Donkey Kong (SSB): Difference between revisions

Will be adding a ssbwiki page for Morgen, ILS (yes that is his tag,) and especially Amasawa [as he was the best DK in the world for several years]
m (further reversion)
(Will be adding a ssbwiki page for Morgen, ILS (yes that is his tag,) and especially Amasawa [as he was the best DK in the world for several years])
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'''Donkey Kong''' ({{ja|ドンキーコング}}, ''Donkey Kong''), written as '''DK''', is a [[starter character]] in ''[[Super Smash Bros.]]'' He is known as a slow (in terms of attacks) yet powerful character, with his trademark move being the [[Giant Punch]], which, when fully charged, deals 36% damage.
'''Donkey Kong''' ({{ja|ドンキーコング}}, ''Donkey Kong''), written as '''DK''', is a [[starter character]] in ''[[Super Smash Bros.]]'' He is known as a slow (in terms of attacks) yet powerful character, with his trademark move being the [[Giant Punch]], which, when fully charged, deals 36% damage.


Donkey Kong is 7th on the [[tier list]] for his powerful moves and his infamous [[grab release]], however he is somewhat slow, and is the largest and heaviest character in ''Super Smash Bros.'', making him viable for many combos and target practice. Donkey Kong was indirectly [[buff]]ed in the international release thanks to the changes to the [[directional influence]] system; as a result, Donkey Kong is ranked 12th in the Japanese tier list.
Donkey Kong is 7th on the [[tier list]] for his powerful moves and his infamous [[grab release]], however he is somewhat slow, and is the largest and heaviest character in ''Super Smash Bros.'', making him viable for many combos and target practice. Donkey Kong was indirectly [[buff]]ed in the international release thanks to the changes to the [[directional influence]] system as well as the decreased shield stun. As a result, Donkey Kong is ranked 12th in the Japanese tier list, having a losing matchup vs. every character in the game, especially vs. Kirby, which is considered to be virtually unwinnable.


==Attributes==
==Attributes==
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Donkey Kong is the [[weight|heaviest]] and largest character in ''Super Smash Bros.'' This means he gets hit quite easily, and he also has a poor [[shield]] cover, making him vulnerable to [[shield break]] combos such as {{SSB|Yoshi}}'s Z-canceled [[DJC]] neutral aerial performed repeatedly. However, he can take many hits and high [[damage]] before being [[KO]]'d. Like most heavyweights, Donkey Kong has attacks that deal lots of damage and have strong [[knockback]]. He also has two [[spike]]s (forward and down aerials), and he has some extremely powerful finishers, including his forward smash and Giant Punch when fully charged or close to fully charged. However, his attacks are generally slow and laggy, and most of his KOs still require setup.
Donkey Kong is the [[weight|heaviest]] and largest character in ''Super Smash Bros.'' This means he gets hit quite easily, and he also has a poor [[shield]] cover, making him vulnerable to [[shield break]] combos such as {{SSB|Yoshi}}'s Z-canceled [[DJC]] neutral aerial performed repeatedly. However, he can take many hits and high [[damage]] before being [[KO]]'d. Like most heavyweights, Donkey Kong has attacks that deal lots of damage and have strong [[knockback]]. He also has two [[spike]]s (forward and down aerials), and he has some extremely powerful finishers, including his forward smash and Giant Punch when fully charged or close to fully charged. However, his attacks are generally slow and laggy, and most of his KOs still require setup.


Contrary to popular belief, Donkey Kong has slightly above-average [[dashing|dash]] speed (although he does have a relatively slow [[air speed]]). Donkey Kong has a great [[grab]] and [[throw]] game due to having the longest non-tether [[grab]]bing horizontal range, terrific throw combos (especially when there are walls), and the infamous [[infinite throw trap]] that allows him to rack up damage and easily and effectively. He also has a KO throw in his back throw. Donkey Kong has good [[reach]], which allows for decent [[combo]]s despite slow attack speed, but he lacks a [[projectile]] and a reliable way to deal with them, making his [[approach]] poor and unvaried.
Contrary to popular belief, Donkey Kong has slightly above-average [[dashing|dash]] speed (although he does have a relatively slow [[air speed]]). Donkey Kong has a great [[grab]] and [[throw]] game due to having the longest non-tether [[grab]]bing horizontal range, terrific throw combos (especially when there are walls), and the infamous [[infinite throw trap]] that allows him to rack up damage and easily and effectively. He also has a KO throw in his back throw. Donkey Kong has good [[reach]], which allows for decent [[combo]]s despite slow attack speed, but he lacks a [[projectile]] and a reliable way to deal with them, making his [[approach]] poor and unvaried. His Up B however also breaks projectiles, outside of [[Fox (SSB)|Fox]]'s laser.


For recovery, Donkey Kong's up special move, [[Spinning Kong]], travels great horizontal distance, but has poor vertical gain, with no options to extend it. This makes him very vulnerable to [[meteor smash]]es. It should be noted that Donkey Kong is extremely vulnerable to [[combo]]s due to being very large, very heavy, and falling somewhat quickly.
For recovery, Donkey Kong's up special move, [[Spinning Kong]], travels great horizontal distance, but has poor vertical gain, with no options to extend it. This makes him very vulnerable to [[meteor smash]]es. It should be noted that Donkey Kong is extremely vulnerable to [[combo]]s due to being very large, very heavy, and falling somewhat quickly. It is however quite powerful for how fast it is, being a reliable get me out of danger move


In high level play, Donkey Kong is known for his incredible Spinning Kong and back throw gimps. Donkey Kong is a hard counter to {{SSB|Jigglypuff}}, as he can grab, forward throw, cargo release, and re-grab into a Giant Punch for a low [[percentage]] KO. Donkey Kong however has problems with [[projectile]]s, and the top characters in the game (including {{SSB|Pikachu}}, {{SSB|Kirby}}, {{SSB|Fox}}, and {{SSB|Captain Falcon}}) combo him too heavily for him to rise on the tier list. His poor mobility also gives him a disadvantage against fast characters like Fox and Captain Falcon. Donkey Kong is usually considered to be among the best low tier characters in [[low tier tournament]]s due to his Giant Punch combos and the fact that there are not many projectile users in the low tiers.
In high level play, Donkey Kong is known for his incredible Spinning Kong and back throw gimps. On platforms, it is possible for DK to [[platform cancel]] up airs into Giant Punch or up smash. His Up B, Spinning Kong, is an amazing gimping move, with strong knockback as well as being able to out-prioritize every recovery in the game. It also has some invincibility (at the edge of his fists) which makes it quite useful to out-space opponents in the neutral game. Donkey Kong is a hard counter to {{SSB|Jigglypuff}}, as he can grab, forward throw, cargo release, and re-grab into a Giant Punch for a low [[percentage]] KO. With good timing, it is also possible to cancel his Down B after one hit, allowing him to combo into a forward air as well as a fully charged Giant Punch on all characters except for Falcon, Fox, and Yoshi. Donkey Kong however has problems with [[projectile]]s, and the top characters in the game (including {{SSB|Pikachu}}, {{SSB|Kirby}}, {{SSB|Fox}}, and {{SSB|Captain Falcon}}) combo him too heavily for him to rise on the tier list. His poor mobility also gives him a disadvantage against fast characters like Fox and Captain Falcon. Donkey Kong is usually considered to be among the best low tier characters in [[low tier tournament]]s due to his Giant Punch combos and the fact that there are not many projectile users in the low tiers (as well as his Up B being able to out-prioritize all of their projectiles.) In short, DK's main strategies in competitive play are gimps using throws, outspacing with Spinning Kong, Down B combos, grab combos into spikes and otherwise, and and up air chains.


====In doubles====
====In doubles====
Donkey Kong is considered to be better for doubles than singles, mainly because he is better at KO'ing as some characters are forced to approach. His great reach also helps. Another good thing is that if he has a fast partner, they will be able to easily save him from large combos. He is one of the few characters with relatively good recovery. Donkey Kong is also excellent at [[edgeguard]]ing and [[gimp]]ing, especially on {{SSB|Dream Land}}.
Donkey Kong is considered to be slightly better for doubles than singles, mainly because he is better at KO'ing as some characters are forced to approach. His great reach also helps. Another good thing is that if he has a fast partner, they will be able to easily save him from large combos. He is one of the few characters with relatively good recovery. Donkey Kong is also excellent at [[edgeguard]]ing and [[gimp]]ing, especially on {{SSB|Dream Land}}. However, his problem matchups, especially with Kirby and Pikachu, hinder many doubles matchups. Donkey Kong is the main character in the (rarely seen) low tier doubles events along with Samus also.


==Moveset==
==Moveset==
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|neutral1dmg=2-4%
|neutral1dmg=2-4%
|neutral2dmg=2-4%
|neutral2dmg=2-4%
|neutraldesc=A jab followed by an uppercut. Comes out fast, but short range.
|neutraldesc=A jab followed by an uppercut. Comes out fast, but short range. It also does not give DK the ability to jab grab due to it's slow speed.
|ftiltname=Extended Punch
|ftiltname=Extended Punch
|ftiltdmg=12%
|ftiltdmg=12%
|ftiltdesc=A somewhat slow punch forward with decent range and good knockback.
|ftiltdesc=A somewhat slow punch forward with decent range and good knockback. It is considered to be semi-useless due to it's slow startup but it can be used in certain situations vs. Falcon's recovery
|utiltname=Upward Knock
|utiltname=Upward Knock
|utiltdmg=13%
|utiltdmg=13%
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|dtiltname=Low Slap
|dtiltname=Low Slap
|dtiltdmg=8%
|dtiltdmg=8%
|dtiltdesc=A quick hand swipe aimed downwards with a little start-up.
|dtiltdesc=A quick hand swipe aimed downwards with a little start-up. Spacing move, combos into grab at lower percents and can help with gimping low recoveries.
|dashname=Konga Kick
|dashname=Konga Kick
|dashdmg=12%
|dashdmg=12%
|dashdesc=A very awkward move where DK sticks his foot out and stops. Bad range and duration, high amount of lag, and easily [[Shield|shielded]]. Will not hit foes that are floored.
|dashdesc=A very awkward move where DK sticks his foot out and stops. Bad range and duration, high amount of lag, and easily [[Shield|shielded]]. Has very low [[set knockback]]. Will not hit foes that are floored. Competitively, this is considered to be the '''worst move in the game''' as it is ''unsafe'' even on hit vs. the majority of the cast. It is also impossible to combo into and out of
|fsmashname=Big Slap
|fsmashname=Big Slap
|fsmashdmg=19-21%
|fsmashdmg=19-21%
|fsmashdesc=Reels his hand back and thrusts it forward. Very noticeable start-up, but good range and excellent knockback. Can be angled.
|fsmashdesc=Reels his hand back and thrusts it forward. Very noticeable start-up, but good range and excellent knockback. Can be angled. Useful vs. Falcon/Fox's recovery when Up B isn't possible. Possible to combo into using n-air.
|usmashname=Upward Clap
|usmashname=Upward Clap
|usmashdmg=21%
|usmashdmg=21%
|usmashdesc=Claps directly above him, with some start-up lag. Very large hitbox. Grounded enemies are occasionally affected. Best used under a platform where an opponent is standing or a well timed anti-air attack. Very powerful.
|usmashdesc=Claps directly above him, with some start-up lag. Very large hitbox. Grounded enemies are occasionally affected. Best used under a platform where an opponent is standing or a well timed anti-air attack. Very powerful. Can be comboed into using a platform cancelled up air.
|dsmashname=Spinning Splits
|dsmashname=Spinning Splits
|dsmashdmg=19%
|dsmashdmg=19%
|dsmashdesc=He does a 360° spin while doing a split, which comes out surprisingly fast, for a move of Donkey Kong, and hits on both sides at the same time. However, it does have some ending lag.
|dsmashdesc=He does a 360° spin while doing a split, which comes out surprisingly fast, for a move of Donkey Kong, and hits on both sides at the same time. However, it does have some ending lag. Useful for catching [[roll]]s.
|nairname=Spin
|nairname=Spin
|nairdmg=15%
|nairdmg=15%
|nairdesc=Spins around with his arms out. Somewhat long duration, decent defensive move.
|nairdesc=Spins around with his arms out. Somewhat long duration, decent defensive move. Can combo into giant punch at mid percents as well as f-air. Is safe on shield and leads to a free grab.
|fairname=Spinning Spike
|fairname=Spinning Spike
|fairdmg=12%
|fairdmg=12%
|fairdesc=Does a front flip with his fists clasped together, smashing them into opponents. A powerful [[meteor smash]] if the foe is hit near the end of the animation.
|fairdesc=Does a front flip with his fists clasped together, smashing them into opponents. A powerful [[meteor smash]] if the foe is hit near the end of the animation. Can be comboed into out of a cargo throw or n-air. Possible to link out of if it hits a grounded opponent into a Grab, another f-air to spike, or even a giant punch depending on percent. Semi-safe on shield (except vs. characters with 3 [[frame]]s or less grounded moves such as Fox's shine or Pikachu's Up B.)
|bairname=Backward Kick
|bairname=Backward Kick
|bairdmg=14%
|bairdmg=14%
|bairdesc=Puts his feet together and thrusts them out behind him, his body moving sideways with them. Some long duration, but good range. This attack is Donkey Kong's [[sex kick]], since it not only has long duration, but gets weaker as it stays out. Donkey Kong's nair is the only one in the game that isn't a sex kick, and him and {{SSB|Fox}} being the only characters to have a bair sex kick.
|bairdesc=Puts his feet together and thrusts them out behind him, his body moving sideways with them. Some long duration, but good range. This attack is Donkey Kong's [[sex kick]], since it not only has long duration, but gets weaker as it stays out. Donkey Kong's nair is the only one in the game that isn't a sex kick, and him and {{SSB|Fox}} being the only characters to have a bair sex kick. Weak hit combos into d-smash awkwardly, strong hit has no combo potential but is quite powerful as a spacing move. Safe on shield.
|uairname=Aerial Upward Knock
|uairname=Aerial Upward Knock
|uairdmg=12%
|uairdmg=12%
|uairdesc=Swings his hands in an arch almost exactly like his up tilt. However, it is weaker than his up tilt, in fact barely KO'ing above 150% in most cases. Its only real use is for [[juggling]]. Also has some ending lag.
|uairdesc=Swings his hands in an arch almost exactly like his up tilt. However, it is weaker than his up tilt, in fact barely KO'ing above 150% in most cases. Its main use is for [[juggling]]. Also has some ending lag. It is also possible to platform cancel this move into up smash and giant punch which is quite powerful on Dreamland and Hyrule.
|dairname=Donkey Stomp
|dairname=Donkey Stomp
|dairdmg=13%
|dairdmg=13%
|dairdesc=A simple near-instantaneous [[meteor smash]] where Donkey Kong thrusts his feet down. His feet grow slightly as he's doing so, and slightly longer hitbox than most spikes.
|dairdesc=A simple near-instantaneous [[meteor smash]] where Donkey Kong thrusts his feet down. His feet grow slightly as he's doing so, and slightly longer hitbox than most spikes. A grounded hit freely combos into up smash and throw. Safe on most characters shield and leads to a grab outside of Pikachu (who can up b out of it.)
|grabname=
|grabname=
|grabdesc=
|grabdesc=
|fthrowname=Carry Throw
|fthrowname=Carry Throw
|fthrowdmg=8% (carry), 8% (throw)
|fthrowdmg=8% (carry), 8% (throw)
|fthrowdesc=Trap throw; holds his opponent on his back. He can then move around before throwing them forward. This throw is based on his ability in Donkey Kong Country to effortlessly carry barrels on his back. However, foes will eventually automatically escape from his grasp. The throw has good knockback, although it can be DI'd. Can be used to perform the [[infinite throw trap]] (covered below).
|fthrowdesc=Trap throw; holds his opponent on his back. He can then move around before throwing them forward. This throw is based on his ability in Donkey Kong Country to effortlessly carry barrels on his back. However, foes will eventually automatically escape from his grasp. The throw has good knockback, although it can be DI'd. Can be used to perform the [[infinite throw trap]] (covered below). It is possible to combo it into a f-air or giant punch.
|bthrowname=Throw Back
|bthrowname=Throw Back
|bthrowdmg=18%
|bthrowdmg=18%
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|edgefname=
|edgefname=
|edgefdmg=5-6%
|edgefdmg=5-6%
|edgefdesc=Hoists himself onto the stage back-first, ramming into opponents. Long range, low knockback.
|edgefdesc=Hoists himself onto the stage back-first, ramming into opponents. Long range, low knockback but very fast. Considered to be a useful edge attack
|edgesname=
|edgesname=
|edgesdmg=5-6%
|edgesdmg=5-6%
|edgesdesc=Climbs back onto the stage slowly, slapping opponents in front of him. Very short range, low knockback.
|edgesdesc=Climbs back onto the stage slowly, slapping opponents in front of him. Very short range, low knockback. Mostly useless and unsafe on shields or hit at low percent.
|nsname=Giant Punch
|nsname=Giant Punch
|nsdmg=14-36%
|nsdmg=14-36%
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|usname=Spinning Kong
|usname=Spinning Kong
|usdmg=
|usdmg=
|usdesc=A recovery move that gains very little vertical recovery height, but gives quite a large amount of horizontal distance. Contains many hits that can do high damage, but it is very difficult to land all the hits.
|usdesc=A recovery move that gains very little vertical recovery height, but gives quite a large amount of horizontal distance. Contains many hits that can do high damage, but it is very difficult to land all the hits. Has very high set knockback at the edge of the fists as well as invincibility in the same region which makes it quite useful at gimping.
|dsname=Hand Slap
|dsname=Hand Slap
|dsdmg=10% (one slap)
|dsdmg=10% (one slap)
|dsdesc=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. Cannot be used in midair.
|dsdesc=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. Cannot be used in midair. It is possible to combo this move by only using one hit of it (and then moving the stick back to [[neutral]]) into a giant punch vs. everyone other than fast fallers.
}}
}}


==[[Taunt]]==
==[[Taunt]]==
*Turns to his right, raises his arms so that his palms are facing upwards, shrugs, and makes a confused growl while shaking his head.
*Turns to his right, raises his arms so that his palms are facing upwards, shrugs, and makes a confused growl while shaking his head. Oddly causes his head to become invincible to projectiles (as it turns it on it's Z-axis as if it was a roll.)
===[[Cheer]]===
===[[Cheer]]===
"Donkey Kong!" <ref>[[https://www.youtube.com/watch?v=g35Tqm_w5Jc]]</ref>
"Donkey Kong!" <ref>[[https://www.youtube.com/watch?v=g35Tqm_w5Jc]]</ref>
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===Notable players===
===Notable players===
:''See also: [[:Category:Donkey Kong professionals (SSB)]]''
:''See also: [[:Category:Donkey Kong professionals (SSB)]]''
*{{sm|Amasawa|Japan}}
*{{sm|Morgen|Norway}}
*{{sm|Annex|USA}}
*{{sm|Annex|USA}}
*{{sm|Herbert Von Karajan|USA}}
*{{sm|Herbert Von Karajan|USA}}
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*{{Sm|tacos|USA}}
*{{Sm|tacos|USA}}
*{{Sm|The Z|Canada}}
*{{Sm|The Z|Canada}}
 
*{{Sm|I Love Smash|USA}}
==In single-player==
==In single-player==
In the game's single-player mode, the player and two randomly chosen allies will fight a Giant Donkey Kong on [[Congo Jungle|Kongo Jungle]].
In the game's single-player mode, the player and two randomly chosen allies will fight a Giant Donkey Kong on [[Congo Jungle|Kongo Jungle]].
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*Donkey Kong, along with {{SSB|Yoshi}}, is one of two characters in the original ''Super Smash Bros.'' to never be portrayed with headwear in-game.
*Donkey Kong, along with {{SSB|Yoshi}}, is one of two characters in the original ''Super Smash Bros.'' to never be portrayed with headwear in-game.
*Donkey Kong is the only character without a [[sex kick]] as his neutral aerial.
*Donkey Kong is the only character without a [[sex kick]] as his neutral aerial.
 
*Donkey Kong is oddly able to avoid projectiles from hitting his head if he taunts at the precise moment.
==References==
==References==
{{reflist}}
{{reflist}}
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