Donkey Kong (SSB4): Difference between revisions

Converting to t:Trophy/Fighter
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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.
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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|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).}}


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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 can no longer perform the "Invincicopter".}}  
**{{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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|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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|usc1name=Chopper Kong
|usc1name=Chopper Kong
|usc1dmg=—
|usc1dmg=—
|usc1desc=DK quickly rises vertically, even when used on the ground. DK has less horizontal control and the move completely lacks any hitboxes. This makes the move near useless on the ground, especially in comparison to Spinning Kong although it can be useful in the air, as it is faster than Spinning Kong and it covers more vertical distance, making it a harder move to intercept in some recovery scenarios.  
|usc1desc=DK quickly rises vertically, even when used on the ground. DK has less horizontal control and the move completely lacks any hitboxes. This makes the move near useless on the ground, especially in comparison to Spinning Kong although it can be useful in the air, as it is faster than Spinning Kong and it covers more vertical distance, making it a harder move to intercept in some recovery scenarios.
|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=Donkey performs an initial spin, pulls in opponents in with a windbox while spinning (as well as additional hitboxes in the air), then launches them upwards with its last hit. The grounded version has an initial hit, some windboxes and then a final hit with decent power. While the grounded version does possess super armor, it lacks proper hitboxes for most of its duration, making it an inferior move on the ground overall compared to Spinning Kong. The final hit also launches opponents at an unfavorable angle, making it very susceptible to DI.  
|usc2desc=Donkey performs an initial spin, pulls in opponents in with a windbox while spinning (as well as additional hitboxes in the air), then launches them upwards with its last hit. The grounded version has an initial hit, some windboxes and then a final hit with decent power. While the grounded version does possess super armor, it lacks proper hitboxes for most of its duration, making it an inferior move on the ground overall compared to Spinning Kong. The final hit also launches opponents at an unfavorable angle, making it very susceptible to DI.


The aerial version on the other hand is much more potent. The initial hitbox comes out on frame 3 (where DK is also intangible) and has fantastic range. The move does start looping later than Spinning Kong however, the loop hits consist of two weak hitboxes and two very large windboxes with set knockback, to keep the opponent inside of the move, with DK also possessing super armor throughout most of the loop hit's duration. The move then has a final hit with decent damage and vertical knockback, as well as having outstanding range. The large loop hits combined with Donkey Kong having super armor make the move very difficult to challenge, both on stage and in an edgeguarding situation. Opponents can potentially avoid the loop hits and punish DK when his super armor runs out but this will not always work and the timing is strict due to the super armor and the large final hit. The most potent aspect about the move however is that if DK lands before entering free fall (which can be done without too much trouble), the move auto-cancels. This can make the move very difficult to challenge as the move can easily be completely safe when auto-canceled. This also means that DK can potentially follow-up out of the move if it connects. This is especially exploitable on stages with platforms, such as Battlefield, where DK has more opportunities to safely auto-cancel the move.  
The aerial version on the other hand is much more potent. The initial hitbox comes out on frame 3 (where DK is also intangible) and has fantastic range. The move does start looping later than Spinning Kong however, the loop hits consist of two weak hitboxes and two very large windboxes with set knockback, to keep the opponent inside of the move, with DK also possessing super armor throughout most of the loop hit's duration. The move then has a final hit with decent damage and vertical knockback, as well as having outstanding range. The large loop hits combined with Donkey Kong having super armor make the move very difficult to challenge, both on stage and in an edgeguarding situation. Opponents can potentially avoid the loop hits and punish DK when his super armor runs out but this will not always work and the timing is strict due to the super armor and the large final hit. The most potent aspect about the move however is that if DK lands before entering free fall (which can be done without too much trouble), the move auto-cancels. This can make the move very difficult to challenge as the move can easily be completely safe when auto-canceled. This also means that DK can potentially follow-up out of the move if it connects. This is especially exploitable on stages with platforms, such as Battlefield, where DK has more opportunities to safely auto-cancel the move.


The only real downsides of aerial Kong Cyclone compared to Spinning Kong are that the loop hits have more startup lag and it covers less distance overall, but all of its other traits more than make up for it and it is still a better recovery move overall due to its super armor and potent loop hits. The move is also still quite punishable if Donkey Kong misses the auto-cancel, so the player does have to be careful when using the move.
The only real downsides of aerial Kong Cyclone compared to Spinning Kong are that the loop hits have more startup lag and it covers less distance overall, but all of its other traits more than make up for it and it is still a better recovery move overall due to its super armor and potent loop hits. The move is also still quite punishable if Donkey Kong misses the auto-cancel, so the player does have to be careful when using the move.
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*{{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|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|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|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|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.
*{{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.
*{{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|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.
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==[[Trophies]]==
==[[Trophies]]==
:'''Donkey Kong'''
{{Trophy/Fighter
::{{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.''
|name=Donkey Kong
|image-3ds=DonkeyKongTrophy3DS.png
|image-wiiu=DonkeyKongTrophyWiiU.png
|mode=Classic
|desc-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.
|desc-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!
|gamelist-ntsc={{Trophy games|console1=SNES|game1=Donkey Kong Country|release1=11/1994|console2=Wii|game2=Donkey Kong Country Returns|release2=11/2010}}
|gamelist-pal={{Trophy games|console1=SNES|game1=Donkey Kong Country|release1=11/1994|console2=Wii|game2=Donkey Kong Country Returns|release2=12/2010}}
}}
{{clrl}}


::{{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/Fighter
|name=Donkey Kong (Alt.)
|image-3ds=DonkeyKongAltTrophy3DS.png
|image-wiiu=DonkeyKongAltTrophyWiiU.png
|mode=Alt
|desc-3ds-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]].
|desc-wiiu-ntsc=Donkey Kong pulls no punches when it comes to fighting. Or headbutts, as it turns out. His Headbutt special move will bury those on the ground who get hit, leaving them open to some serious damage. If Donkey Kong strikes airborne foes with this move, they'll go crashing downward.
|desc-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.
|gamelist-ntsc={{Trophy games|console1=SNES|game1=Donkey Kong Country|release1=11/1994|console2=Wii|game2=Donkey Kong Country Returns|release2=11/2010}}
|gamelist-pal={{Trophy games|console1=SNES|game1=Donkey Kong Country|release1=11/1994|console2=Wii|game2=Donkey Kong Country Returns|release2=12/2010}}
}}
{{clrl}}


{{Trophy games|console1=SNES|game1=Donkey Kong Country (11/1994)|console2=Wii|game2=Donkey Kong Country Returns (11/2010)}}
{{Trophy/Fighter
 
|name=Konga Beat
:'''Donkey Kong (Alt.)'''
|image=KongaBeatTrophyWiiU.png
::{{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.''
|desc-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!
 
|desc-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!
::{{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.''
|game=ssb4-wiiu
 
}}
{{Trophy games|console1=SNES|game1=Donkey Kong Country (11/1994)|console2=Wii|game2=Donkey Kong Country Returns (11/2010)}}
{{clrl}}
 
:'''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==
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