Editing Donkey Kong (SSBB)

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|ranking = 21
|ranking = 21
}}
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'''Donkey Kong''' ({{ja|ドンキーコング|Donkī Kongu}}, ''Donkey Kong'') is a character in ''[[Super Smash Bros. Brawl]]''. He was first shown very briefly at the [[E3]] 2007 press conference. Rather than utilizing the recycled animal sounds from ''[[Super Smash Bros. Melee]]'' or being voiced by Grant Kirkhope or Takashi Nagasako (who voiced Donkey Kong starting with ''{{s|mariowiki|Mario Power Tennis}}''), Donkey Kong now uses modified tiger sounds sourced from the ''The Best of Saul Zaents Film Center'' CD included with Sound Ideas' ''Amadeus Sound Library''.
'''Donkey Kong''' ({{ja|ドンキーコング|Donkī Kongu}}, ''Donkey Kong'') is a character in ''[[Super Smash Bros. Brawl]]''. He was first shown very briefly at the [[E3]] 2007 press conference. Rather than utilizing the recycled clips from ''[[Super Smash Bros. Melee]]'' or being voiced by Takashi Nagasako (who voiced Donkey Kong starting with ''{{s|mariowiki|Mario Power Tennis}}''), Donkey Kong now uses a new set of realistic gorilla grunt and roar sound effects.


Donkey Kong is currently ranked 21st out of 38 on the [[tier list]] in the mid tier. This is a slight improvement over his ranking in ''[[Melee]]'', where he is ranked 16th out of 26 in the lower mid tier. Donkey Kong possesses a combination of incredible power with many great finishers (especially in his [[smash attack]]s), and incredible [[reach]] in his attacks. Along with this power and reach combination, Donkey Kong possesses above average movement with remarkably good mobility for a character of his size, and many fast attacks (such as his [[back aerial]] and [[tilt]]s). Additionally, Donkey Kong possesses by far the greatest horizontal endurance with his great [[weight]] and [[Spinning Kong]] [[momentum cancelling#Horizontal momentum cancelling|momentum cancelling]], as well as one of the strongest vertical endurances, and a [[recovery]] that gains great horizontal distance while protecting Donkey Kong, making Donkey Kong one of the hardest characters to KO. Donkey Kong's incredible weight is a double-edged sword, however; while it makes him incredibly difficult to KO, it also makes him incredibly easy to [[combo]], [[juggle]], and [[chain throw]], including making him vulnerable to [[infinite]] and zero to death chain throws (most notoriously from {{SSBB|King Dedede}}). Additional problems of Donkey Kong include most of his attacks having heavy ending [[lag]] (making it easy to [[punish]] most of his attacks if he misses), being very vulnerable to [[meteor smash]] gimps due to his recovery gaining much less vertical distance, his [[shield]] being too small for a character of his size leaving him heavily vulnerable to [[shield stabbing]], and lacking a [[projectile]], which when combined with his very large size and aforementioned shield issues, gives Donkey Kong severe issues dealing with [[camp]]ing. While his [[roll]]s and [[air dodge]] are about average, his [[sidestep]] is the second slowest, after {{SSBB|Bowser}}. Overall, while Donkey Kong sports good [[matchup]]s against lower-tiered characters that lack tools to deal with his power, he heavily struggles against higher-tiered characters that can chain throw him, and has achieved average [[tournament]] results over the game's competitive lifespan.
Donkey Kong is currently ranked 21st out of 38 on the [[tier list]] in the Mid tier. This is an improvement over his ranking in ''[[Melee]]'', where he is ranked 16th out of 26 in the lower mid tier. Donkey Kong possesses a combination of incredible power with many great finishers (especially in his [[smash attack]]s), and incredible [[reach]] in his attacks. Along with this power and reach combination, Donkey Kong possesses above average movement with remarkably good mobility for a character of his size, and many fast attacks (such as his [[back aerial]] and [[tilt]]s). Additionally, Donkey Kong possesses by far the greatest horizontal endurance with his great [[weight]] and [[Spinning Kong]] [[momentum cancelling#Horizontal momentum cancelling|momentum cancelling]], as well as one of the strongest vertical endurances, and a [[recovery]] that gains great horizontal distance while protecting Donkey Kong, making Donkey Kong one of the hardest characters to KO. Donkey Kong's incredible weight is a double-edged sword, however; while it makes him incredibly difficult to KO, it also makes him incredibly easy to [[combo]], [[juggle]], and [[chain throw]], including making him vulnerable to [[infinite]] and zero to death chain throws (most notoriously from {{SSBB|King Dedede}}). Additional problems of Donkey Kong include most of his attacks having heavy ending [[lag]] (making it easy to [[punish]] most of his attacks if he misses), being very vulnerable to [[meteor smash]] gimps due to his recovery gaining much less vertical distance, his [[shield]] being too small for a character of his size leaving him heavily vulnerable to [[shield stabbing]], and lacking a [[projectile]], which when combined with his very large size and aforementioned shield issues, gives Donkey Kong severe issues dealing with [[camp]]ing. While his [[roll]]s and [[air dodge]] are about average, his [[sidestep]] is the second slowest, after {{SSBB|Bowser}}. Overall, Donkey Kong has decidedly poor [[matchup]]s while being [[counter (matchup)|countered]] by the majority of top and high tier (and is also hard countered by two, but Donkey Kong also hard counters three), and has achieved average [[tournament]] results.


==Attributes==
==Attributes==
Donkey Kong is a very [[Weight#SSBB_Weight_Ranking|heavy]] character with very powerful attacks, great attack range, and high [[knockback]] capabilities. Despite these pros, Donkey Kong lacks projectiles and a reliable way to deal with them, which makes his moveset and style of approach unvaried. He is one of the fastest heavyweight characters; his movement speed is above average: fast running, fast walking, fast air speed, and very high initial [[jump]]. Donkey Kong's weight helps him stay alive longer, though he is a big target and has very poor vertical recovery, but extremely long horizontal recovery. He can even use Spinning Kong to [[momentum cancel]] knockback from an attack that would even KO {{SSBB|Bowser}}, {{SSBB|Snake}}, or {{SSBB|King Dedede}}. Despite his extremely long horizontal recovery, it is vulnerable to disjointed attacks and has poor vertical height which means even weak meteor smashes can be devastating, though it's hard to edge guard without a disjointed attack due its initial invincibility frames. Combining his impressive weight and good horizontal recovery with good [[directional influence]], he will be extremely hard to KO.
Donkey Kong is a very [[Weight#SSBB_Weight_Ranking|heavy]] character with very powerful attacks, great attack range, and high [[knockback]] capabilities. Despite these pros, Donkey Kong lacks projectiles and a reliable way to deal with them, which makes his moveset and style of approach unvaried. He is one of the fastest heavyweight characters; his movement speed is above average: fast running, fast walking, fast air speed, and very high initial [[jump]]. Donkey Kong's weight helps him stay alive longer, though he is a big target and has very poor vertical recovery, but extremely long horizontal recovery. He can even use Spinning Kong to [[momentum cancel]] knockback from an attack that would even KO {{SSBB|Bowser}}, {{SSBB|Snake}}, or {{SSBB|King Dedede}}. Despite his extremely long horizontal recovery, it is vulnerable to disjointed attacks and has poor vertical height which means even weak meteor smashes can be devastating, though it's hard to edge guard without a disjointed attack due its initial invincibility frames. Combining his impressive weight and good horizontal recovery with good [[directional influence]], he will be extremely hard to KO.


Although he can has excellent endurance courtesy of his high weight, he is quite vulnerable to attacks due to his large size, which is not helped by the fact that he has a tie hurtbox. His large size and heavy weight also leaves him open to many chain grabs (e.g. {{SSBB|King Dedede}}'s infinite chain grab without a wall, which cannot be escaped from), except Bowser's ground releases. Though given his attack range and speed, it can be difficult for characters with short-ranged grabs like the {{SSBB|Ice Climbers}} to grab him to begin with. His Headbutt attack allows him to get a free attack on the opponent, as many of his follow-up attacks have low startup time, and it also does very high damage to shields. His fully charged Giant Punch also heavily damages shields, and the [[armor]] it grants may allow him to trade KO moves with an opponent and survive. Even his grounded [[Spinning Kong]] does high damage to opponents or shields. Having three high shield damage attacks he can give high shield pressure. Donkey Kong has numerous KO options and no problems doing so: all of his smash attacks are powerful, with his [[up smash|up]] & [[down smash]]es coming out very fast; [[up aerial]] can compensate for a missed [[edge-guard]], three reliable [[meteor smash]]es, [[back aerial]] & [[back throw|throw]], Giant Punch (10 charges is actually more powerful than fully charged, but doesn't have armor) and the cargo [[stage spike]].
Although he can take a lot of damage before being [[KO]]ed, he gets hit very easily due to his large size. His large size and heavy weight also leaves him open to many chain grabs (e.g. {{SSBB|King Dedede}}'s infinite chain grab without a wall, which is truly problematic at such a high level), except Bowser's ground releases. Though given his attack range and speed, it can be difficult for characters with short-ranged grabs like the {{SSBB|Ice Climbers}} to grab him to begin with. His Headbutt attack allows him to get a free attack on the opponent, as many of his follow-up attacks have low startup time, and it also does very high damage to shields. His fully charged Giant Punch also heavily damages shields, and the [[armor]] it grants may allow him to trade KO moves with an opponent and survive. Even his grounded [[Spinning Kong]] does high damage to opponents or shields. Having three high shield damage attacks he can give high shield pressure. Donkey Kong has numerous KO options and no problems doing so: all his smashes are powerful, with his [[up smash|up]] & [[down smash]]es coming out very fast; [[up aerial]] can compensate for a missed [[edge-guard]], three reliable [[meteor smash]]es, [[back aerial]] & [[back throw|throw]], Giant Punch (10 charges is actually more powerful than fully charged, but doesn't have armor) and the cargo [[stage spike]].


He can counter any ground grab releases because of his unique extremely short grab release animation, making him escape from release lag 10 frames earlier than any other character does and being immune to Bowser's grab release game with the addition of only Snake and Yoshi being able to force him to jump break from grabs. Donkey Kong also has a large grab range with powerful throws, and he is even able to chain-grab some characters. DK can infinite-Cargo release Lucas and Ness, and he can KO characters in low damage percentages when using the Cargo stage-spike. Donkey Kong can also perform [[Sacrificial KO|Kongocide]], although it has limited utility. Overall, Donkey Kong relies on his great power and range to limit opponent's approaches.
He can counter any ground grab releases because of his unique extremely short grab release animation, making him escape from release lag 10 frames earlier than any other character does and being immune to Bowser's grab release game with the addition of only Snake and Yoshi being able to force him to jump break from grabs. Donkey Kong is unique to be able to carry [[crate]]s, [[barrel]]s and [[Bonsly]] without a reduction in speed, but small items have an unusually long end animation (though he has one of the best [[Glide Toss]]es in the game). DK also has a large grab range with powerful throws, and he is even able to chain-grab some characters, DK can infinite-Cargo release Lucas and Ness, he can KO characters in low damage percentages when using the Cargo stage-spike. Donkey Kong can also perform [[Sacrificial KO|Kongocide]], although it's not the most useful of the sacrificial KOs. Although Donkey Kong has his share of problems, he fares decently against the majority of the cast, and there are very few problems he can't overcome.


==Changes from ''[[Super Smash Bros. Melee]]''==
==Changes from ''[[Super Smash Bros. Melee]]''==
In the transition from ''Melee'' to ''Brawl'', Donkey Kong was heavily buffed overall. He has been improved in several aspects, including his mobility, endurance potential, power, recovery, and range.
In the transition from ''Melee'' to ''Brawl'', Donkey Kong was heavily buffed overall. He has been improved in several aspects, including his mobility, endurance potential, power, recovery, and range.  


One noticeable nerf he received was to his grounded [[Spinning Kong]]. The hitbox grounded Spinning Kong once possessed which came out on frame 2-5, had invincibility and could kill opponents under 100% was completely removed, hindering grounded Spinning Kong's utility (although he does now have the "[https://youtu.be/O3CmvJM-Rq8 Invincicopter]" to give his grounded Spinning Kong some new utility). Besides the change to his grounded Spinning Kong, Donkey Kong did not receive any other significant nerfs to his moveset.
One noticeable nerf he received was to his grounded [[Spinning Kong]]. The hitbox grounded Spinning Kong once possessed which came out on frame 2-5, had invincibility and could kill opponents under 100% was completely removed completely hindering grounded Spinning Kong's utility (although he does now have the "[https://youtu.be/O3CmvJM-Rq8 Invincicopter]" to give his grounded Spinning Kong some new utility). Besides the change to his grounded Spinning Kong, Donkey Kong did not receive any other significant nerfs to his moveset.  


Overall, DK is a stronger character than he was in ''Melee'' although he still struggles against much of the cast.
Overall, DK is a stronger character than he was in ''Melee'' although he still struggles against much of the cast.


===Aesthetics===
===Aesthetics===
*{{change|Like all characters, Donkey Kong has received a massive boost in quality, having brighter and more detailed fur. In addition, he gains his current appearance from ''Mario Party 4'' onward.}}
*{{change|Like all characters, Donkey Kong has received a massive boost in quality, having brighter and more detailed fur, matching his most recent appearances at the time of ''Brawl'''s release.}}
*{{change|Like {{SSBB|Bowser}} & {{SSBB|King Dedede}}, the screen now visually shakes whenever Donkey Kong lands onto the ground.}}
*{{change|Like {{SSBB|Bowser}} & {{SSBB|King Dedede}}, the screen now visually shakes whenever Donkey Kong lands onto the ground.}}
*{{change|Donkey Kong has received new voice clips, though there are still stock sound effects.}}
*{{change|Donkey Kong has received new voice clips.}}
*{{change|Donkey Kong now vocalizes when jumping from the ground.}}
*{{change|Donkey Kong no longer uses his [[stun]] voice clip when waking out of [[asleep|sleep]] status.}}
*{{change|Donkey Kong no longer uses his [[stun]] voice clip when waking out of [[asleep|sleep]] status.}}
*{{change|Donkey Kong has a new white costume with a red tie. His black costume now has a yellow tie instead of a blue tie, and his blue costume now has a pink tie instead of a purple one.}}
*{{change|Donkey Kong has a new white costume with a red tie. His black costume now has a yellow tie instead of a blue tie, and his blue costume now has a pink tie instead of a purple one.}}
*{{change|Another carrorober from his current appearance, Donkey Kong's teeth are yellow-ish white instead of white.}}
*{{change|Donkey Kong's teeth are yellow-ish white instead of white.}}


===Attributes===
===Attributes===
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**{{nerf|It deals less damage (12% → 11% (clean), 10% → 8% (late)).}}
**{{nerf|It deals less damage (12% → 11% (clean), 10% → 8% (late)).}}
*[[Forward aerial]]:
*[[Forward aerial]]:
**{{buff|Forward aerial's sweetspot deals increased knockback growth (80 → 85) and can trip opponents if they don't take enough knockback to leave the ground. It's also superior for edgeguarding due to the meteor cancel changes and being much safer to use offstage due to DK's slower falling speed/gravity.}}
**{{buff|Forward aerial's sweetspot deals increased knockback growth (80 → 85) and can trip opponents if they don't take enough knockback to leave the ground. Its also superior for edgeguarding due to the meteor cancel changes and and being much safer to use offstage due to DK's slower falling speed/gravity.}}
**{{nerf|Its late hit has received a sourspot that launches at the [[Sakurai angle]] and deals less base knockback (50 → 30).}}
**{{nerf|Its late hit has received a sourspot that launches at the [[Sakurai angle]] and deals less base knockback (50 → 30).}}
*[[Back aerial]]:
*[[Back aerial]]:
**{{buff|Back aerial can now be performed twice in a single short hop. It also has increased base knockback (10 → 20 (clean), 0 → 10 (late)), a longer duration (frames 7-15 → 7-16) and slightly more range. It also greatly benefits from the introduction of [[reverse aerial rush]] significantly improving its approach potential.}}
**{{buff|Back aerial can now be performed twice in a single short hop. It also has increased base knockback (10 → 20 (clean), 0 → 10 (late)), a longer duration (frames 7-15 → 7-16) and slightly more range. It also greatly benefits from the introduction of [[reverse aerial rush]] significantly improving its approach potential.}}
**{{nerf|Its late hit deals slightly less damage (9% → 8%).}}
**{{nerf|Its late hit deals slightly less damage (9% → 8%).}}  
**{{nerf|It autocancels later (frame 20 → 31).}}
**{{nerf|It autocancels later (frame 20 → 31).}}
*[[Up aerial]]:
*[[Up aerial]]:
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*[[Giant Punch]]:
*[[Giant Punch]]:
**{{buff|Giant Punch now has [[armor]] when fully charged, it charges faster and it can now be reversed, but reversing it does not increase damage or knockback, unlike [[Falcon Punch]] and [[Warlock Punch]]. The back hit additionally has more KO potential due to the universally decreased falling speeds with a level 10 back hit being able to KO {{SSBB|King Dedede}} on {{SSBB|Final Destination}} at 50%.}}
**{{buff|Giant Punch now has [[armor]] when fully charged, it charges faster and it can now be reversed, but reversing it does not increase damage or knockback, unlike [[Falcon Punch]] and [[Warlock Punch]]. The back hit additionally has more KO potential due to the universally decreased falling speeds with a level 10 back hit being able to KO {{SSBB|King Dedede}} on {{SSBB|Final Destination}} at 50%.}}
**{{nerf|All variants of the grounded front hit deals 2% less damage (12%-30% → 10%-28%) and the fully charged version for both variants has less knockback scaling (90 → 80) hindering its KO potential and further encouraging Donkey Kong to use a level 10 Giant Punch. Additionally, the aerial variant deals less damage (12% → 8% (back uncharged), 6% (front uncharged), 17%/26% → 15%/25% (fully charged). Lastly, all variants of the front hit have a sourspot which has less knockback scaling (100/90 → 60/50).}}
**{{nerf|All variants of the grounded front hit deals 2% less damage (12%-30% → 10%-28%) and the fully charged version for both variants has less knockback scaling (90 → 80) hindering its KO potential and further encouraging Donkey Kong to use a level 10 Giant Punch. Additionally, the aerial variant deals less damage (12% → 8% (back uncharged), 6% (front uncharged), 17%/26% → 15%/25% (fully charged). Lastly, all variants of the front hit have a sourspot which has less knockback scaling (100/90 → 60/50).}}  
**{{nerf|It has increased landing lag (7 frames → 30) due to Donkey Kong now having a landing animation while landing while helpless.}}
**{{nerf|It has increased landing lag (7 frames → 30) due to Donkey Kong now having a landing animation while landing while helpless.}}
**{{change|A fully charged Giant Punch no longer has invincibility frames on frames 17-18, although this is compensated with super armor on frames 17-20.}}
**{{change|A fully charged Giant Punch no longer has invincibility frames on frames 17-18, although this is compensated with super armor on frames 17-20.}}
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**{{change|Grounded Spinning Kong's loop hitboxes deal less damage (8% → 4-5%) and knockback reducing their damage output but making them connect more reliably.}}
**{{change|Grounded Spinning Kong's loop hitboxes deal less damage (8% → 4-5%) and knockback reducing their damage output but making them connect more reliably.}}
**{{nerf|The grounded version of Spinning Kong no longer has an initial hit with invincibility. This significantly hinders its KO potential as the new first hit comes out much slower (frame 2 → 19) and is significantly weaker dealing less damage (12% → 4/5%) and knockback (60 (base), 100 (scaling) → 50/70) and is incapable of killing opponents until beyond sudden death percents removing one of DK's best kill options. The aerial version also has more startup lag (frame 3 → 4) also meaning that he gains invincibility slightly later.}}
**{{nerf|The grounded version of Spinning Kong no longer has an initial hit with invincibility. This significantly hinders its KO potential as the new first hit comes out much slower (frame 2 → 19) and is significantly weaker dealing less damage (12% → 4/5%) and knockback (60 (base), 100 (scaling) → 50/70) and is incapable of killing opponents until beyond sudden death percents removing one of DK's best kill options. The aerial version also has more startup lag (frame 3 → 4) also meaning that he gains invincibility slightly later.}}
**{{nerf|It has increased landing lag (7 frames → 40) due to Donkey Kong now having a landing animation while landing while helpless.}}
**{{nerf|It has increased landing lag (7 frames → 40) due to Donkey Kong now having a landing animation while landing while helpless..}}
*[[Hand Slap]]:
*[[Hand Slap]]:
**{{buff|[[Hand Slap]] does 3% more damage (11% → 14%) and has longer range (9.216u/9.216u/9.216u/9.216u/10.24u/10.24u/10.24u/10.24u → 13u/13u/13u/13u/13u/13u/13u/13u). It also has high base knockback and low knockback scaling, rather than set knockback (20/30 (base), 100 (scaling), 110 (set) → 82/23).}}
**{{buff|[[Hand Slap]] does 3% more damage (11% → 14%) and has longer range (9.216u/9.216u/9.216u/9.216u/10.24u/10.24u/10.24u/10.24u → 13u/13u/13u/13u/13u/13u/13u/13u). It also has high base knockback and low knockback scaling, rather than set knockback (20/30 (base), 100 (scaling), 110 (set) → 82/23).}}
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|ftiltsidedmg=10%
|ftiltsidedmg=10%
|ftiltdowndmg=9%
|ftiltdowndmg=9%
|ftiltdesc=Donkey Kong quickly swats his outstretched hand. Donkey Kong's arm is intangible while the hitboxes are out, allowing it to be used safely against most other attacks. This can be aimed up or down. KOs at 148% when angled up from the center of Final Destination.
|ftiltdesc=Donkey Kong quickly swats his outstretched hand. Donkey Kong's arm is intangible while the hitboxes are out, allowing it to be used safely against most other attacks. This can be aimed up or down. KOs at 148% when angled up from the center of Final Destination.  
|utiltname= 
|utiltname= 
|utiltdmg=9% (hand), 10% (elbow), 11% (arm)
|utiltdmg=9% (hand), 10% (elbow), 11% (arm)
|utiltdesc=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. The arm hitbox KOs at roughly 110%.
|utiltdesc=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. The arm hitbox KOs at roughly 110%.
|dtiltname=Slouch Slap ({{ja|ロースラップ|Rō Surappu}}, ''Low Slap'')
|dtiltname=Slouch Slap
|dtiltdmg=8%
|dtiltdmg=8%
|dtiltdesc=Donkey Kong quickly swats towards the opponents feet. A great lock move at low percentages and a trip can be comboed with his Hand Slap.
|dtiltdesc=Donkey Kong quickly swats towards the opponents feet. A great lock move at low percentages and a trip can be comboed with his Hand Slap.
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|dsmashname= 
|dsmashname= 
|dsmashdmg={{ChargedSmashDmgSSBB|17}} (hands), {{ChargedSmashDmgSSBB|14}} (arms)
|dsmashdmg={{ChargedSmashDmgSSBB|17}} (hands), {{ChargedSmashDmgSSBB|14}} (arms)
|dsmashdesc=Does a double back-handed punch by bringing his closed fists down 90˚ at both sides. Very fast, great vertical knockback and is the 3rd strongest down smash in the game, KOing at 91% when uncharged and 57% when fully charged.
|dsmashdesc=Does a double back-handed punch by bringing his closed fists down 90˚ at both sides. Very fast, great vertical knockback and is the 3rd strongest down smash in the game, KOing at 91% when uncharged and 57% when fully charged.  
|nairname= 
|nairname= 
|nairdmg=11% (clean), 8% (late)
|nairdmg=11% (clean), 8% (late)
|nairdesc=Donkey Kong quickly spins with arms extended. Similar to the Spinning Kong, but much faster to execute. KOs middleweights at around 150% from the center of Final Destination.
|nairdesc=Donkey Kong quickly spins with arms extended. Similar to the Spinning Kong, but much faster to execute. KOs middleweights at around 150% from the center of Final Destination.  
|fairname= 
|fairname= 
|fairdmg=16%
|fairdmg=16%
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|bairname= 
|bairname= 
|bairdmg=13% (clean), 8% (late)
|bairdmg=13% (clean), 8% (late)
|bairdesc=Donkey Kong performs a quick kick directed behind him that lingers briefly. Very fast, long ranged and strong, is an effective [[wall of pain]]. KOs Mario at 126% from the center of Final Destination.
|bairdesc=Donkey Kong performs a quick kick directed behind him that lingers briefly. Very fast, long ranged and strong, is an effective [[wall of pain]]. KOs Mario at 126% from the center of Final Destination.  
|uairname= 
|uairname= 
|uairdmg=14%
|uairdmg=14%
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|pummeldmg=3%
|pummeldmg=3%
|pummeldesc=Does a slight karate chop at the enemy's neck. A fairly fast pummel.
|pummeldesc=Does a slight karate chop at the enemy's neck. A fairly fast pummel.
|fthrowname=Kong Karry ({{ja|リフティング|Rifutingu}}, ''Lifting'')
|fthrowname=Kong Karry
|fthrowdmg=6% (breakout), 8% (forward & back throw), 7% (up throw), 6% (down throw)
|fthrowdmg=6% (breakout), 8% (forward & back throw), 7% (up throw), 6% (down throw)
|fthrowdesc=Regardless of the opponent's size, DK heaves the opponent onto his back, just like carrying a crate or a barrel. Can be released and regrabbed if he can react quicker, being an infinite on {{SSBB|Lucas}} and {{SSBB|Ness}} when turn releasing and turn grabbing. Both players gain knockback-based [[armor]], similar to {{SSBB|Yoshi}}'s double jump.
|fthrowdesc=Regardless of the opponent's size, DK heaves the opponent onto his back, just like carrying a crate or a barrel. Can be released and regrabbed if he can react quicker, being an infinite on {{SSBB|Lucas}} and {{SSBB|Ness}} when turn releasing and turn grabbing. Both players gain knockback-based [[armor]], similar to {{SSBB|Yoshi}}'s double jump.
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|ssname=Headbutt
|ssname=Headbutt
|ssdmg=Ground: 10% (grounded), 8% (air)<br/>Air: 14% (sweetspot), 8% (sourspot)
|ssdmg=Ground: 10% (grounded), 8% (air)<br/>Air: 14% (sweetspot), 8% (sourspot)
|ssdesc=Donkey Kong slams his head downward. When performed on the ground, the opponent is [[buried]] and will remain submerged longer if the opponent has already taken a fair amount of damage. When performed in the air, the struck opponent is [[meteor smash]]ed if hit by the [[sweetspot]]. Can be used to "stall" Donkey Kong in the air.
|ssdesc=Donkey Kong slams his head downward.When performed on the ground, the opponent is [[buried]] and will remain submerged longer if the opponent has already taken a fair amount of damage. When performed in the air, the struck opponent is [[meteor smash]]ed if hit by the [[sweetspot]]. Can be used to "stall" Donkey Kong in the air.
|usname=Spinning Kong
|usname=Spinning Kong
|usdmg=Ground: 5-4% (loop early), 3% (loop late), 4% (final hit)<br/>Air: 10% (startup), 5-4% (loop early), 2% (loop late)
|usdmg=Ground: 5-4% (loop early), 3% (loop late), 4% (final hit)<br/>Air: 10% (startup), 5-4% (loop early), 2% (loop late)
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|fsdesc=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 to have greater range and power.
|fsdesc=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 to have greater range and power.
}}
}}
===Stats===
{{technical data|Needs short hop and double jump heights}}
{{Attributes
|cast      = 39
|weight    = 116
|rweight    = 2
|dash      = 1.6
|rdash      = 12-13
|run        = 1.622
|rrun      = 13
|walk      = 1.2
|rwalk      = 12-14
|trac      = 0.0529
|rtrac      = 28
|airfric    = 0.015
|rairfric  = 6-12
|air        = 1.081
|rair      = 7-9
|baseaccel  = 0.01
|rbaseaccel = 7-36
|addaccel  = 0.05
|raddaccel  = 26-30
|gravity    = 0.081
|rgravity  = 20
|fall      = 1.58
|rfall      = 10-11
|ff        = 2.212
|rff        = 10-11
|jumpsquat  = 6
|rjumpsquat = 27-35
|jumpheight = 35.83759414
|rjumpheight= 10
|shorthop  = ?
|rshorthop  = ?
|djump      = ?
|rdjump    = ?
}}
===[[Announcer]] call===
{{audio|Needs announcer calls from other languages.}}
<gallery>
Donkey Kong English Announcer SSBB.wav|English/Japanese
</gallery>
===[[Wii Remote selection sound]]===
{{SelectSound|char=Donkey Kong|desc=DK roars, similar to his attack sounds.}}


===[[On-screen appearance]]===
===[[On-screen appearance]]===
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|pitch-us=Group chant
|pitch-us=Group chant
|pitch-jp=Group chant}}
|pitch-jp=Group chant}}
===[[Wii Remote selection sound]]===
{{SelectSound|char=Donkey Kong|desc=DK roars, similar to his attack sounds.}}


===[[Victory pose]]s===
===[[Victory pose]]s===
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==In [[competitive play]]==
==In [[competitive play]]==
===Matchups===
{{SSBBMatchupTable|donkeykong=yes}}
Donkey Kong has a fairly average matchup spread all around. He hard counters three characters, counters three, soft counters five, and has eight even matchups. On the contrary, he is soft countered by six, countered by nine, and hard countered by two characters. DK normally does well against characters he can generally outrange and characters who have difficulty in KOing him easily, such as {{SSBB|Marth}} and {{SSBB|Lucario}}. DK’s sheer range and great setup tools allows him to match Marth in the neutral game while simultaneously making it difficult for Marth to escape in disadvantage. He also boasts excellent matchups against Ness and Lucas due to possessing infinite grab releases on them. However, he has poor matchups against characters who can take advantage of his inability to break through opponents who camp, like Olimar and Falco, or characters who can chaingrab him, like King Dedede, who can 0 to death him through his standing infinite. DK can attempt to circumvent this with his faster movement speed, though it is extremely hard for him to avoid a grab otherwise.
===Notable players===
===Notable players===
{{cleanup|[[SmashWiki:Cleanup of the Notable Players sections|To fit these guidelines]]}}
:''See also: [[:Category:Donkey Kong professionals (SSBB)]]''
:''See also: [[:Category:Donkey Kong players (SSBB)]]''
*{{sm|Bill|Canada}} - 25th at [[Apex 2015]], 7th at [[GOML 2016]] and 13th at [[Super Smash Con 2016]].
*{{Sm|Bill|Canada}} - 25th at [[Apex 2015]], 7th at [[GOML 2016]] and 13th at [[Super Smash Con 2016]].
*{{sm|Bum|USA}} - Has set wins over {{Sm|ANTi}}, {{Sm|Dabuz}}, {{Sm|Nairo}} and {{Sm|ADHD}}.
*{{Sm|Bum|USA}} - Has set wins over {{Sm|ANTi}}, {{Sm|Dabuz}}, {{Sm|Nairo}} and {{Sm|ADHD}}.
*{{sm|Cable|USA}} - Placed 13th at [[KTAR 3]], 33rd at [[Apex 2010]], 25th at [[Pound 4]] and 17th at [[Clash of the Titans 6]].
*{{Sm|Cable|USA}} - Placed 13th at [[KTAR 3]], 33rd at [[Apex 2010]], 25th at [[Pound 4]] and 17th at [[Clash of the Titans 6]].
*{{sm|Nyanko|Japan}} - While Nyanko was a great Donkey Kong in Japan, he prefers doubles over singles. Nyanko has taken a set off of {{Sm|DIO}}'s Snake and placed 1st in teams with {{Sm|Nietono}} at [http://piosuma.blog.jp/archives/6487747.html Umebura 3].
*{{Sm|Nyanko|Japan}} - While Nyanko was a great Donkey Kong in Japan, he prefers [[doubles]] over singles. Nyanko has taken a set off of {{Sm|DIO}}'s Snake and placed 1st in teams with {{Sm|Nietono}} at [[Umebura 3]].
*{{Sm|Ook|USA}} - Wins over {{Sm|Mike Haze}}, {{Sm|Ripple}}, {{Sm|Overswarm}}, {{Sm|Mister Eric}}, and {{Sm|Kirk}}
*{{Sm|Ook|USA}} - Wins over {{Sm|Mike Haze}}, {{Sm|Ripple}}, {{Sm|Overswarm}}, {{Sm|Mister Eric}}, and {{Sm|Kirk}}
*{{Sm|Ripple|USA}} - Has wins over {{Sm|Y.b.M.}}, and {{Sm|Needle of Juntah}}. Notably placed 33rd at [[WHOBO 3]].
*{{Sm|Ripple|USA}} - Has wins over {{Sm|Y.b.M.}}, and {{Sm|Needle of Juntah}}. Notably placed 33rd at [[WHOBO 3]].
*{{Sm|Will|USA}} - The best Donkey Kong player in the world. Placed 4th at KTAR 3, 7th at WHOBO 3, 5th at [[WHOBO 4]], 25th at [[Apex 2012]] and 9th at [[SKTAR 2]]. Japanese brawl players nicknamed him "Shining Donkey kong"
*{{sm|Will|USA}} - The best Donkey Kong player in the world. Placed 4th at KTAR 3, 7th at WHOBO 3, 5th at [[WHOBO 4]], 25th at [[Apex 2012]] and 9th at [[SKTAR 2]]. Japanese brawl players nicknamed him "Shining Donkey kong"


===Tier placement and history===
===Tier placement and history===
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Donkey Kong's decline started slowly, as he fell to 14th on the second tier list, and fell again to 18th on the third one, but he remained there on the fourth iteration. He slightly dropped to 20th out of 38 on the fifth tier list before going back to 18th on the sixth tier list. The seventh tier list marked Donkey Kong's lowest placing to date at 23rd out of 38, before rising to his current position of 21st out of 38 on the current tier list. While Donkey Kong struggles at high levels of play, his representation and results gathered by his playerbase have managed to secure his position as a mid tier character. In the mid tier and lower, there aren't many projectiles that heavily disrupt his approach and chaingrabbing is much less frequent, which allows him to fully take advantage of his great mobility, range and excellent endurance.
Donkey Kong's decline started slowly, as he fell to 14th on the second tier list, and fell again to 18th on the third one, but he remained there on the fourth iteration. He slightly dropped to 20th out of 38 on the fifth tier list before going back to 18th on the sixth tier list. The seventh tier list marked Donkey Kong's lowest placing to date at 23rd out of 38, before rising to his current position of 21st out of 38 on the current tier list. While Donkey Kong struggles at high levels of play, his representation and results gathered by his playerbase have managed to secure his position as a mid tier character. In the mid tier and lower, there aren't many projectiles that heavily disrupt his approach and chaingrabbing is much less frequent, which allows him to fully take advantage of his great mobility, range and excellent endurance.


==Role in [[The Subspace Emissary]]==
==Role in the [[Subspace Emissary]]==
[[File:Subspace donkeykong.PNG|thumb|250px|Donkey Kong in ''[[SSE]]''.]]
[[File:Subspace donkeykong.PNG|thumb|right|250px|Donkey Kong in the ''[[SSE]]'']]
The [[Koopa Troopa]]s and {{SSBB|Bowser}} steal Donkey Kong's Banana Hoard. As a [[Hammer Bro.]] drives off in a car which contains all the bananas, Donkey Kong watches him from a cliff. The Hammer Bro. and the Goomba aboard the car spot Donkey Kong and shoot [[Bullet Bill]]s at him. However, {{SSBB|Diddy Kong}} comes out from a bush and expertly shoots the [[Bullet Bill]]s with his [[Peanut Popgun]]s. Donkey Kong and Diddy Kong then follow the Hammer Bro. to retrieve the Banana Hoard. After following him, they see Bowser with a strange type of gun called a [[Dark Cannon]], revealing that he is working for the [[Subspace Army]]. When Bowser charges the cannon, Donkey Kong quickly charges his [[Giant Punch]] and launches Diddy into the sky and out of the way, sacrificing himself. Bowser shoots Donkey Kong and turns him into a trophy. Later in the story, Diddy Kong, {{SSBB|Fox}} and {{SSBB|Falco}} see a ship which is carrying Donkey Kong as a [[trophy]] to a mysterious floating island. Falco then helps Diddy by following it with his Arwing and having the little Kong with him. Falco then does a barrel roll and drops Diddy out. Diddy fires up his [[Rocketbarrel Boost|Rocket Barrel]]s and takes out his Popguns and shoots the ship. After seeing this, {{SSBB|Captain Falcon}} and {{SSBB|Olimar}} decide to help him and jump to the ship, where Diddy frees Donkey Kong. All four then fight the [[Primid]]s and other enemies on the ship.
The [[Koopa Troopa]]s and {{SSBB|Bowser}} steal Donkey Kong's Banana Hoard. As a [[Hammer Bro.]] drives off in a car which contains all the bananas, Donkey Kong watches him from a cliff. The Hammer Bro. and the Goomba aboard the car spot Donkey Kong and shoot [[Bullet Bill]]s at him. However, {{SSBB|Diddy Kong}} comes out from a bush and expertly shoots the [[Bullet Bill]]s with his [[Peanut Popgun]]s. Donkey Kong and Diddy Kong then follow the Hammer Bro. to retrieve the Banana Hoard. After following him, they see Bowser with a strange type of gun called a [[Dark Cannon]], revealing that he is working for the [[Subspace Army]]. When Bowser charges the cannon, Donkey Kong quickly charges his [[Giant Punch]] and launches Diddy into the sky and out of the way, sacrificing himself. Bowser shoots Donkey Kong and turns him into a trophy. Later in the story, Diddy Kong, {{SSBB|Fox}} and {{SSBB|Falco}} see a ship which is carrying Donkey Kong as a [[trophy]] to a mysterious floating island. Falco then helps Diddy by following it with his Arwing and having the little Kong with him. Falco then does a barrel roll and drops Diddy out. Diddy fires up his [[Rocketbarrel Boost|Rocket Barrel]]s and takes out his Popguns and shoots the ship. After seeing this, {{SSBB|Captain Falcon}} and {{SSBB|Olimar}} decide to help him and jump to the ship, where Diddy frees Donkey Kong. All four then fight the [[Primid]]s and other enemies on the ship.


Line 376: Line 337:
*Wrinkly Kong: [Battering] resistance +4
*Wrinkly Kong: [Battering] resistance +4


==In Solo Modes==
==In [[Event Match]]es==
==={{SSBB|Classic Mode}}===
===Solo Events===
In Classic Mode, Donkey Kong can appear as an opponent or ally in Stage 2 along with {{SSBB|Yoshi}} and {{SSBB|Diddy Kong}} on {{SSBB|Yoshi's Island}}, [[Rumble Falls]], or [[75m]] (with the latter available if it has been unlocked). Donkey Kong can also appear as an opponent in Stage 11, but only if he hasn't appeared in Stage 2.
 
===[[All-Star Mode]]===
In All-Star Mode, Donkey Kong is fought in Stage 3 alongside {{SSBB|Diddy Kong}} on [[Rumble Falls]] or [[75m]] (with the latter available if it has been unlocked).
 
===[[Event Match]]es===
====Solo Events====
*'''[[Event 7: Diddy Kong Panic]]''': As Donkey Kong, the player must defeat 15 tiny {{SSBB|Diddy Kong}}s on {{SSBB|Mario Circuit}}.
*'''[[Event 7: Diddy Kong Panic]]''': As Donkey Kong, the player must defeat 15 tiny {{SSBB|Diddy Kong}}s on {{SSBB|Mario Circuit}}.
*'''[[Event 9: The Monster Beneath the Earth]]''': If the player fails to KO both {{SSBB|Diddy Kong}}s before reaching the underground section of [[Castle Siege]], a giant Donkey Kong will face the player.
*'''[[Event 9: The Monster Beneath the Earth]]''': If the player fails to KO both {{SSBB|Diddy Kong}}s before reaching the underground section of [[Castle Siege]], a giant Donkey Kong will face the player.
Line 391: Line 345:
*'''[[Event 27: Three-Beast Carnage]]''': As a tiny {{SSBB|R.O.B.}}, the player must defeat a giant {{SSBB|Bowser}}, a giant Donkey Kong, and a giant {{SSBB|Charizard}} on [[New Pork City]].
*'''[[Event 27: Three-Beast Carnage]]''': As a tiny {{SSBB|R.O.B.}}, the player must defeat a giant {{SSBB|Bowser}}, a giant Donkey Kong, and a giant {{SSBB|Charizard}} on [[New Pork City]].


====Co-Op events====
===Co-op events===
*'''[[Co-Op Event 4: The DK Tag Calamity]]''': As a tiny Donkey Kong and a tiny {{SSBB|Diddy Kong}}, both players must defeat one Donkey Kong and four {{SSBB|Diddy Kong}}s on Mario Circuit.
*'''[[Co-Op Event 4: The DK Tag Calamity]]''': As a tiny Donkey Kong and a tiny {{SSBB|Diddy Kong}}, both players must defeat one Donkey Kong and four {{SSBB|Diddy Kong}}s on Mario Circuit.
*'''[[Co-Op Event 14: The Dark Guardians]]''': Both players control {{SSBB|Ganondorf}} and {{SSBB|Wolf}}, who are tiny, and must defeat a giant Donkey Kong and a giant {{SSBB|Charizard}} on New Pork City.
*'''[[Co-Op Event 14: The Dark Guardians]]''': Both players control {{SSBB|Ganondorf}} and {{SSBB|Wolf}}, who are tiny, and must defeat a giant Donkey Kong and a giant {{SSBB|Charizard}} on New Pork City.
*'''[[Co-Op Event 21: The True All-Star Battle]]''': Two players select a character and take on the entire roster on [[Battlefield (SSBB)|Battlefield]].
*'''[[Co-Op Event 21: The True All-Star Battle]]''': Two players select a character and take on the entire roster on [[Battlefield (SSBB)|Battlefield]].


===[[Congratulations_screen#Super_Smash_Bros._Brawl|Ending Images]]===
==[[Trophies]]==
Donkey Kong's main and [[Final Smash]] trophies can be obtained by clearing {{SSBB|Classic Mode}} and [[All-Star]] mode respectively with Donkey Kong.
 
:'''Donkey Kong'''
::''A carefree jungle dweller with the charisma of a natural leader. He keeps busy by foiling the plans of the Kremlings and their boss, King K. Rool. As his physique suggests, this ape is a powerhouse. He's got speed to match too, and his love for bananas is second to none. His famous necktie is adorned with his initials, DK.''
 
{{Trophy games|console1=SNES|game1=[[mariowiki:Donkey Kong Country|Donkey Kong Country]]|console2=N64|game2=[[mariowiki:Donkey Kong 64|Donkey Kong 64]]}}
 
:'''Konga Beat'''
::''DK about to go to town with some bongos! His performance is so magnificent and upbeat that it creates damage-inducing sound waves. Press the buttons in time to the music, and the sound waves may grow stronger. DK's invulnerable when launching this attack, but he's also immobile, so be careful using it on scrolling stages.''
 
{{Trophy games|console1=Wii|game1=Super Smash Bros. Brawl}}
 
<center>
<center>
<gallery>
<gallery>
Donkey Kong Congratulations Screen Classic Mode Brawl.png|Classic Mode
Donkey Kong - Brawl Trophy.png|Classic Mode trophy
Donkey Kong Congratulations Screen All-Star Brawl.png|All-Star Mode
Konga Beat - Brawl Trophy.png|[[Konga Beat]] trophy
</gallery>
</gallery>
</center>
</center>
==[[Trophies]]==
Donkey Kong's main and [[Final Smash]] trophies can be obtained by clearing {{SSBB|Classic Mode}} and [[All-Star]] mode respectively with Donkey Kong.
{{Trophy/Fighter
|name=Donkey Kong
|image=Donkey Kong - Brawl Trophy.png
|mode=Classic
|desc=A carefree jungle dweller with the charisma of a natural leader. He keeps busy by foiling the plans of the Kremlings and their boss, King K. Rool. As his physique suggests, this ape is a powerhouse. He's got speed to match too, and his love for bananas is second to none. His famous necktie is adorned with his initials, DK.
|gamelist={{Trophy games|console1=SNES|game1={{iw|mariowiki|Donkey Kong Country}}|console2=N64|game2={{iw|mariowiki|Donkey Kong 64}}}}
|game=Brawl
}}
{{clrl}}
{{Trophy/Fighter
|name=Konga Beat
|image=Konga Beat - Brawl Trophy.png
|desc=DK about to go to town with some bongos! His performance is so magnificent and upbeat that it creates damage-inducing sound waves. Press the buttons in time to the music, and the sound waves may grow stronger. DK's invulnerable when launching this attack, but he's also immobile, so be careful using it on scrolling stages.
|gamelist={{Trophy games|console1=Wii|game1=Super Smash Bros. Brawl}}
|game=Brawl
}}
{{clrl}}


==[[Alternate costume (SSBB)#Donkey Kong|Alternate costumes]]==
==[[Alternate costume (SSBB)#Donkey Kong|Alternate costumes]]==
Line 438: Line 382:
|{{Head|Donkey Kong|g=SSBB|s=25px|cl=White}}
|{{Head|Donkey Kong|g=SSBB|s=25px|cl=White}}
|}
|}
==Gallery==
<gallery>
SSBBDojoDonkeyKong1.jpg|Carrying {{SSBB|Zelda}} with {{SSBB|Link}} chasing him on {{SSBB|Yoshi's Island}}.
SSBBDojoDonkeyKong2.jpg|Posing on [[Pokémon Stadium 2]].
SSBBDojoDonkeyKong3.jpg|Using his [[forward tilt]] on {{SSBB|Mario}} and {{SSBB|Wario}} on [[Bridge of Eldin]].
SSBBDojoDonkeyKong4.jpg|Using [[Hand Slap]] on {{SSBB|Battlefield}}.
Donkey Kong Congratulations Screen Classic Mode Brawl.png|Donkey Kong's Classic Congratulations screen.
Donkey Kong Congratulations Screen All-Star Brawl.png|Donkey Kong's All-Star Congratulations screen.
DK White Costume.jpg|Donkey Kong in his White alternate costume in the [[Summit]] stage.
</gallery>


==Trivia==
==Trivia==

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