Donkey Kong (SSB): Difference between revisions

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|neutral1dmg=4%
|neutral1dmg=4%
|neutral2dmg=4%
|neutral2dmg=4%
|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 its slow speed.
|neutraldesc=Donkey Kong performs a jab with the first hit, followed by an uppercut for the second hit. It is Donkey Kong's fastest ground move although it is relatively slow for a jab. The first hit can lead into a grab at higher percents although it is unsafe on shield and it fails to lead into the second hit in various situations. The second hit is no stronger than the first hit and it is very laggy, making it very unsafe and fairly useless 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
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|ftiltsidedmg=12%
|ftiltsidedmg=12%
|ftiltdowndmg=11%
|ftiltdowndmg=11%
|ftiltdesc=A somewhat slow punch forward with decent range and good knockback. It is considered to be semi-useless due to its slow startup but it can be used in certain situations vs. Falcon's recovery.
|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
|utiltdmg=13%
|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 if 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.
|utiltdesc=Donkey his hands 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]].  
 
However, it has a lot of ending lag, having the highest ending lag out of any tilt in the game. The move is not only very punishable on whiff and even on shield but it is also unsafe on hit at lower percents, making it very risky to use. At mid percents, the move does not reliably combo into anything if hit from the front, although Donkey Kong does get followups if it hits from the back.
 
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
|dtiltdmg=8%
|dtiltdmg=8%
|dtiltdesc=A quick hand swipe aimed downwards with a little start-up. Spacing move, combos into grab and down b at lower percents and can help with gimping low recoveries.
|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.
|dashname=Iron Kick
|dashname=Iron 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]]ed. Has very low [[set knockback]]. Will not hit foes that are floored. Competitively, this is considered to be the worst move in the entire game, as it is unsafe even on hit against the majority of the cast. It is also impossible to combo into and out of. It can, however, set up a tech chase, since it will knock opponents onto the side platforms of Dreamland if he is under them.
|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.  
 
Dash attack has incredibly high ending lag, it covers a short amount of distance and while it technically has a lot of active frames, its hitboxes end before Donkey Kong stops moving, giving it a deceptively short amount of range, especially during the later parts of the animation. These factors make the move difficult to land and incredibly unsafe if it does not connect. It can even be unsafe on hit in some cases, especially if the opponent [[crouch cancel]]s the move and even when it is safe on hit, it is too laggy to lead into anything (although it can lead into followups if it is interrupted by a weaker attack). It can set up tech chases on Dream Land platforms but even in this case, Donkey Kong might not have a significant enough frame advantage to punish the opponent's tech options. It can also be used to [[clang]] with other attacks due to its quick speed but this is overall very risky and not reliable, as a mistimed dash attack can be fatal for Donkey Kong.  
 
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
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|fsmashsidedmg=20%
|fsmashsidedmg=20%
|fsmashdowndmg=19%
|fsmashdowndmg=19%
|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.
|fsmashdesc=Donkey Kong reels his hand back and thrusts it forward. It comes out very slowly, not coming out until frame 27, which makes it very difficult to land in neutral or as a followup Forward smash does have good range and knockback however, being one of the strongest forward smashes in the game. It can be angled up or down, with the up angled version being the strongest forward smash in the game (barring {{SSB|Link}}'s forward smash in the European version). Donkey Kong can set up into his forward smash with certain moves and it can be used to edgeguard some characters. It is also very safe on shield, with the up angled version even being able to lead into a guaranteed grab if the opponent is close enough.
 
Forward smash is overall a situational yet rewarding move for Donkey Kong.
|usmashname=Jumbo Press
|usmashname=Jumbo Press
|usmashdmg=21%
|usmashdmg=21%