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Donkey Kong (SSB4)

Revision as of 14:05, September 8, 2016 by 173.171.56.222 (talk) (→‎Moveset)
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
Tier D (25)
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 11th, 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.

Donkey Kong is ranked 25th out of 58 on the tier list, placing him in the D tier. This makes him the highest ranked super heavyweight and is an improvement of his ranking in Brawl, where he was ranked 21st out of 38. Donkey Kong retains his signature power, mobility, and spacing options, with his infamous back aerial remaining a quick and powerful option to stop approaches and deal damage. In addition, Donkey Kong now has great combo potential out of his throws, capable of getting guaranteed followups out of a jumping cargo up throw for a large range of percents, and even having a guaranteed KO option at a small range of percents. However, he still retains many of his flaws from Brawl, most notably with his large hurtbox and poor vertical recovery make him very susceptible to combos and edge-guarding. However, Donkey Kong's advantages generally outweigh his disadvantages, and as a result, he is a decent character in the SSB4 metagame, with achieving above average results largely thanks to Will and Larry Lurr.

Attributes

Donkey Kong is one of the fastest heavyweights in the game in terms of both movement and attack speed, and defies the typical power-type archetype. He has a fast walking speed, a quick dashing speed, above average falling speed and gravity, very high air speed, below average air acceleration and is the second heaviest character in the game. His large size also gives his attacks great physical range.

As expected, Donkey Kong's greatest asset is his speed. Almost all of his attacks are faster than any other heavyweight. However, most of his attacks have high power as well, and those that do not can be used for effective set-ups. These attributes give him a capable combo game, with his aerial game being extremely effective at that. His forward and down aerials can meteor smash and can effectively finish off his combos or his opponents, thanks to their high power. His neutral aerial is very quick and can lead into followups, or it can be used to give Donkey Kong some space. His up aerial launches opponents upwards, making it great for combos and KOing. His back aerial is long-ranged, has a lasting hitbox, and can be used to edgeguard opponents. The last three aerials can also autocancel in a short hop, further demonstrating their utility. In addition, the aforementioned combo abilities pair well with his grab game. His pummel is decently quick, making it great for racking up damage. While his up and down throws are now rarely used because of their limited utility, his forward and back throws make up for that. His back throw is among the strongest, with only Ness, Villager, Toon Link and Bowser cleanly outperforming it, making it one of his safest KO moves. His forward throw is an all-purpose throw, as well as an excellent damage racker. Using it will open up four different throws, commonly known as the "cargo throws". Cargo down throw is a semi-spike and is great for edgeguarding. Cargo back throw deals 12% and can KO at higher percentages. His most notable throw, however, is his cargo up throw, which can lead into any aerial at lower percents. Since it connects directly into his powerful up aerial at most percents, this combo can be used to KO opponents at specific percents, and has since been humorously nicknamed the "Ding Dong".

His special moveset also has a lot of utility. Giant Punch is a deadly KO move, and a fully charged one has super armor, making it difficult to interrupt. Headbutt can bury opponents, leaving them exposed to any move. It also does a lot of shield damage, threatening attempts to block the move. Hand Slap has very long range and allows for stage control, but since it is a quake move, it has no effect on aerial opponents when it is performed on the ground. However, an aerial Hand Slap is now capable of meteor smashing and is not only fairly easy to land, but it is an effective one as well. Finally, Spinning Kong can be used as an out of shield option, thanks to its super armor and high damage output. As a recovery, it lets Donkey Kong move horizontally quickly and for a long time, giving him a very long horizontal recovery.

Despite these advantages, Donkey Kong has noticeable flaws. All of his stats can be turned against him, since his large size makes him very easy to hit. His rolls and ledge recovery options are also very slow, hindering his ability to escape pressure. He is also equally vulnerable to combos and juggling, as his options outside of aerial maneuvering are not effective. His moveset is very slow in regards to ending lag, making him heavily susceptible to punishment. Finally, his vertical recovery is almost nonexistent, due to Spinning Kong's vertical distance being considerably low. This also makes it extremely difficult for him to survive even the weakest meteor smash.

Custom moves can give Donkey Kong considerable benefits, more so than most other characters. Storm Punch has a wind effect, and is very effective for edgeguarding and spacing. Jumping Headbutt has more vertical range and a hitbox during the entire descent, making it a good alternative to fast falling, but at the cost of being unable to properly bury opponents. Stubborn Headbutt eschews its role as a pressure move due to its slow startup. However, it has higher power and super armor, protecting Donkey Kong from any attack. Focused Slap and Hot Slap sacrifice range for paralyzation and vertical range, respectively. Both are also potent KOing options, with the latter having high diagonal knockback, and the former having extremely high vertical knockback. Kong Cyclone is often considered to be Donkey Kong's most valuable move, as well as the best custom in the game, as it has super armor, a suction effect, more power, and the aerial version has greater maneuverability and speed, as well as autocancelling capabilities, significantly improving his neutral game.

Overall, Donkey Kong is viewed as a potent character, and is perhaps the most effective of all of the super-heavyweights. He has had average tournament representation and above average results, with dedicated mains such as Will.

Changes from Brawl

Donkey Kong has been considerably buffed in the transition from Brawl to SSB4. The most noticeable improvement has been to his overall speed; his attacks, such as his signature Giant Punch, are now performed faster, and his already excellent movement speed has also been greatly increased, allowing him to better keep up with, and in quite a few cases, even out-speed lightweights. He is also much heavier, which allows him to withstand potential KOs easier and enables him to become an effective user of the new rage mechanic, which results in his already fantastic power becoming even more effective. In addition, Donkey Kong is a lot harder to combo than before due to the removal of chain grabbing. 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.

Although he was buffed, Donkey Kong did receive a few noticeable nerfs. His grab game was slightly weakened and many of his attacks now deal less damage. Even with the removal of chain grabbing, his increased falling speed and large hurtbox enable him be comboed easily regardless, although he is still less susceptible to being juggled. However, these nerfs are considered to be largely negligible due to the impact of his initial buffs and especially because of the subsequent buffs he has received in game updates. As a result, he is considered to be more viable than he was in Brawl.

Aesthetics

  •   Donkey Kong appears to have more stylized fur, even more so than he did in Brawl. His proportions seemed to have been tweaked slightly, with his appearance reminiscent of how he appears in Donkey Kong Country Returns and Donkey Kong Country: Tropical Freeze. Lastly, his teeth are now white instead of yellowish white.
  •   Most of Donkey Kong's animations are now more fluid. His general expressiveness has been greatly exaggerated as well, with many of his moves and animations now accompanied with smirks, toothy grins, or even a look of utter confusion. When Donkey Kong is launched, his eyes will even bulge out of his head, much like in the Donkey Kong Country games for the SNES.
  •   Donkey Kong is given new voice clips.

Attributes

  •   Like other large characters, such as Bowser and King Dedede, Donkey Kong's general size in proportion to the other playable characters is also greater than in previous installments. This improves his reach, but makes his hurtbox larger, making him easier to hit.
  •   The changes to hitstun canceling both help and hinder Donkey Kong. They significantly hinder his overall endurance, as he can no longer use Spinning Kong to cancel momentum despite his increased weight. However, they improve his offensive game, as many of his attacks now have combo starting potential.
  •   The removal of meteor canceling both helps and hinders Donkey Kong. It results in his meteor smashes becoming even harder to recover from than in Brawl. However, his increased falling speed and almost nonexistent vertical recovery have made him even more vulnerable to meteor smashes.
  •   Donkey Kong is heavier (116 → 122), improving his endurance, but making him more susceptible to combos.
  •   Donkey Kong walks faster (1.2 → 1.3).
  •   Donkey Kong dashes faster (1.622 → 1.7031).
  •   Donkey Kong's air speed is faster (1.081 → 1.15), making it now tied for the eighth fastest in the game.
  •   Donkey Kong falls faster (1.58 → 1.63), making him less susceptible to juggles, but making him more susceptible to combos.

Ground attacks

  •   Angled-up forward tilt deals 1% less damage (12% → 11%).
  •   Down tilt deals 1% less damage (8% → 7%) and has less base knockback (20 → 10), making it similar to its Melee counterpart.
  •   Donkey Kong's has a new dash attack, the Barrel Roll from the Donkey Kong Country series. It has 1 frame faster start-up (10 → 9), lasts 4 frames longer (10-21 → 9-24), and has slightly less cooldown (interruptibility frame 55 → 41) compared to the previous dash attack. In compensation for its lower damage, dash attack can now function as a combo starter for DK.
  •   New dash attack deals slightly less damage (11%/9% → 10%/8%).
  •   Forward tilt has increased cooldown (interruptibility frame 34 → 38) and less knockback growth (94 → 91).
  •   Forward smash's hitbox size was increased (5u → 5.7u) and now has intangibility on Donkey Kong's head and arms on frame 20-26.
  •   Up smash's hitbox size was increased (7.5u/6u → 8.8u/7u).
  •   Up smash has less knockback (40 growth/93 base → 30/83).
  •   Down smash has a new hitbox that occurs when his Donkey Kong's arms hit the ground. It deals 1% more damage (17% → 18%).
  •   Down smash has less knockback (35 base/100 growth → 30/83).

Aerial attacks

  •   Neutral, back, and up aerial have more landing lag (15 frames → 17 (neutral), 15 frames → 18 (back), 22 frames → 25 (up)).
  •   Forward aerial and down aerial have less landing lag (30 frames → 29 (forward), 31 frames → 24 (down)).
  •   Forward aerial has significantly less start-up (25 frames → 18).
  •   Forward aerial's sourspot deals less damage (16% → 15%/13%) with its knockback compensated on the meteor. The early part of the move has less knockback growth (100 → 85).
  •   Back aerial has slightly less knockback growth (100 → 97).
  •   Up aerial deals 1% less damage (14% → 13%) without its knockback compensated, making it slightly weaker.
  •   Down aerial is significantly faster (frame 18 → 14) and now has a powerful sourspot at his chest that deals horizontal knockback.
  •   Down aerial's sweetspot has less base knockback (38 → 30). Its duration was also shortened by half (18-23 → 14-16).

Throws/other attacks

  •   Dash grab has been slowed down slightly (frame 9/10 → 10/11).
  •   Dash grab has significantly reduced cooldown.
  •   Pummel deals 0.9% less damage (3% → 2.1%).
  •   Pummel is slightly faster.
  •   Cargo forward throw deals 2% more damage (8% → 10%).
  •   Cargo back throw deals 4% more damage (8% → 12%) and significantly higher knockback (80 (base)/50 (growth) → 70/80).
  •   Cargo back throw's angle was altered.
  •   Cargo up throw deals 3% more damage (7% → 10%) and altered knockback (90 (base)/30 (growth) → 58/52), allowing it to combo into other moves.
  •   Cargo down throw deals 1% more damage (6% → 7%) and altered knockback (65 (base)/26 (growth) → 50/38).
  •   Donkey Kong has a new ledge attack, a forearm club. It is slower and has less range compared to his previous ledge attack.
  •   Front and back floor attacks deal 1% more damage (6% → 7%).

Special moves

  •   Giant Punch charges, comes out and ends faster, with Donkey Kong now quickly retracting his fist after throwing the punch.
  •   Giant Punch now no longer deals any extra shield damage (2 → 0).
  •   Headbutt significantly benefits from the removal of damage reduction on shields, allowing it to bring shields to a sliver of health. It also has increased range.
  •   Headbutt deals 4% less damage in the air (14% → 10%), no longer stalls Donkey Kong in the air, deals slightly less shield damage (30 → 25), and has slightly increased cooldown.
  •   Grounded Spinning Kong now instead spins at an angle instead of completely horizontally, increasing the attack's vertical range.
  •   Grounded Spinning Kong is now a multi-hit attack, allowing it to rack up much more damage.
  •   Grounded Spinning Kong also has a new animation where Donkey Kong spins more akin to a double-clothesline while tilting downward towards his orientation, and the attack ends with him in a flexing animation.
  •   Spinning Kong has more ending lag.
  •   Hand Slap can now be used in midair, which meteor smashes foes on the second hit. It also has a larger hitbox on the ground.
  •   Hand Slap has significantly increased cooldown.
  •   Konga Beat is now accompanied by an indicating bar that shows when to press the attack button.
  •   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

Donkey Kong has been significantly buffed overall via game updates. Update 1.0.6 saw Giant Punch's charging time decreased even further, making it even more viable as a KOing option. Update 1.0.8 buffed the damage outputs of all variations of Donkey Kong's cargo throw, which helps his initially weakened grab game. Update 1.1.0 gave him a faster and longer lasting dash attack and noticeably improved his combo game due to cargo up throw's base knockback being decreased considerably, which gave Donkey Kong new follow-up options. The most famous follow up, cargo up throw to up air, has been affectionately nicknamed the "Ding Dong".

Update 1.1.1 reduced the shield damage dealt by Giant Punch and Headbutt, but this is compensated by the increased shieldstun allowing Hand Slap to break shields more easily. The shieldstun changes in general, significantly benefit his powerful, high hitlag attacks by making them safer on shield. However, it also inhibits Donkey Kong's effective out of shield options and his already poor shield game, however the nerf is largely migitated.

Overall Donkey Kong's Buff's outweigh his nerfs as he is considered to be significantly better than in previous updates.

  1.0.6

  •   Giant Punch's charge time decreased: 172 frames → 144.
  •   Headbutt no longer stalls Donkey Kong in midair.
  •   Neutral attack's first hit no longer launches opponents at the Sakurai angle.

  1.0.8

  •   Cargo forward throw deals 2% more damage: 8% → 10%.
  •   Cargo back throw deals 4% more damage: 8% → 12%.
  •   Cargo back throw's angle altered.
  •   Cargo back throw's knockback growth increased: 38 → 80.
  •   Cargo up throw deals 3% more damage: 7% → 10%.
  •   Cargo down throw deals 1% more damage: 6% → 7%.
  •   Cargo down throw's animation has slightly changed. Donkey Kong now hops while performing it.

  1.1.0

  •   Up smash's hitbox size increased: 7.5u/6u → 8.8u/7u.
  •   Forward smash's hitbox size has increased: 5u → 5.7u.
  •   Forward smash's bone intangibility on his head and arms have added frames: 20-26.
  •   Dash attack has been improved. Its start-up decreased by 1 frame, its ending lag decreased: 48 → 41 and its hitbox's duration increased: 10-21 → 9-24.
  •   Cargo up throw's base knockback decreased: 90 → 58. These changes re-purpose it into a combo starter, which can be performed even up to high percents.
  •   Cargo up throw's knockback growth increased: 50 → 52.

  1.1.1

  •   All variations of Giant Punch deal less shield damage: 2 → 0.
  •   Headbutt and Stubborn Headbutt deal less shield damage: 30 → 25.

Moveset

  Name Damage Description
Neutral attack   4% A cross followed by an uppercut. The first hit's tip will launch targets towards Donkey Kong instead of away. At low percents, it can work as a fairly reliable set-up for a fully charged Giant Punch.
6%
Forward tilt   11% A backhanded slap. Can be angled, with the upward angle dealing the most amount of damage and the downward angle dealing the least.
10%
9%
Up tilt   11% (sweetspot), 9% (sourspot) An overheard arcing swipe. It has very reliable arch range and deals more damage and knockback if the target is extremely close to Donkey Kong's behind.
Down tilt   7% (sweetspot), 6% (sourspot) A quick swat across the ground. Slightly less powerful around his fingers. In addition to its great speed and range, it has a chance to trip opponents, allowing for guaranteed follow-ups such as Giant Punch, Headbutt, or a grab.
Dash attack   10% (sweetspot), 8% (sourspot) The Barrel Roll, his signature attack from the Donkey Kong Country series. It deals less damage towards the end.
Forward smash   20% (hands), 21% (arms) A powerful clap. It does slightly more damage if it hits with Donkey Kong's arms, but has a noticeable blind spot at DK's chest. KOs at 92%.
Up smash   18% A powerful, overhead clap. Unlike other up smashes, it does not scoop opponents into the main hitbox, making it somewhat problematic to land if the opponent is not airborne or incredibly close to DK. However, it can be effective if used beneath a platform. KOs at 119%.
Down smash   14% (arms), 17%-18% (fists) Swings both of his clenched fists down 90° to perform forearm clubs. It has decent range, fast start-up for a smash attack and deals great vertical knockback. It KOs starting at 110% when sweetspotted and is especially good for punishing rolls, laggy attacks and lots of attacks in general as an out of shield option. It could arguably be considered one of the best down smashes in the game, despite its fair amount of ending lag.
Neutral aerial   11% (clean), 8% (late) Quickly spins around to perform discus clotheslines with both arms, similarly to Spinning Kong. It is not the fastest of DK's aerials, but has the longest lasting hitbox, the lowest amount of ending lag, and its late hit has excellent combo potential when SHFF'd.
Forward aerial   16% (clean), 15% (late sweetspot), 13% (late sourspot) A double axe handle. If sweetspotted, the opponent is meteor smashed. Unlike many other moves, its clean hitbox is actually stronger than its meteor smash hitbox, as it launches opponents away by dealing extreme horizontal knockback, making it more effective at higher percents. Appears similar to his jumping attack from Donkey Kong 64.
Back aerial   8-13% A back kick. A useful move courtesy of its decent power, large, lingering hitbox and minimal start-up, ending and landing lag. Its low ending lag allows it to initiate a wall of pain.
Up aerial   13% An upward headbutt. DK's head is intangible as soon as it begins, making it safer than it appears. It is also ideal for combos and is a useful KOing option.
Down aerial   16% (sweetspot), 13% (sourspot) A stomp. Its sweetspot is a strong meteor smash, while its sourspot, which is close to Donkey Kong's chest, deals diagonal knockback.
Grab Reaches out. Donkey Kong's grab range is above average and is even farther when dash grabbing or pivot grabbing.
Pummel   2% A slap. A fairly fast pummel.
Forward throw   10% (forward), 12% (backward), 10% (upward), 7% (downward) Cradles the opponent on his back, allowing him to move and jump around while still holding the opponent. This gives him access to forward, back, up, and down throws that are distinct from his normal grab.

Forward: Throws the opponent upward diagonally.

Back: Heaves the opponent backward using both hands, launching them at a slightly higher trajectory. Can only be done in the air or by smashing the control stick backward while grounded.

Up: Heaves the opponent upward. Has very low base knockback, allowing for follow-ups such as his up aerial twice in a row or his neutral aerial followed immediately by his back aerial. At medium to high percents, Donkey Kong can set up an early KO with his up aerial, making it reminiscent of Diddy Kong's "Hoo-Hah" combo. This combo is referred to by players as the "Ding Dong" combo.

Down: Flings the opponent towards the ground, launching them sideways. At low percents, it can be used off-stage as a surprise option against opponents with poor recoveries to potentially launch them too far away to recover.

When the opponent is too damaged to escape in time, all of these throws allow for easy stage spikes. Donkey Kong can simply walk off the ledge, pull back and throw them against the underside. However, this carries significant risk, as the opponent can tech it and result in DK ending up too low to recover if the timing is off.

Back throw   11% Flings the opponent backward. DK's strongest throw in terms of damage and knockback, KOing the heaviest characters in the game below 170% near the edge without rage.
Up throw   9% Heaves the opponent is upward.
Down throw   7% Slams the opponent onto the ground. It has rather weak knockback and launches opponents horizontally in front of DK.
Floor attack (front)   7% Swats at the opponent.
Floor attack (back)   7% Claps behind himself, then in front.
Floor attack (trip)   5% Throws a spinning, wind-up punch.
Edge attack   8% Performs a forearm club while climbing up.
Neutral special Default Giant Punch 10% (uncharged), +2% (per wind-up), 28% (tenth wind-up/fully charged grounded), 25% (tenth wind-up/fully charged aerial) Winds up his right arm and then throws a powerful punch. The attack is at fully charged after eleven wind-ups and gains super armor. The punch deals more knockback but lacks super armor at ten wind-ups. The punch can be saved and chosen when to be released after being fully charged. DK will be rendered helpless if he uses it in the air.
Custom 1 Lightning Punch 10% (uncharged), +1% (per wind-up), 16% (five wind-ups), 15% (fully charged) An electrical version that takes less time to fully charge (six wind-ups at increased speed), but deals less damage and lacks super armor at full wind-ups.
Custom 2 Storm Punch 8% (uncharged), +2% (per wind-up), 18% (fully charged) Deals less damage, but produces a powerful windbox that will push back opponents and takes less time to charge. Higher ending lag and lacks super armor.
Side special Default Headbutt 10% (grounded/sweetspot aerial), 8% (sourspot aerial) A headbutt. 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, it will not stall DK in the air. Full power shields will barely manage to avoid breaking against this move.
Custom 1 Jumping Headbutt 5% (aerial), 10% (grounded) A jumping headbutt. Buried opponents can break out faster and Donkey Kong will self-destruct if he uses it off-stage out of ledge grabbing distance.
Custom 2 Stubborn Headbutt 13% Has longer start-up, but deals more physical and shield damage while granting super armor for its entire duration.
Up special Default Spinning Kong 7% (grounded hit 1), 1% (grounded hits 2-6), 4% (grounded hit 7), 18% (all grounded hits connect), 10% (aerial hit 1), 2% (aerial subsequent hits), 36% (all aerial hits connect) Rapidly spins around, trapping opponents and damaging them with a series of discus clotheslines and spinning backfists before launching them. DK has super armor at the very start of this move. Provides excellent horizontal recovery, but has poor vertical recovery. If used on the ground, Donkey Kong now spins at an angle, increasing the move's vertical range.
Custom 1 Chopper Kong Grants increased vertical distance, but almost no horizontal distance and deals no damage.
Custom 2 Kong Cyclone 4% (grounded hit 1), 3% (aerial hit 1), 15% (grounded hit 2), 12% (aerial hit 2) Pulls in opponents in with a windbox while spinning, then launches them with the last hit. The grounded version has no hitboxes except for its first and last hits. The aerial version deals no damage except for its first and last hits, but does deal hitstun. Both the grounded and aerial versions have super armor during the spin, but the aerial version does not rise as high as Spinning Kong.
Down special Default Hand Slap 14% Slaps the ground to cause earth-shaking vibrations. 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 opponent and it is a fairly easy, yet effective, meteor smash to land. Originates from Donkey Kong Country.
Custom 1 Focused Slap 7% (hit 1), 14% (hit 2) Has increased hitstun and knockback, but decreased range.
Custom 2 Hot Slap 4% (hit 1), 12% (hit 2) Flaming pillars erupt instead of earth-shaking vibrations. It does not reach very far in front and does not reach behind DK at all, but it has much less start-up and much more knockback growth than Hand Slap, making it have better KO potential. However, it does not meteor smash if used in the air.
Final Smash Konga Beat Varies Takes out the DK Bongos and begins to play them to the beat of "DK Island Swing", emitting shockwaves 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 to perform properly in Brawl, Konga Beat is now accompanied by an indicative bar that will appear above DK, which signals the player when to press the attack button in sync with the beat.

On-screen appearance

  • Bursts from a DK Barrel and briefly strikes a pose.
 

Taunts

  • Up taunt: Beats his fists against his chest while scowling.
  • Side taunt: Shakes himself as if he was wet, during which he will  sport a toothy grin or  sport the expression seen in his down taunt.
  • Down taunt: Faces the camera, shrugs his shoulders, and grunts while making a humorously confused, bug-eyed expression. It originates from Super Smash Bros.
Up taunt Side taunt Down taunt
     

Idle poses

  • Bares his teeth and crosses his eyes.
  • Bumps his fist together, then performs an underhand strike.
   

Crowd cheer

English Japanese
Cheer
Description D-K! Donkey Kong! Don-key Kong!
Pitch Group chant Group chant

Victory poses

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.
  • Holds his hands above his head and shakes them.
  • Does a backflip and holds up his arms. It is identical to his "character chosen" animation in Super Smash Bros.
  • Beats his chest and faces the screen with a large toothy grin.
     

In Competitive Play

Official Custom Moveset Project

Character Custom sets available
  Donkey Kong 3233 3231 3232 1233 1231
1232 2233 2231 2232 1333

Notable players

Active


Inactive

Trophies

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.
  With help from Diddy Kong and his Animal Friends, this banana-loving king of the jungle will take on anyone causing trouble on his turf. The best things about him in this game are his colossal strength, his speed, his long reach and the fact that he can jump while holding heavy items. Make sure you use all that to your advantage!
 : Donkey Kong Country (11/1994)
 : Donkey Kong Country Returns (11/2010)
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.
  Donkey Kong's always been one to use his head. Anyone who's been on the receiving end of his Headbutt special will tell you that. If they're on the ground when it hits them, they'll get buried, leaving them open to a serious walloping. If they're in the air, though, they might find themselves being knocked down. Either way, it;s going to hurt.
 : Donkey Kong Country (11/1994)
 : Donkey Kong Country Returns (11/2010)
Konga Beat
 In this Final Smash, DK drums on a set of bongos, just like in the Donkey Konga games. Press the attack button in rhythm with the circles to boost the attack's range and power. Enemy attacks won't affect you, but you can't move, either. Auto-scrolling stages will slow down but won't stop-don't get too carried away in the beat!
  In this Final Smash, DK drums on a set of bongos, just like in the Donkey Konga games. Press the attack button in rhythm with the circles to boost the attack's range and power. Enemy attacks won't affect you, but you can't move, either. Auto-scrolling stages will slow down, but be careful or you might still self-destruct!

In Event Matches

Solo Events

Co-op Events

  • 1988: Donkey Kong and Diddy Kong must defeat three Marios, each one larger than the last.
  • Flat Fracas: A shadow Mario and a giant shadow Donkey Kong are opponents fought by Wario and Mr. Game & Watch.
  • The Ultimate Battle: Two players select a character and must defeat the entire roster.

Alternate costumes

 
               

Gallery

Trivia

  • Donkey Kong's crowd chant in this game references the DK Rap from Donkey Kong 64.
  • Donkey Kong's default moveset has the most meteor smashing attacks of the roster, at four.
  • In Super Smash Bros. for Nintendo 3DS, Donkey Kong's mouth has a tendency to become oddly contorted if he is pummeled. However, this is a graphical issue with no functional problems.