Donkey Kong (SSBM): Difference between revisions

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'''Donkey Kong''' ({{ja|ドンキーコング|Donkī Kongu}}, ''Donkey Kong''), shortened as '''DK''' on the [[victory screen]] and [[character select screen]], is a [[default character]] in ''[[Super Smash Bros. Melee]]''. He returns from the original ''[[Super Smash Bros.]]'', but with faster moves and agility, as well as an improved recovery.
'''Donkey Kong''' ({{ja|ドンキーコング|Donkī Kongu}}, ''Donkey Kong''), shortened as '''DK''' on the [[victory screen]] and [[character select screen]], is a [[default character]] in ''[[Super Smash Bros. Melee]]''. He returns from the original ''[[Super Smash Bros.]]'', but with faster moves and agility, as well as an improved recovery.


Like {{SSBM|Bowser}}, Donkey Kong has no voice actor and instead of being voiced by Grant Kirkhope, he uses realistic gorilla grunts and roars, similarly to his sounds in ''Super Smash Bros.''
Donkey Kong's voice consists of modified stock animal grunts and roars, similar to his sounds in ''Super Smash Bros.'' Newcomer {{SSBM|Bowser}} also uses stock sounds, but they are different from Donkey Kong's.


He is currently 16th out of 26 on the tier list, placing him in the C- tier. This is a slight improvement to his previous placement in ''Smash 64'' where he was ranked 9th out of 12. Donkey Kong, true to being a heavyweight, is difficult to KO, and this is aided by his fast [[falling speed]]. Donkey Kong also has powerful attacks, and he has excellent range to boot. For a heavyweight, Donkey Kong is unusually agile; most of his attacks are executed swiftly, he has high [[air speed]], and his jumping prowess is solid. His mobility facilitates combos, and this is further aided by his remarkable [[grab]] range. However, Donkey Kong himself is vulnerable to combos due to his large size and high falling speed, and his recovery, while covering a significant amount of horizontal distance, fails to cover much vertical distance.  
He is currently 16th out of 26 on the tier list, placing him in the C- tier. This is a moderate improvement to his previous placement in ''Smash 64'' where he was ranked 9th out of 12. Donkey Kong, true to being a heavyweight, is difficult to KO, and this is aided by his fast [[falling speed]]. Donkey Kong also has powerful attacks, and he has excellent range to boot. For a heavyweight, Donkey Kong is unusually agile; most of his attacks are executed swiftly, he has high [[air speed]], and his jumping prowess is solid. His mobility facilitates combos, and this is further aided by his remarkable [[grab]] range. However, Donkey Kong himself is vulnerable to combos due to his large size and high falling speed, and his recovery, while covering a significant amount of horizontal distance, fails to cover much height.


==Attributes==
==Attributes==
Contrary to what his archetype might suggest, Donkey Kong has surprisingly high speed for a character of his power and weight class. In raw characteristics, Donkey Kong boasts a fast walking speed, above-average running speed, high air speed, and high falling speed (though unlike other high-fallers, Donkey Kong's gravity is average as opposed to above-average, with him having the lowest gravity value amongst the high-fallers; he shares the same fall speed as the significantly lighter {{SSBM|Roy}}), aspects that lead to a short wavedash, but an average SHFFL, and long, safe dash dance.  
Contrary to what his archetype might suggest, Donkey Kong has surprisingly high speed for a character of his power and weight class. In raw characteristics, Donkey Kong boasts a fast walking speed, above-average running speed, high air speed, and high falling speed (though unlike other high-fallers, Donkey Kong's gravity is average as opposed to above-average, with him having the lowest gravity value amongst the high-fallers; he shares the same fall speed as the significantly lighter {{SSBM|Roy}}), aspects that lead to a short wavedash, but an average SHFFL, and long, safe dash dance.


Owing to his relatively high speed, Donkey Kong possesses a decently versatile comboing game. On the ground, Donkey Kong's various tilts are all fast and can be used to start aerial combos, and in the air, Donkey Kong's fast, low-lag neutral, up, and back aerial attacks can allow him to continue attacking enemies with little penalty against him; adding to this, his high air speed can allow him to pursue enemies that have been popped up into the air. Arguably his most important combo tool, however, consists of his throwing game; despite a below-average grab range, Donkey Kong's various throws have low-knockback and low ending lag, making them excellent combo starting tools. His forward throw, known as the "cargo throw" or "cradle", is especially useful, due to its ability to easily combo into his practical air options. While carrying his opponent, Donkey Kong is free to move around the stage, allowing him to move to areas where he can more easily combo his opponents without interference from platforms or other hazards. He can also use this feature of the cargo throw to either perform a [[sacrificial KO]] by walking off the edge of the stage after cradling an enemy or throwing the enemy underneath the stage to [[stage spike]] them.
Owing to his relatively high speed, Donkey Kong possesses a decently versatile comboing game. On the ground, Donkey Kong's various tilts are all fast and can be used to start aerial combos, and in the air, Donkey Kong's fast, low-lag neutral, up, and back aerial attacks can allow him to continue attacking enemies with little penalty against him; adding to this, his high air speed can allow him to pursue enemies that have been popped up into the air. Arguably his most important combo tool, however, consists of his throwing game; despite a below-average grab range, Donkey Kong's various throws have low-knockback and low ending lag, making them excellent combo starting tools. His forward throw, known as the "cargo throw" or "cradle", is especially useful, due to its ability to easily combo into his practical air options. While carrying his opponent, Donkey Kong is free to move around the stage, allowing him to move to areas where he can more easily combo his opponents without interference from platforms or other hazards. He can also use this feature of the cargo throw to either perform a [[sacrificial KO]] by walking off the edge of the stage after cradling an enemy or throwing the enemy underneath the stage to [[stage spike]] them.
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As expected for a character of his weight class, Donkey Kong also has a plethora of powerful attack options in addition to his faster, weaker offerings. All of his smash attacks can cover significant distances away from him, as well as packing significant power in order to KO opponents. Three of his aerials (back, down and forward) can be potent finishers to complement his aerial game, and his [[Giant Punch]] can easily be one of the most powerful attacks in the game if landed, though it does require a particularly good read or combo in order to be most effective.
As expected for a character of his weight class, Donkey Kong also has a plethora of powerful attack options in addition to his faster, weaker offerings. All of his smash attacks can cover significant distances away from him, as well as packing significant power in order to KO opponents. Three of his aerials (back, down and forward) can be potent finishers to complement his aerial game, and his [[Giant Punch]] can easily be one of the most powerful attacks in the game if landed, though it does require a particularly good read or combo in order to be most effective.


Due to being a heavyweight with a high falling speed, Donkey Kong owns a below-average recovery. While these traits make Donkey Kong highly resilient to the upper blast line, Donkey Kong's survivability on all other blast lines is poor. [[Spinning Kong]] grants above average horizontal distance, but poor vertical distance, making [[meteor smash]]es and [[spike]]s extremely powerful against him. Owing to a lack of other options concerning his recovery, this also means that he has very poor recovery options compared to other characters; none of his specials can reduce his falling speed, and he cannot wall-jump or use any other tactics in conjunction with Spinning Kong, and as such, he  is simple to edgeguard.
Due to being a heavyweight with a high falling speed, Donkey Kong owns a below-average recovery. While these traits make Donkey Kong highly resilient to the upper blast line, Donkey Kong's survivability on all other blast lines is poor. [[Spinning Kong]] grants above average horizontal distance, but poor height, making [[meteor smash]]es and [[spike]]s extremely powerful against him. Owing to a lack of other options concerning his recovery, this also means that he has very poor recovery options compared to other characters; none of his specials can reduce his falling speed, and he cannot wall-jump or use any other tactics in conjunction with Spinning Kong, and as such, he  is simple to edgeguard.


Much like fellow heavyweight Bowser, Donkey Kong's various attributes also make him very easy to combo. In addition to having among the largest raw hurtbox sizes in the game, Donkey Kong's high falling speed and weight make it easy for characters to [[chain throw]] him, as well as combo him in the air. Compounding this is Donkey Kong's poor defensive game; a large hurtbox causes him to have a small [[shield]] that can easily make him vulnerable to [[shield stabbing]], and his lack of a projectile can discourage him from approaching enemies that own one.
Much like fellow heavyweight Bowser, Donkey Kong's various attributes also make him very easy to combo. In addition to having among the largest raw hurtbox sizes in the game, Donkey Kong's high falling speed and weight make it easy for characters to [[chain throw]] him, as well as combo him in the air. Compounding this is Donkey Kong's poor defensive game; a large hurtbox (including a tie hurtbox) causes him to have a small [[shield]] that can easily make him vulnerable to [[shield stabbing]], and his lack of a projectile can discourage him from approaching enemies that own one.


==Changes from ''[[Super Smash Bros.]]''==
==Changes from ''[[Super Smash Bros.]]''==
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===Attributes===
===Attributes===
*{{buff|Donkey Kong [[walk]]s much faster (0.8533 (25.6) → 1.2), going from the 3rd slowest out of 12 characters to the 6th fastest out of 26.}}  
*{{buff|Donkey Kong [[walk]]s much faster (0.8533 (25.6) → 1.2), going from the 3rd slowest out of 12 characters to the 6th fastest out of 26.}}
*{{nerf|Donkey Kong's [[initial dash]] is much slower (2 (60) → 1.6) and covers less distance.}}
*{{nerf|Donkey Kong's [[initial dash]] is much slower (2 (60) → 1.6) and covers less distance.}}
*{{buff|Donkey Kong's [[traction]] is higher (0.0567 (1.7) → 0.08), making it easier for him to punish [[out of shield]].}}
*{{buff|Donkey Kong's [[traction]] is higher (0.0567 (1.7) → 0.08), making it easier for him to punish [[out of shield]].}}
*{{buff|Donkey Kong's [[jumpsquat]] is shorter (6 frames → 5).}}
*{{buff|Donkey Kong's [[jumpsquat]] is shorter (6 frames → 5).}}
*{{buff|Donkey Kong's [[air speed]] has been unchanged (1 (30) → 1). Compared with the returning veterans, however, his air speed is faster, going from the 5th slowest (JPN/US/EUR) / intermediate (AUS) out of 12 characters to the 6th fastest out of 26.}}
*{{buff|Donkey Kong's [[air speed]] has been unchanged (1 (30) → 1). Compared with the returning veterans, however, his air speed is faster, going from the 5th slowest (JPN/US/EUR) / median (AUS) out of 12 characters to the 6th fastest out of 26.}}
*{{nerf|Donkey Kong's [[air acceleration]] is lower (0.0667 (2) → 0.04), although no longer being the slowest.}}
*{{nerf|Donkey Kong's [[air acceleration]] is lower (0.0667 (2) → 0.04), although no longer being the slowest.}}
*{{nerf|Donkey Kong [[jump]]s significantly lower (46.1 (1383) → 37.8), although going from the 5th highest out of 12 characters to the 4th highest out of 26.}}
*{{nerf|Donkey Kong [[jump]]s significantly lower (46.1 (1383) → 37.8), although going from the 5th highest out of 12 characters to the 4th highest out of 26.}}
**{{change|Donkey Kong's [[short hop]] is catastrophically lower (34.15533 (1024.66) → 13.6), improves his ability to hit opponents low on the ground with short hop aerials, as well as his ability to quickly land and continue aerial pressure, but also hinders his ability to [[auto-cancel]] his aerials and performing two aerials in a short hop.}}
**{{change|Donkey Kong's [[short hop]] is catastrophically lower (34.15533 (1024.66) → 13.6), improves his ability to hit opponents low on the ground with short hop aerials, as well as his ability to quickly land and continue aerial pressure, but also hinders his ability to [[auto-cancel]] his aerials.}}
*{{change|Donkey Kong [[falling speed|fall]]s significantly faster (1.867 (56) → 2.4). This improves his vertical endurance and with the introduction of the SHFFL technique, he can make strong use of the technique due to his falling speed, but also makes him considerably more vulnerable to combos and worsens his already poor vertical recovery.}}  
*{{change|Donkey Kong [[falling speed|fall]]s significantly faster (1.867 (56) → 2.4). This improves his vertical endurance and with the introduction of the SHFFL technique, he can make strong use of the technique due to his falling speed, but also makes him considerably more vulnerable to combos and worsens his already poor vertical recovery.}}
**{{nerf|However, Donkey Kong's [[fast fall]]ing speed has been unchanged (2.967 (89) → 2.96). However, the difference between his falling speed and fast falling speed is much lower (increase: 58.9% → 23.3%), which makes it more predictable when landing and gives him fewer options in the air.}}
**{{nerf|However, Donkey Kong's [[fast fall]]ing speed has been unchanged (2.967 (89) → 2.96). The difference between his falling speed and fast falling speed is much lower (increase: 58.9% → 23.3%), which makes it more predictable when landing and gives him fewer options in the air.}}
**{{nerf|Considering that Donkey Kong's vertical endurance hasn't significantly improved from ''Smash 64'' due to his significantly lighter weight in ''Melee'', this falling speed increase hurts him overall.}}
**{{nerf|Considering that Donkey Kong's vertical endurance hasn't significantly improved from ''Smash 64'' due to his significantly lighter weight in ''Melee'', this falling speed increase hurts him overall.}}
*{{nerf|Donkey Kong's landing animation is longer (4 frames → 5).}}
*{{nerf|Donkey Kong's landing animation is longer (4 frames → 5).}}
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*[[Forward tilt]]:
*[[Forward tilt]]:
**{{buff|Donkey Kong has a new forward tilt: an open outward hand swat. It has less startup (frame 12 → 8) and ending lag (FAF 43 → 34) compared to the previous forward tilt.}}
**{{buff|Donkey Kong has a new forward tilt: an open outward hand swat. It has less startup (frame 12 → 8) and ending lag (FAF 43 → 34) compared to the previous forward tilt.}}
**{{nerf|Forward tilt deals less damage (13% (up)/12% (forward)/11% (down) → 11%/10%/9%) without full compensation on its base knockback (0 → 10) hindering its KO potential.}}  
**{{nerf|Forward tilt deals less damage (13% (up)/12% (forward)/11% (down) → 11%/10%/9%) without full compensation on its base knockback (0 → 10) hindering its KO potential.}}
***{{buff|The move's higher base knockback combined with its lower ending lag makes it slightly less punishable on hit at lower percents.}}
***{{buff|The move's higher base knockback combined with its lower ending lag makes it slightly less punishable on hit at lower percents.}}
**{{nerf|Forward tilt has a shorter duration (frames 12-17 → 8-11).}}
**{{nerf|Forward tilt has a shorter duration (frames 12-17 → 8-11).}}
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**{{buff|Down tilt has less startup lag (frame 11 → 6).}}
**{{buff|Down tilt has less startup lag (frame 11 → 6).}}
**{{nerf|Down tilt has a shorter duration (frames 11-16 → 6-9).}}
**{{nerf|Down tilt has a shorter duration (frames 11-16 → 6-9).}}
**{{nerf|Down tilt has more ending lag (FAF 22 → 23) now having 13 frames of cooldown (as opposed to 5).}}  
**{{nerf|Down tilt has more ending lag (FAF 22 → 23) now having 13 frames of cooldown (as opposed to 5).}}
**{{nerf|Down tilt deals less damage (8% → 7%) and has decreased base knockback (30 → 10).}}
**{{nerf|Down tilt deals less damage (8% → 7%) and has decreased base knockback (30 → 10).}}
***{{nerf|When combined with its increased ending lag (and the changes to shields), this means that the move no longer gives DK frame advantage on shield or even on hit at lower percents; making it more punishable and greatly hindering its setup potential.}}
***{{nerf|When combined with its increased ending lag (and the changes to shields), this means that the move no longer gives DK frame advantage on shield or even on hit at lower percents; making it more punishable and greatly hindering its setup potential.}}
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**{{buff|Dash attack has less ending lag (FAF 71 → 55).}}
**{{buff|Dash attack has less ending lag (FAF 71 → 55).}}
**{{buff|Dash attack now has a clean hit and a late hit with the clean hit dealing more knockback (120 (set), 100 (scaling) → 115 (base)/15).}}
**{{buff|Dash attack now has a clean hit and a late hit with the clean hit dealing more knockback (120 (set), 100 (scaling) → 115 (base)/15).}}
**{{nerf|Dash attack has more startup lag with a shorter duration (frames 3-26 → 9-12 (clean)/13-20 (late)).}}  
**{{nerf|Dash attack has more startup lag with a shorter duration (frames 3-26 → 9-12 (clean)/13-20 (late)).}}
**{{nerf|Dash attack deals less damage (12% → 11% (clean), 9% (late).}}
**{{nerf|Dash attack deals less damage (12% → 11% (clean), 9% (late).}}
*[[Forward smash]]:
*[[Forward smash]]:
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**{{nerf|Forward aerial has a new animation which is longer than the previous one (49 frames → 59). This increases the move's total duration (FAF 50 → 60) as well as the amount of time the move cannot auto-cancel and the amount of time DK cannot grab the ledge after using the move.}}
**{{nerf|Forward aerial has a new animation which is longer than the previous one (49 frames → 59). This increases the move's total duration (FAF 50 → 60) as well as the amount of time the move cannot auto-cancel and the amount of time DK cannot grab the ledge after using the move.}}
***{{buff|However, the move has less ending lag overall due to its increased startup lag (now having 30 frames of cooldown instead of 34).}}
***{{buff|However, the move has less ending lag overall due to its increased startup lag (now having 30 frames of cooldown instead of 34).}}
**{{nerf|Forward aerial has double the amount of landing lag (15 frames → 30).}}  
**{{nerf|Forward aerial has double the amount of landing lag (15 frames → 30).}}
**{{nerf|Forward aerial no longer has an initial or a late auto-cancel window. As a result, the move will not auto-cancel until its animation has finished which removes the move's ability to auto-cancel while the hitboxes are out and generally makes the move much worse upon landing when combined with its higher landing lag.}}
**{{nerf|Forward aerial no longer has an initial or a late auto-cancel window. As a result, the move will not auto-cancel until its animation has finished which removes the move's ability to auto-cancel while the hitboxes are out and generally makes the move much worse upon landing when combined with its higher landing lag.}}
**{{nerf|Forward aerial has less range.}}
**{{nerf|Forward aerial has less range.}}
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**{{nerf|Back aerial deals less damage (15% → 13% (clean), 10% → 9% (late)).}}
**{{nerf|Back aerial deals less damage (15% → 13% (clean), 10% → 9% (late)).}}
*[[Up aerial]]:
*[[Up aerial]]:
**{{buff|Donkey Kong has a new up aerial: a swinging headbutt similar to {{SSBM|Ness}}' up aerial. This new up aerial has less ending lag (FAF 60 → 38).}}
**{{buff|Donkey Kong has a new up aerial: a swinging headbutt. This new up aerial has less ending lag (FAF 60 → 38).}}
**{{buff|Up aerial has less landing lag (41 frames → 25).}}
**{{buff|Up aerial has less landing lag (41 frames → 25).}}
**{{buff|Up aerial hits above DK sooner.}}
**{{buff|Up aerial hits above DK sooner.}}
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***{{buff|This improves its KO potential as well as its ability to lead into itself.}}
***{{buff|This improves its KO potential as well as its ability to lead into itself.}}
***{{nerf|However, this hinders its combo potential into DK's horizontal moves as well as its set up potential.}}
***{{nerf|However, this hinders its combo potential into DK's horizontal moves as well as its set up potential.}}
**{{nerf|Up aerial has significantly reduced range.}}  
**{{nerf|Up aerial has significantly reduced range.}}
**{{nerf|Up aerial has more startup lag with a much shorter duration (frames 3-20 → 6-8).}}
**{{nerf|Up aerial has more startup lag with a much shorter duration (frames 3-20 → 6-8).}}
*[[Down aerial]]:
*[[Down aerial]]:
**{{change|Donkey Kong has a new down aerial: he slams down his right foot.}}
**{{change|Donkey Kong has a new down aerial: he slams down his right foot.}}
**{{buff|Down aerial deals more damage (13% (clean), 10% (late) → 16% (foot), 13% (body)) and has increased base knockback (15 → 38/20).}}  
**{{buff|Down aerial deals more damage (13% (clean), 10% (late) → 16% (foot), 13% (body)) and has increased base knockback (15 → 38/20).}}
**{{buff|Down aerial has less ending lag (FAF 60 → 55) and landing lag (41 frames → 31).}}
**{{buff|Down aerial has less ending lag (FAF 60 → 55) and landing lag (41 frames → 31).}}
**{{nerf|Down aerial has significantly increased startup lag (frame 6 → 18).}}
**{{nerf|Down aerial has significantly increased startup lag (frame 6 → 18).}}
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**{{buff|DK's opponent will now take 10% if they escape from his forward throw.}}
**{{buff|DK's opponent will now take 10% if they escape from his forward throw.}}
***{{nerf|However, Donkey Kong himself will also take 10% damage if the opponent escapes from his forward throw.}}
***{{nerf|However, Donkey Kong himself will also take 10% damage if the opponent escapes from his forward throw.}}
**{{nerf|Due to DK's worse grab combined with the universally increased falling speeds, DK's grab release chain grab from forward throw has effectively been removed.}}
**{{nerf|Due to DK's worse grab combined with the universally increased falling speeds, DK's [[Infinite throw trap]] has effectively been removed.}}
**{{buff|DK has received a (separate) back throw, an up throw and a down throw from his forward throw, giving DK more options to combo or KO.}}
**{{buff|DK has received a (separate) back throw, an up throw and a down throw from his forward throw, giving DK more options to combo or KO.}}
**{{nerf|The introduction of wall [[tech]]ing has significantly hindered forward throw's stage spiking capabilities.}}
**{{nerf|The introduction of wall [[tech]]ing has significantly hindered forward throw's stage spiking capabilities.}}
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***{{nerf|Cargo forward throw deals less knockback (70 (base), 80 (scaling) → 80/50) and sends opponents at a less favorable angle (45° → 55°).}}
***{{nerf|Cargo forward throw deals less knockback (70 (base), 80 (scaling) → 80/50) and sends opponents at a less favorable angle (45° → 55°).}}
*[[Back throw]]:
*[[Back throw]]:
**{{change|Back throw is now weight dependent.}}  
**{{change|Back throw is now weight dependent.}}
**{{nerf|Back throw deals less damage (18% → 10%) and knockback (80 (base), 70 (scaling) → 60/65) drastically hindering its KO potential (no longer being the strongest back throw).}}
**{{nerf|Back throw deals less damage (18% → 10%) and knockback (80 (base), 70 (scaling) → 60/65) drastically hindering its KO potential (no longer being the strongest back throw).}}
**{{nerf|DK releases opponents later from back throw (frame 9 → 14) and it has much more ending lag (FAF 22 → 40).}}
**{{nerf|DK releases opponents later from back throw (frame 9 → 14) and it has much more ending lag (FAF 22 → 40).}}
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**{{buff|Giant Punch has a longer duration when uncharged (frames 10-12 → 17 (back hit)/18-21 (front hit)).}}
**{{buff|Giant Punch has a longer duration when uncharged (frames 10-12 → 17 (back hit)/18-21 (front hit)).}}
**{{change|Uncharged Giant Punch has a new hitbox behind DK's arm which deals vertical knockback (361° → 80°).}}
**{{change|Uncharged Giant Punch has a new hitbox behind DK's arm which deals vertical knockback (361° → 80°).}}
**{{buff|Giant Punch has much less ending lag regardless of charge (FAF 81 → 45).}}  
**{{buff|Giant Punch has much less ending lag regardless of charge (FAF 81 → 45).}}
**{{buff|DK no longer has to windup his fully charged Giant Punch decreasing its startup lag (frame 23 → 17).}}
**{{buff|DK no longer has to windup his fully charged Giant Punch decreasing its startup lag (frame 23 → 17).}}
***{{nerf|However, this means that DK can no longer shield before using his fully charged Giant Punch to protect himself and still maintain the charge.}}
***{{nerf|However, this means that DK can no longer shield before using his fully charged Giant Punch to protect himself and still maintain the charge.}}
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**{{change|Donkey Kong now has a side special: Headbutt. It can [[bury]] grounded opponents, meteor smash aerial opponents and also does very high amounts of [[shield damage]].}}
**{{change|Donkey Kong now has a side special: Headbutt. It can [[bury]] grounded opponents, meteor smash aerial opponents and also does very high amounts of [[shield damage]].}}
*[[Spinning Kong]]:
*[[Spinning Kong]]:
**{{buff|Spinning Kong's grounded clean hit no longer has set knockback (100 (set), 120 (scaling) → 60 (base)/100) now being an effective KO move.}}  
**{{buff|Spinning Kong's grounded clean hit no longer has set knockback (100 (set), 120 (scaling) → 60 (base)/100) now being an effective KO move.}}
**{{buff|Late grounded Spinning Kong has altered knockback (0 (base), 100 (scaling) → 10/90) making it connect slightly more reliably.}}
**{{buff|Late grounded Spinning Kong has altered knockback (0 (base), 100 (scaling) → 10/90) making it connect slightly more reliably.}}
**{{buff|Spinning Kong has less ending lag (FAF 100 → 85).}}
**{{buff|Spinning Kong has less ending lag (FAF 100 → 85).}}
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***{{nerf|However, this significantly hinders its edgeguarding potential and the late hits can be escaped and punished very easily.}}
***{{nerf|However, this significantly hinders its edgeguarding potential and the late hits can be escaped and punished very easily.}}
**{{nerf|Spinning Kong travels less distance both horizontally and vertically.}}
**{{nerf|Spinning Kong travels less distance both horizontally and vertically.}}
**{{nerf|Spinning Kong has less intangibility (frames 1-5 (both) → 3-5 (grounded), 2-5 (aerial)) and aerial Spinning Kong grants less intangibility to DK's arms (frames 9-48 → 11-42).}}  
**{{nerf|Spinning Kong has less intangibility (frames 1-5 (both) → 3-5 (grounded), 2-5 (aerial)) and aerial Spinning Kong grants less intangibility to DK's arms (frames 9-48 → 11-42).}}
**{{nerf|Aerial Spinning Kong deals less damage (12% (clean), 8% (late) → 10%/5%/2%).}}
**{{nerf|Aerial Spinning Kong deals less damage (12% (clean), 8% (late) → 10%/5%/2%).}}
**{{nerf|Mid Spinning Kong has more startup lag (frame 9 → 19 (grounded), 11 (aerial)).}}
**{{nerf|Mid Spinning Kong has more startup lag (frame 9 → 19 (grounded), 11 (aerial)).}}
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{{MovesetTable
{{MovesetTable
|game=SSBM
|game=SSBM
|neutralname= 
|neutralname=Swipe ({{ja|スワイプ|Suwaipu}}) / Uppercut ({{ja|アッパーカット|Appākatto}})
|neutralcount=2
|neutralcount=2
|neutral1dmg=4%
|neutral1dmg=4%
|neutral2dmg=6%
|neutral2dmg=6%
|neutraldesc=Performs a quick cross punch followed by an uppercut.
|neutraldesc=Performs a quick cross punch followed by an uppercut.
|ftiltname= 
|ftiltname=Backhand Slap ({{ja|バックハンドスラップ|Bakkuhando Surappu}})
|ftiltangles=3
|ftiltangles=3
|ftiltupdmg=11%
|ftiltupdmg=11%
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|ftiltdowndmg=9%
|ftiltdowndmg=9%
|ftiltdesc=Quickly swats his outstretched hand. A good move for [[spacing]]. Can be aimed up or down.
|ftiltdesc=Quickly swats his outstretched hand. A good move for [[spacing]]. Can be aimed up or down.
|utiltname= 
|utiltname=Spider Web Swipe ({{ja|蜘蛛の巣スワイプ|Kumo no su Suwaipu}})
|utiltdmg=9-11%
|utiltdmg=9-11%
|utiltdesc=Quickly swipes his hand in the air. A decent [[juggling]] move.
|utiltdesc=Quickly swipes his hand in the air. A decent [[juggling]] move.
|dtiltname=Slouch Slap
|dtiltname=Slouch Slap ({{ja|ロースラップ|Rō Surappu}}, ''Low Slap'')
|dtiltdmg=7%
|dtiltdmg=7%
|dtiltdesc=Quickly swats his hand across the ground. Very fast with long range.
|dtiltdesc=Quickly swats his hand across the ground. Very fast with long range.
|dashname= 
|dashname=Konga Kick ({{ja|コンガキック|Konga Kikku}})
|dashdmg=11% (clean), 9% (late)
|dashdmg=11% (clean), 9% (late)
|dashdesc=Skids to a halt and does a side-kick. Has high ending lag and surprisingly short range.
|dashdesc=Skids to a halt and does a side-kick. Has high ending lag and surprisingly short range.
|fsmashname= 
|fsmashname=Kong Klap ({{ja|コングクラップ|Kongu Kurappu}})
|fsmashdmg={{ChargedSmashDmgSSBM|20}} (hands), {{ChargedSmashDmgSSBM|21}} (arms), {{ChargedSmashDmgSSBM|19}} (upper body), {{ChargedSmashDmgSSBM|18}} (lower body)
|fsmashdmg={{ChargedSmashDmgSSBM|20}} (hands), {{ChargedSmashDmgSSBM|21}} (arms), {{ChargedSmashDmgSSBM|19}} (upper body), {{ChargedSmashDmgSSBM|18}} (lower body)
|fsmashdesc=Performs a very forceful clap that deals high knockback. Somewhat fast.
|fsmashdesc=Performs a very forceful clap that deals high knockback. Somewhat fast.
|usmashname= 
|usmashname=Ape Applause ({{ja|猿の拍手|Saru no Hakushu}})
|usmashdmg= {{ChargedSmashDmgSSBM|18}}
|usmashdmg={{ChargedSmashDmgSSBM|18}}
|usmashdesc=Claps both his hands above his head, dealing good knockback. Somewhat slow, not to mention this will not hit a grounded foe at all. DK's head and both of his arms are [[intangible]] while the hitboxes are active.
|usmashdesc=Claps both his hands above his head, dealing good knockback. Somewhat slow, not to mention this will not hit a grounded foe at all. DK's head and both of his arms are [[intangible]] while the hitboxes are active.
|dsmashname= 
|dsmashname=Twin Beat ({{ja|ツインビート|Tsuin Bīto}})
|dsmashdmg={{ChargedSmashDmgSSBM|16}} (hands), {{ChargedSmashDmgSSBM|14}} (arms)
|dsmashdmg={{ChargedSmashDmgSSBM|16}} (hands), {{ChargedSmashDmgSSBM|14}} (arms)
|dsmashdesc=Does a double back-handed punch by bringing both his fists down 90˚ at both sides. Very fast and deals great vertical knockback.
|dsmashdesc=Does a double back-handed punch by bringing both his fists down 90˚ at both sides. Very fast and deals great vertical knockback.
|nairname= 
|nairname=Kong Whirl ({{ja|コングワール|Kongu Wāru}})
|nairdmg=12% (clean), 10% (late)
|nairdmg=12% (clean), 10% (late)
|nairdesc=Quickly spins in the air with both of his arms extended. Has quick startup and small ending lag.
|nairdesc=Quickly spins in the air with both of his arms extended. Has quick startup and small ending lag.
|fairname= 
|fairname=Hammer Knuckle ({{ja|ハンマーナックル|Hanmā Nakkuru}})
|fairdmg=16%
|fairdmg=16%
|fairdesc=Puts his fists together above his head, then does a powerful ax-handle swing downwards. This move can [[meteor smash]] opponents the moment Donkey Kong swings his hands in front of his face. Resembles his midair attack from ''Donkey Kong 64''.  
|fairdesc=Puts his fists together above his head, then does a powerful ax-handle swing downwards. This move can [[meteor smash]] opponents the moment Donkey Kong swings his hands in front of his face. Resembles his midair attack from ''Donkey Kong 64''.
|bairname= 
|bairname=Back Kick ({{ja|バックキック|Bakku Kikku}})
|bairdmg=13% (clean), 9% (late)
|bairdmg=13% (clean), 9% (late)
|bairdesc=Performs a quick kick directed behind him that lingers briefly. A good [[edgeguarding]] move.
|bairdesc=Performs a quick kick directed behind him that lingers briefly. A good [[edgeguarding]] move.
|uairname= 
|uairname=Flying Headbutt ({{ja|フライングヘッドバット|Furaingu Heddobatto}})
|uairdmg=14%
|uairdmg=14%
|uairdesc=Performs a quick headbutt upwards. Combos into another up aerial. Has a large [[autocancel]] window.
|uairdesc=Performs a quick headbutt upwards. Combos into another up aerial. Has a large [[autocancel]] window.
|dairname= 
|dairname=Flying Stampede ({{ja|フライングスタンピード|Furaingu Sutanpīdo}})
|dairdmg=16% (foot), 13% (body)
|dairdmg=16% (foot), 13% (body)
|dairdesc=Performs a downward [[stomp (archetype)|stomp]] whilst holding his arms up in a macho pose. A [[meteor smash]].
|dairdesc=Performs a downward stomp whilst holding his arms up in a macho pose. A [[meteor smash]].
|grabname=
|grabname=Grab ({{ja|つかみ|Tsukami}})
|grabdesc=
|grabdesc=
|pummelname= 
|pummelname=Jungle Chop ({{ja|ジャングルチョップ|Janguru Choppu}})
|pummeldmg=3%
|pummeldmg=3%
|pummeldesc=Karate chops the foe.
|pummeldesc=Karate chops the foe.
|fthrowname=Kong Karry
|fthrowname=Kong Karry ({{ja|リフティング|Rifutingu}}, ''Lifting'')
|fthrowdmg=10% (breakout), 8% (forward/backward), 7% (up), 6% (down)  
|fthrowdmg=10% (breakout), 8% (forward/backward), 7% (up), 6% (down)
|fthrowdesc=Regardless of the opponent's size, DK heaves the opponent onto his back. Then, he can perform any of the following throws listed below. One side note is that Donkey Kong will receive 10% damage if the opponents breaks free of his grab by [[button mashing]].<br/>
|fthrowdesc=Regardless of the opponent's size, DK heaves the opponent onto his back. Then, he can perform any of the following throws listed below. One side note is that Donkey Kong will receive 10% damage if the opponents breaks free of his grab by [[button mashing]].<br/>
Forward: Tosses opponent forward.<br/>
Forward: Tosses opponent forward.<br/>
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Up: Tosses opponent upwards. Can chain grab fastfallers.<br/>
Up: Tosses opponent upwards. Can chain grab fastfallers.<br/>
Down: Tosses opponent like a bowling ball.
Down: Tosses opponent like a bowling ball.
|bthrowname=&nbsp;
|bthrowname=Donkey Fling ({{ja|ロバ・フリング|Roba Furingu}})
|bthrowdmg=11%
|bthrowdmg=11%
|bthrowdesc=Swings his arm back and throws the opponent behind him.
|bthrowdesc=Swings his arm back and throws the opponent behind him.
|uthrowname=&nbsp;
|uthrowname=Coconut Toss ({{ja|ココナッツトス|Kokonattsu Tosu}})
|uthrowdmg=9%
|uthrowdmg=9%
|uthrowdesc=Throws foe upwards with one hand. Can [[chaingrab]] fastfallers, much like his cargo up throw.
|uthrowdesc=Throws foe upwards with one hand. Can [[chaingrab]] fastfallers, much like his cargo up throw.
|dthrowname=&nbsp;
|dthrowname=Simian Slam ({{ja|シミアン・スラム|Shimian Suramu}})
|dthrowdmg=7%
|dthrowdmg=7%
|dthrowdesc=Violently slams the opponent into the ground with one hand. Can chaingrab.
|dthrowdesc=Violently slams the opponent into the ground with one hand. Can chaingrab.
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|usname=Spinning Kong
|usname=Spinning Kong
|usdmg=Ground: 12% (startup), 8% (loop early), 3% (loop late)<br/>Air: 10% (startup), 4-5% (loop early), 2% (loop late)
|usdmg=Ground: 12% (startup), 8% (loop early), 3% (loop late)<br/>Air: 10% (startup), 4-5% (loop early), 2% (loop late)
|usdesc=Donkey Kong twirls around like a helicopter, hitting multiple times. Has great horizontal coverage, lacking vertical distance. DK's arms are intangible during the first half of the move when used in the air.  
|usdesc=Donkey Kong twirls around like a helicopter, hitting multiple times. Has great horizontal coverage, lacking height. DK's arms are intangible during the first half of the move when used in the air.
|dsname=Hand Slap
|dsname=Hand Slap
|dsdmg=11%
|dsdmg=11%
|dsdesc=Donkey Kong delivers an earth-shaking blow to the ground, sending nearby enemies skyward. It has considerable power, consistent and repetitive damage, and a large quake hitbox. This attack has [[Priority#Transcendent_priority|transcendent priority]] and will only hit grounded opponents.
|dsdesc=Donkey Kong delivers an earth-shaking blow to the ground, sending nearby enemies skyward. It has considerable power, consistent and repetitive damage, and a large quake hitbox. This attack has [[Priority#Transcendent_priority|transcendent priority]] and will only hit grounded opponents.
}}
===Stats===
'''NTSC'''
{{Attributes
|cast = 26
|weight = 114
|rweight = 2
|dash = 1.6
|rdash = 9
|run = 1.6
|rrun = 8-10
|walk = 1.2
|rwalk = 6-10
|trac = 0.08
|rtrac = 7-13
|airfric = 0.02
|rairfric = 4-9
|air = 1
|rair = 6-9
|baseaccel = 0.02
|rbaseaccel = 2-23
|addaccel = 0.02
|raddaccel = 25
|gravity = 0.1
|rgravity = 12-13
|fall = 2.4
|rfall = 4-5
|ff = 2.96
|rff = 6
|jumpsquat = 5
|rjumpsquat = 16-22
|jumpheight = 37.8
|rjumpheight = 15
|shorthop = 10.66
|rshorthop = 4
|djump = 28.968
|rdjump = 8
}}
'''PAL'''
{{Attributes
|cast = 26
|weight = 114
|rweight = 2
|dash = 1.6
|rdash = 9
|run = 1.6
|rrun = 8-10
|walk = 1.2
|rwalk = 6-10
|trac = 0.08
|rtrac = 7-13
|airfric = 0.02
|rairfric = 4-9
|air = 1
|rair = 6-8
|baseaccel = 0.02
|rbaseaccel = 2-23
|addaccel = 0.02
|raddaccel = 25
|gravity = 0.1
|rgravity = 12-13
|fall = 2.4
|rfall = 4-5
|ff = 2.96
|rff = 6
|jumpsquat = 5
|rjumpsquat = 16-22
|jumpheight = 37.8
|rjumpheight = 15
|shorthop = 10.66
|rshorthop = 4
|djump = 28.968
|rdjump = 8
}}
}}


===[[Announcer]] call===
===[[Announcer]] call===
[[File: Donkey Kong Announcer SSBM.wav]]
[[File:Donkey Kong Announcer SSBM.wav]]


===[[Taunt]]===
===[[Taunt]]===
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==In [[competitive play]]==
==In [[competitive play]]==
===Most historically significant players===
===Most historically significant players===
<!--This character has a ten player limit for this section. Before adding and/or removing a player, read these guidelines: https://www.ssbwiki.com/SmashWiki:Notability#%22Most_historically_significant_players%22_guidelines -->
<!--This character has a ten player limit for this section. Before adding and/or removing a player, read these guidelines: https://www.ssbwiki.com/SmashWiki:Notability#%22Most_historically_significant_players%22_guidelines -->
:''See also: [[:Category:Donkey Kong professionals (SSBM)]]''
:''See also: [[:Category:Donkey Kong players (SSBM)]]''


*{{Sm|Bum|USA}} - Gathered notoriety as one of the first strong Donkey Kong players. Placed 4th at {{Trn|MLG Long Island 2007}} and has wins over {{Sm|Isai}} and {{Sm|ChuDat}}.
*{{Sm|Bum|USA}} - Gathered notoriety as one of the first strong Donkey Kong players. His 4th place run at {{Trn|MLG Long Island 2007}} marks the strongest placement for the character during the MLG era. At the same tournament, he also garnered multiple wins over {{Sm|Isai}} and {{Sm|ChuDat}}.
*{{Sm|Green Ranger|USA}} - Previously considered the best DK in the world. Placed 9th at {{Trn|Fight Pitt V}} and 49th at {{Trn|Royal Flush}}. Has wins over {{Sm|Duck}}, {{Sm|Juggleguy}}, and {{Sm|Reeve}}.
*{{Sm|Green Ranger|USA}} - Previously considered the best Donkey Kong player in the world. He placed 9th at {{Trn|Fight Pitt V}} while making an upset over {{Sm|Duck}}, and made decent placements at other tournaments, such as 25th at {{Trn|Super Nebulous 3}} and 49th at {{Trn|Royal Flush}}.
*{{Sm|K-12|Spain}} - One of the best Donkey Kong players in Europe, using him and {{SSBM|Samus}}. Placed 9th at {{Trn|Epita Smash Arena 3}} and 25th at {{Trn|B.E.A.S.T 7}}. Currently ranked 4th at [[Spanish Power Rankings]].
*{{Sm|Junebug|USA}} - Mid-tier specialist and widely seen as the current best Donkey Kong player in the world. His local win at [[Tournament:Xanadu Legends - Xanadu 500 Edition|Xanadu Legends 500]], and major placements such as 13th at {{Trn|The Big House 11}} and 17th at {{Trn|Collision 2023}}, started a major discussion for Donkey Kong's viability as a character. He has taken a few sets over top 100 players such as {{Sm|Magi}}, {{Sm|Polish}}, and {{Sm|Ginger}}. He became the first Donkey Kong player to be ranked top 50 in the world on [[SSBMRank Summer 2023]], and currently sits at 40th on the [[SSBMRank 2023]].
*{{Sm|Moe|Denmark}} - Placed 9th at {{Trn|The Upset}}, 13th at {{Trn|Phoenix Blue 2}}, and 17th at both {{Trn|Valhalla}} and {{Trn|Valhalla III}}. Currently ranked #1 player in Denmark, took a set off {{Sm|Professor Pro}}.
*{{Sm|ckyulmiqnudaetr|USA}} - Formerly a Fox and Ice Climbers player who switched to Donkey Kong. He eventually became the second Donkey Kong player to be on a global ranking, with 77th on the [[SSBMRank 2023]]. He placed 33rd at {{Trn|Get On My Level 2023}}, where he made an upset over {{Sm|Soonsay}}, and 49th at {{Trn|GENESIS 9}}, where he beat both {{Sm|bobby big ballz}} and {{Sm|Kalvar}}.
*{{Sm|Nedech|Sweden}} - Considered the best DK in Europe around the 2007-2013 era. Placed 17th at Smashers Reunion where he notably beat {{Sm|Overtriforce}}.  
*{{Sm|Moe|Denmark}} - One of the best Donkey Kong players in the world later in the game's lifespan. He has shown the best Donkey Kong placements in Europe, with 17th at {{Trn|Valhalla III}} and {{Trn|Fête 3: By the Sea}}. He has been the best player in Denmark for years, being ranked first in the country from 2019 to 2022.
*{{Sm|Phish-It|USA}} - Previously considered the best DK in the world. Placed 9th at {{Trn|Zenith 2014}}, 13th at {{Trn|Zenith 2012}}, and 33rd at both {{Trn|EVO 2013}} and {{Trn|The Big House 4}}.
*{{Sm|Phish-It|USA}} - Previously considered the best Donkey Kong player in the world during the early 2010s. He made great major placements such as 9th at {{Trn|Zenith 2014}} and supermajor placements of 33rd at both {{Trn|EVO 2013}} and {{Trn|The Big House 4}}, which were considered some of the best supermajor results of the character at the time.
*{{Sm|Ringler|USA}} - Currently the best DK player in the world. Placed 25th at both {{Trn|Mainstage}} and {{Trn|Mainstage 2021}}, as well as 49th at {{Trn|Shine 2019}}.
*{{Sm|Ringler|USA}} - One of the best Donkey Kong players in the world. He came to prominence with his 25th at {{Trn|Mainstage}} with a notable upset over {{Sm|La Luna}} in his bracket. While he is more inactive in the post-Slippi era compared to other Donkey Kong players, he has placed 17th at {{Trn|Wavedash 2022}}, 25th at {{Trn|Mainstage 2021}}, and 33rd at {{Trn|Super Smash Con 2022}}, and has beaten players such as {{Sm|KoDoRiN}} and {{Sm|Shroomed}}.
*{{Sm|Rishi|USA}} - Placed 2nd at {{Trn|Defend the North 2019}} and 17th at {{Trn|The Big House 9}} as a secondary to his {{SSBM|Marth}}.


===Tier placement and history===
===Tier placement and history===
Donkey Kong is currently ranked as 16th on the tier list in the C- tier, making him a situational character in high-level tournament play. This tier placing, however, is significantly better than his initial tier placings; Donkey Kong was initially viewed as a low-to-bottom tiered character in the early ''Melee'' metagame, placing at 20th/21st with Roy on the first tier list. In future tier lists, Donkey Kong would frequently appear at this rank, with his lowest ranking being 22nd on the sixth tier list. Much like Bowser, Donkey Kong was often derided for his large hurtbox and high falling speed, making him an easy target for combos and attacks in general, and despite his slightly better base speed than Bowser, he was regarded as too slow to keep up with many characters that were higher-tiered than him.
Donkey Kong is currently ranked as 16th on the tier list in the C- tier, making him a situational character in high-level tournament play at first glance. This tier placing, however, is significantly better than his initial tier placings; Donkey Kong was initially viewed as a low-to-bottom tiered character in the early ''Melee'' metagame, placing at 20th/21st with Roy on the first tier list. In the next few tier lists, Donkey Kong would frequently appear at this rank, with his lowest ranking being 22nd on the sixth tier list. Much like Bowser, Donkey Kong was often derided for his large hurtbox and high falling speed, making him an easy target for combos and attacks in general, and despite his superior base speed compared to Bowser, he was regarded as too slow to keep up with many characters that were higher-tiered than him.


Devoted Donkey Kong mains, however, began to immediately improve Donkey Kong's metagame, notably by demonstrating that Donkey Kong's supposed speed issues were skewed; players have demonstrated Donkey Kong had a surprisingly fast and powerful aerial game, and that his dash-dance was also effective, especially when compounded with his throwing game. As a result of these improvements, Donkey Kong immediately jumped to the 16th place on the seventh tier list, and he ultimately peaked at the 13th position on the ninth tier list. His tier ranking, however, slightly fell following this, leading to his current tier placing. However, Donkey Kong’s lacking defensive prowess and inconsistent neutral game has led him to being a niche character in the metagame, which makes him a rare sight at high-level tournaments.
However, devoted Donkey Kong mains began to improve the character’s metagame, notably by demonstrating that his supposed speed issues were inaccurate; players have demonstrated Donkey Kong had a surprisingly fast and powerful aerial game, and that his dash-dance was also effective, especially when compounded with his unforgiving punish and throwing game. Thanks to the efforts of players like {{Sm|Phish-It}} and {{Sm|Green Ranger}}, Donkey Kong would jump to 16th on the seventh tier list, formally entering the middle tiers, and would maintain similar rankings on future tier lists.


==In [[Solo#1-P_Mode|1-P Mode]]==
In 2022 and 2023, another “Donkey Kong renaissance” would occur thanks to a massive upswing in Donkey Kong's usage and a stronger level of consistency at higher level tournaments. 2023 saw the character’s strongest year yet; three Donkey Kong players placed in the top 100 of the [[SSBMRank 2023|2023 SSBMRank]], spearheaded by {{Sm|Junebug}}, who was ranked 40th due to performances such as his 13th-place finish at {{Trn|The Big House 11}}, the best Donkey Kong placement in over a decade. As a result of these considerable metagame developments, Donkey Kong has become a more respected presence in high-level play, and his current tier placement has become debatable.
 
==In 1-P Mode==
==={{SSBM|Classic Mode}}===
==={{SSBM|Classic Mode}}===
Donkey Kong appears in a one-on-one, as an ally, on a team with {{SSBM|Fox}}, in a giant battle, in a multi-man battle, or in the metal battle. Donkey Kong appears in {{SSBM|Kongo Jungle}} or [[Jungle Japes]] except the metal battle, where he appears in {{SSBM|Battlefield}} instead.
Donkey Kong appears in a one-on-one, as an ally, on a team with {{SSBM|Fox}}, in a giant battle, in a multi-man battle, or in the metal battle. Donkey Kong appears in {{SSBM|Kongo Jungle}} or [[Jungle Japes]] except the metal battle, where he appears in {{SSBM|Battlefield}} instead.
Line 408: Line 484:
<center>
<center>
<gallery>
<gallery>
DonkeyKongClassicMode.jpg|Classic Mode  
DonkeyKongClassicMode.jpg|Classic Mode
DonkeyKongAdventureMode.jpg|Adventure Mode  
DonkeyKongAdventureMode.jpg|Adventure Mode
DonkeyKongAllStarMode.jpg|All-Star Mode
DonkeyKongAllStarMode.jpg|All-Star Mode
</gallery>
</gallery>
Line 417: Line 493:
In addition to the normal trophy about Donkey Kong as a character, there are two trophies about him as a fighter, unlocked by completing both [[Adventure Mode|Adventure]] and [[All-Star]] modes respectively with Donkey Kong on any difficulty:
In addition to the normal trophy about Donkey Kong as a character, there are two trophies about him as a fighter, unlocked by completing both [[Adventure Mode|Adventure]] and [[All-Star]] modes respectively with Donkey Kong on any difficulty:


:'''Donkey Kong'''
{{Trophy/Fighter
:''While he now prefers the laid-back jungle lifestyle to construction site mischief, DK is often forced back into action by the Kremling Krew. The great ape is quite fast despite his burly physique, and he keeps his strength up with a steady diet of his favorite food: bananas. His one extravagance (and only piece of clothing) is a monogrammed necktie.''
|name=Donkey Kong
:*Donkey Kong Arcade 1981
|image=Donkey Kong Trophy Melee.png
|mode=Classic
|desc=While he now prefers the laid-back jungle lifestyle to construction site mischief, DK is often forced back into action by the Kremling Krew. The great ape is quite fast despite his burly physique, and he keeps his strength up with a steady diet of his favorite food: bananas. His one extravagance (and only piece of clothing) is a monogrammed necktie.
|gamelist={{Trophy games|game1=Donkey Kong|release1=Arcade 1981}}
|game=Melee
}}
{{clrl}}


:'''Donkey Kong''' [<span style="color:#FF0000">Smash</span>]
{{Trophy/Fighter
:''Donkey Kong is a huge target in a fight, so he hates crowds. When he's in the fray, his Giant Punch deals serious damage to multiple opponents. The big ape's Headbutt hits so hard that it temporarily buries opponent's in the ground. DK is a lot faster than he looks, and he's lethal in the hands of a master.''
|name=Donkey Kong
:*B: Giant Punch
|image=Donkey Kong Trophy (Smash).png
:*Smash B: Headbutt
|mode=Adventure
|desc=Donkey Kong is a huge target in a fight, so he hates crowds. When he's in the fray, his Giant Punch deals serious damage to multiple opponents. The big ape's Headbutt hits so hard that it temporarily buries opponents in the ground. DK is a lot faster than he looks, and he's lethal in the hands of a master.
|gamelist=:B: Giant Punch
:Smash B: Headbutt
|game=Melee
}}
{{clrl}}


:'''Donkey Kong''' [<span style="color:#0000FF">Smash</span>]
{{Trophy/Fighter
:''Being the strongest simian around, DK has the upper hand once he grabs an opponent. He can even lift his foe up and make him or her an unwilling traveling companion; if DK grabs you, shake your Control Stick as fast as you can to break his grip. His Spinning Kong covers more lateral distance than vertical, so use it quickly to recover.''
|name=Donkey Kong
:*Up & B: Spinning Kong
|image=Donkey Kong Trophy (Smash 2).png
:*Down & B: Hand Slap
|mode=All Star
 
|desc=Being the strongest simian around, DK has the upper hand once he grabs an opponent. He can even lift his foe up and make him or her an unwilling traveling companion; if DK grabs you, shake your Control Stick as fast as you can to break his grip. His Spinning Kong covers more lateral distance than vertical, so use it quickly to recover.
<center>
|gamelist=:Up & B: Spinning Kong
<gallery>
:Down & B: Hand Slap
Donkey Kong Trophy Melee.png|Classic
|game=Melee
Donkey Kong Trophy (Smash).png|[<span style="color:#FF0000">Smash</span>]
}}
Donkey Kong Trophy (Smash 2).png|[<span style="color:#0000FF">Smash</span>]
{{clrl}}
</gallery>
</center>


==[[Alternate costume (SSBM)#Donkey Kong|Alternate costumes]]==
==[[Alternate costume (SSBM)#Donkey Kong|Alternate costumes]]==
Line 455: Line 541:
<gallery>
<gallery>
SSBM Donkey Kong HQ.jpg|Official artwork of Donkey Kong
SSBM Donkey Kong HQ.jpg|Official artwork of Donkey Kong
SSBMWebsiteDonkeyKong1.jpg|Donkey Kong jumping on [[Jungle Japes]].
SSBMWebsiteDonkeyKong1.jpg|[[Jump]]ing on [[Jungle Japes]].
SSBMWebsiteDonkeyKong2.jpg|Donkey Kong attacking {{SSBM|Fox}} on [[Temple]] with [[Spinning Kong]].
SSBMWebsiteDonkeyKong2.jpg|Using [[Spinning Kong]] on {{SSBM|Fox}} on [[Temple]].
SSBMWebsiteDonkeyKong3.jpg|Donkey Kong attacking {{SSBM|Link}} on [[Brinstar]] with [[Giant Punch]].
SSBMWebsiteDonkeyKong3.jpg|Using [[Giant Punch]] on {{SSBM|Link}} on [[Brinstar]].
SSBMWebsiteDonkeyKong4.jpg|Donkey Kong carrying [[Ice Climbers (SSBM)|Nana]] off the stage on [[Temple]].
SSBMWebsiteDonkeyKong4.jpg|Carrying [[Ice Climbers (SSBM)|Nana]] off the stage on Temple.
SSBMWebsiteDonkeyKong5.jpg|Donkey Kong burying {{SSBM|Samus}} on [[Temple]] with his [[Headbutt]].
SSBMWebsiteDonkeyKong5.jpg|[[Bury]]ing {{SSBM|Samus}} with [[Headbutt]] on Temple.
SSBMWebsiteDonkeyKong6.jpg|Donkey Kong taunting alongside {{SSBM|Bowser}} and {{SSBM|Captain Falcon}} on [[Yoshi's Story]].
SSBMWebsiteDonkeyKong6.jpg|[[Taunt]]ing alongside {{SSBM|Bowser}} and {{SSBM|Captain Falcon}} on [[Yoshi's Story]].
LinkClassicMode.jpg|Crouching on [[Peach's Castle]]
LinkClassicMode.jpg|[[Crouch]]ing on [[Peach's Castle]].
LuigiAdventureMode.jpg|Performing an [[up smash]] on [[Great Bay]]
LuigiAdventureMode.jpg|Using his [[up smash]] on [[Great Bay]].
YoshiAllStarMode.jpg|Battling a giant {{SSBM|Yoshi}} on [[Fourside]]
YoshiAllStarMode.jpg|Battling a giant {{SSBM|Yoshi}} on [[Fourside]].
KirbyAllStarMode.jpg|Posing with {{SSBM|Kirby}} on {{SSBM|Kongo Jungle}}
KirbyAllStarMode.jpg|Posing with {{SSBM|Kirby}} on {{SSBM|Kongo Jungle}}.
JigglypuffAllStarMode.jpg|[[Asleep|Sleeping]] with {{SSBM|Jigglypuff}} on Great Bay
JigglypuffAllStarMode.jpg|[[Asleep|Sleeping]] next to {{SSBM|Jigglypuff}} on Great Bay.
</gallery>
</gallery>
</center>
</center>


==Trivia==
==Trivia==
[[File:DK grab glitch.gif|thumbnail|Donkey Kong abusing {{SSBM|Pikachu}}'s [[AI]].]]
[[File:DK grab glitch.gif|thumb|Donkey Kong abusing {{SSBM|Pikachu}}'s [[AI]].]]
*DK has a [[hurtbox]] attached to his necktie, which may have been placed to prevent thin projectiles or other similar attacks from missing hits due to their chances of slipping between DK's arms and ending in the empty space of his standing animation. However, it also artificially inflates his overall hurtbox in many other animations.
*DK has a [[hurtbox]] attached to his necktie, which may have been placed to prevent thin projectiles or other similar attacks from missing hits due to their chances of slipping between DK's arms and ending in the empty space of his standing animation. However, it also artificially inflates his overall hurtbox in many other animations.
*Donkey Kong is the only character in the game to have an aerial attack that cannot be [[auto-cancel]]ed, being his forward aerial (auto-cancels on frame 85, but only has 60 frames in its entire attack duration). However, the coding of the move shows that it was intended to be able to, but it cannot due to a minor error caused by using the wrong type of timing function. Likewise, his up smash was supposed to interrupt on frame 40, but due to using the wrong type of timing function, it lacks IASA frames. Both of these errors were carried over in ''Brawl'' and ''SSB4'', though in ''SSB4'', his up smash now has IASA frames (interrupts on frame 50).
*Donkey Kong is the only character in the game to have an aerial attack that cannot be [[auto-cancel]]ed, being his forward aerial (auto-cancels on frame 85, but only has 60 frames in its entire attack duration). However, the coding of the move shows that it was intended to be able to, but it cannot due to a minor error caused by using the wrong type of timing function. Likewise, his up smash was supposed to interrupt on frame 40, but due to using the wrong type of timing function, it lacks IASA frames. Both of these errors were carried over in ''Brawl'' and ''SSB4'', though in ''SSB4'', his up smash now has IASA frames (interrupts on frame 50).
*Donkey Kong's [[Headbutt]] and the [[Poké Ball]] Pokémon [[Togepi]]'s Magnitude are the only attacks in ''Melee'' that can [[Buried|bury]] opponents.  
*Donkey Kong's [[Headbutt]] and the [[Poké Ball]] Pokémon [[Togepi]]'s Magnitude are the only attacks in ''Melee'' that can [[Buried|bury]] opponents.
*Donkey Kong has 3 meteor smashes, tied with {{SSBM|Roy}} and {{SSBM|Falco}} for most spikes and meteors in ''Melee''.
*Donkey Kong has 3 meteor smashes, tied with {{SSBM|Roy}} and {{SSBM|Falco}} for most spikes and meteors in ''Melee''.
*Donkey Kong and {{SSBM|Peach}} are the only characters in ''Melee'' who cannot use their down special in the air.
*Donkey Kong and {{SSBM|Peach}} are the only characters in ''Melee'' who cannot use their down special in the air.
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*In the NTSC versions of the game, Donkey Kong is one of four characters (alongside {{SSBM|Sheik}}, {{SSBM|Samus}}, and {{SSBM|Kirby}}) whose neutral special charge is lost if hit out of at least one specific special move.
*In the NTSC versions of the game, Donkey Kong is one of four characters (alongside {{SSBM|Sheik}}, {{SSBM|Samus}}, and {{SSBM|Kirby}}) whose neutral special charge is lost if hit out of at least one specific special move.
**Of these characters, only Donkey Kong received a fix addressing this issue in the PAL version.
**Of these characters, only Donkey Kong received a fix addressing this issue in the PAL version.
 
==External links==
*[https://www.nintendo.co.jp/n01/n64/software/nus_p_nalj/smash/flash/0904/index.html Donkey Kong's page at Smabura-Ken]
*[[smashwiki:26TP/Donkey Kong|Translation]]
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