Editing Donkey Kong (SSB)

From SmashWiki, the Super Smash Bros. wiki
Jump to navigationJump to search
Warning You aren't logged in. While it's not a requirement to create an account, doing so makes it a lot easier to keep track of your edits and a lot harder to confuse you with someone else. If you edit without being logged in, your IP address will be recorded in the page's edit history.

The edit can be undone. Please check the comparison below to verify that this is what you want to do, and then publish the changes below to finish undoing the edit.

Latest revision Your text
Line 25: Line 25:
Donkey Kong is the [[weight|heaviest]] and largest character in ''Super Smash Bros.'' This means he gets hit quite easily, and he also has a poor [[shield]] cover, making him vulnerable to [[shield break]] combos such as {{SSB|Yoshi}}'s Z-canceled [[DJC]] neutral aerial performed repeatedly. However, he can take many hits and high [[damage]] before being [[KO]]'d. Like heavyweight characters in subsequent games, Donkey Kong has attacks that deal lots of damage and have strong [[knockback]]. He also has two [[meteor smash]]es (forward and down aerials), and some extremely powerful finishers, including his forward smash and Giant Punch when fully charged or close to fully charged. However, his attacks are generally slow and laggy, and most of his KOs still require setup.
Donkey Kong is the [[weight|heaviest]] and largest character in ''Super Smash Bros.'' This means he gets hit quite easily, and he also has a poor [[shield]] cover, making him vulnerable to [[shield break]] combos such as {{SSB|Yoshi}}'s Z-canceled [[DJC]] neutral aerial performed repeatedly. However, he can take many hits and high [[damage]] before being [[KO]]'d. Like heavyweight characters in subsequent games, Donkey Kong has attacks that deal lots of damage and have strong [[knockback]]. He also has two [[meteor smash]]es (forward and down aerials), and some extremely powerful finishers, including his forward smash and Giant Punch when fully charged or close to fully charged. However, his attacks are generally slow and laggy, and most of his KOs still require setup.


Contrary to popular belief, Donkey Kong has slightly above-average [[dash]]ing speed (although he does have a relatively slow [[air speed]]). Donkey Kong has a great [[grab]] and [[throw]] game due to having the longest non-tether [[grab]]bing horizontal range, terrific throw combos (especially when there are walls), and the infamous [[infinite throw trap]] that allows him to rack up damage easily and effectively. He also has a KO throw in his back throw. Donkey Kong has good [[reach]], which allows for decent [[combo]]s despite slow attack speed, but he lacks a [[projectile]] and a reliable way to deal with them, making his [[approach]] poor and unvaried. His Up B however also breaks projectiles, outside of {{SSB|Fox}}'s laser.
Contrary to popular belief, Donkey Kong has slightly above-average [[dash]]ing speed (although he does have a relatively slow [[air speed]]). Donkey Kong has a great [[grab]] and [[throw]] game due to having the longest non-tether [[grab]]bing horizontal range, terrific throw combos (especially when there are walls), and the infamous [[infinite throw trap]] that allows him to rack up damage and easily and effectively. He also has a KO throw in his back throw. Donkey Kong has good [[reach]], which allows for decent [[combo]]s despite slow attack speed, but he lacks a [[projectile]] and a reliable way to deal with them, making his [[approach]] poor and unvaried. His Up B however also breaks projectiles, outside of {{SSB|Fox}}'s laser.


For recovery, Donkey Kong's up special move, [[Spinning Kong]], travels great horizontal distance, but has poor vertical gain, with no options to extend it. This makes him very vulnerable to meteor smashes. It should be noted that Donkey Kong is extremely vulnerable to [[combo]]s due to being very large, very heavy, and falling somewhat quickly. It is however quite powerful for how fast it is, being a reliable get out of danger move.
For recovery, Donkey Kong's up special move, [[Spinning Kong]], travels great horizontal distance, but has poor vertical gain, with no options to extend it. This makes him very vulnerable to meteor smashes. It should be noted that Donkey Kong is extremely vulnerable to [[combo]]s due to being very large, very heavy, and falling somewhat quickly. It is however quite powerful for how fast it is, being a reliable get out of danger move.

Please note that all contributions to SmashWiki are considered to be released under the Attribution-ShareAlike 3.0 Unported license (see SmashWiki:Copyrights for details). Your changes will be visible immediately. Please enter a summary of your changes above.

Do not submit copyrighted work without permission!

Cancel Editing help (opens in new window)

Templates used on this page: