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Donkey Kong (SSB4)

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This article is about Donkey Kong's appearance in Super Smash Bros. 4. For the character in other contexts, see Donkey Kong.
Donkey Kong
in Super Smash Bros. 4
Donkey Kong
Symbol of the DK series.
Universe Donkey Kong
Other playable appearances in SSB
in Melee
in Brawl
Availability Starter
Final Smash Konga Beat
Donkey Kong's stock icon in Super Smash Bros. for Wii U.

Donkey Kong (ドンキーコング, Donkey Kong) was confirmed as a playable character in Super Smash Bros. 4 on June 11, 2013 during the E3 Nintendo Direct. He is among the first wave of compatible amiibo figures for Super Smash Bros. for Wii U. Donkey Kong also retains his realistic gorilla grunts, albeit with a new set of voice clips.

Changes from Brawl

Donkey Kong has received very noticeable buffs in the transition from Brawl to SSB4. The most notable of these buffs have been to the speed of his attacks. A prime example is the Giant Punch, which comes out much faster and sees DK retract his hand faster than before. DK's already decent speed has also been greatly increased, which allows him to better keep up with lighter characters.

DK's weight has been greatly increased. Not only does this mean that Donkey Kong can withstand potential KOs easier, it also enables him to become an effective user of the new rage mechanic introduced in SSB4, which results in his already fantastic power becoming even more effective. In addition, Donkey Kong is a lot harder to combo than before, since chain-grabbing has been completely removed. 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 and thus, significantly improves his recovery.

Aesthetics

  • Change Donkey Kong appears to have more stylized fur, even more so than he did in Brawl. His proportions seemed to have been tweaked slightly to be more reminiscent of his recent appearances in Donkey Kong Country Returns and Donkey Kong Country Tropical Freeze. His general expressiveness has been greatly exaggerated as well, with many of his moves and animations now accompanied with smirks, toothy grins, or a look of utter confusion. When Donkey Kong is launched, his eyes will even bulge out of his head.

Attributes

  • Buff Donkey Kong is significantly faster overall than in Brawl.
  • Buff Donkey Kong is significantly heavier than in Brawl.

Ground attacks

  • Buff Up tilt has less startup lag.
  • Nerf Down tilt and new dash attack deal slightly less damage.
  • Buff Donkey Kong's dash attack has been changed from a running kick to the forward rolling tackle that he uses in the Donkey Kong Country series. The new attack has much less ending lag compared to the old one.

Aerial attacks

  • Buff Down aerial is much faster and now has a powerful sourspot at his chest that deals horizontal knockback.
  • Buff Forward aerial and up aerial have less startup lag.
  • Nerf Forward aerial (sourspot) and up aerial deal slightly less damage.

Throws/other attacks

  • Nerf Pummel deals slightly less damage.
  • Nerf Donkey Kong's dash grabs have been slowed down slightly.
  • Change Donkey Kong has a new ledge attack that involves him punching the ground in front of him.
  • Buff Floor attacks (front and back) deal more damage. (7% rather than 6%)

Special moves

  • Buff Giant Punch is faster.
  • Nerf Giant Punch charges slower.
  • Buff Headbutt now deals massive shield damage and has longer range.
  • Nerf Headbutt deals less damage in the air (10%, down from 14%).
  • Buff Spinning Kong no longer spins completely horizontally when used on the ground, and instead spins at an angle. This increases the attack's vertical range. Also, the grounded version is now a multi-hit attack that deals much more damage.
  • Buff Hand Slap can now be used in midair, which meteor smashes foes and appears to have a larger hitbox on the ground.
  • Buff Konga Beat is now accompanied by an indicating bar that shows when to press the attack button.
  • Change While using Konga Beat, if Donkey Kong performs all button presses with the correct timing, he will perform a thumbs-up at the end of the Final Smash.

Update History

Super Smash Bros. 4 1.0.6

  • Buff Giant Punch full charge: 172 frames → 144 frames
  • Change First hit of jab no longer has the Sakurai angle.

--108.178.162.66 11:34, 8 May 2015 (EDT)==Moveset==

Name Damage Description
Neutral attack 4%, 6% (10% Total) Donkey Kong performs a quick cross punch followed by an uppercut. The tip of the first punch's hitbox will knock targets towards Donkey Kong instead of away.
Forward tilt 10% Donkey Kong quickly swats his outstretched hand.
Up tilt 9%, 11% (sweetspot) Donkey Kong quickly swipes his hand in the air. Has very reliable arch range. Deals more damage and knockback if the target is extremely close to Donkey Kong's behind.
Down tilt 7% Donkey Kong quickly swats towards the opponents feet.
Dash attack 10%, 8% (sourspot) Donkey Kong performs a roll attack from Donkey Kong Country. Deals less damage towards the end.
Forward smash 20-21% (uncharged), 29-30% (fully charged) Donkey Kong performs a very forceful clap. DK now smirks as he performs the move.
Up smash 18% (uncharged), 26% (fully charged) Donkey Kong performs a very powerful clap above his head, swinging both of his arms 90˚ in the process.
Down smash 15-17% (uncharged), 20-24% (fully charged) Donkey Kong performs a double back-handed punch, swinging both of his clenched fists down 90˚ in the process.
Neutral aerial 11% (clean), 8% (late) Donkey Kong quickly spins with arms extended similarly to Spinning Kong. Quite possibly his most useful aerial, since it is very quick in both start-up and ending lag. Incredibly powerful when landing the clean hit (can K.O. under 100%) and the late hit is an excellent combo tool when SHFF'd.
Forward aerial 16%, 15% (sweetspot), 13% (sourspot) Donkey Kong closes his hands together over his head and quickly thrusts them downward as an ax-handled smash. If landed correctly the opponent is meteor smashed.
Back aerial 13% (clean), 8% (late) Donkey Kong performs a quick kick directed behind him that lingers briefly. Powerful, mostly used for Wall Of Pains.
Up aerial 13% Donkey Kong performs a quick and reliable headbutt. Ideal for combos.
Down aerial 16% (sweetspot) 13% (sourspot) Donkey Kong performs a downward stomp while flexing his arms in a somewhat iconic "macho" pose. Sweetspot will meteor smash foes. Sourspot present close to Donkey Kong's chest.
Grab Grabs the opponent.
Pummel 2% A fairly quick slap.
Forward throw 8% (forward), 7% (upward), 6% (downward) Donkey Kong cradles the opponent on his back and carries them away. When the player releases the grab button DK will toss the opponent forward, upward or downward depending on which direction you hold.
Back throw 11% Donkey Kong flings the opponent with stunning force.
Up throw 9% The opponent is tossed upwards.
Down throw 7% Donkey Kong slams the opponent into the ground.
Floor attack (front) 7% Donkey Kong swats at the opponent.
Floor attack (back) 7% Donkey Kong tries to clasp the opponent.
Floor attack (trip) 5% Donkey Kong does a wind-up spin to the opponent.
Edge attack 8% Donkey Kong rams into the opponent back first. Can meteor opponents in mid air
Neutral special Giant Punch 10% (uncharged), +2% per windup, 28% (10th windup/Fully Charged), 28% (10th windup at sweetspot) Donkey Kong winds up and thrusts out his arm as a potentially powerful attack. The attack is at fully charged after eleven windups and gains super armor. The punch deals more knockback but has less launch resistance at ten windups. The punch can be saved and chosen when to be released after being fully charged.
Neutral special custom 1 Lightning Punch 10% (uncharged), +1% per windup, 16% (five windups), 15% (fully charged) An electrical version of the Giant Punch. Takes less time to fully charge (six windups at increased speed), but deals less damage.
Neutral special custom 2 Storm Punch 8% (uncharged), +2% per windup, 18% (fully charged) Does less damage, but produces a powerful windbox that will push back opponents.
Side special Headbutt 10% (ground target/sweetspotted aerial), 8% (sourspotted aerial) Donkey Kong slams his head downward. When performed in the air, the struck opponent is meteor smashed if hit by the sweetspot. When performed on the ground the opponent is buried and will remain submerged longer if the opponent has already dealt a fair amount of damage. Unlike in Brawl, DK will not stall in the air. Full power shields have a near certain chance of breaking against this move and this still applies to DK's side special customs 1 and 2.
Side special custom 1 Jumping Headbutt 5% (aerial target), 10% (ground target) Donkey Kong jumps before slamming his head downward. Buried opponents can break out faster. Will SD Donkey Kong if used off-stage out of ledge-grabbing distance.
Side special custom 2 Stubborn Headbutt 13% Donkey Kong launches a Headbutt with a longer startup time, but it deals more damage and gives him high knockback resistance.
Up special Spinning Kong 7% (1st hit, ground), 1% (hits 2-6, ground), 4% (7th hit, ground), 10% (1st hit, air), 2% (subsequent hits, air) Donkey Kong spins with his arms outstretched. DK has launch resistance when using this move. Strong horizontal recovery, weak vertical recovery. If used on the ground, Donkey Kong spins at an angle, increasing the move's vertical range.
Up special custom 1 Chopper Kong 0% Has increased vertical recovery, but does not deal any damage.
Up special custom 2 Kong Cyclone 4% (1st hit, ground), 3% (1st hit, air), 15% (2nd hit, ground), 12% (2nd hit, air) Donkey Kong pulls in opponents in with a windbox as you spin, then launches them with the final hit. On the ground, has no hitboxes except for the first and last hits. In the air, deals no damage except for the first and last hits, but does deal hitstun.
Down special Hand Slap 14% Donkey Kong repeatedly slaps his hands against the ground, causing earth-shaking vibrations in the process. The attack gives him some protection from opponents while grounded and has good range. Donkey Kong can now use the move while in midair, although only twice in a row. The second hit meteor smashes foes.
Down special custom 1 Focused Slap 7% (1st hit) 14% (2nd hit) A modified Hand Slap that sacrifices range for increased hitstun and knockback.
Down special custom 2 Hot Slap 4% (1st hit), 12% (2nd hit) Donkey Kong slaps his hands against the ground, causing flaming pillars to erupt on impact. Sacrifices horizontal range and damage for increased vertical range.
Final Smash Konga Beat ?% Donkey Kong will take out a pair of bongos and begin to play them to the beat of "DK Island Swing", sending out shock-waves in the process. The attacks range and power is determined by the player's input. The player must push the attack button in succession with the song's beat in order have the greatest range and power. While this was difficult in Brawl, the Final Smash now is accompanied by an indicative bar that will appear above DK. It will let the player know when to press the attack button.

Taunts

  • Beats his clenched hands against his chest. DK now smirks as he does so.
  • Shakes himself as if his fur was wet. DK now has a large toothy grin as he does so.
  • Faces the camera, shrugs his shoulders, and makes a confused grunt. It originates from Super Smash Bros..

On-Screen Appearance

Donkey Kong bursts from a DK Barrel and briefly strikes a pose.

Idle Poses

  • Bares his teeth and crosses his eyes.
  • Bumps his fist together, the perform an underhand strike

Victory Fanfare

A flourished remix directly from Brawl based on the jingle that would play whenever Donkey Kong completely cleared a bonus room or defeated a boss in Donkey Kong Country. He shares this with his best friend, Diddy Kong.

Victory Poses

  • Beats his chest. (similar to his Up taunt)
  • Holds his hands above his head and shakes them.
  • Backflips and holds his arms in a strongman pose.

In Competitive Play

Official Custom Moveset Project

Character Custom sets available
Donkey Kong's stock icon in Super Smash Bros. for Wii U. Donkey Kong 3233 3231 3232 1233 1231
1232 2233 2231 2232 1333

Trophies

Super Smash Bros. for Nintendo 3DS trophy descriptions

Donkey Kong's regular trophy can be obtained by completing Classic Mode and his alternative trophy can be obtained by completing All-Star mode.

Donkey Kong
This king of the jungle really, really loves bananas. His adventures usually start with people stealing his hoard of them. In Smash Bros., he's known for his incredible strength and long reach. Despite his size, he's still pretty quick. He can even jump carrying heavy items! Use this knowledge well.
Donkey Kong (Alt.)
Donkey Kong pulls no punches when it comes to fighting. Or headbutts, as it turns out. His Headbutt special move will bury anyone on the ground who gets hit, leaving them open to some serious damage. If Donkey Kong strikes an airborne foe with this move, they'll go crashing downward.

In Event Matches

Solo Events

Co-op Events

Alternate costumes

Donkey Kong Palette (SSB4).png
Donkey Kong's stock icon in Super Smash Bros. for Wii U. DonkeyKongHeadBlackSSB4-U.png DonkeyKongHeadRedSSB4-U.png DonkeyKongHeadBlueSSB4-U.png DonkeyKongHeadGreenSSB4-U.png DonkeyKongHeadWhiteSSB4-U.png DonkeyKongHeadYellowSSB4-U.png DonkeyKongHeadPinkSSB4-U.png

Gallery

Trivia

  • Donkey Kong's crowd chant in this game references the DK Rap from Donkey Kong 64.
  • Donkey Kong has the most meteor smashing attacks of the roster, at five.