Donkey Kong (SSB): Difference between revisions

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|neutral1dmg=4%
|neutral1dmg=4%
|neutral2dmg=4%
|neutral2dmg=4%
|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.
|neutraldesc=Donkey Kong performs a jab with the first hit, followed by an uppercut for the second hit. It is one of Donkey Kong's faster ground moves 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 not very effective overall.


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.
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|utiltname=Spider Web Clearing
|utiltname=Spider Web Clearing
|utiltdmg=13%
|utiltdmg=13%
|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]].  
|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]].  


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.
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.
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|fsmashsidedmg=20%
|fsmashsidedmg=20%
|fsmashdowndmg=19%
|fsmashdowndmg=19%
|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.  
|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.
Forward smash is overall a situational yet rewarding move for Donkey Kong when used in the right situations.
|usmashname=Jumbo Press
|usmashname=Jumbo Press
|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. Can be comboed into using a platform cancelled up air.
|usmashdesc=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. Can be comboed into using a platform cancelled up air.
|dsmashname=Ground Roll
|dsmashname=Ground Roll
|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. Useful for catching [[roll]]s.
|dsmashdesc=Donkey Kong performs 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=DK Lariat
|nairname=DK Lariat
|nairdmg=15% (clean), 12% (late)
|nairdmg=15% (clean), 12% (late)
|nairdesc=Donkey Kpins 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 forward 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 forward 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
|fairdmg=16%
|fairdmg=16%