Donkey Kong (SSB): Difference between revisions

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(→‎Moveset: Adding Japanese names)
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|game=SSB
|game=SSB
|neutralcount=2
|neutralcount=2
|neutralname=Jab, Upper
|neutralname=Jab ({{ja|ジャブ|Jyabu}}) / Upper ({{ja|アッパー|Appā}})
|neutral1dmg=4%
|neutral1dmg=4%
|neutral2dmg=4%
|neutral2dmg=4%
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Jab is overall a situational move for Donkey Kong, with his grab being a far better option overall.
Jab is overall a situational move for Donkey Kong, with his grab being a far better option overall.
|ftiltangles=3
|ftiltangles=3
|ftiltname=Kong Straight
|ftiltname=Kong Straight {{ja|コングストレート|Kongu Sutorēto}}
|ftiltupdmg=13%
|ftiltupdmg=13%
|ftiltsidedmg=12%
|ftiltsidedmg=12%
|ftiltdowndmg=11%
|ftiltdowndmg=11%
|ftiltdesc=Donkey Kong punches forwards. The move is slow and not particularly powerful either, although it can be angled up or down and it does have long range (although its range doesn't quite match Donkey Kong's hand). It is unsafe on shield but it can be spaced to be made safe. It is overall a very situational move, with a dash grab being the superior option in most situations, although forward tilt can be used to edgeguard in certain situations due to its ability to be angled.
|ftiltdesc=Donkey Kong punches forwards. The move is slow and not particularly powerful either, although it can be angled up or down and it does have long range (although its range doesn't quite match Donkey Kong's hand). It is unsafe on shield but it can be spaced to be made safe. It is overall a very situational move, with a dash grab being the superior option in most situations, although forward tilt can be used to edgeguard in certain situations due to its ability to be angled.
|utiltname=Spider Web Clearing
|utiltname=Spider Web Clearing {{ja|蜘蛛の巣の除去|Kumo no su no Jokyo}}
|utiltdmg=13%
|utiltdmg=13%
|utiltdesc=Donkey Kong swings his hand in an arch above him, with the move having strong vertical knockback. It comes out on frame 4, making it tied with {{SSB|Kirby}}'s up tilt for the fastest in the game in terms of startup. It also has great range above and behind Donkey Kong although its range in front of him is lacking. It is also the strongest up tilt in the game, KOing {{SSB|Mario}} at 118% on [[Dream Land]].  
|utiltdesc=Donkey Kong swings his hand in an arch above him, with the move having strong vertical knockback. It comes out on frame 4, making it tied with {{SSB|Kirby}}'s up tilt for the fastest in the game in terms of startup. It also has great range above and behind Donkey Kong although its range in front of him is lacking. It is also the strongest up tilt in the game, KOing {{SSB|Mario}} at 118% on [[Dream Land]].  
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Up tilt is overall a very situational move for Donkey Kong as while it hits hard, it is far too risky to use, and the reward for landing it usually isn't particularly high, especially at lower percents.
Up tilt is overall a very situational move for Donkey Kong as while it hits hard, it is far too risky to use, and the reward for landing it usually isn't particularly high, especially at lower percents.
|dtiltname=Slouch Slap
|dtiltname=Slouch Slap ({{ja|ロースラップ|Rō Surappu}}, ''Low Slap'')
|dtiltdmg=8%
|dtiltdmg=8%
|dtiltdesc=Donkey Kong performs a quick hand swipe while crouching. It comes out slowly on frame 11 but it has very little ending lag and it has decent range. It can combo into grab at lower percents and at higher percents, it can set up tech chases and edgeguards. It is also very safe on shield, with Donkey Kong having just enough time to get a guaranteed grab on shield from a fresh down tilt.  
|dtiltdesc=Donkey Kong performs a quick hand swipe while crouching. It comes out slowly on frame 11 but it has very little ending lag and it has decent range. It can combo into grab at lower percents and at higher percents, it can set up tech chases and edgeguards. It is also very safe on shield, with Donkey Kong having just enough time to get a guaranteed grab on shield from a fresh down tilt.  


Down tilt is overall Donkey Kong's most useful tilt due to its low ending lag.
Down tilt is overall Donkey Kong's most useful tilt due to its low ending lag.
|dashname=Iron Kick
|dashname=Iron Kick ({{ja|アイアンキック|Aian Kikku}})
|dashdmg=12%
|dashdmg=12%
|dashdesc=Donkey Kong sticks his foot out and slowly advances forward before stopping completely. The move launches opponents up and towards Donkey Kong with set knockback. It comes out very quickly on on frame 3 although this is the only positive with the move.  
|dashdesc=Donkey Kong sticks his foot out and slowly advances forward before stopping completely. The move launches opponents up and towards Donkey Kong with set knockback. It comes out very quickly on on frame 3 although this is the only positive with the move.  
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Dash attack is overall considered to be one of the worst moves in the game, as it is far too laggy, hard to land and the reward for landing it is not high at all, regardless of the opponent's percent. It is a move which is almost never used intentionally at high levels of play.
Dash attack is overall considered to be one of the worst moves in the game, as it is far too laggy, hard to land and the reward for landing it is not high at all, regardless of the opponent's percent. It is a move which is almost never used intentionally at high levels of play.
|fsmashangles=3
|fsmashangles=3
|fsmashname=Power Slap
|fsmashname=Power Slap ({{ja|パワースラップ|Pawā Surappu}})
|fsmashupdmg=21%
|fsmashupdmg=21%
|fsmashsidedmg=20%
|fsmashsidedmg=20%
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Forward smash is overall a situational yet rewarding move for Donkey Kong when used in the right situations.
Forward smash is overall a situational yet rewarding move for Donkey Kong when used in the right situations.
|usmashname=Jumbo Press
|usmashname=Jumbo Press ({{ja|ジャンボプレス|Janbo Puresu}})
|usmashdmg=21%
|usmashdmg=21%
|usmashdesc=Donkey Kong claps directly above him. The move deals 21% and very high vertical knockback, being one of the strongest up smashes in the game. It has a very large hitbox, easily hitting opponents on Dream Land platforms and Donkey Kong's head and arms are intangible while the hitboxes are out, making it a powerful anti-air. Donkey Kong can also combo into it using an up or down aerial for a KO and Donkey Kong can combo into a forward aerial out of it at specific percent ranges.
|usmashdesc=Donkey Kong claps directly above him. The move deals 21% and very high vertical knockback, being one of the strongest up smashes in the game. It has a very large hitbox, easily hitting opponents on Dream Land platforms and Donkey Kong's head and arms are intangible while the hitboxes are out, making it a powerful anti-air. Donkey Kong can also combo into it using an up or down aerial for a KO and Donkey Kong can combo into a forward aerial out of it at specific percent ranges.
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Up smash is overall a situational yet powerful move for Donkey Kong when used in the right situations.
Up smash is overall a situational yet powerful move for Donkey Kong when used in the right situations.
|dsmashname=Ground Roll
|dsmashname=Ground Roll ({{ja|グランドロール|Gurando Rōru}}
|dsmashdmg=19%
|dsmashdmg=19%
|dsmashdesc=Donkey Kong performs a 360° spin while doing a split. It deals 19% and high diagonal knockback, having above average KO power for a down smash. It also has a long hitbox duration and hits on both sides of Donkey Kong, making it effective at catching rolls. The move does come out slowly on frame 12 but it is Donkey Kong's fastest smash attack. It also has very high ending lag, which makes it very unsafe and easily punishable. It also has an unfavorable launch angle which makes it ineffective at both edgeguarding and setting up combos, especially when combined with its ending lag.  
|dsmashdesc=Donkey Kong performs a 360° spin while doing a split. It deals 19% and high diagonal knockback, having above average KO power for a down smash. It also has a long hitbox duration and hits on both sides of Donkey Kong, making it effective at catching rolls. The move does come out slowly on frame 12 but it is Donkey Kong's fastest smash attack. It also has very high ending lag, which makes it very unsafe and easily punishable. It also has an unfavorable launch angle which makes it ineffective at both edgeguarding and setting up combos, especially when combined with its ending lag.  


Down smash is overall a situational move for Donkey Kong as while it has utility in some areas, the move is often too risky for the reward it can give.
Down smash is overall a situational move for Donkey Kong as while it has utility in some areas, the move is often too risky for the reward it can give.
|nairname=DK Lariat
|nairname=DK Lariat ({{ja|DKラリアット|DK rariatto}})
|nairdmg=15% (clean), 12% (late)
|nairdmg=15% (clean), 12% (late)
|nairdesc=Donkey Kong spins around with his arms out. It starts off dealing 15% but after its first four active frames, it deals less damage and knockback. It comes out quickly on frame 4 and it has a somewhat long hitbox duration, making it a decent defensive move. It has above average damage for a neutral aerial although its knockback is below average. It can lead into followups at lower percents but its utility is limited at higher percents and it does not hit below Donkey Kong very well, making him easy to hit from below. It also has high ending lag which can make it quite unsafe to use off stage.
|nairdesc=Donkey Kong spins around with his arms out. It starts off dealing 15% but after its first four active frames, it deals less damage and knockback. It comes out quickly on frame 4 and it has a somewhat long hitbox duration, making it a decent defensive move. It has above average damage for a neutral aerial although its knockback is below average. It can lead into followups at lower percents but its utility is limited at higher percents and it does not hit below Donkey Kong very well, making him easy to hit from below. It also has high ending lag which can make it quite unsafe to use off stage.
|fairname=Hammer Knuckle
|fairname=Hammer Knuckle ({{ja|ハンマーナックル|Hanmā Nakkuru}})
|fairdmg=16%
|fairdmg=16%
|fairdesc=Donkey Kong does a front flip with his fists clasped together, smashing them into opponents. It is a powerful [[meteor smash]] although it does also have strong horizontal knockback if Donkey Kong's arms connect rather than his hand, which naturally makes it a strong edgeguarding tool. This move inspired Donkey Kong's air attack in ''Donkey Kong 64''. It comes out fairly quickly on frame 8 and lasts until frame 16, and while it does have a considerable amount of ending lag, it does have the shortest total duration out of all of Donkey Kong's aerials. The move can easily be used as a combo starter, extender or ender at a wide variety of percent ranges, with Donkey Kong having multiple followups out of the move against grounded opponents and he has multiple ways to combo into it for a KO at fairly low percents. It is Donkey Kong's most damaging aerial which also makes it his safest aerial on shield, giving him slightly more time to punish shielding opponents than his other aerials.
|fairdesc=Donkey Kong does a front flip with his fists clasped together, smashing them into opponents. It is a powerful [[meteor smash]] although it does also have strong horizontal knockback if Donkey Kong's arms connect rather than his hand, which naturally makes it a strong edgeguarding tool. This move inspired Donkey Kong's air attack in ''Donkey Kong 64''. It comes out fairly quickly on frame 8 and lasts until frame 16, and while it does have a considerable amount of ending lag, it does have the shortest total duration out of all of Donkey Kong's aerials. The move can easily be used as a combo starter, extender or ender at a wide variety of percent ranges, with Donkey Kong having multiple followups out of the move against grounded opponents and he has multiple ways to combo into it for a KO at fairly low percents. It is Donkey Kong's most damaging aerial which also makes it his safest aerial on shield, giving him slightly more time to punish shielding opponents than his other aerials.
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Forward aerial is overall a very strong and useful aerial for Donkey Kong due to its speed, arching range, combo and edgeguarding potential.  
Forward aerial is overall a very strong and useful aerial for Donkey Kong due to its speed, arching range, combo and edgeguarding potential.  
|bairname=Kong Rocket
|bairname=Kong Rocket ({{ja|コングロケット|Kongu Roketto}})
|bairdmg=15% (clean), 10% (late)
|bairdmg=15% (clean), 10% (late)
|bairdesc=Donkey Kong puts his feet together and thrusts them out behind him, his body moving sideways with them. It deals 15% with the clean hitbox but during its later active frames, it deals 10%. It comes out on frame 8 and the hitboxes are fairly large and have a long duration. It has combo potential at lower percents and is highly effective on shield, but is burdened by considerable ending lag and has below average KO potential for a back aerial, making it one of the less effective back aerials overall. Nevertheless, it is still a solid and useful move overall.
|bairdesc=Donkey Kong puts his feet together and thrusts them out behind him, his body moving sideways with them. It deals 15% with the clean hitbox but during its later active frames, it deals 10%. It comes out on frame 8 and the hitboxes are fairly large and have a long duration. It has combo potential at lower percents and is highly effective on shield, but is burdened by considerable ending lag and has below average KO potential for a back aerial, making it one of the less effective back aerials overall. Nevertheless, it is still a solid and useful move overall.


In the Japanese version, back aerial dealt less knockback, having the same power as neutral aerial. This made it a worse KO move but this did also allow it to combo into other moves for longer.  
In the Japanese version, back aerial dealt less knockback, having the same power as neutral aerial. This made it a worse KO move but this did also allow it to combo into other moves for longer.  
|uairname=Mid-air Spider Web Clearing
|uairname=Mid-air Spider Web Clearing {{ja|空中蜘蛛の巣除去|Kūchū Kumo no su Jokyo}}
|uairdmg=12%
|uairdmg=12%
|uairdesc=Donkey Kong swings his hands in an arch, similarly to his up tilt. The move deals 12% and launches opponents up and towards Donkey Kong with below average vertical knockback for an up aerial. It typically cannot KO and has very high ending lag and landing lag, which can make it quite unsafe and punishable (although the landing lag can be mostly eliminated with Z-canceling, which also makes the move very safe on landing). It has extremely low startup on frame 3 however, and it has a long hitbox duration, with the move covering both in front and behind Donkey Kong, in addition to above him. When combined with its weak vertical knockback and Z-canceling, this makes the move a useful juggling tool. It can be awkward to utilize in some situations, but it can be a strong combo tool when used in the right scenarios, with the move being able to lead into itself multiple times as well as Donkey Kong's up smash, forward aerial, and Giant Punch for KOs at certain percentages.
|uairdesc=Donkey Kong swings his hands in an arch, similarly to his up tilt. The move deals 12% and launches opponents up and towards Donkey Kong with below average vertical knockback for an up aerial. It typically cannot KO and has very high ending lag and landing lag, which can make it quite unsafe and punishable (although the landing lag can be mostly eliminated with Z-canceling, which also makes the move very safe on landing). It has extremely low startup on frame 3 however, and it has a long hitbox duration, with the move covering both in front and behind Donkey Kong, in addition to above him. When combined with its weak vertical knockback and Z-canceling, this makes the move a useful juggling tool. It can be awkward to utilize in some situations, but it can be a strong combo tool when used in the right scenarios, with the move being able to lead into itself multiple times as well as Donkey Kong's up smash, forward aerial, and Giant Punch for KOs at certain percentages.
|dairname=Air Stampede
|dairname=Air Stampede ({{ja|エアスタンピード|Ea Sutanpīdo}})
|dairdmg=13% (clean), 10% (late)
|dairdmg=13% (clean), 10% (late)
|dairdesc=Donkey Kong thrusts his feet down, with the move meteor smashing opponents. It comes out on frame 6 and its hitboxes last for a very long time while retaining its meteor angle for its entire duration, although it does become weaker during its later frames. It is naturally effective for edgeguarding and against grounded opponents, it can lead into many followups, with up smash working in some scenarios for a KO. In scenarios where up smash will not work, forward aerial will typically be strong enough for a KO and Giant Punch is a viable followup at a wide percent range as well. The move does have high ending lag and landing lag however so it can be unsafe to use off stage depending on Donkey Kong's position and the move is very unsafe if Donkey Kong does not Z-cancel the move. Nevertheless, down aerial is a very useful aerial for Donkey Kong if he can land it.  
|dairdesc=Donkey Kong thrusts his feet down, with the move meteor smashing opponents. It comes out on frame 6 and its hitboxes last for a very long time while retaining its meteor angle for its entire duration, although it does become weaker during its later frames. It is naturally effective for edgeguarding and against grounded opponents, it can lead into many followups, with up smash working in some scenarios for a KO. In scenarios where up smash will not work, forward aerial will typically be strong enough for a KO and Giant Punch is a viable followup at a wide percent range as well. The move does have high ending lag and landing lag however so it can be unsafe to use off stage depending on Donkey Kong's position and the move is very unsafe if Donkey Kong does not Z-cancel the move. Nevertheless, down aerial is a very useful aerial for Donkey Kong if he can land it.  
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|grabname=
|grabname=
|grabdesc=Donkey Kong clenches his hands forwards. Donkey Kong has the longest normal grab range out of any character in the game, with his grab also being just as fast as other characters' grabs. This makes Donkey Kong's grab very easy to land, especially since Donkey Kong has multiple ways to confirm into grab. When combined with his very potent throws, Donkey Kong's grab is one of the best in the game (and one of his most useful tools in general), with its only notably weakness being that Donkey Kong grabs fairly high, which can allow shorter characters to low profile under the grab.  
|grabdesc=Donkey Kong clenches his hands forwards. Donkey Kong has the longest normal grab range out of any character in the game, with his grab also being just as fast as other characters' grabs. This makes Donkey Kong's grab very easy to land, especially since Donkey Kong has multiple ways to confirm into grab. When combined with his very potent throws, Donkey Kong's grab is one of the best in the game (and one of his most useful tools in general), with its only notably weakness being that Donkey Kong grabs fairly high, which can allow shorter characters to low profile under the grab.  
|fthrowname=Kong Karry
|fthrowname=Kong Karry ({{ja|リフティング|Rifutingu}}, ''Lifting'')
|fthrowdmg=8% (carry), 8% (throw)
|fthrowdmg=8% (carry), 8% (throw)
|fthrowdesc=Donkey Kong picks up his opponent and holds them on his back. He can then move around and jump before throwing them forward or backwards, although it is possible for the opponent to mash out of the throw. This throw is based on his ability in Donkey Kong Country to effortlessly carry barrels on his back. After throwing the opponent, Donkey Kong can go for a punish attempt to try and catch the opponent's recovery attempt. If the opponent breaks out of the grab, they receive some knockback and they end up close to Donkey Kong. This can lead into followups/mixups for Donkey Kong, with his most powerful option being another grab to reset the situation. This is not guaranteed at lower percents but it is difficult for some characters to avoid and it does become guaranteed at higher percents. It is overall a unique yet useful throw for Donkey Kong.
|fthrowdesc=Donkey Kong picks up his opponent and holds them on his back. He can then move around and jump before throwing them forward or backwards, although it is possible for the opponent to mash out of the throw. This throw is based on his ability in Donkey Kong Country to effortlessly carry barrels on his back. After throwing the opponent, Donkey Kong can go for a punish attempt to try and catch the opponent's recovery attempt. If the opponent breaks out of the grab, they receive some knockback and they end up close to Donkey Kong. This can lead into followups/mixups for Donkey Kong, with his most powerful option being another grab to reset the situation. This is not guaranteed at lower percents but it is difficult for some characters to avoid and it does become guaranteed at higher percents. It is overall a unique yet useful throw for Donkey Kong.


In the Japanese version, forward throw required more inputs to break out of, which made it a more useful throw overall.
In the Japanese version, forward throw required more inputs to break out of, which made it a more useful throw overall.
|bthrowname=Direct Throw
|bthrowname=Direct Throw ({{ja|ダイレクトスローDairekuto Surō}})
|bthrowdmg=18%
|bthrowdmg=18%
|bthrowdesc=Donkey Kong turns around and tosses the opponent backwards. The throw is very fast and very strong, dealing very high damage and knockback. It is overall the strongest throw in the game, KOing Mario under 100% from the middle of Dream Land, although some throws are stronger at the ledge. At lower percents, it can put opponents onto one of Dream Land's side platforms for a tech chase scenario and if the opponent ends up off stage, they can end up getting KOed if Donkey Kong successfully edgeguards them. At slightly higher percents, it either sends the opponent very far off stage where Donkey Kong can go for an edgeguard for a KO or it just flat out KOes the opponent. Donkey Kong's back throw is overall one of the best in the game due to its incredible strength and speed.
|bthrowdesc=Donkey Kong turns around and tosses the opponent backwards. The throw is very fast and very strong, dealing very high damage and knockback. It is overall the strongest throw in the game, KOing Mario under 100% from the middle of Dream Land, although some throws are stronger at the ledge. At lower percents, it can put opponents onto one of Dream Land's side platforms for a tech chase scenario and if the opponent ends up off stage, they can end up getting KOed if Donkey Kong successfully edgeguards them. At slightly higher percents, it either sends the opponent very far off stage where Donkey Kong can go for an edgeguard for a KO or it just flat out KOes the opponent. Donkey Kong's back throw is overall one of the best in the game due to its incredible strength and speed.