Donkey Kong (SSB4): Difference between revisions

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|ranking = 28
|ranking = 28
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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 retains his realistic gorilla grunts, albeit with a new set of voice clips.
'''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 like in ''[[Super Smash Bros. Brawl]]'', although he now has updated voice clips.


Donkey Kong is currently ranked 28th out of 58 on the [[tier list]], placing him in the C tier, and making him the second highest ranked super heavyweight in the game. By extension, this is Donkey Kong's best placement in the series to date, and is an improvement from his placement in ''Brawl'', where he was ranked 21st out of 38. Unlike in previous installments, Donkey Kong now boasts great combo potential thanks to his "cargo up throw", which allows for guaranteed follow-ups at varying percentages, and even a guaranteed KO combo at a small range of percentages. Outside of this, Donkey Kong retains his outstanding power, deceptively fast mobility, and great [[spacing]] options, with his renowned back aerial functioning as a quick and powerful option to stop approaches and deal damage.
Donkey Kong is currently ranked 28th out of 58 on the [[tier list]], placing him in the C tier, and making him the second highest ranked super heavyweight in the game. This is an improvement from his 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 he 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 follow-ups at varying percentages, and even a guaranteed [[Combos#Types of combos|KO confirm]] into his up aerial at a small range of percentages. Changes to game mechanics have also improved DK: the removal of both [[chain grab]]bing and [[edge-hogging]] drastically improves his endurance and recovery, respectively, whereas [[rage]] supplements his power.


However, Donkey Kong retains many of his flaws from ''Brawl''. His large hurtbox has become even larger, which makes him even more susceptible to combos than before. In addition, he remains very susceptible to [[edge-guarding]] because of his [[recovery]]'s poor vertical distance. Nevertheless, Donkey Kong's strengths generally outweigh his weaknesses, to the point that he has achieved above average results in competitive play, largely thanks to {{Sm|HIKARU}}, {{Sm|Tweek}}, and {{Sm|DKwill}}.
However, Donkey Kong retains many of his flaws from ''Brawl''. His large hurtbox has become even larger, which makes him even more susceptible to combos than before. In addition, he remains very susceptible to [[edge-guarding]] because of his [[recovery]]'s poor vertical distance. Nevertheless, Donkey Kong's strengths generally outweigh his weaknesses, to the point that he has achieved above average results in competitive play, largely thanks to {{Sm|HIKARU}}, {{Sm|Tweek}}, and {{Sm|DKwill}}.
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Donkey Kong's grounded moveset is very useful; his neutral attack can be [[jab cancel]]ed for follow-ups, and can jab lock, his forward tilt is great for spacing, his up tilt is a decent combo starter at low percentages, and his down tilt has incredible speed and can trip opponents, making it ideal for starting or extending combos. All of his smash attacks pack incredible power and have very long ranges, while not being particularly slow either. To complement his ground game, Donkey Kong's aerial game is extremely effective. His forward and down aerials can [[meteor smash]] and can effectively finish off his combos or his opponents, thanks to their high power. His neutral aerial is very quick and can lead into follow-ups, or it can be used to give Donkey Kong some space. His up aerial launches opponents upwards, making it great for combos and KOing. His back aerial is long-ranged, has a long-lasting hitbox, and can be used to [[edge-guard]] opponents. The last three aerials can also [[auto-cancel]] in a [[short hop]], further demonstrating their utility. Finally, Donkey Kong's fast air speed allows him to easily chase opponents in the air.
Donkey Kong's grounded moveset is very useful; his neutral attack can be [[jab cancel]]ed for follow-ups, and can jab lock, his forward tilt is great for spacing, his up tilt is a decent combo starter at low percentages, and his down tilt has incredible speed and can trip opponents, making it ideal for starting or extending combos. All of his smash attacks pack incredible power and have very long ranges, while not being particularly slow either. To complement his ground game, Donkey Kong's aerial game is extremely effective. His forward and down aerials can [[meteor smash]] and can effectively finish off his combos or his opponents, thanks to their high power. His neutral aerial is very quick and can lead into follow-ups, or it can be used to give Donkey Kong some space. His up aerial launches opponents upwards, making it great for combos and KOing. His back aerial is long-ranged, has a long-lasting hitbox, and can be used to [[edge-guard]] opponents. The last three aerials can also [[auto-cancel]] in a [[short hop]], further demonstrating their utility. Finally, Donkey Kong's fast air speed allows him to easily chase opponents in the air.


In addition, the aforementioned combo abilities pair well with his grab game. Donkey Kong's grab range is the second largest non-tether grab in the game (being surpassed only by {{SSB4|Greninja}}'s), while his grabs are decently fast, making them very easy to land. His [[pummel]] is fairly fast, making it great for racking up damage. While his up and down throws are rarely used because of their limited utility, his forward and back throws make up for that. His back throw is the tenth strongest in the game, making it a viable KO option. His forward throw is an all-purpose throw, as well as an excellent damage racker. Using it will open up four different throws, commonly known as the "cargo throws". Cargo down throw is a [[semi-spike]] and is great for edge-guarding. Cargo back throw deals 12% and can KO at very high percentages near the upper blast line. His most notable throw, however, is his cargo up throw, which can lead into any aerial at lower percents. Since it connects directly into his powerful up aerial at most percents, this combo can be used to KO opponents at specific percentages, and has since been nicknamed the "Ding Dong".
In addition, the aforementioned combo abilities pair well with his grab game. Donkey Kong's grab range is the second largest non-tether grab in the game (being surpassed only by {{SSB4|Greninja}}'s), while his grabs are decently fast, making them very easy to land. His [[pummel]] is fairly fast, making it great for racking up damage. While his up and down throws are rarely used because of their limited utility, his forward and back throws make up for that. His back throw is the tenth strongest in the game, making it a viable KO option. His forward throw is an all-purpose throw, as well as an excellent damage racker. Using it will open up four different throws, commonly known as the "cargo throws". Cargo down throw is a [[semi-spike]] and is great for edge-guarding. Cargo back throw deals 12% and can KO at very high percentages near the upper blast line. His most notable throw, however, is his cargo up throw, which can lead into any aerial at lower percents. Since it connects directly into his powerful up aerial at most percentages, this combo can be used to KO opponents at specific percentages, and has since been nicknamed the "Ding Dong".


Finally, Donkey Kong's special moveset has a lot of utility. [[Giant Punch]] is a deadly KO move, and a fully charged one has [[super armor]], making it difficult to interrupt. [[Headbutt]] can [[bury]] opponents, leaving them exposed to any move. It also does strong [[shield damage]], threatening attempts to block the move. [[Hand Slap]] has very long range and allows for stage control, but since it is a [[quake]] move, it has no effect on aerial opponents when it is performed on the ground. However, an aerial Hand Slap is now capable of meteor smashing and is not only fairly easy to land, but it is an effective one as well. 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, Donkey Kong's special moveset has a lot of utility. [[Giant Punch]] is a deadly KO move, and a fully charged one has [[super armor]], making it difficult to interrupt. [[Headbutt]] can [[bury]] opponents, leaving them exposed to any move. It also does strong [[shield damage]], threatening attempts to block the move. [[Hand Slap]] has very long range and allows for stage control, but since it is a [[quake]] move, it has no effect on aerial opponents when it is performed on the ground. However, an aerial Hand Slap is now capable of meteor smashing and is not only fairly easy to land, but it is an effective one as well. 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.
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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. His moveset, despite being very fast in terms of start-up, 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 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. His moveset, despite being very fast in terms of start-up, 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.


Custom moves can give Donkey Kong considerable benefits, more so than most other characters. Storm Punch has a [[wind]] effect, and is very effective for edge-guarding and spacing. Jumping Headbutt has more vertical range and a hitbox during the entire descent, making it a good alternative to [[fast falling]], but at the cost of being unable to properly bury opponents. Stubborn Headbutt eschews its role as a pressure move due to its slow startup. However, it has higher power and super armor, protecting Donkey Kong from any attack. Focused Slap and Hot Slap sacrifice range for [[Paralyze|paralysis]] and vertical range, respectively. Both are also potent KOing options, with the latter having high diagonal knockback, and the former having extremely high vertical knockback. Kong Cyclone is often considered to be Donkey Kong's most valuable move, as well as the best custom in the game, as it has super armor, a suction effect, more power, and the aerial version has greater maneuverability and speed, as well as auto-canceling capabilities, significantly improving his [[neutral game]].
Custom moves can give Donkey Kong considerable benefits, more so than most other characters. Storm Punch has a [[wind]] effect, and is very effective for edge-guarding and spacing. Jumping Headbutt has more vertical range and a hitbox during the entire descent, making it a good alternative to [[fast falling]], but at the cost of being unable to properly bury opponents. Stubborn Headbutt eschews its role as a pressure move due to its slow start-up. However, it has higher power and super armor, protecting Donkey Kong from any attack. Focused Slap and Hot Slap sacrifice range for [[Paralyze|paralysis]] and vertical range, respectively. Both are also potent KOing options, with the latter having high diagonal knockback, and the former having extremely high vertical knockback. Kong Cyclone is often considered to be Donkey Kong's most valuable move, as well as the best custom in the game, as it has super armor, a suction effect, more power, and the aerial version has greater maneuverability and speed, as well as auto-canceling capabilities, significantly improving his [[neutral game]].


Overall, Donkey Kong is a potent character, and is perhaps the most effective of all of the super heavyweights alongside {{SSB4|Bowser}}. With speed, power, range, endurance, and easy-to-use combos, there are very few matchups he cannot overcome. He has average tournament representation and above average results, with dedicated mains such as {{Sm|DKwill}}.
Overall, Donkey Kong is a potent character; with speed, power, range, endurance, and easy-to-use combos, there are very few matchups he cannot overcome. As a result, DK is, alongside {{SSB4|Bowser}}, one of the two most effective super heavyweights in the game. This, in turn, is reflected in his presence in the competitive scene, as he has average tournament representation and above average results, the latter of which has been thanks to the likes of {{Sm|HIKARU}}, {{Sm|Tweek}}, and {{Sm|DKwill}}.


==Changes from ''Brawl''==
==Changes from ''Brawl''==
Donkey Kong has been considerably [[buff]]ed in the transition from ''Brawl'' to ''SSB4''. The most noticeable improvement has been to his overall speed; his attacks, such as his signature [[Giant Punch]], are now performed faster, and his already excellent movement speed has also been greatly increased, allowing him to better keep up with, and in quite a few cases, even out-speed certain lightweights. He is also much [[weight|heavier]], which allows him to withstand potential KOs easier and enables him to become an effective user of the new [[rage]] mechanic, which results in his already fantastic power becoming even more effective. In addition, Donkey Kong's endurance has drastically improved, thanks to the removal of [[chain grab]]bing. Finally, DK benefits considerably from the removal of edge hogging and the introduction of edge stealing, which prevents his poor vertical recovery from being edge-hogged.
Donkey Kong has been [[buff]]ed considerably in the transition from ''Brawl'' to ''SSB4''. The most noticeable improvement has been to his overall speed; his attacks, such as his signature [[Giant Punch]], are now performed faster, and his already excellent movement speed has also been greatly increased, allowing him to better keep up with, and in quite a few cases, even out-speed certain lightweights. He is also much [[weight|heavier]], which allows him to withstand potential KOs easier, and enables him to become an effective user of the [[rage]] mechanic, which supplements his already outstanding power becoming even more effective. In addition, Donkey Kong's endurance has drastically improved, thanks to the removal of [[chain grab]]bing. Finally, DK benefits considerably from the removal of edge hogging and the introduction of edge stealing, which prevents his poor vertical recovery from being edge-hogged.


Although he was buffed, Donkey Kong did receive a few noticeable nerfs. His grab game was slightly weakened and many of his attacks now deal less damage. Even with the removal of chain grabbing, his increased falling speed and larger hurtbox enable him be easily susceptible to combos regardless, although he is still less susceptible to being juggled. However, these nerfs are considered to be largely negligible due to the impact of his initial buffs and especially because of the subsequent buffs he has received in game updates. As a result, he is considered to be more viable than he was in ''Brawl''.
Although he was buffed, Donkey Kong did receive a few noticeable nerfs. His grab game was slightly worsened and many of his attacks now deal less damage. Even with the removal of chain grabbing, his increased falling speed and larger hurtbox enable him be easily susceptible to combos regardless, although he is still less susceptible to being juggled. However, these nerfs are considered to be largely negligible due to the impact of his initial buffs and especially because of the subsequent buffs he has received in game updates. As a result, he is considered to be more viable than he was in ''Brawl''.


===Aesthetics===
===Aesthetics===
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*{{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|Donkey Kong [[Falling speed|falls]] faster (1.58 → 1.63).}}
*{{change|Donkey Kong [[Falling speed|falls]] faster (1.58 → 1.63).}}
*{{buff|[[Shield]] is larger, as it now fully covers Donkey Kong's body when at full health.}}
*{{buff|[[Shield]] is larger, as it now fully covers Donkey Kong while at full health.}}
*{{nerf|Donkey Kong's [[Grab release#Ground release|ground release]] animation has received 10 more frames, now matching the rest of the cast. This gives him less time to counterattack.}}
*{{nerf|Donkey Kong's [[Grab release#Ground release|ground release]] animation has received 10 more frames, now matching the rest of the cast. This gives him less time to counterattack.}}
*{{change|The changes to [[hitstun]] canceling both help and hinder Donkey Kong. They significantly improve his offense by granting many of his attacks combo potential, but make him more susceptible to combos, as he can no longer use [[Spinning Kong]] to cancel momentum in spite of his heavier weight.}}
*{{change|The changes to [[hitstun]] canceling both help and hinder Donkey Kong. They significantly improve his offense by granting many of his attacks combo potential, but make him more susceptible to combos, as he can no longer use [[Spinning Kong]] to cancel momentum in spite of his heavier weight.}}
*{{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.}}
*{{change|The removal of meteor canceling both help and hinder Donkey Kong. It significantly improves his [[meteor smash]]es, but makes him significantly more susceptible to meteor smashes.}}
*{{change|The removal of meteor canceling both helps and hinders Donkey Kong. It significantly improves his [[meteor smash]]es, but makes him significantly more susceptible to meteor smashes.}}


===Ground attacks===
===Ground attacks===
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*{{buff|Cargo back throw deals 4% more damage (8% → 12%) and has altered knockback (80 (base)/50 (growth) → 70/80).}}
*{{buff|Cargo back throw deals 4% more damage (8% → 12%) and has altered knockback (80 (base)/50 (growth) → 70/80).}}
*{{change|Cargo back throw's angle has been altered. This improves its KO potential near the upper blast line, but significantly hinders its [[stage spike]] potential.}}
*{{change|Cargo back throw's angle has been altered. This improves its KO potential near the upper blast line, but significantly hinders its [[stage spike]] potential.}}
*{{buff|Cargo up throw deals 3% more damage (7% → 10%) and has altered knockback (90 (base)/30 (growth) → 58/52), granting it combo potential.}}
*{{buff|Cargo up throw deals 3% more damage (7% → 10%) and has altered knockback (90 (base)/30 (growth) → 58/52), granting it combo potential at low to high percentages.}}
*{{buff|Cargo down throw deals 1% more damage (6% → 7%), has altered knockback (65 (base)/26 (growth) → 50/38), and its angle has been altered (28° → 48°). Altogether, these changes improve its [[stage spike]] potential.}}
*{{buff|Cargo down throw deals 1% more damage (6% → 7%), has altered knockback (65 (base)/26 (growth) → 50/38), and its angle has been altered (28° → 48°). Altogether, these changes improve its [[stage spike]] potential.}}
*{{change|Donkey Kong has a new edge attack, a [[wikipedia:Professional wrestling attacks#Forearm club|forearm club]]. Compared to the previous edge attacks, it is slower and has less range than the one used below 100% , but is slightly faster than the one used at 100%+.}}
*{{change|Donkey Kong has a new edge attack, a [[wikipedia:Professional wrestling attacks#Forearm club|forearm club]]. Compared to the previous edge attacks, it is slower and has less range than the one used below 100% , but is slightly faster than the one used at 100%+.}}
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|dtiltname=&nbsp;
|dtiltname=&nbsp;
|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 [[trip]] opponents, allowing for guaranteed follow-ups such as itself, a turnaround up tilt, 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, Giant Punch, [[Headbutt]], [[Hand Slap]] or a grab.
|dashname=&nbsp;
|dashname=&nbsp;
|dashdmg=10% (clean), 8% (late)
|dashdmg=10% (clean), 8% (late)
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|usmashname=&nbsp;
|usmashname=&nbsp;
|usmashdmg={{ChargedSmashDmgSSB4|18}}
|usmashdmg={{ChargedSmashDmgSSB4|18}}
|usmashdesc=An overhead clap. Unlike other up smashes, it does not scoop opponents into the main hitbox, making it somewhat problematic to land if the opponent is not airborne or incredibly close to DK. However, it can be effective if used beneath a platform. KOs at 102% and 63% uncharged. At full rage, it is slightly more powerful than his Brawl up smash. Donkey Kong's head and arms are intangible while the hitboxes are out.  
|usmashdesc=An overhead clap. Unlike other up smashes, it does not launch opponents into the main hitbox, making it somewhat problematic to land if the opponent is not airborne or incredibly close to him. However, it can be effective if used beneath a platform. KOs at 102% and 63% uncharged. At full rage, it is slightly more powerful than his Brawl up smash. Donkey Kong's head and arms are intangible while the hitboxes are out.  
|dsmashname=&nbsp;
|dsmashname=&nbsp;
|dsmashdmg={{ChargedSmashDmgSSB4|14}} (arms), {{ChargedSmashDmgSSB4|17}} (fists), {{ChargedSmashDmgSSB4|18}} (fists' tips)
|dsmashdmg={{ChargedSmashDmgSSB4|14}} (arms), {{ChargedSmashDmgSSB4|17}} (fists), {{ChargedSmashDmgSSB4|18}} (fists' tips)
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|bthrowname=&nbsp;
|bthrowname=&nbsp;
|bthrowdmg=11%
|bthrowdmg=11%
|bthrowdesc=Flings the opponent backward. DK's strongest throw in terms of damage and knockback, KOing the heaviest characters in the game below 170% near the edge without [[rage]].
|bthrowdesc=Flings the opponent backward. DK's most damaging throw, it KOs even the heaviest characters in the game below 170% near the edge without [[rage]].
|uthrowname=&nbsp;
|uthrowname=&nbsp;
|uthrowdmg=9%
|uthrowdmg=9%
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====Inactive====
====Inactive====
*{{Sm|Mew2King|USA}} - Placed 3rd at [[PAX Prime 2015]] and 5th at [[SKTAR 4]].
*{{Sm|Mew2King|USA}} - 3rd at [[PAX Prime 2015]] and 5th at [[SKTAR 4]].


===Tier placement and history===
===Tier placement and history===
Anonymous user