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'''Donkey Kong''' ({{ja|ドンキーコング|Donkī Kongu}}, ''Donkey Kong'') is a playable character in ''[[Super Smash Bros. 4]]''. His return to the series was announced during the [[Electronic Entertainment Expo|E3]] [[Nintendo Direct]] on June 11th, 2013.<ref>[https://www.youtube.com/watch?v=13D1I5s236o Nintendo Direct@E3 2013]</ref> Donkey Kong uses realistic gorilla grunts and roars like in ''[[Super Smash Bros. Brawl]]'', although he now has updated voice clips, instead of being voiced by Takashi Nagasako. | '''Donkey Kong''' ({{ja|ドンキーコング|Donkī Kongu}}, ''Donkey Kong'') is a playable character in ''[[Super Smash Bros. 4]]''. His return to the series was announced during the [[Electronic Entertainment Expo|E3]] [[Nintendo Direct]] on June 11th, 2013.<ref>[https://www.youtube.com/watch?v=13D1I5s236o Nintendo Direct@E3 2013]</ref> Donkey Kong uses realistic gorilla grunts and roars like in ''[[Super Smash Bros. Brawl]]'', although he now has updated voice clips, instead of being voiced by Takashi Nagasako. | ||
Donkey Kong ranks 22nd out of | Donkey Kong ranks 22nd out of 55 on the [[tier list]], placing him in the C tier, and making him the highest ranked super heavyweight in the game. This is also a moderate improvement from Donkey Kong's mid tier placement in ''Brawl'', where he was ranked 21st out of 38, and is his best placement in the series to date. | ||
Donkey Kong retains his outstanding power, deceptively fast mobility, and great [[spacing]] options, but has also been improved both directly and indirectly. Donkey Kong now boasts great combo potential thanks to his "cargo up throw", which has been re-purposed into a very reliable combo starter that boasts guaranteed and extremely damaging follow-ups at varying percentages, alongside [[Combos#Types of combos|KO confirm]]s into his up aerial at a wide range of percents. Changes to game mechanics have also improved DK: the removal of both [[chain grab]]bing and [[edge-hogging]] drastically improve his endurance and recovery, respectively, whereas [[rage]] supplements his power, granting him an effective advantage state. | Donkey Kong retains his outstanding power, deceptively fast mobility, and great [[spacing]] options, but has also been improved both directly and indirectly. Donkey Kong now boasts great combo potential thanks to his "cargo up throw", which has been re-purposed into a very reliable combo starter that boasts guaranteed and extremely damaging follow-ups at varying percentages, alongside [[Combos#Types of combos|KO confirm]]s into his up aerial at a wide range of percents. Changes to game mechanics have also improved DK: the removal of both [[chain grab]]bing and [[edge-hogging]] drastically improve his endurance and recovery, respectively, whereas [[rage]] supplements his power, granting him an effective advantage state. | ||
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==Attributes== | ==Attributes== | ||
As the second heaviest character in the game, Donkey Kong is a [[Weight|super heavyweight]], as expected. However, despite his weight, he sports surprisingly excellent mobility and frame data, making him a non-traditional heavy character. He has the 9th fastest [[walk]]ing | As the second heaviest character in the game, Donkey Kong is a [[Weight|super heavyweight]], as expected. However, despite his weight, he sports surprisingly excellent mobility and frame data, making him a non-traditional heavy character. He has the 9th fastest [[walk]]ing speed, the 22nd fastest [[dash]]ing speed, above average [[falling speed]] and [[gravity]], and the 9th fastest [[air speed]], but in contrast has average jumps and below average [[traction]] and [[air acceleration]]. His large size also gives his attacks a respectable amount of physical [[range]]. | ||
As expected, Donkey Kong's greatest asset is his power. In typical heavyweight fashion, Donkey Kong has a plethora of reliable | As expected, Donkey Kong's greatest asset is his power. In typical heavyweight fashion, Donkey Kong has a plethora of reliable KOing options (his [[sweetspot]]ted up tilt, all of his smash attacks, all of his aerials excluding neutral aerial, his regular back throw, [[Giant Punch]], and grounded [[Spinning Kong]] being the best examples) and excellent endurance thanks to his extremely high weight and above average falling speed. However, his fast mobility and frame data gives him an effective approach and makes it easier to land his attacks, which is further complemented by his above average reach. Conversely, his moves that lack KO potential are effective for set-ups, thanks to their high speed, low knockback, and favorable launch angles. Thanks to these attributes, Donkey Kong can rack up damage and KO his opponents not only quickly, but safely compared to most heavyweights. Donkey Kong also has the second best vertical and horizontal endurance in the game, being surpassed by only {{SSB4|King Dedede}} vertically and {{SSB4|Bowser}} horizontally. | ||
Donkey Kong's grounded moveset is very useful; his neutral attack can be [[jab cancel]]ed for follow-ups, and can jab lock, as well as being able to set up into grab, his forward tilt is great for spacing, as it has long range and is intangible, his up tilt is a decent combo starter at low percentages, and his down tilt has incredible speed and can trip opponents, making it ideal for starting or extending combos. All of his smash attacks pack incredible power and have very long ranges, while not being particularly slow either. To complement his ground game, Donkey Kong's aerial game is extremely effective. His forward and down aerials can [[meteor smash]] and can effectively finish off his combos or his opponents, thanks to their high power. His neutral aerial is very quick and can lead into follow-ups, or it can be used to give Donkey Kong some space. His up aerial launches opponents upwards, making it great for combos and KOing. His back aerial is long-ranged, has a long-lasting hitbox, and can be used to [[edge-guard]] opponents. The last three aerials can also [[auto-cancel]] in a [[short hop]], further demonstrating their utility. Finally, Donkey Kong's fast air speed allows him to easily pursue opponents in the air. | Donkey Kong's grounded moveset is very useful; his neutral attack can be [[jab cancel]]ed for follow-ups, and can jab lock, as well as being able to set up into grab, his forward tilt is great for spacing, as it has long range and is intangible, his up tilt is a decent combo starter at low percentages, and his down tilt has incredible speed and can trip opponents, making it ideal for starting or extending combos. All of his smash attacks pack incredible power and have very long ranges, while not being particularly slow either. To complement his ground game, Donkey Kong's aerial game is extremely effective. His forward and down aerials can [[meteor smash]] and can effectively finish off his combos or his opponents, thanks to their high power. His neutral aerial is very quick and can lead into follow-ups, or it can be used to give Donkey Kong some space. His up aerial launches opponents upwards, making it great for combos and KOing. His back aerial is long-ranged, has a long-lasting hitbox, and can be used to [[edge-guard]] opponents. The last three aerials can also [[auto-cancel]] in a [[short hop]], further demonstrating their utility. Finally, Donkey Kong's fast air speed allows him to easily pursue opponents in the air. | ||
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Finally, [[Spinning Kong]] can be used as an [[out of shield]] option, thanks to its super armor and high damage output. As a recovery, it lets Donkey Kong move horizontally quickly and for a long time, giving him a very long horizontal [[recovery]]. Spinning Kong also retains its ability from ''Brawl'' to completely negate all momentum, against both horizontal and vertical knockback however, this is considered impractical and nearly impossible to utilize due to the changes to [[hitstun canceling]]. | Finally, [[Spinning Kong]] can be used as an [[out of shield]] option, thanks to its super armor and high damage output. As a recovery, it lets Donkey Kong move horizontally quickly and for a long time, giving him a very long horizontal [[recovery]]. Spinning Kong also retains its ability from ''Brawl'' to completely negate all momentum, against both horizontal and vertical knockback however, this is considered impractical and nearly impossible to utilize due to the changes to [[hitstun canceling]]. | ||
Despite these advantages, Donkey Kong has noticeable flaws. His most notable flaw is his poor defensive game. Although his large size gives him high reach, it also makes him very easy to hit | Despite these advantages, Donkey Kong has noticeable flaws. His most notable flaw is his poor defensive game. Although his large size gives him high reach, it also makes him very easy to hit. While his out of shield game is strong, Donkey Kong's shield itself is rather poor, due to it being unusually small for a character of his size (like {{SSB4|Ganondorf}}), making him heavily vulnerable to [[shield stab]]bing. His [[roll]]s and [[edge recovery]] options are also very slow. With all of this working against him, Donkey Kong is heavily vulnerable to combos and [[juggling]], worsened by his lack of combo breakers (due to his polarizing aerials) and lack of good dodging options outside of aerial maneuvering. | ||
Despite being very fast in terms of start-up, Donkey Kong's moveset is slow in regard to ending lag, making him susceptible to [[punishment]] without careful spacing. Finally, his vertical recovery is almost nonexistent, due to Spinning Kong's vertical distance being considerably low. This also makes it extremely difficult for him to survive even the weakest meteor smashes. | Despite being very fast in terms of start-up, Donkey Kong's moveset is slow in regard to ending lag, making him susceptible to [[punishment]] without careful spacing. Finally, his vertical recovery is almost nonexistent, due to Spinning Kong's vertical distance being considerably low. This also makes it extremely difficult for him to survive even the weakest meteor smashes. | ||
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Custom moves can give Donkey Kong considerable benefits, more so than most other characters. Kong Cyclone is often considered to be Donkey Kong's most valuable move, as well as the best custom in the game: it grants super armor, has a suction effect, can be auto-canceled, and possesses greater power, maneuverability and speed compared to Spinning Kong. Altogether, these traits enable Kong Cyclone to significantly improve DK's [[neutral game]]. | Custom moves can give Donkey Kong considerable benefits, more so than most other characters. Kong Cyclone is often considered to be Donkey Kong's most valuable move, as well as the best custom in the game: it grants super armor, has a suction effect, can be auto-canceled, and possesses greater power, maneuverability and speed compared to Spinning Kong. Altogether, these traits enable Kong Cyclone to significantly improve DK's [[neutral game]]. | ||
Chopper Kong does no damage and grants less horizontal distance, but covers more vertical distance, enabling Donkey Kong to survive meteor smashes more effectively. Storm Punch has a push effect, and is very effective for edge-guarding and spacing. Lightning Punch charges much faster, giving Donkey Kong a more readily available KO option in case his moveset can't get the job done. However, it deals less damage, more so than Storm Punch. Jumping Headbutt has more vertical range and a hitbox during most of its descent, making it a good alternative to [[fast falling]], but at the cost of being unable to properly bury opponents. Stubborn Headbutt eschews its role as a pressure move due to its | Chopper Kong does no damage and grants less horizontal distance, but covers more vertical distance, enabling Donkey Kong to survive meteor smashes more effectively. Storm Punch has a push effect, and is very effective for edge-guarding and spacing. Lightning Punch charges much faster, giving Donkey Kong a more readily available KO option in case his moveset can't get the job done. However, it deals less damage, more so than Storm Punch. Jumping Headbutt has more vertical range and a hitbox during most of its descent, making it a good alternative to [[fast falling]], but at the cost of being unable to properly bury opponents. Stubborn Headbutt eschews its role as a pressure move due to its slow start-up. However, it has higher power and super armor, protecting Donkey Kong from any attack. Focused Slap and Hot Slap sacrifice range for [[Paralyze|paralysis]] and vertical range, respectively. Both are also potent KOing options, with the latter having high diagonal knockback, and the former having extremely high vertical knockback. | ||
Overall, Donkey Kong is a potent character; with speed, power, range, endurance, and easy-to-use combos, there are very few matchups he cannot overcome. As a result, DK is, alongside {{SSB4|Bowser}}, one of the two most effective super heavyweights in the game. This, in turn, is reflected in his presence in the competitive scene, as he has average tournament representation and above average results, the latter of which has been thanks to the likes of {{Sm|HIKARU}}, {{Sm|Tweek}}, {{Sm|Konga}} and {{Sm|DKwill}}. | Overall, Donkey Kong is a potent character; with speed, power, range, endurance, and easy-to-use combos, there are very few matchups he cannot overcome. As a result, DK is, alongside {{SSB4|Bowser}}, one of the two most effective super heavyweights in the game. This, in turn, is reflected in his presence in the competitive scene, as he has average tournament representation and above average results, the latter of which has been thanks to the likes of {{Sm|HIKARU}}, {{Sm|Tweek}}, {{Sm|Konga}} and {{Sm|DKwill}}. | ||
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Donkey Kong has seen a mix of buffs and nerfs in the transition from ''Brawl'' to ''SSB4'', but was noticeably buffed overall. As for his buffs, the most noticeable improvement has been to his overall speed. His already solid movement speed has also been greatly increased although this is the case for a majority of returning veterans. Donkey Kong has received some new attacks which help him out overall including a new dash attack which covers much more distance and has much less ending lag and an aerial variant of [[Hand Slap]] which gives him a new landing option and edgeguarding tool. He also has additional [[intangibility]] on a variety of his moves. His grab game is significantly more effective as his grabs have more range and his dash grab is less laggy. All variants of his Cargo Throw have been altered and improved but the most significant variant of Cargo Throw which was improved was his up throw. His Cargo up throw has altered knockback which when combined with the removal of [[hitstun canceling]] and the changes to [[DI]], gives it much better combo potential and at certain percents, it can lead into an up aerial for a guaranteed kill at very low percents especially with [[rage]]. Donkey Kong has received many benefits from the game's new mechanics. Donkey Kong heavily benefits from the introduction of [[rage]] as his increased [[weight]] enables him to live for a long period of time and build up rage, which makes his already solid power becoming even more effective and allows his "Ding Dong" (Cargo up throw up aerial) to kill opponents at obscenely early percents. Donkey Kong also benefits from the removal of [[chain grab]]bing as it improves his endurance against certain characters although he lost a couple of chain grabs of his own. Finally, DK benefits considerably from the removal of edge hogging and the introduction of edge stealing, which prevents his poor vertical recovery from being edge-hogged. | Donkey Kong has seen a mix of buffs and nerfs in the transition from ''Brawl'' to ''SSB4'', but was noticeably buffed overall. As for his buffs, the most noticeable improvement has been to his overall speed. His already solid movement speed has also been greatly increased although this is the case for a majority of returning veterans. Donkey Kong has received some new attacks which help him out overall including a new dash attack which covers much more distance and has much less ending lag and an aerial variant of [[Hand Slap]] which gives him a new landing option and edgeguarding tool. He also has additional [[intangibility]] on a variety of his moves. His grab game is significantly more effective as his grabs have more range and his dash grab is less laggy. All variants of his Cargo Throw have been altered and improved but the most significant variant of Cargo Throw which was improved was his up throw. His Cargo up throw has altered knockback which when combined with the removal of [[hitstun canceling]] and the changes to [[DI]], gives it much better combo potential and at certain percents, it can lead into an up aerial for a guaranteed kill at very low percents especially with [[rage]]. Donkey Kong has received many benefits from the game's new mechanics. Donkey Kong heavily benefits from the introduction of [[rage]] as his increased [[weight]] enables him to live for a long period of time and build up rage, which makes his already solid power becoming even more effective and allows his "Ding Dong" (Cargo up throw up aerial) to kill opponents at obscenely early percents. Donkey Kong also benefits from the removal of [[chain grab]]bing as it improves his endurance against certain characters although he lost a couple of chain grabs of his own. Finally, DK benefits considerably from the removal of edge hogging and the introduction of edge stealing, which prevents his poor vertical recovery from being edge-hogged. | ||
Donkey Kong did receive a few noticeable nerfs both direct and indirect. As for indirect nerfs, the weakening to hitstun canceling does not benefit him as much as other characters. It does not grant him much better combo ability and it makes him much easier to combo combined with his higher weight, falling speed and gravity and it significantly hinders his endurance especially horizontally although it combined with his altered Cargo up throw gives him incredible followup potential including his "Ding Dong" (which greatly makes up for the removal of hitstun canceling). The removal of [[glide toss]]ing and [[edge momentum shifting]] also hinder his mobility in certain situations. As for his direct nerfs, his overall damage output and KO power outside of his "Ding Dong" and rage have been reduced and he has less range especially when relative to the cast hindering his ability to wall out opponents and making it easier for his opponents to approach him. | Donkey Kong did receive a few noticeable nerfs both direct and indirect. As for indirect nerfs, the weakening to hitstun canceling does not benefit him as much as other characters. It does not grant him much better combo ability and it makes him much easier to combo combined with his higher weight, falling speed and gravity and it significantly hinders his endurance especially horizontally although it combined with his altered Cargo up throw gives him incredible followup potential including his "Ding Dong" (which greatly makes up for the removal of hitstun canceling). The removal of [[glide toss]]ing and [[edge momentum shifting]] also hinder his mobility in certain situations. As for his direct nerfs, his overall damage output and KO power outside of his "Ding Dong" and rage have been reduced and he has less range especially when relative to the cast hindering his ability to wall out opponents and making it easier for his opponents to approach him. | ||
Overall, the general changes to ''Smash 4''{{'}}s mechanics benefit him more than they hinder and some of his buffs benefit him quite a bit resulting in him being considered to be more viable than he was in ''Brawl'' despite the various downgrades his ground moves and aerials received. He was initially considered to be much worse in earlier versions of the game although update [[1.1.0]] gave him multiple beneficial changes most notably his "Ding Dong" resulting in players having a much higher opinion of him with most professionals consider him being a high tier character. | Overall, the general changes to ''Smash 4''{{'}}s mechanics benefit him more than they hinder and some of his buffs benefit him quite a bit resulting in him being considered to be more viable than he was in ''Brawl'' despite the various downgrades his ground moves and aerials received. He was initially considered to be much worse in earlier versions of the game although update [[1.1.0]] gave him multiple beneficial changes most notably his "Ding Dong" resulting in players having a much higher opinion of him with most professionals consider him being a high tier character. | ||
===Aesthetics=== | ===Aesthetics=== | ||
*{{change|Due to the aesthetic used in '' | *{{change|Due to the aesthetic used in ''SSB4'', Donkey Kong's skin is sleeker, his tie is more vibrant, and his fur is of a significantly higher visual quality than in ''Brawl''. His teeth are also white instead of straw yellow. Altogether, these changes make Donkey Kong appear virtually identical to his appearance as of ''{{s|mariowiki|Donkey Kong Country Returns}}''.}} | ||
*{{change|Donkey Kong is significantly more expressive. He now scowls during certain attacks, his up [[taunt]], and while hanging from an edge; he appears confused during his down taunt and while [[teeter]]ing; his irises shrink when he is hit, [[grab]]bed, [[screen KO]]'d, and when an opponent escapes his grab; his eyes comically bulge outward when he is launched;<ref>[https://miiverse.nintendo.net/posts/AYMHAAACAABnUYnjrQ_heQ Pic of the Day: February 12, 2014]</ref> he sports a toothy grin during his side taunt, backflipping and chest-beating [[victory pose]]s, and standing and pivot grabs; and he {{GameIcon|ssb4-u}}smiles with his lips pursed during his self-congratulatory victory pose. The majority of Donkey Kong's animations are also more fluid.}} | *{{change|Donkey Kong is significantly more expressive. He now scowls during certain attacks, his up [[taunt]], and while hanging from an edge; he appears confused during his down taunt and while [[teeter]]ing; his irises shrink when he is hit, [[grab]]bed, [[screen KO]]'d, and when an opponent escapes his grab; his eyes comically bulge outward when he is launched;<ref>[https://miiverse.nintendo.net/posts/AYMHAAACAABnUYnjrQ_heQ Pic of the Day: February 12, 2014]</ref> he sports a toothy grin during his side taunt, backflipping and chest-beating [[victory pose]]s, and standing and pivot grabs; and he {{GameIcon|ssb4-u}}smiles with his lips pursed during his self-congratulatory victory pose. The majority of Donkey Kong's animations are also more fluid.}} | ||
*{{change|[[Idle pose]]'s animation has slightly changed. Donkey Kong now purses his lips, instead of slightly baring his teeth.}} | *{{change|[[Idle pose]]'s animation has slightly changed. Donkey Kong now purses his lips, instead of slightly baring his teeth.}} | ||
*{{change|Aside from his down taunt's voice clip, Donkey Kong's other voice clips have been updated | *{{change|Aside from his down taunt's voice clip, Donkey Kong's other voice clips have been updated.}} | ||
===Attributes=== | ===Attributes=== | ||
*{{change|Like other large characters, such as {{SSB4|Bowser}} and {{SSB4|King Dedede}}, Donkey Kong's general size in proportion to the other playable characters is also greater than in previous installments.<ref>[https://miiverse.nintendo.net/posts/AYMHAAACAADMUKlhFSRn7g Pic of the Day: January 16, 2014]</ref> This improves his [[range]], but makes his hurtbox larger.}} | |||
*{{change|Donkey has two new [[alternate costume]]s.}} | |||
*{{change|Donkey Kong is much [[weight|heavier]] (116 → 122). This considerably improves his endurance, but makes him more susceptible to combos.}} | |||
*{{buff|Donkey Kong [[walk]]s slightly faster (1.2 → 1.3).}} | *{{buff|Donkey Kong [[walk]]s slightly faster (1.2 → 1.3).}} | ||
*{{buff|Donkey Kong [[dash]]es slightly faster (1.622 → 1.7031).}} | *{{buff|Donkey Kong [[dash]]es slightly faster (1.622 → 1.7031).}} | ||
*{{buff|Donkey Kong's [[air speed]] is faster (1.081 → 1.15).}} | *{{buff|Donkey Kong's [[air speed]] is faster (1.081 → 1.15).}} | ||
*{{change|Donkey Kong [[Falling speed|falls]] slightly faster (1.58 → 1.63), although relative to the cast | *{{change|Like most other returning characters, Donkey Kong [[Falling speed|falls]] slightly faster (1.58 → 1.63), although he falls considerably lower relative to the cast (having the 22nd fastest falling speed out of 58 characters as opposed to the 10th-11th fastest out of 38) despite the fact that his falling speed is still above average. This slightly improves his vertical endurance, but makes him slightly more susceptible to combos.}} | ||
**{{buff|His fast-falling speed is noticeably faster (2.212 → 2.608).}} | |||
*{{change|Donkey Kong's [[gravity]] is slightly higher (0.081 → 0.08505).}} | *{{change|Donkey Kong's [[gravity]] is slightly higher (0.081 → 0.08505).}} | ||
*{{buff| | *{{buff|[[Shield]] is larger, as it now fully covers Donkey Kong while it is at full health.}} | ||
*{{nerf|Donkey Kong's [[Grab release#Ground release|ground release]] animation is considerably longer without full compensation on its [[interruptibility]] (FAF 21 → 30), now matching the rest of the cast. This gives him less time to counterattack removing his guaranteed followups.}} | |||
*{{change|The changes to [[hitstun canceling]] both help and hinder Donkey Kong. They significantly improve his own combo potential, but make him more susceptible to other people’s combos.}} | |||
*{{nerf|Donkey Kong's [[Grab release#Ground release|ground release]] animation is considerably longer (FAF 21 → 30), now matching the rest of the cast. This | *{{buff|The removal of [[chain grab]]bing significantly improves Donkey Kong's endurance.}} | ||
*{{change|The changes to [[hitstun canceling]] both help and hinder Donkey Kong. They significantly improve his own combo potential, but | *{{change|The removal of [[meteor canceling]] both helps and hinders Donkey Kong. It significantly improves the reliability of his own [[meteor smash]] moves, but makes him significantly more susceptible to opposing meteor smashes.}} | ||
*{{buff|The removal of [[chain grab]]bing significantly improves Donkey Kong's endurance | |||
*{{change|The removal of [[meteor canceling]] | |||
*{{nerf|The removal of [[glide toss]]ing significantly hinders Donkey Kong's approach with [[item]]s.}} | *{{nerf|The removal of [[glide toss]]ing significantly hinders Donkey Kong's approach with [[item]]s.}} | ||
*{{buff|[[Roll]]s have less landing lag (FAF 32 → 30).}} | *{{buff|[[Roll]]s have less landing lag (FAF 32 → 30).}} | ||
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===Ground attacks=== | ===Ground attacks=== | ||
*[[Neutral attack]]: | *[[Neutral attack]]: | ||
**{{change|One of neutral attack's first hit's body hitboxes has altered knockback (0 (base), 100 (scaling) → 35/25) and its angle has been altered ([[Sakurai angle|361°]] → 110°). This makes it connect together better with its second hit but removes its ability to lock.}} | **{{change|One of neutral attack's first hit's body hitboxes has altered knockback (0 (base), 100 (scaling) → 35/25) and its angle has been altered ([[Sakurai angle|361°]] → 110°). This makes it connect together better with its second hit but removes its ability to lock.}} | ||
**{{change|The far hit's knockback (0 (base), 100 (scaling) → 45/25) and angle (140° → 130°) have also been altered.}} | **{{change|The far hit's knockback (0 (base), 100 (scaling) → 45/25) and angle (140° → 130°) have also been altered.}} | ||
***{{buff|This makes it connect better with the second hit and improves its [[jab cancel]]ing potential at lower percents.}} | ***{{buff|This makes it connect better with the second hit and improves its [[jab cancel]]ing potential at lower percents.}} | ||
***{{nerf|However, this hinders its jab canceling potential at higher percents no longer being able to reliably lead into a down smash at realistic percents.}} | ***{{nerf|However, this hinders its jab canceling potential at higher percents no longer being able to reliably lead into a down smash at realistic percents.}} | ||
**{{nerf|Neutral attack's first and second hit have shorter durations (frames 5-7 → 5-6 (first hit), frames 6-11 → 6-7 (second hit)).}} | **{{nerf|Neutral attack's first and second hit have shorter durations (frames 5-7 → 5-6 (first hit), frames 6-11 → 6-7 (second hit)).}} | ||
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*[[Forward tilt]]: | *[[Forward tilt]]: | ||
**{{buff|Forward tilt has increased [[intangibility]] on its non angled and angled down versions (frames 8-11→ 1-25). The up angled version also gains intangibility earlier (frame 8 → 7).}} | **{{buff|Forward tilt has increased [[intangibility]] on its non angled and angled down versions (frames 8-11→ 1-25). The up angled version also gains intangibility earlier (frame 8 → 7).}} | ||
**{{nerf|Upward angled forward tilt deals 1% less damage (12% → 11%) and has less intangibility (frames 8-37 → 7-11).}} | **{{nerf|Upward angled forward tilt deals 1% less damage (12% → 11%) and has less intangibility (frames 8-37 → 7-11).}} | ||
**{{nerf|All variants have more startup lag with a shorter duration (frames 8-11 → 9-11), more ending lag (FAF 34 → 38) and have smaller hitboxes (5.5u/5u/4u/3.5u → 5u/4.5u/3.2u).}} | **{{nerf|All variants have more startup lag with a shorter duration (frames 8-11 → 9-11), more ending lag (FAF 34 → 38) and have smaller hitboxes (5.5u/5u/4u/3.5u → 5u/4.5u/3.2u).}} | ||
*[[Up tilt]]: | *[[Up tilt]]: | ||
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**{{nerf|Down tilt has more startup lag with a shorter duration (frames 6-9 → 7-9). It also has smaller hitboxes (4.8u/4.8u/5.28u/6.4u → 4.4u/4.4u/5.5u).}} | **{{nerf|Down tilt has more startup lag with a shorter duration (frames 6-9 → 7-9). It also has smaller hitboxes (4.8u/4.8u/5.28u/6.4u → 4.4u/4.4u/5.5u).}} | ||
*[[Dash attack]]: | *[[Dash attack]]: | ||
**{{buff|Donkey Kong has a new dash attack, the {{s|mariowiki|Roll | **{{buff|Donkey Kong has a new dash attack, the {{s|mariowiki|Barrel Roll}} based on his main attack from "Donkey Kong Country". Compared to the previous dash attack, it covers much more distance, has a longer duration (frames 9-20 → 9-24), and less ending lag (FAF 55 → 42) making it safer and greatly improving its approach potential. The clean hit also deals more knockback (100 (base), 20 (scaling) → 85/53) and the late hit no longer has set knockback (120 (set), 100 (scaling) → 60 (base)/65).}} | ||
**{{nerf|Dash attack deals 1% less damage (11% (clean)/9% (late) → 10%/8%).}} | **{{nerf|Dash attack deals 1% less damage (11% (clean)/9% (late) → 10%/8%).}} | ||
*{{buff|All smash attacks now have [[transcendent priority]], improving their reliability.}} | *{{buff|All smash attacks now have [[transcendent priority]], improving their reliability.}} | ||
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**{{nerf|It has increased landing lag (15 frames → 17).}} | **{{nerf|It has increased landing lag (15 frames → 17).}} | ||
*[[Forward aerial]]: | *[[Forward aerial]]: | ||
**{{buff|Forward aerial has a new animation which decreases its start-up lag (frame 25 → 18), ending lag (FAF 60 → 56), and makes it auto-cancel/grab ledges earlier (frame 60 → 56).}} | **{{buff|Forward aerial has a new animation which decreases its start-up lag (frame 25 → 18), ending lag (FAF 60 → 56), and makes it auto-cancel/grab ledges earlier (frame 60 → 56).}} | ||
**{{buff|It has slightly decreased landing lag (30 frames → 29).}} | **{{buff|It has slightly decreased landing lag (30 frames → 29).}} | ||
**{{buff|The late sweetspot has higher knockback scaling (85 → 100) improving its KO potential.}} | **{{buff|The late sweetspot has higher knockback scaling (85 → 100) improving its KO potential.}} | ||
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**{{nerf|It no longer has hitboxes which deal extra shield damage (0 (hand/arm)/1 (shoulder) → 0 (all)).}} | **{{nerf|It no longer has hitboxes which deal extra shield damage (0 (hand/arm)/1 (shoulder) → 0 (all)).}} | ||
*[[Back aerial]]: | *[[Back aerial]]: | ||
**{{nerf|Back aerial has decreased knockback scaling (100 → 97) and has smaller hitboxes (7.6u/6u/6u → 7u/5u/5u (clean), 7u/5u/5u → 6u/4u/4u (late)), hindering its KO and spacing potential.}} | **{{nerf|Back aerial has decreased knockback scaling (100 → 97) and has smaller hitboxes (7.6u/6u/6u → 7u/5u/5u (clean), 7u/5u/5u → 6u/4u/4u (late)), hindering its KO and spacing potential.}} | ||
**{{nerf|It has has increased landing lag (15 frames → 18).}} | **{{nerf|It has has increased landing lag (15 frames → 18).}} | ||
*[[Up aerial]]: | *[[Up aerial]]: | ||
**{{buff|Donkey Kong's head is now intangible while performing up aerial.}} | **{{buff|Donkey Kong's head is now intangible while performing up aerial.}} | ||
**{{nerf|It deals 1% less damage (14% → 13%), hindering its KO potential.}} | **{{nerf|It deals 1% less damage (14% → 13%), hindering its KO potential.}} | ||
**{{nerf|It has a smaller hitbox (8u → 7.5u).}} | **{{nerf|It has a smaller hitbox (8u → 7.5u).}} | ||
**{{nerf|It has increased landing lag (22 frames → 25).}} | **{{nerf|It has increased landing lag (22 frames → 25).}} | ||
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**{{buff|Down aerial has decreased start-up lag (frame 18 → 14) and landing lag (31 frames → 24).}} | **{{buff|Down aerial has decreased start-up lag (frame 18 → 14) and landing lag (31 frames → 24).}} | ||
**{{change|Due to its angle being altered (270° → 361°), the sourspot is no longer a [[meteor smash]].}} | **{{change|Due to its angle being altered (270° → 361°), the sourspot is no longer a [[meteor smash]].}} | ||
**{{nerf|It has a shorter duration (frames 18-23 → 14-16) and has smaller hitboxes (8.5u/7.7u/5.7u → 7u/5.8u).}} | **{{nerf|It has a shorter duration (frames 18-23 → 14-16) and has smaller hitboxes (8.5u/7.7u/5.7u → 7u/5.8u).}} | ||
**{{nerf|The sweetspot has decreased base knockback (38 → 30).}} | **{{nerf|The sweetspot has decreased base knockback (38 → 30).}} | ||
===Throws/other attacks=== | ===Throws/other attacks=== | ||
*{{ | *{{buff|All grabs have increased ranges. Standing and dash grabs can also now grab certain characters hanging on an edge.}}<ref>[https://m.youtube.com/watch?v=n1bnkhmTbgI| Video demonstrating Donkey Kong being able to grab ledge-hanging opponents]</ref> | ||
*{{buff|Dash grab has decreased ending lag (FAF 50 → 39).}} | |||
*{{nerf|Standing and pivot grabs have increased ending lag (FAF 30 → 31 (standing), FAF 36 → 37 (pivot)). Pivot grab also has increased start-up lag (frame 10 → 11).}} | |||
*{{buff|Dash grab has | *{{change|Grabs' animations have slightly changed. Donkey Kong now grabs with one hand, instead of both.}} | ||
*{{nerf| | |||
*[[Pummel]]: | *[[Pummel]]: | ||
**{{nerf|Pummel deals 1% less damage (3% → 2%).}} | **{{nerf|Pummel deals 1% less damage (3% → 2%).}} | ||
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**Cargo down throw: | **Cargo down throw: | ||
***{{buff|Cargo down throw deals 1% more damage (6% → 7%), and knockback (65 (base), 26 (scaling) → 50/80) improving its KO and stage spike potential.}} | ***{{buff|Cargo down throw deals 1% more damage (6% → 7%), and knockback (65 (base), 26 (scaling) → 50/80) improving its KO and stage spike potential.}} | ||
***{{change|Cargo down throw's angle has also been altered (28° → 48°).}} | ***{{change|Cargo down throw's angle has also been altered (28° → 48°).}} | ||
****{{buff|This allows it to chain grab opponents on moving platforms.}} | ****{{buff|This allows it to chain grab opponents on moving platforms.}} | ||
****{{nerf|However, this hinders its edgeguarding potential.}} | ****{{nerf|However, this hinders its edgeguarding potential.}} | ||
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***{{nerf|However, this also removes its ability to cancel out projectiles.}} | ***{{nerf|However, this also removes its ability to cancel out projectiles.}} | ||
**{{buff|The 19% damage increase to shields and the increase to shieldstun significantly improve fully charged Giant Punch's shield pressuring potential despite no longer dealing extra shield damage (2 → 0).}} | **{{buff|The 19% damage increase to shields and the increase to shieldstun significantly improve fully charged Giant Punch's shield pressuring potential despite no longer dealing extra shield damage (2 → 0).}} | ||
**{{nerf|Giant Punch takes longer to fully charge (127 frames → 144) and has increased ending lag (FAF 53 (ground), 46 (air) → 63 (both) (uncharged), FAF 46 (both) → 48 (ground), 63 (aerial) (fully charged)).}} | **{{nerf|Giant Punch takes longer to fully charge (127 frames → 144) and has increased ending lag (FAF 53 (ground), 46 (air) → 63 (both) (uncharged), FAF 46 (both) → 48 (ground), 63 (aerial) (fully charged)).}} | ||
**{{nerf|The early hit was removed for grounded fully charged Giant Punch increasing its startup lag (frame 18 → 19).}} | **{{nerf|The early hit was removed for grounded fully charged Giant Punch increasing its startup lag (frame 18 → 19).}} | ||
**{{nerf|Giant Punch has a shorter duration (frames 18-22 → 18-20 (uncharged/aerial fully charged), 19-20 (grounded fully charged)).}} | **{{nerf|Giant Punch has a shorter duration (frames 18-22 → 18-20 (uncharged/aerial fully charged), 19-20 (grounded fully charged)).}} | ||
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**{{buff|Aerial Spinning Kong has increased intangibility (frames 4-6 → 3-6).}} | **{{buff|Aerial Spinning Kong has increased intangibility (frames 4-6 → 3-6).}} | ||
**{{nerf|Grounded Spinning Kong's loop hits deal 1.7% less damage (3% → 1.3%) significantly reducing its maximum damage potential (35% → 18%).}} | **{{nerf|Grounded Spinning Kong's loop hits deal 1.7% less damage (3% → 1.3%) significantly reducing its maximum damage potential (35% → 18%).}} | ||
**{{nerf|Donkey Kong | **{{nerf|Donkey Kong can no longer perform the "Invincicopter".}} | ||
**{{nerf|If DK lands with aerial Spinning Kong before he goes into free fall, it will no longer auto-cancel on landing but instead, DK will go through his grounded Spinning Kong ending lag animation making it significantly easier to punish on landing.}} | **{{nerf|If DK lands with aerial Spinning Kong before he goes into free fall, it will no longer auto-cancel on landing but instead, DK will go through his grounded Spinning Kong ending lag animation making it significantly easier to punish on landing.}} | ||
**{{nerf|While aerial Spinning Kong can still be used for momentum canceling, its effect is significantly weaker as Donkey Kong can no longer use hitstun canceling to reduce his launch speed and make greater use of Spinning Kong.}} | **{{nerf|While aerial Spinning Kong can still be used for momentum canceling, its effect is significantly weaker as Donkey Kong can no longer use hitstun canceling to reduce his launch speed and make greater use of Spinning Kong.}} | ||
**{{change|Grounded Spinning Kong's animation has changed. Donkey Kong now performs a series of [[wikipedia:Professional wrestling attacks#Clothesline|discus clotheslines]] and [[Wikipedia:Professional wrestling attacks#Spinning back fist|spinning backfists]] before striking a flexing pose upon finishing.}} | **{{change|Grounded Spinning Kong's animation has changed. Donkey Kong now performs a series of [[wikipedia:Professional wrestling attacks#Clothesline|discus clotheslines]] and [[Wikipedia:Professional wrestling attacks#Spinning back fist|spinning backfists]] before striking a flexing pose upon finishing.}} | ||
***{{buff|This new animation lengthens its duration (frames 19-56 → 19-62) and improves its vertical range.}} | ***{{buff|This new animation lengthens its duration (frames 19-56 → 19-62) and improves its vertical range.}} | ||
***{{nerf|However, the new animation is longer without full compensation on its interruptibility (FAF 85 → 93). The move's longer duration also fails to compensate for its increased ending lag.}} | ***{{nerf|However, the new animation is longer without full compensation on its interruptibility (FAF 85 → 93). The move's longer duration also fails to compensate for its increased ending lag.}} | ||
*[[Hand Slap]]: | *[[Hand Slap]]: | ||
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|utiltdmg=11% (arm), 10% (elbow), 9% (hand) | |utiltdmg=11% (arm), 10% (elbow), 9% (hand) | ||
|utiltdesc=An overhead arcing swipe. It has a very reliable range and deals more damage and knockback if the target is hit near DK's shoulder. | |utiltdesc=An overhead arcing swipe. It has a very reliable range and deals more damage and knockback if the target is hit near DK's shoulder. | ||
|dtiltname=Slouch Slap | |dtiltname=Slouch Slap | ||
|dtiltdmg=7% (arm), 6% (hand) | |dtiltdmg=7% (arm), 6% (hand) | ||
|dtiltdesc=A crouching swat. Slightly less powerful around his fingers. In addition to its great speed and range, it has a chance to [[Tripping|trip]] opponents, allowing for guaranteed follow-ups such as itself, a [[Pivoting|pivoted]] up tilt, forward smash, Giant Punch, [[Headbutt]], [[Hand Slap]] or a grab. | |dtiltdesc=A crouching swat. Slightly less powerful around his fingers. In addition to its great speed and range, it has a chance to [[Tripping|trip]] opponents, allowing for guaranteed follow-ups such as itself, a [[Pivoting|pivoted]] up tilt, forward smash, Giant Punch, [[Headbutt]], [[Hand Slap]] or a grab. | ||
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|usmashname= | |usmashname= | ||
|usmashdmg={{ChargedSmashDmgSSB4|18}} | |usmashdmg={{ChargedSmashDmgSSB4|18}} | ||
|usmashdesc=An overhead clap. Unlike other up smashes, it does not launch opponents into the main hitbox, making it somewhat problematic to land if the opponent is not airborne or incredibly close to him. However, it can be effective if used beneath a platform. KOs at 102% and 63% uncharged. At full rage, it is slightly more powerful than his Brawl up smash. Donkey Kong's head and arms are intangible while the hitboxes are out. | |usmashdesc=An overhead clap. Unlike other up smashes, it does not launch opponents into the main hitbox, making it somewhat problematic to land if the opponent is not airborne or incredibly close to him. However, it can be effective if used beneath a platform. KOs at 102% and 63% uncharged. At full rage, it is slightly more powerful than his Brawl up smash. Donkey Kong's head and arms are intangible while the hitboxes are out. | ||
|dsmashname= | |dsmashname= | ||
|dsmashdmg={{ChargedSmashDmgSSB4|14}} (arms), {{ChargedSmashDmgSSB4|17}} (early, fists), {{ChargedSmashDmgSSB4|18}} (late, fists) | |dsmashdmg={{ChargedSmashDmgSSB4|14}} (arms), {{ChargedSmashDmgSSB4|17}} (early, fists), {{ChargedSmashDmgSSB4|18}} (late, fists) | ||
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|pummeldmg=2.1% | |pummeldmg=2.1% | ||
|pummeldesc=A slap. A fairly fast pummel. | |pummeldesc=A slap. A fairly fast pummel. | ||
|fthrowname=Kong Karry | |fthrowname=Kong Karry | ||
|fthrowdmg=10% (forward), 12% (backward), 10% (upward), 7% (downward) | |fthrowdmg=10% (forward), 12% (backward), 10% (upward), 7% (downward) | ||
|fthrowdesc=Cradles the opponent on his back, 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. | |fthrowdesc=Cradles the opponent on his back, 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. | ||
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|usc1name=Chopper Kong | |usc1name=Chopper Kong | ||
|usc1dmg=— | |usc1dmg=— | ||
|usc1desc= | |usc1desc=Grants increased vertical distance, but almost no horizontal distance and deals no damage. | ||
|usc2name=Kong Cyclone | |usc2name=Kong Cyclone | ||
|usc2dmg=4% (grounded hit 1), 3% (aerial hit 1), 15% (grounded hit 2), 12% (aerial hit 2) | |usc2dmg=4% (grounded hit 1), 3% (aerial hit 1), 15% (grounded hit 2), 12% (aerial hit 2) | ||
|usc2desc= | |usc2desc=Pulls in opponents in with a windbox while spinning, then launches them with its last hit. The grounded version has no hitboxes except for its first and last hits. The aerial version deals no damage except for its first and last hits, but does deal hitstun. Both the grounded and aerial versions have super armor during the spin, but the aerial version does not rise as high as Spinning Kong. | ||
The aerial version | |||
|dsdefname=Hand Slap | |dsdefname=Hand Slap | ||
|dsdefdmg=14% | |dsdefdmg=14% | ||
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|fsdesc=Takes out the {{s|mariowiki|DK Bongos}} and begins to play them to the beat of "DK Island Swing", which emits shockwaves in the process. The song is accompanied by an indicative bar that will appear above DK, signaling the player when to press the attack button in sync with the beat. The attack’s range and power is determined by the player's input, with successful inputs having the greatest range and power. If the player hits all beats correctly, DK will give a thumbs up at the end of the song. | |fsdesc=Takes out the {{s|mariowiki|DK Bongos}} and begins to play them to the beat of "DK Island Swing", which emits shockwaves in the process. The song is accompanied by an indicative bar that will appear above DK, signaling the player when to press the attack button in sync with the beat. The attack’s range and power is determined by the player's input, with successful inputs having the greatest range and power. If the player hits all beats correctly, DK will give a thumbs up at the end of the song. | ||
}} | }} | ||
===[[On-screen appearance]]=== | ===[[On-screen appearance]]=== | ||
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{{Idle | {{Idle | ||
|desc-1=Leans forward curiously while pursing his lips. | |desc-1=Leans forward curiously while pursing his lips. | ||
|desc-2=Punches his open palm with his fist, then performs an external shoulder rotation stretch. | |desc-2={{GameIcon|ssb4-u}}Punches his open palm with his fist or {{GameIcon|ssb4-3ds}}claps his hands once, then performs an external shoulder rotation stretch. | ||
|image-1=DonkeyKongIdlePose1WiiU.jpg | |image-1=DonkeyKongIdlePose1WiiU.jpg | ||
|image-2=DonkeyKongIdlePose2WiiU.jpg}} | |image-2=DonkeyKongIdlePose2WiiU.jpg}} | ||
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==In [[competitive play]]== | ==In [[competitive play]]== | ||
===[[Official Custom Moveset Project]]=== | ===[[Official Custom Moveset Project]]=== | ||
{{OfficialCustomMoves | {{OfficialCustomMoves | ||
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|set10=1333 | |set10=1333 | ||
}} | }} | ||
=== | ===Notable players=== | ||
<!--If you are planning to add a player you consider to be notable, please provide tournament results in some shape or form in the edit summary (be it a link to a results thread or bracket of placing high in a tournament of other notable players or a video of them beating a notable player). Winning tournaments without notable players present is generally not enough to warrant a spot.--> | <!--If you are planning to add a player you consider to be notable, please provide tournament results in some shape or form in the edit summary (be it a link to a results thread or bracket of placing high in a tournament of other notable players or a video of them beating a notable player). Winning tournaments without notable players present is generally not enough to warrant a spot.--> | ||
''Any number following the Smasher name indicates placement on the [[PGR 100]], which recognizes the official top 100 players in [[Super Smash Bros. 4]] of all time.'' | |||
====Active==== | |||
*{{Sm|Average Joe|USA}} - 9th at [[Glitch (tournament)|Glitch]], 25th at [[The Big House 5]], formerly ranked 17th on the [[MD/VA Power Rankings#Super Smash Bros. for Wii U|MD/VA/DE Smash 4 Power Rankings]], regularly attends Xanadu tournaments. | |||
*{{Sm|DKwill|USA}} - One of the best Donkey Kong players in United States along with Tweek and Konga, 1st at [[Don't Park on the Grass]], 4th at [[SKTAR 4]], 9th at [[Get On My Level 2016]], 25th at [[GENESIS 3]] and [[The Big House 6]], 33rd at [[Apex 2015]], [[EVO 2015]] and [[CEO 2016]], ranked 9th on the [[New York City Power Rankings#Super Smash Bros. for Wii U rankings|New York City Power Rankings]]. | |||
*{{Sm|False|USA}} - One of False's many characters. Notably defeated {{Sm|MkLeo}} at [[EVO 2017]], where he finished 9th. | |||
*{{Sm|HIKARU|Japan}} (#48) - The best Donkey Kong player in Japan and one of the best Donkey Kong players in the world. He often places Top 8 at [[Sumabato]] tournaments, 7th at [[2GGC: Civil War]], 9th at [[Sumabato for THE BIG HOUSE]], 33rd at [[EVO 2016]]. | |||
*{{Sm|Konga|USA}} (#76) - Regarded as the best solo Donkey Kong player in the United States and one of the best Donkey Kong players in the world. Ranked 30th on the [[Panda Global Rankings|Panda Global Rankings v4]]. Placed 2nd at [[Don't Park on the Grass]] and 7th at [[DreamHack Austin 2017]]. Has set wins over {{Sm|VoiD}}, {{Sm|MkLeo}}, {{Sm|Tweek}}, and {{Sm|ANTi}}. | |||
*{{Sm|Larry Lurr|USA}} - The best {{SSB4|Fox}} player in the world with a very strong Donkey Kong secondary. Considered the best Donkey Kong player in [[SoCal]] and one of the best ones in the world. Ranked 7th on [[Panda Global Rankings| Panda Global Rankings v4]] and 2nd on [[SoCal Smash 4 Power Rankings]]. Has wins over players such as {{Sm|Mr.R}}, {{Sm|VoiD}}, {{Sm|Elegant}}, {{Sm|ESAM}}, {{Sm|Ally}}, {{Sm|Zenyou}}, and {{Sm|Tsu-}}. | |||
*{{Sm|Tweek|USA}} (#7) - Uses him as a secondary, with set wins over {{Sm|ZeRo}}, {{Sm|MkLeo}}, {{Sm|komorikiri}}, {{Sm|Mr E}}, and {{Sm|Tyrant}}. Regarded as the best Donkey Kong player in the world. | |||
*{{Sm|Vex Kasrani|USA}} - 13th at [[KTAR XIII]], 7th at [[KTAR XVII]]. | |||
====Inactive==== | |||
*{{Sm|Glare|USA}} - The best DK in New England, and one of the best DK players in the US. Has since switched mains to {{SSB4|Bayonetta}}. | |||
*{{Sm|Mew2King|USA}} - 3rd at [[PAX Prime 2015]] and 5th at [[SKTAR 4]]. Defeated {{Sm|Saj}}, {{Sm|Mr.E}}, {{Sm|MVD}}, {{Sm|dyr}}, {{Sm|Day}} and {{Sm|Ryo}} using the character. | |||
'' | ===Tier placement and history=== | ||
Upon ''SSB4''{{'}}s release, Donkey Kong was considered a bottom-tier character, despite the good buffs he had received in his transition from ''Brawl'', mostly as a result of his pronounced weaknesses and his strengths not fully compensating for it. Opinions of Donkey Kong would slowly start to improve, as players later noticed he had indeed gained more than what he lost in the transition to ''SSB4'', leading him to be seen as a low-tier character instead of a bottom-tier character in most eyes. | |||
While he would gain dedicated mains like {{Sm|DKwill}} and buffs via game updates, it was not until update [[1.1.0]] that Donkey Kong's reputation would improve considerably. This was due to said update granting him a massive buff for his grab game in the form of his now-famous "cargo up throw", which allows for what is known as the "Ding Dong" combo, which is reminiscent of {{SSB4|Diddy Kong}}'s "Hoo Hah" combo, albeit not to the same extreme degree. Because of the huge benefits as well as the [[true combo]]s that can be performed with this throw, Donkey Kong's popularity started to increase at all levels of play, with professionals such as DKwill, {{Sm|Average Joe}}, {{Sm|HIKARU}} and {{Sm|Mew2King}} making a larger impact in tournaments. | |||
{{ | |||
| | As a result, Donkey Kong was ranked 27th on the first ''4BR'' [[tier list]], then rose to 25th on the second tier list, and then dropped to 28th on the third tier list, losing his title of the best super-heavyweight character to {{SSB4|Bowser}}. Even so, the improved results of players like HIKARU, {{Sm|Konga}} and {{Sm|Tweek}} have allowed Donkey Kong to rise to 22nd on the fourth and current tier list; since the tiers were expanded, Donkey Kong has now become a high-tier character, in addition to recovering his status as the best super heavyweight once again from Bowser. As such, despite him remaining slightly rare in competitive play, his results by the players who use him have been sufficiently high enough to secure his current tier placement with some smashers claiming that he and Bowser should rise up the tier list even more as {{Sm|ZeRo}} has the characters among the top 15 characters in the game also claiming that "they have top-tier potential" while other smashers like {{Sm|Dabuz}} believe that they cannot be ranked any higher due to their many disadvantageous matchups and poor time landing. | ||
| | |||
| | ==Trophies== | ||
| | :'''Donkey Kong''' | ||
| | ::{{flag|ntsc}} ''This king of the jungle really, really loves bananas. His adventures usually start with people stealing his hoard of them. In Smash Bros., he's known for his incredible strength and long reach. Despite his size, he's still pretty quick. He can even jump carrying heavy items! Use this knowledge well.'' | ||
| | ::{{flag|pal}} ''With help from Diddy Kong and his Animal Friends, this banana-loving king of the jungle will take on anyone causing trouble on his turf. The best things about him in this game are his colossal strength, his speed, his long reach and the fact that he can jump while holding heavy items. Make sure you use all that to your advantage!'' | ||
{{ | {{Trophy games|console1=SNES|game1=Donkey Kong Country (11/1994)|console2=Wii|game2=Donkey Kong Country Returns (11/2010)}} | ||
:'''Donkey Kong (Alt.)''' | |||
::{{flag|ntsc}} ''Donkey Kong pulls no punches when it comes to fighting. Or headbutts, as it turns out. His Headbutt special move will bury anyone on the ground who gets hit, leaving them open to some serious damage. If Donkey Kong strikes an airborne foe with this move, they'll go crashing downward.'' | |||
::{{flag|pal}} ''Donkey Kong's always been one to use his head. Anyone who's been on the receiving end of his Headbutt special will tell you that. If they're on the ground when it hits them, they'll get buried, leaving them open to a serious walloping. If they're in the air, though, they might find themselves being knocked down. Either way, it’s going to hurt.'' | |||
{{Trophy games|console1=SNES|game1=Donkey Kong Country (11/1994)|console2=Wii|game2=Donkey Kong Country Returns (11/2010)}} | |||
:'''Konga Beat''' | |||
::{{flag|ntsc}}''In this Final Smash, DK drums on a set of bongos, just like in the Donkey Konga games. Press the attack button in rhythm with the circles to boost the attack's range and power. Enemy attacks won't affect you, but you can't move, either. Auto-scrolling stages will slow down but won't stop-don't get too carried away in the beat!'' | |||
{{ | ::{{flag|pal}} ''In this Final Smash, DK drums on a set of bongos, just like in the Donkey Konga games. Press the attack button in rhythm with the circles to boost the attack's range and power. Enemy attacks won't affect you, but you can't move, either. Auto-scrolling stages will slow down, but be careful or you might still self-destruct!'' | ||
| | |||
<center> | |||
| | <gallery> | ||
DonkeyKongTrophy3DS.png|Classic (3DS) | |||
| | DonkeyKongAltTrophy3DS.png|Alt. (3DS) | ||
| | DonkeyKongTrophyWiiU.png|Classic (Wii U) | ||
| | DonkeyKongAltTrophyWiiU.png|Alt. (Wii U) | ||
KongaBeatTrophyWiiU.png|[[Konga Beat]] | |||
</gallery> | |||
</center> | |||
==In [[Event Match]]es== | ==In [[Event Match]]es== |