Donkey Kong (SSB): Difference between revisions

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==Moveset==
==Moveset==
[[File:SSB64 DK.gif|right]]
[[File:SSB64 DK.gif|right]]
====Ground Moves====
[[File:DK SSB Air Attacks.PNG|right|thumb|200px|Donkey Kong's aerial attacks]]
=====Normal=====
*[[Neutral attack]]: Jab, 2-4%, followed by an uppercut for another 2-4%. Comes out fast, but short range.
*[[Forward tilt]]: Extended punch. A somewhat slow punch forward with decent range and good knockback. 12%
*[[Up tilt]]: Upward knock. Donkey Kong swings his hands in an arch above him. Hitbox is the arch above him and foes standing on the ground close to him. Can chain into itself, but opponent can DI. Sets up aerial combos. KOs around 130%. Good anti-air move is timed right. Some ending lag (highest amount of ending lag in the game of an u-tilt). Can also lead into a down smash at lower damage percentages. 13%. In terms of start-up, it is the fastest up tilt in the game, along with [[Kirby]].
*[[Down tilt]]: Low slap. A quick hand swipe aimed downwards with a little start-up. 8%
*[[Dash attack]]: Konga kick. A very awkward move where DK sticks his foot out and stops. Bad range and duration, high amount of lag, and easily [[shield]]ed. Will not hit foes that are floored. 12%
 
=====[[Smash attack]]s=====
*[[Forward smash]]: Big slap. Donkey Kong reels his hand back and thrusts it forward. Very noticeable start-up, but good range and excellent knockback. Can be angled. 19%-21%
*[[Up smash]]: Upward clap. Donkey Kong 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. 21%
*[[Down smash]]: Spinning splits. 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. 19%
 
=====Other attacks=====
*Ledge attack: Hoists himself onto the stage back-first, ramming into opponents. Long range, low knockback, 5-6%
*100% ledge attack: Climbs back onto the stage slowly, slapping opponents in front of him. Very short range, low knockback, 5-6%
*Floor attack- Kicks while on his back, forcing his body down, then picks himself up and kicks on the other side. 6% damage
 
===[[Aerial attack]]s===
*[[Neutral aerial]]: Spin. Donkey Kong spins around with his arms out. Somewhat long duration, decent defensive move. 15%
*[[Forward aerial]]: Spinning spike. Donkey Kong does a front flip with his fists clasped together, smashing them into opponents. A powerful spike if the foe is hit near the end of the animation. 12% [[File:DK SSB Air Attacks.PNG|right|thumb|200px|Donkey Kong's aerial attacks]]
*[[Back aerial]]: Backwards kick. Donkey Kong 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 neutral aerial isn't a sex kick, him being the only character other than Fox to have a SK other than the neutral aerial. 14% damage.
*[[Up aerial]]: Upward knock. Donkey Kong swings his hands in an arch almost exactly like his up tilt. However, it is very weak, barely KO'ing above 150% in most cases. Its only real use is juggling. Some ending lag. 12%
*[[Down aerial]]: 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. 13%
 
===Grabs & throws===
*[[Forward throw]]: Trap throw. Donkey Kong holds his opponent on his back, dealing 8%. He can then move around before throwing them forward for another 8%. 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).
*[[Back throw]]: Back throw. Turns around and tosses the opponent. Powerful in terms of both damage and knockback. Effective for both gimping and KO'ing. 18%
 
===Special moves===
[[Image:Ssb64donkeykong.jpg|thumb|right|Donkey Kong in the ''SSB'' instruction booklet.]]
[[Image:Ssb64donkeykong.jpg|thumb|right|Donkey Kong in the ''SSB'' instruction booklet.]]
{{Special Moves|char=Donkey Kong|game=SSB}}
{{MovesetTable
|game=SSB
|neutralcount=2
|neutral1name=Jab
|neutral1dmg=2-4%
|neutral1desc=A jab.
|neutral2name=Uppercut
|neutral2dmg=2-4%
|neutral2desc=An uppercut. Comes out fast, but short range.
|ftiltname=Extended Punch
|ftiltdmg=12%
|ftiltdesc=A somewhat slow punch forward with decent range and good knockback.
|utiltname=Upward Knock
|utiltdmg=13%
|utiltdesc=Swings his hands in an arch above him. Hitbox is the arch above him and foes standing on the ground close to him. Can chain into itself, but opponent can DI. Sets up aerial combos. KOs at around 130%. Good anti-air move is timed right. Some ending lag (highest amount of ending lag in the game of an u-tilt). Can also lead into a d-smash at lower damage percentages. In terms of start-up, it is the fastest u-tilt in the game, along with {{SSB|Kirby}}'s.
|dtiltname=Low Slap
|dtiltdmg=8%
|dtiltdesc=A quick hand swipe aimed downwards with a little start-up.
|dashname=Konga Kick
|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.
|fsmashname=Big Slap
|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.
|usmashname=Upward Clap
|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.
|dsmashname=Spinning Splits
|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.
|nairname=Spin
|nairdmg=15%
|nairdesc=Spins around with his arms out. Somewhat long duration, decent defensive move.
|fairname=Spinning Spike
|fairdmg=12%
|fairdesc=Does a front flip with his fists clasped together, smashing them into opponents. A powerful [[Meteor smash|spike]] if the foe is hit near the end of the animation.
|bairname=Backward Kick
|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.
|uairname=Aerial Upward Knock
|uairdmg=12%
|uairdesc=Swings his hands in an arch almost exactly like his u-tilt. However, it is very weak, barely KO'ing above 150% in most cases. Its only real use is juggling. Some ending lag.
|dairname=Donkey Stomp
|dairdmg=13%
|dairdesc=A simple near-instantaneous [[Meteor smash|spike]] where Donkey Kong thrusts his feet down. His feet grow slightly as he's doing so, and slightly longer hitbox than most spikes.
|fthrowname=Carry 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).
|bthrowname=Throw Back
|bthrowdmg=18%
|bthrowdesc=Turns around and tosses the opponent. Powerful in terms of both damage and knockback. Effective for both gimping and KO'ing.
|floorbname=
|floorbdmg=6%
|floorbdesc=Kicks while on his back, forcing his body down, then picks himself up and kicks on the other side.
|floorfname=
|floorfdmg=6%
|floorfdesc=Kicks while on his back, forcing his body down, then picks himself up and kicks on the other side.
|edgefname=
|edgefdmg=5-6%
|edgefdesc=Hoists himself onto the stage back-first, ramming into opponents. Long range, low knockback.
|edgesname=
|edgesdmg=5-6%
|edgesdesc=Climbs back onto the stage slowly, slapping opponents in front of him. Very short range, low knockback.
|nsname=Giant Punch
|nsdmg=14-36%
|nsdesc=When B if pressed, he starts charging up a punch. Pressing Z stores the charge, and it can then be continued by pressing B. The longer the move is charged, the more powerful it is. When fully charged or close to fully charged, it is a very powerful KO move.
|usname=Spinning Kong
|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.
|dsname=Hand Slap
|dsdmg=
|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.
}}


===[[Taunt]]===
===[[Taunt]]===