 8.66u/6u).
- Up aerial:
Up aerial has a longer animation (44 frames → 45), slightly increasing the amount of time Donkey Kong cannot grab the ledge after using it.
Up aerial has a longer duration (frames 6-8 → 6-9).
Up aerial auto-cancels one frame later (frame 13 → 14).
- Down aerial:
Down aerial has a shorter animation (54 frames → 51), decreasing the amount of time Donkey Kong cannot grab the ledge after using it.
Down aerial has noticeably less ending lag (FAF 55 → 43).
Down aerial auto-cancels noticeably sooner (frame 50 → 41).
Down aerial has less landing lag (31/15 frames → 29/14).
Down aerial's sweetspot hitbox is positioned further downward (Y offset: 3.32u → 6u).
Throws/other attacks[edit]
- Grabs:
Standing grab has more ending lag (FAF 31 → 32).
- Forward throw:
Donkey Kong no longer takes 10% recoil damage if an opponent breaks free from his Cargo hold, like in Brawl.
The opponent takes less damage if they break free from Donkey Kong's Cargo hold like in Brawl (10% → 6%).- Cargo Forward/Back throw:
They have significantly less ending lag (FAF 40 (both) → 27 (forward)/28 (back)).
They deal more damage (8% → 9%) and have altered knockback (80 (base), 50 (scaling) → 70/53), improving their follow-up potential.
They send opponents at higher angles (55° → 65°), making them harder to DI and easier to follow up from.
- Back throw:
Back throw deals more knockback (65 (base), 65 (scaling) → 60/78), improving its KO potential.
- Floor attacks:
Donkey Kong retains his facing-up floor attack animation from Brawl, where he gets up and claps once on both sides of himself, instead of jumping on both his hands and kicking backwards then forwards while getting up.
The different animation reduces its vertical range, but increases its horizontal range.
It has more intangibility frames (frames 1-19 → 1-21).
It has more startup lag (frames 6/18 → 9/20) and ending lag (FAF 50 → 53).
It no longer has a hitbox on Donkey Kong's feet.
- Edge attacks:
Both edge attacks no longer deal set knockback (90 (set), 100 (scaling) → 70 (base), 50 (scaling)).
Both edge attacks have more intangibility frames (fast: frames 1-5 → 1-7, slow: frames 1-33 → 1-34).
- Trip attack:
Trip attack has significantly more intangibility frames (frames 1-8 → 1-20).
Trip attack has more base knockback (60 → 80).
Trip attack has larger hitboxes (4u/4u/4u/4u → 6.49u/4.49u/4.49u/4u) and they are positioned higher and further (Y offset: 5u/5u/5u/5u → 8u/8u/8u/5u (front hit), 12u/12u/12u/7u (back hit), Z offset: 18u (furthest hitbox) → 21u), increasing its range.
Special moves[edit]
- Giant Punch:
Giant Punch retains its ability to be reversed, B-reversed, and wavebounced from Brawl, improving its mixup potential and accuracy.
Giant Punch no longer causes Donkey Kong to become helpless if used while airborne, much like in Smash 64.
Giant Punch can now briefly sweetspot ledges from behind Donkey Kong if charge-canceled.
Uncharged Giant Punch now has arm intangibility when its hitbox is active between frames 24-25.
Fully charged Giant Punch's early vertical launching hit deals significantly more damage (18% (grounded), 16% (aerial) → 28%/25%) with its base knockback not fully compensated (40 → 10), drastically improving the move's KO potential off the top blast line, now being stronger than the clean hit against floatier characters.
Aerial fully charged Giant Punch has one less frame of ending lag (FAF 47 → 46).
- Headbutt:
Headbutt has less ending lag (FAF 60 → 55 (grounded)/49 (aerial)).
Headbutt now spikes instead of meteor smashing aerial opponents (270° → 300°), meaning it can no longer be meteor-canceled, improving the aerial version's edgeguarding and KO potential.
Aerial Headbutt retains its ability to edge momentum shift from Brawl.
Aerial Headbutt conserves marginally more of Donkey Kong's horizontal momentum, slightly improving its recovery and stalling potential.
Aerial Headbutt can now bury grounded opponents, no longer making it dangerously unsafe on hit.
Since buried characters now can receive knockback when buried, as well as no longer granting them brief invincibility upon escaping, Headbutt can now combo into other attacks much more reliably, especially into Donkey Kong's numerous strong KO moves.
Headbutt deals more damage like in Brawl (5% (bury), 10% (aerial) → 8% (bury)/10% (grounded spike)/14% (aerial spike)) and no longer deals set knockback (100 (set), 100 (scaling) → bury: 15 (base), 40 (scaling), grounded spike: 20/55, aerial spike: 36/55), further improving the aerial spike's KO potential in particular.
Headbutt has larger hitboxes, and the bury hitboxes now consist of an additional very large hitbox like in Brawl that fully covers Donkey Kong's head (grounded: 4.69u/4.69u/4.69u → 10u/7u/5u/5u, aerial: 4.69u/4.69u → 9u/6.75u/9u).
The hitboxes are additionally positioned more favorably overall (Y offset: (grounded: 6.05u/6.05u/6.05u → 0u/5u/5u/11u, aerial: 6.05u/6.05u → 0u/5u/11u), Z offset: (grounded: 8.59u/13.67u/18.75u → 0u/14u/21u/21u, aerial: 8.59u/13.67u → 0u/19u/14u)), with one of the spike hitboxes now covering Donkey Kong's head instead of strictly below him, and one of the aerial version's hitboxes being positioned lower. Along with their larger sizes, this noticeably improves the move's overall range and coverage.
- Spinning Kong:
Grounded Spinning Kong can now be reversed during startup.
Aerial Spinning Kong covers more distance, improving Donkey Kong's recovery.
Aerial Spinning Kong's first hit has less startup lag with a longer duration (frames 3-5 → 2-5).
- Hand Slap:
Hand Slap has less ending lag (FAF 61 → 58).
Hand Slap deals more damage (11% (both hits) → 12%) with its shield damage compensated (1 → 0).
Hand Slap now meteor smashes grounded opponents (84° → 265° (outer hitboxes), 270° (inner hitboxes)), with the outer hitboxes launching opponents slightly towards Donkey Kong. This gives them more hitstun, improving the move's follow-up potential, especially as a KO setup into up smash or up aerial.
Hand Slap no longer deals set knockback (20 (base), 110 (set), 100 (scaling) → 110 (base), 45 (scaling)), somewhat altering its follow-up potential across the cast, though this is mitigated by its new meteor smash angle increasing its hitstun regardless.
The second hit has smaller hitboxes (10u (all four hitboxes) → 9u).
Update history[edit]
v2.1
Fixed a bug regarding Donkey Kong's cargo hold dropping from platforms.
Fixed a bug regarding Donkey Kong's dash attack grabbing the edge.
Donkey Kong is now able to fast-fall his dash attack while airborne.
Up aerial received an animation adjustment to more closely resemble Melee.
v2.5b
Donkey Kong's hurtboxes adjusted.
Donkey Kong's initial dash and run speed are much faster (1.6 (both) → 1.8).
The first hit of neutral attack has less startup lag (frame 4 → 3) and ending lag (FAF 19 → 18).
The first hit of neutral attack now deals set knockback (0 (base), 0 (set), 100 (scaling) → 0/30/100).
The second hit of neutral attack has a higher knockback angle (361° → 83°).
The second hit of neutral attack has a higher knockback angle (70° → 80°).
Neutral aerial has less startup lag (frame 9 → 7).
Neutral aerial has larger hitboxes (clean: 4u/4u/5.5u → 6u/6u/7u, late: 4u/4u/5.5u → 5u/5u/6u).
Forward aerial deals less damage (20% → 19%) with only the spike hitbox's knockback scaling somewhat compensated (71 → 73).
The late hit of forward aerial's outer hitboxes now spikes instead of meteor smashing opponents (270° → 290°), meaning it can no longer be meteor cancelled.