Project M
Project+

Donkey Kong (PM)

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Donkey Kong
in Project M and Project+
Donkey Kong SSBB.jpg
PPlus DK.png
Boxer DK PM.png
PPlus Punch-Out DK.png
PPlus Turbo Charge DK.png

DKSymbol.svg
Universe Donkey Kong
Base game appearance Brawl
Moveset inspiration Donkey Kong (SSBM)
Alternate costume Punch-Out!! Outfit, Turbo Charge Donkey Kong (Project+)
Donkey Kong (SSBB)

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]

  • Change Most of Donkey Kong's attacks involving his arms or head have new hit SFX.

Attributes[edit]

  • Buff 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.
  • Buff Donkey Kong's air speed is faster (1 → 1.1).
  • Buff 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).
    • Buff 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).
  • Change 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.
    • Buff 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.
  • Nerf Donkey Kong's rolls have more ending lag (FAF 31 (both) → 32).
  • Nerf 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.
  • Buff 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.
  • Buff Spot dodge has less ending lag (FAF 37 → 31) although it is still one of the slowest in the game.
  • Nerf Spot dodge has a shorter duration (frames 2-23 → 2-21).

Ground attacks[edit]

  • Neutral attack:
    • Buff Neutral attack's first hit has less startup lag with a longer duration (Frame 5-7 → 3-6).
    • Buff 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.
    • Buff The first hit has altered knockback (0 (base), 0 (set), 100 scaling → 1/20/100) and angle (361° → 65°), making it connect better.
    • Buff The first hit's hand hitbox is positioned further (X offset: 4.66u → 5.25u).
    • Nerf Neutral attack's second hit has more startup lag with a shorter duration (Frame 5-11 → 6-11).
    • Buff The second hit has less ending lag (FAF 35 → 29).
    • Buff 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.
    • Buff 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:
    • Buff Forward tilt retains its arm intangibility when its hitbox is active from Brawl.
    • Buff Forward tilt deals more damage (11% (angled up)/10% (non-angled)/9% (angled down) → 12%/11%/10%).
    • Buff Forward tilt's arm hitboxes are larger (4.3u/2.73u → 4.75u/4.4u).
    • Buff 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:
    • Buff Up tilt has less ending lag (FAF 40 → 36).
    • Buff 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:
    • Buff 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.
    • Buff 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).
    • Buff 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:
    • Change Donkey Kong has a new dash attack, the Roll Attack from Donkey Kong Country.
      • Buff It covers much more distance while also reducing Donkey Kong's hurtbox more while he uses it.
      • Buff 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.
      • Buff The clean hit has a longer duration (frames 9-12 → 9-13).
      • Buff 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.
      • Buff 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.
      • Nerf It deals less damage (11% (clean)/9% (late) → 10%/7%).
      • Buff 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.
      • Buff The move sends opponents at more favorable angles when combined with its altered functionality (100° → 70° (clean)/361° (late)).
      • Nerf 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.
        • Buff 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:
    • Buff Forward smash's sweetspots have more base knockback (22 → 30).
  • Up smash:
    • Buff Up smash has less ending lag (FAF 54 → 48).
    • Buff Up smash has more knockback scaling (93 → 98).
    • Nerf Up smash's lower hitbox is now a sourspot, dealing less damage (18% → 16%), with its knockback scaling compensated as mentioned above.
    • Buff 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.
    • Change Up smash's higher hitbox has an altered horizontal placement (X offset: 0u → 2u).
    • Nerf Up smash's lower hitbox is marginally smaller (6.84u → 6.25u).
    • Buff Up smash's lower hitbox is positioned lower (Y offset: 5.99u → 5u), making it easier to hit grounded opponents.
  • Down smash:
    • Buff Down smash has less ending lag (FAF 56 → 55).
    • Buff Down smash retains its arm intangibility when its hitbox is active from Brawl.
    • Buff Down smash deals more damage (16% (sweetspots)/14% (sourspots) → 17%/16%).
    • Buff Down smash has larger hitboxes (4.69u (sweetspots)/3.52u (sourspots) → 5u/4u).

Aerial attacks[edit]

  • Neutral aerial:
    • Buff Neutral aerial's animation has been slightly altered where Donkey Kong stretches out his arms more, improving its range.
      • Buff The animation is also shorter (43 frames → 42), decreasing the amount of time Donkey Kong cannot grab the ledge after using it.
    • Buff Neutral aerial has less startup lag (frame 10 → 7).
    • Buff The late hit has a longer duration (frames 14-26 → 11-24).
    • Buff Neutral aerial has less ending lag (FAF 39 → 37).
    • Buff Neutral aerial has less landing lag (20/10 frames → 17/8).
    • Buff The clean hit deals more damage (12% → 14%).
    • Buff 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.
    • Change The late hit sends opponents at a higher angle (361° → 50°), somewhat hindering its edgeguarding and KO potential, but improving its follow-up potential.
    • Buff 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:
    • Buff Forward aerial has a shorter animation (59 frames → 51), decreasing the amount of time Donkey Kong cannot grab the ledge after using it.
    • Buff Forward aerial has less startup lag (frame 25 → 23).
    • Buff 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.
    • Buff Forward aerial has less landing lag (30/15 frames → 27/13).
    • Buff Forward aerial deals more damage (16% → 17%), with its knockback scaling compensated on the late hit (80 → 73).
    • Buff 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.
    • Change 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.
    • Buff 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.
    • Change 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:
    • Buff 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.
    • Buff Back aerial has more base knockback (10 (clean)/0 (late) → 20/10).
    • Buff Back aerial's hitboxes are positioned farther horizontally (Z offset: -16.41u/-5.66u → -18u/-6.25u), improving its range.
    • Change Back aerial's hitboxes are positioned higher (Y offset: 6.66u/4.66u → 8.66u/6u).
  • Up aerial:
    • Nerf Up aerial has a longer animation (44 frames → 45), slightly increasing the amount of time Donkey Kong cannot grab the ledge after using it.
    • Buff Up aerial has a longer duration (frames 6-8 → 6-9).
    • Nerf Up aerial auto-cancels one frame later (frame 13 → 14).
  • Down aerial:
    • Buff Down aerial has a shorter animation (54 frames → 51), decreasing the amount of time Donkey Kong cannot grab the ledge after using it.
    • Buff Down aerial has noticeably less ending lag (FAF 55 → 43).
    • Buff Down aerial auto-cancels noticeably sooner (frame 50 → 41).
    • Buff Down aerial has less landing lag (31/15 frames → 29/14).
    • Buff Down aerial's sweetspot hitbox is positioned further downward (Y offset: 3.32u → 6u).

Throws/other attacks[edit]

  • Grabs:
    • Nerf Standing grab has more ending lag (FAF 31 → 32).
  • Forward throw:
    • Buff Donkey Kong no longer takes 10% recoil damage if an opponent breaks free from his Cargo hold, like in Brawl.
    • Nerf The opponent takes less damage if they break free from Donkey Kong's Cargo hold like in Brawl (10% → 6%).
    • Cargo Forward/Back throw:
      • Buff They have significantly less ending lag (FAF 40 (both) → 27 (forward)/28 (back)).
      • Buff They deal more damage (8% → 9%) and have altered knockback (80 (base), 50 (scaling) → 70/53), improving their follow-up potential.
      • Buff They send opponents at higher angles (55° → 65°), making them harder to DI and easier to follow up from.
  • Back throw:
    • Buff Back throw deals more knockback (65 (base), 65 (scaling) → 60/78), improving its KO potential.
  • Floor attacks:
    • Change 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.
      • Change The different animation reduces its vertical range, but increases its horizontal range.
      • Buff It has more intangibility frames (frames 1-19 → 1-21).
      • Nerf It has more startup lag (frames 6/18 → 9/20) and ending lag (FAF 50 → 53).
      • Nerf It no longer has a hitbox on Donkey Kong's feet.
  • Edge attacks:
    • Buff Both edge attacks no longer deal set knockback (90 (set), 100 (scaling) → 70 (base), 50 (scaling)).
    • Buff Both edge attacks have more intangibility frames (fast: frames 1-5 → 1-7, slow: frames 1-33 → 1-34).
  • Trip attack:
    • Buff Trip attack has significantly more intangibility frames (frames 1-8 → 1-20).
    • Buff Trip attack has more base knockback (60 → 80).
    • Buff 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:
    • Buff Giant Punch retains its ability to be reversed, B-reversed, and wavebounced from Brawl, improving its mixup potential and accuracy.
    • Buff Giant Punch no longer causes Donkey Kong to become helpless if used while airborne, much like in Smash 64.
    • Buff Giant Punch can now briefly sweetspot ledges from behind Donkey Kong if charge-canceled.
    • Buff Uncharged Giant Punch now has arm intangibility when its hitbox is active between frames 24-25.
    • Buff 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.
    • Buff Aerial fully charged Giant Punch has one less frame of ending lag (FAF 47 → 46).
  • Headbutt:
    • Buff Headbutt has less ending lag (FAF 60 → 55 (grounded)/49 (aerial)).
    • Buff 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.
    • Buff Aerial Headbutt retains its ability to edge momentum shift from Brawl.
    • Buff Aerial Headbutt conserves marginally more of Donkey Kong's horizontal momentum, slightly improving its recovery and stalling potential.
    • Buff Aerial Headbutt can now bury grounded opponents, no longer making it dangerously unsafe on hit.
    • Buff 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.
    • Buff 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.
    • Buff 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).
      • Buff 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:
    • Buff Grounded Spinning Kong can now be reversed during startup.
    • Buff Aerial Spinning Kong covers more distance, improving Donkey Kong's recovery.
    • Buff Aerial Spinning Kong's first hit has less startup lag with a longer duration (frames 3-5 → 2-5).
  • Hand Slap:
    • Buff Hand Slap has less ending lag (FAF 61 → 58).
    • Buff Hand Slap deals more damage (11% (both hits) → 12%) with its shield damage compensated (1 → 0).
    • Buff 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.
    • Change 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.
    • Nerf The second hit has smaller hitboxes (10u (all four hitboxes) → 9u).

Update history[edit]

v2.1

  • Bug fix Fixed a bug regarding Donkey Kong's cargo hold dropping from platforms.
  • Bug fix Fixed a bug regarding Donkey Kong's dash attack grabbing the edge.
  • Buff Donkey Kong is now able to fast-fall his dash attack while airborne.
  • Change Up aerial received an animation adjustment to more closely resemble Melee.

v2.5b

  • Change Donkey Kong's hurtboxes adjusted.
  • Buff Donkey Kong's initial dash and run speed are much faster (1.6 (both) → 1.8).
  • Buff The first hit of neutral attack has less startup lag (frame 4 → 3) and ending lag (FAF 19 → 18).
  • Buff The first hit of neutral attack now deals set knockback (0 (base), 0 (set), 100 (scaling) → 0/30/100).
  • Buff The second hit of neutral attack has a higher knockback angle (361° → 83°).
  • Buff The second hit of neutral attack has a higher knockback angle (70° → 80°).
  • Buff Neutral aerial has less startup lag (frame 9 → 7).
  • Buff Neutral aerial has larger hitboxes (clean: 4u/4u/5.5u → 6u/6u/7u, late: 4u/4u/5.5u → 5u/5u/6u).
  • Nerf Forward aerial deals less damage (20% → 19%) with only the spike hitbox's knockback scaling somewhat compensated (71 → 73).
  • Buff 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.
  • Bug fix Fixed a misplaced hitbox on forward aerial that was moved from his body to his arm.
  • Change Down aerial's leg hitbox position adjusted (bone attachment: 8 → 12).
  • Buff Donkey Kong's Cargo hold mashing formula adjusted, and it is no longer possible to break out by holding up or down on the control stick
  • Buff Grounded Spinning Kong can now be reversed during startup.
  • Nerf Grounded Spinning Kong's multihits hit at the same times as they did in Melee, making it hit fewer times (8 hits → 5), and reducing its damage potential.
  • Change Hand Slap has altered knockback (115 (base), 30 (scaling) → 110/40).
  • Nerf Hand Slap deals less shield damage (4 → 0).

v2.6b

  • Buff Dash attack's clean hit deals more damage (9% → 10%) with its knockback compensated (58 (base), 80 (scaling) → 60/73).
  • Buff Dash attack's clean hit has a longer duration (frames 9-10 → 9-15).
  • Nerf Dash attack's late hit has a shorter duration (frames 11-21 → 16-20).
  • Buff Dash attack's armor has been altered from 6%-3% damage-based armor to knockback-based light armor throughout.
  • Buff Dash attack can now be jump-canceled a few frames after the hitbox ends if ended on the ground.
  • Nerf Forward aerial deals less damage (19% → 18%).
  • Buff Back aerial's clean hit deals more damage (13% → 14%).
  • Buff Back aerial's late hit has a longer duration (frames 9-16 → 9-20).
  • Nerf Dash grab has smaller grabboxes (8u/6.75u/5.5u → 7.5u/6.5u/5.25u) with their positionings adjusted (Y offset: 5.6u/5.6u/5.6u → 9.2u/9.2u/9.2u, Z offset: 8.5u/3.6u/-1.6u → 10u/5u/-1.6u), reducing its range overall.
  • Nerf Pivot grab's furthest grabbox was moved closer to Donkey Kong (Z offset: -19u → -18u), reducing its range.
  • Buff Cargo Hold is now fast-fallable.
  • Bug fix Fixed an issue with dropping through a platform while Cargo Holding an item.
  • Nerf Giant Punch's early shoulder hit deals less damage (32% → 28%).
  • Change Giant Punch's graphical effects' timing was adjusted to appear at the appropriate time.
  • Nerf Hand Slap deals less damage (14% → 12%) with its knockback scaling compensated (40 → 45).
  • Buff Hand Slap's outer hitboxes now launch opponents very slightly towards Donkey Kong instead of straight upward (270° → 265°), making it better for follow-ups.
  • Nerf Hand Slap has much smaller hitboxes (13u (all four) → 9u).
    • Change Its graphical effects were adjusted to match.

v3.0

  • Buff Neutral attack's first hit has lower hitlag and SDI multipliers (1× (both) → 0.5×/0.3×).
  • Nerf Grounded dash attack's ability to jump-cancel after the hitboxes end was removed.
  • Change Dash attack has altered angles (52° (clean), 72° → 70°/361°).
  • Change Spinning Kong travels less horizontal distance, but more vertical distance.
  • Buff Grounded Spinning Kong's multi-hits have lower SDI multipliers (1.5× → 1×).

v3.5

  • Buff Wavedashing ability significantly improved.
  • Nerf Neutral aerial no longer grants intangibility on Donkey Kong's right forearm from frames 7-42.
  • Nerf Neutral aerial's clean hit deals less damage (15% → 14%).
  • Nerf Forward aerial deals less damage (18% → 17%).
  • Nerf Back aerial's clean hit deals less damage (14% → 13%).
  • Buff Giant Punch and grounded Spinning Kong's arm invincibility was changed to intangibility to remove hitlag when interacted with an opponent's attack.

v3.6b

v3.6b

  • Change Headbutt now sends at a consistent angle between grounded and aerial versions (290° (grounded), 315° (aerial) → 300°).

Changes from PM to P+[edit]

Likely owing to his strong dominance in top-level play, with ThundeRzReiGN being considered the best Project M player of all time near the end of version 3.6's lifespan, as well as advancements and meta developments with his Melee incarnation that could similarly be applied in Project M and Project+ causing players to consider him to be much better than was thought to be before, Donkey Kong was nerfed overall in the transition to Project+, mostly in regards to his Giant Punch and Cargo throw.

Attributes[edit]

  • Nerf Donkey Kong is lighter (114 → 109).

Ground attacks[edit]

  • Neutral attack:
    • Nerf Neutral attack has more startup lag (frame 3 → 4), without a change in its animation timing, causing the hitbox not to come out until Donkey Kong fully stretches his fist.
      • Buff However, its total hitbox duration remains unchanged, making it easier to hit opponents behind Donkey Kong during its final active frame.
      • Buff Its total duration also remains unchanged, relatively decreasing its ending lag.
  • Dash attack:

Aerial Attacks[edit]

  • Forward aerial:
    • Nerf The late hit's outer hitboxes now once again meteor smash opponents instead of spiking them (290° → 279°), meaning it can be meteor cancelled, worsening its KO potential off-stage.
  • Back aerial:
    • Buff Back aerial has gained an additional third hitbox on Donkey Kong's knee (between the two preexisting hitboxes), reducing the move's potential to blindspot.
  • Up aerial:
    • Nerf Up aerial deals less damage (14% → 12%) with its knockback compensated (32 (base), 90 (scaling) → 31/103).

Throws/other attacks[edit]

  • Grabs:
    • Buff Standing grab has less startup lag (frame 8 → 7).
    • Nerf Standing grab has more ending lag (FAF 32 → 34).
  • Forward throw
    • Nerf The opponent no longer takes 6% damage if they break free from Cargo hold.
    • Nerf Cargo hold was made generally easier to mash out of at lower percents.
    • Buff Cargo hold has a higher damage scaling multiplier (0.592× → 2.5×), making it harder to mash out of at higher percents.
    • Nerf Cargo hold now decays naturally like normal grabs, with mashing no longer being the only way to break out of it.
    • Bug fix Grab release out of a Cargo hold now properly faces the opponent away from Donkey Kong.
    • Bug fix Fixed bug where Donkey Kong’s Cargo grab release applied double momentum.
    • Nerf Cargo forward and back throws send opponents at lower angles like in Melee (65° → 55°), making them easier to DI and harder to follow up from (though still much more effectively than in Melee due to retaining their much lower ending lags).

Special moves[edit]

  • Giant Punch:
    • Nerf Giant Punch has an altered startup animation to have the hitboxes start slightly less far behind him, marginally reducing its range behind Donkey Kong.
    • Nerf Uncharged Giant Punch deals less damage (12% (early), 10% (clean) → 8% (sourspots), 10% (sweetspot)) and knockback overall (15 (base), 100 (scaling) → 30/80).
    • Nerf Fully-charged Giant Punch no longer grants Donkey Kong full intangibility from frames 17-18.
    • Nerf Giant Punch now consists of an additional sourspot hitbox positioned on Donkey Kong's shoulder that takes priority over the previous two hitboxes and sends opponents at a higher angle (361° → 55°), a middlespot on his arm, and a sweetspot on his fist, rather than all hitboxes having the same strength. This makes it harder to land its strongest hitbox consistently, and reduces its KO potential.
      • Nerf Additionally, its early vertical launching hit was removed, now matching its clean hit angles (80° → 55°/361°), reducing the fully-charged version's KO potential off the top blast line and against floatier characters.
      • Nerf The fully-charged version as a whole deals less damage (grounded: 28% (early), 30% (clean) → 24% (sourspots), 26% (sweetspot), aerial: 25% (early), 27% (clean) → 23% (sourspots), 25% (sweetspot)), with its base knockback only somewhat compensated (10 → 40), while the aerial version additionally has much less knockback scaling (90 → 72), further reducing the move's KO potential, especially the aerial version.
      • Buff The addition of this extra hitbox improves its range closer to Donkey Kong, as well as giving it more range overall.
    • Nerf Fully-charged Giant Punch no longer has a very tiny hitbox on Donkey Kong's knee, reducing its range below him.
  • Spinning Kong:
    • Nerf Grounded Spinning Kong's initial looping hits deal less damage (8% → 5%), and it as well as the later looping hits send opponents at a higher angle (361° → 45°), reducing the move's damage output and making the looping hits easier to DI and SDI.
    • Nerf Aerial Spinning Kong's clean hit has more startup lag with a shorter duration (frames 2-5 → 3-5).
      • Change Its animation speed was unchanged, resulting in the clean hit's upper hitbox starting further in front of Donkey Kong and the lower hitbox behind him, instead of both starting in front of him relatively close together.
    • Nerf Aerial Spinning Kong no longer grants intangibility on Donkey Kong's arms during the looping hits, making it easier to challenge.
    • Nerf Aerial Spinning Kong's looping hits no longer have a hitbox on Donkey Kong's knee, reducing its range below him.
    • Bug fix Aerial Spinning Kong's abiliity to Momentum Brake was removed.
      • Nerf This reduces Donkey Kong's survivability with aerial Spinning Kong.
  • Hand Slap:
    • Nerf The outer hitboxes deal less damage (12% → 10%), and lower knockback scaling (45 → 25).
    • Nerf The outer hitboxes now launch grounded opponents vertically instead of meteor smashing them slightly towards Donkey Kong, noticeably reducing their hitstun, combined with their lower damage output and knockback, and reducing their follow-up potential.
    • Nerf The outer hitboxes have been moved in closer to Donkey Kong, especially the one behind him.
    • Buff Hand Slap can now be used in midair, in the form of a quick diagonal aerial clap that briefly stalls Donkey Kong in the air. It consists of a clean and late hit (12%/5%) with moderate knockback (clean: 55 (base), 60 (scaling), late: 35 (base), 80 (scaling), high shield damage (15 (clean)/1 (late)), and launches opponents at a Sakurai angle.

Moveset[edit]

Up to date as of version 3.6.

Name Damage Description
Neutral attack 4% Donkey Kong performs a quick cross punch followed by an uppercut.
6%
Forward tilt 12% Donkey Kong quickly swats nearby foes with his outstretched hand. Donkey Kong's extended arm is intangible while the hitboxes are out, allowing it to be used safely against most other attacks. This move can be aimed up or down.
11%
10%
Up tilt 9% (hand), 10% (arm), 11% (shoulder) Donkey Kong quickly swipes his hand in the air. Fast with a good arch range. Again, DK's arm cannot be injured while the hitboxes are out.
Down tilt Slouch Slap 9% Donkey Kong does a quick swat across the ground.
Dash attack 10% (clean), 7% (late) Donkey Kong performs a rolling attack similar to that of the Donkey Kong Country series. This move has light armor and can roll off edges and platforms.
Forward smash 18%-19% (body), 20% (hands), 21% (arms) Donkey Kong performs a very forceful clap with both hands.
Up smash 18% (hands), 16% (body) Donkey Kong claps both his hands above his head. This move has great vertical reach, but will fail to hit a nearby enemy due to its poor horizontal range. One of the strongest up smashes in the game. Both of DK's arms and his head are intangible while the hitboxes are out.
Down smash 16% (close), 17% (far) Donkey Kong performs a double back-handed punch by bringing both his closed fists down 90° at both sides. Both of DK's arms are intangible while the hitboxes are out.
Neutral aerial 14% (clean), 10% (late) Donkey Kong quickly spins with his arms extended.
Forward aerial 17% Donkey Kong puts his fists together above his head, and then does a powerful ax-handle smash. This move sends enemies downwards the moment Donkey Kong swings his arms in front of his face. However, unlike in Melee, this move is now a spike rather than a meteor smash, meaning it can no longer be meteor-canceled.
Back aerial 13% (clean), 9% (late) Donkey Kong performs a quick kick directed behind him that lingers briefly.
Up aerial 14% Donkey Kong performs a quick headbutt upwards. A great juggling move.
Down aerial 16% (foot), 13% (body) Donkey Kong performs a downward stomp whilst holding his arms up in a macho pose. Serves as a meteor smash should it hit.
Grab
Pummel 3% A fairly quick slap.
Forward throw Kong Karry 6% (breakout), 9% (forward & back throw), 7% (up throw), 6% (down throw) Donkey Kong cradles the opponent on his back, allowing him to move and jump around while still holding the victim. Then, he can perform any of the following throws listed below.

Forward: Tosses the opponent forward.
Back: Tosses the opponent behind him.
Up: Tosses the opponent upwards. Can chain grab fastfallers.
Down: Tosses the opponent forward like a bowling ball.

Back throw 11% Donkey Kong swings his arm back and throws the opponent.
Up throw 9% Donkey Kong throws the opponent upwards.
Down throw 7% Donkey Kong slams the opponent onto the ground with his hand.
Floor attack (front) 6% Donkey Kong gets up and swats both sides of himself.
Floor attack (back) 6% Donkey Kong gets up and claps once both sides of himself.
Floor attack (trip) 5% Gets up and does a wind-up spin around the floor.
Edge attack (fast) 8% Donkey Kong throws his rear at the opponent.
Edge attack (slow) 10% Donkey Kong slowly climbs onto the stage and swats forward.
Neutral special Giant Punch 12%/10% (uncharged), +2% per windup, 28%/30% (fully charged ground), 25%/27% (fully charged air) Donkey Kong winds up and thrusts out his arm as a potentially powerful attack. The attack is at fully charged after eleven windups and gains invincibility frames right before he unleashes the punch. The attack itself has good range and decent speed.
Side special Headbutt 8% (bury), 10% (grounded), 14% (aerial) Donkey Kong slams his head downward. When performed on a grounded opponent, they will be buried and will remain submerged the more damage they have taken. Like with his forward air, this attack was changed from a meteor to a spike (270° to 300°).
Up special Spinning Kong Ground: 12% (startup), 8% (loop early), 3% (loop late)
Air: 10% (startup), 4-5% (loop early), 2% (loop late)
Donkey Kong spins in the air, getting great horizontal distance, but little distance vertically. Donkey Kong gains invincibility frames during the startup of this move.
Down special Hand Slap 12% Donkey Kong repeatedly slaps his hands against the ground, causing earth-shaking vibrations in the process. This attack gives him some protection from opponents while grounded due to its good range but cannot hit airborne opponents. This move cannot be used in the air.
Final Smash Konga Beat Varies Donkey Kong takes out a pair of bongos and begin to play them to the beat of "DK Island Swing", sending out shock-waves in the process. The attacks range and power is determined by the player's input. The player must push the attack button in succession with the song's beat in order have the greater range and power.

Stats (Project+)[edit]

Stats Weight Dash speed Walk speed Traction Air friction Air speed Air acceleration Gravity Falling speed Jumpsquat Jump height Double jump height Empty landing lag
Value 109 1.8 – Initial dash
1.8 – Run
1.2 0.08 0.02 1.1 0.02 – Base
0.02 – Additional
0.1 2.4 – Base
2.96Fast fall
5 39.20 - Base
14.45 - Short hop
30.18 5

In competitive play[edit]

Most historically significant players[edit]

See also: Category:Donkey Kong players (PM)

Alternate costumes[edit]

Project M[edit]

Donkey Kong has an alternate costume based on his secret boss fight in the Wii version of Punch-Out!!. The costume has no gameplay effects. It also has green and blue recolors so that it can be used in Team Battles. The green color on Donkey Kong third Punch Out!! outfit is based on Little Mac, and his default white recolor has its necktie changed from red to blue, in reference to Super Donkey Kong from Donkey Kong Country Returns.

Donkey Kong's alternate costumes in PM
DonkeyKongHeadSSBB.png DonkeyKongHeadBlackSSBB.png DonkeyKongHeadRedSSBB.png DonkeyKongHeadBlueSSBB.png DonkeyKongHeadGreenSSBB.png DonkeyKongHeadWhiteSSBB.png
DonkeyKongHeadPM.png DonkeyKongHeadBluePM.png DonkeyKongHeadGreenPM.png

Project+[edit]

Donkey Kong received an updated Boxer costume with battle damage. Bandages will appear as he takes more damage. The pink Boxer costume is based on the character Junior (II) from the NES game Donkey Kong Jr. Math. His new costume is Turbo Charge Donkey Kong from the Nintendo-exclusive releases of Skylanders: Superchargers and Skylanders: Imaginators. His Red Turbo Charge color coincidentally resembles Fire Donkey Kong, Dark Turbo Charge Donkey Kong is also included, and his pink Turbo Charge color resembles Giorno Giovanna from JoJo's Bizarre Adventure: Golden Wind.

Donkey Kong's alternate costumes in P+
Secret costumes:
DK Z P+.png Z-Secret Costume: Mini Donkey Kong: Based on the Mini Donkey Kong toys that first appeared in Mario vs. Donkey Kong 2: March of the Minis.
DK R P+.png R-Secret Costume: Funky Kong: Based on Funky Kong, a surfer dude member of the Kong family with a similar build to Donkey Kong who first appeared in Donkey Kong Country. The costume is based on the character's redesign from DK: King of Swing, which itself is partly based on his appearance in Donkey Kong Country 3: Dixie Kong's Double Trouble, minus the toolbelt and shoes.

Trivia[edit]

  • Prior to Project+ version 3.0.1, Donkey Kong was one of only two characters to be equipped with two spikes, alongside Roy, who coincidentally shares the same falling speed.
  • Coincidentally, Donkey Kong's Roll attack would later also become his dash attack in Smash 4 and Ultimate, with it first appearing in Project M two years before the release of the former, albeit, its appearance in the official Smash entires not having armor or the ability to roll off edges and, in tandem with that, jump out of it while airborne.
  • The bandages and black eye of Donkey Kong's Punch-Out!! costume are references to the Game Over screen for the original Donkey Kong Country.

External links[edit]