Donkey Kong (SSB4): Difference between revisions

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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 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 ranks 22nd out of 54 on the [[tier list]], placing him in the C tier. 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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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. 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 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, which is further exacerbated by the fact that he has a tie hurtbox. 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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===Aesthetics===
===Aesthetics===
*{{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|Due to the aesthetic used in ''Smash 4'', 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 has received two new [[alternate costume]]s.}}
*{{change|Donkey Kong has received two new [[alternate costume]]s.}}
*{{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 yet again.}}


===Attributes===
===Attributes===
*{{change|Like most other large characters, Donkey Kong's general size in proportion to the other playable characters is 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 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 is considerably [[weight|heavier]] (116 → 122), improving his endurance.}}
*{{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|Like most other returning characters, Donkey Kong [[Falling speed|falls]] slightly faster (1.58 → 1.63), although due to the universal changes, he no longer has one of the fastest falling speeds in the game. This slightly improves his vertical endurance, but makes him more susceptible to combos, compounded by his higher weight.}}
*{{change|Donkey Kong [[Falling speed|falls]] slightly faster (1.58 → 1.63), although relative to the cast, it has gone from the 10th highest out of 39 characters to the 22nd highest out of 58. This slightly improves his vertical endurance, but makes him more susceptible to combos, compounded by his higher weight and gravity.}}
**{{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|Donkey Kong's [[fast fall]]ing speed is higher (2.212 → 2.608).}}
*{{nerf|Donkey Kong [[jump]]s lower (35.83759414 → 34), going from the 10th highest out of 39 characters to the 25th highest out of 58.}}
*{{nerf|Donkey Kong [[jump]]s lower (35.83759414 → 34), going from the 10th highest out of 39 characters to the 25th highest out of 58.}}
*{{buff|[[Shield]] is larger, as it now fully covers Donkey Kong while it is at full health.}}
*{{buff|Donkey Kong's [[shield]] is larger (11.6u → 12.9u), with it now fully covering 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.}}
*{{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 means that Donkey Kong can no longer get a guaranteed punish on his opponent if he breaks out of their grab.}}
*{{change|The changes to [[hitstun canceling]] both help and hinder Donkey Kong. They significantly improve his own combo potential, but drastically worsens his survivavility and makes him more susceptible to combos.}}
*{{change|The changes to [[hitstun canceling]] both help and hinder Donkey Kong. They significantly improve his own combo potential, but drastically worsens his survivavility(considering his strong momentum canceling previously) and makes him more susceptible to combos.}}
*{{buff|The removal of [[chain grab]]bing significantly improves Donkey Kong's endurance.}}
*{{buff|The removal of [[chain grab]]bing significantly improves Donkey Kong's endurance in certain matchups, while not signigicantly impacting his own grab game.}}
*{{change|The removal of [[meteor canceling]] serves as a double edged sword for Donkey Kong. It significantly improves the reliability of his own [[meteor smash]] moves, but renders him significantly more susceptible to opposing meteor smashes.}}
*{{change|The removal of [[meteor canceling]] serves as a double edged sword for Donkey Kong. It significantly improves the reliability of his own [[meteor smash]] moves, but makes him significantly more vulnerable to opposing meteor smashes considering his large size and poor vertical recovery.}}
*{{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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===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://youtube.com/watch?v=n1bnkhmTbgI Video demonstrating Donkey Kong being able to grab ledge-hanging opponents]</ref>
*{{change|Grabs' have new animations. Instead of clenching both of his hands to grab his opponent, Donkey Kong now reaches out with one hand and grabs.}}
*{{buff|Dash grab has decreased ending lag (FAF 50 → 39).}}
**{{nerf|In the case of pivot grab, this results in it losing its disjoint, despite having more lateral range.}}
*{{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).}}
*{{nerf|Standing grab has more ending lag (FAF 30 → 31).}}
*{{change|Grabs' animations have slightly changed. Donkey Kong now grabs with one hand, instead of both.}}
*{{buff|Dash grab has less ending lag (FAF 50 → 39).}}
*{{nerf|Pivot grab has more startup lag (frame 10 → 11) with its total duration subsequently increased (FAF 36 → 37).}}
*{{nerf|Grabs have smaller grabboxes (6.24u/5.376u 5.8u (standing/pivot), 6.24u/5.28u/4.32u 4.6u (dash)),}}
*{{nerf|Standing grab does not extend as far away from Donkey Kong (z offset: 15u → 13.7u) which along with its smaller size, gives it less range.}}
**{{buff|However, it does overall have slightly more range close to Donkey Kong due to its larger size in comparison to its previous near grabbox.}}
*{{buff|Dash and Pivot grab extend further away from Donkey Kong (z offset: 9 (dash)/-19 (pivot) z stretch: 17/-24.5), giving them significantly more range.}}  
*{{buff|Standing and Pivot grabs extend further close to Donkey Kong (z offset: 7 (standing)/-8 (pivot) → 4/-4), giving them more range inside of him.}}
*{{nerf|Dash grab does not extend as far close to Donkey Kong (z offset: -1.6 → 4), giving it less range inside of him.}}
*[[Pummel]]:
*[[Pummel]]:
**{{nerf|Pummel deals 1% less damage (3% → 2%).}}
**{{nerf|Pummel deals 1% less damage (3% → 2%).}}
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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's "Invincicopter" can now only be performed by transitioning from the aerial version to the grounded version on frame 6.}}
**{{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.}}
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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 ({{ja|ロースラップ|Rō Surappu}}, ''Low 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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|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 ({{ja|リフティング|Rifutingu}}, ''Lifting'')
|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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|fsdmg=7% (initial shockwave), 1-2% (no/bad input), 7-12% (good/great input), 12-24% (great input, close)
|fsdmg=7% (initial shockwave), 1-2% (no/bad input), 7-12% (good/great input), 12-24% (great input, close)
|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.
}}
===Stats===
{{Attributes
|cast = 58
|weight = 122
|rweight = 2
|dash = 1.6
|rdash = 15-23
|run = 1.7031
|rrun = 22
|walk = 1.3
|rwalk = 9
|trac = 0.0529
|rtrac = 37
|airfric = 0.015
|rairfric = 6-19
|air = 1.15
|rair = 9-11
|baseaccel = 0.01
|rbaseaccel = 10-54
|addaccel = 0.05
|raddaccel = 39-44
|gravity = 0.08505
|rgravity = 35
|fall = 1.63
|rfall = 22
|ff = 2.608
|rff = 23
|jumpsquat = 6
|rjumpsquat = 42-51
|jumpheight = 34
|rjumpheight = 25-26
|shorthop = 17.297209
|rshorthop = 18
|djump = 35.5
|rdjump = 19-21
}}
}}


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|set10=1333
|set10=1333
}}
}}
===Notable players===
===Most historically significant 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.''


''See also: [[:Category:Donkey Kong professionals (SSB4)]]''
''See also: [[:Category:Donkey Kong players (SSB4)]]''
*{{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}} - A prominent labber of the character and one of the best Donkey Kong players in United States along with Tweek and Konga. While he never made any global rankings with the character, he won a regional in {{Trn|Don't Park on the Grass}} where he notably double-eliminated Konga in the ditto and made respectable placements at majors/supermajors such as 9th at {{Trn|Get On My Level 2016}} and 25th at {{Trn|GENESIS 3}} and {{Trn|The Big House 6}}.
*{{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}} - While not one of his mains, he was one of his many secondaries he used, mainly seen at a few tournaments in 2017. Placing 3rd with solo Donkey Kong at regional {{Trn|Gamer Expo Vs Edition}}, 4th at {{Trn|Kawaii Kon 2017}} as one of his characters, and notably defeated {{Sm|MkLeo}} at {{Trn|EVO 2017}}, where he finished 9th.
*{{Sm|False|USA}} - One of False's many characters. Notably defeated {{Sm|MkLeo}} at [[EVO 2017]], where he finished 9th.
*{{Sm|HIKARU|Japan}} - The best Donkey Kong player in Japan and one of the best Donkey Kong players in the world. An up-and-coming player in ''Smash 4'', he often placed Top 8 at [[Sumabato]] and placed 33rd at {{Trn|EVO 2016}} and then had an international breakout with his 7th place at {{Trn|2GGC: Civil War}}, upsetting {{Sm|VoiD}}, {{Sm|ESAM}}, and {{Sm|Mr.R}} in his bracket. He continued to attend occasional North American majors with 17th at {{Trn|2GGC: MkLeo Saga}}. These highlights placed him at 48th on the [[PGR 100]].
*{{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|Konga|USA}} - Regarded as the best solo Donkey Kong player in the United States and one of the best Donkey Kong players in the world. Placed 5th at {{Trn|PAX Arena at PAX West 2017}} notably defeating {{Sm|ANTi}} and {{Sm|Tweek}}, and while had lower peaks at majors in comparison to other top Donkey Kong players, managed to place 25th at {{Trn|Super Smash Con 2018}} and 33rd at {{Trn|EVO 2017}}. He was ranked 76th on the [[PGR 100]].
*{{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|Larry Lurr|USA}} - The best {{SSB4|Fox}} player in the world and also considered the one of the best Donkey Kong players in both [[SoCal]] and in the world. Despite varying success, he is notable for using Donkey Kong as a secondary throughout the entirety of his ''Smash 4'' career seen at tournaments such as 1st at {{Trn|2GGT: Mexico Saga}} and 9th at {{Trn|2GGC: ARMS Saga}}. He has used Donkey Kong to defeat players such as {{Sm|Tyrant}}, {{Sm|Tsu}}, and {{Sm|Elegant}}.
*{{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|Tweek|USA}} - Predominantly used him as a secondary and is regarded as the best Donkey Kong player in the world. He picked up the character around 2017 as a counterpick, using him in certain matchups such as {{SSB4|Sheik}} and in other crucial sets in his career, placing 2nd at {{Trn|Shine 2017}} using Donkey Kong to eliminate {{Sm|MkLeo}} and {{Sm|Nairo}}.
*{{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|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]].


==[[Trophies]]==
==[[Trophies]]==
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|image-wiiu=DonkeyKongAltTrophyWiiU.png
|image-wiiu=DonkeyKongAltTrophyWiiU.png
|mode=Alt
|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-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-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.
|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.
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