Donkey Kong (universe): Difference between revisions

→‎Fighters: Doesn't make sense to say "new" Final Smash when Brawl introduced Final Smashes.
(→‎Fighters: Doesn't make sense to say "new" Final Smash when Brawl introduced Final Smashes.)
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===Fighters===
===Fighters===
*[[File:DonkeyKongIcon(SSBB).png|50px|right|link=Donkey Kong (SSBB)]]'''{{SSBB|Donkey Kong}}''' ([[Starter character|Starter]]): Donkey Kong returns from his ''Super Smash Bros. Melee'' appearance with a more natural look to his fur, but with no particular changes to his attack and movement patterns otherwise. His new [[Final Smash]] is the [[Konga Beat]], in which he enters an invincible, immobile mode and slaps on bongo drums to the beat of the DK Island Swing theme from ''{{s|mariowiki|Donkey Kong Country}}'' - for each successfully timed button input by the player during this process, DK emits a large damaging shockwave. These drums are a replica of the bongo drum controller peripheral used for the GameCube games ''{{s|mariowiki|Donkey Kong Jungle Beat}}'' and ''{{s|mariowiki|Donkey Konga}}'', which in turn was based on an "ultimate musical attack" DK could use in ''{{s|mariowiki|Donkey Kong 64}}''. As a fighter, Donkey Kong has regained a good degree of power and force in his attacks, has better mobility and as a result, he is now a mid-tier character; despite this, the different ''Brawl'' environment and his ever-present weaknesses against projectile-using characters in high-level play causes him to remain in the mid tier in the competitive community.{{clr}}
*[[File:DonkeyKongIcon(SSBB).png|50px|right|link=Donkey Kong (SSBB)]]'''{{SSBB|Donkey Kong}}''' ([[Starter character|Starter]]): Donkey Kong returns from his ''Super Smash Bros. Melee'' appearance with a more natural look to his fur, but with no particular changes to his attack and movement patterns otherwise. His [[Final Smash]] is the [[Konga Beat]], in which he enters an invincible, immobile mode and slaps on bongo drums to the beat of the DK Island Swing theme from ''{{s|mariowiki|Donkey Kong Country}}'' - for each successfully timed button input by the player during this process, DK emits a large damaging shockwave. These drums are a replica of the bongo drum controller peripheral used for the GameCube games ''{{s|mariowiki|Donkey Kong Jungle Beat}}'' and ''{{s|mariowiki|Donkey Konga}}'', which in turn was based on an "ultimate musical attack" DK could use in ''{{s|mariowiki|Donkey Kong 64}}''. As a fighter, Donkey Kong has regained a good degree of power and force in his attacks, has better mobility and as a result, he is now a mid-tier character; despite this, the different ''Brawl'' environment and his ever-present weaknesses against projectile-using characters in high-level play causes him to remain in the mid tier in the competitive community.{{clr}}
*[[File:DiddyKongIcon(SSBB).png|50px|right|link=Diddy Kong (SSBB)]]'''{{SSBB|Diddy Kong}}''' ([[Starter character|Starter]]): Diddy Kong, a monkey, was introduced as Donkey Kong's nephew and best friend in ''Donkey Kong Country'', and in that game and many games to follow he has become the most prolific "secondary" playable character to Donkey Kong in the latter's games, even being the main character of some of his own games. Due to his introduction in a British-developed title, Diddy Kong is the only character made outside of Japan in the ''Brawl'' roster. His special move arsenal includes generating and tossing [[Banana Peel]] items that trip opponents, as well as some technology from his playable role in ''Donkey Kong 64'' - his [[Peanut Popgun]]s give him a second projectile, while his [[Rocketbarrel Boost]] is usable for recovery. His final smash, [[Rocketbarrel Barrage]], combines these two implements into a temporary flying mode that shoots very powerful explosive projectiles downwards. While this utility, together with Diddy's good overall speed, is offset in concept by his weak smash attacks and weak KO moves, the greatly versatile capabilities of his banana peels - useful for offensive maneuvers, defensive maneuvers, and stage control alike - more than make up for his shortcomings and manage to cement him as one of the game's best competitive character choices.{{clr}}
*[[File:DiddyKongIcon(SSBB).png|50px|right|link=Diddy Kong (SSBB)]]'''{{SSBB|Diddy Kong}}''' ([[Starter character|Starter]]): Diddy Kong, a monkey, was introduced as Donkey Kong's nephew and best friend in ''Donkey Kong Country'', and in that game and many games to follow he has become the most prolific "secondary" playable character to Donkey Kong in the latter's games, even being the main character of some of his own games. Due to his introduction in a British-developed title, Diddy Kong is the only character made outside of Japan in the ''Brawl'' roster. His special move arsenal includes generating and tossing [[Banana Peel]] items that trip opponents, as well as some technology from his playable role in ''Donkey Kong 64'' - his [[Peanut Popgun]]s give him a second projectile, while his [[Rocketbarrel Boost]] is usable for recovery. His final smash, [[Rocketbarrel Barrage]], combines these two implements into a temporary flying mode that shoots very powerful explosive projectiles downwards. While this utility, together with Diddy's good overall speed, is offset in concept by his weak smash attacks and weak KO moves, the greatly versatile capabilities of his banana peels - useful for offensive maneuvers, defensive maneuvers, and stage control alike - more than make up for his shortcomings and manage to cement him as one of the game's best competitive character choices.{{clr}}


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