SSB4 Icon.png

Donkey Kong (SSB4)/Forward throw

Hitbox visualization showing Donkey Kong's up cargo throw.
Hitbox visualization showing Donkey Kong's forward cargo throw.
Hitbox visualization showing Donkey Kong's down cargo throw.

OverviewEdit

Donkey Kong lifts the opponent over his head, and is able to walk and jump around with the opponent, and also throw them in the four cardinal directions. Like any normal grab, the opponent can mash out of it, although there is a bug where opponents simply hold up and for every frame up is held, it counts as an input. Because of this, it is near impossible to throw the opponent at very low percents when they aren't damaged enough to stay grabbed longer. When an opponent escapes from cargo throw, they take 3%. In order to input a throw, the attack button must be pressed with a direction corresponding to the wanted throw. Pressing attack without a directional input will count it as a cargo forward throw.

Forward/Back ThrowEdit

Both cargo forward and back throws are very similar to each other, having identical knockback angles, although cargo back throw does 2% more damage, and subsequently the most damage out of all of Donkey Kong's throws. The weak knockback and unusually high launch angles make it hard to kill with the throws, and the opponent is launched far enough away to where it is impossible to gain a followup. Both throws are used sparsely as a result,

Up ThrowEdit

Cargo up throw is Donkey Kong's main combo throw, and combined with his good grab, most of his gameplay revolves around getting a grab for cargo up throw, due to the plethora of combos that the move allows, as it has low endlag and knockback, as well as a good 10% damage output. With these factors, it can combo into back or neutral aerials at low percents, forward aerial's stronger non-meteor hitbox at mid percents, and notoriously his up aerial for a kill, unofficially known as the 'Ding-Dong'. With platforms, Ding-Dong can be performed easier and kill even earlier, and with rage, Ding-Dong becomes very dangerous, especially with Donkey'Kong's heavyweight status, granting him a good chance to abuse rage.

Down ThrowEdit

A gorilla slam that launches forwards, even when airborne. It has a lower knockback angle than cargo forward and back throws, but is tied with his regular down throw for dealing the least damage out of all his throws, at 7%. It has no combos, but the lower angle makes it a bit better for edgeguarding, and by turning around right as Donkey Kong goes offstage, it can stage-spike the opponent, provided they miss their tech. Otherwise, not used very much outside of offstage situations.

Update HistoryEdit

  1.0.8

  •   Cargo forward throw deals 2% more damage (8% → 10%).
  •   Cargo back throw deals 4% more damage (8% → 12%) and it has increased knockback scaling (38 → 50), significantly improving its KO potential.
  •   Cargo back throw's angle altered (55° → 72°). This improves its KO potential near the upper blast line, but significantly hinders its stage spike potential.
  •   Cargo up throw deals 3% more damage (7% → 10%).
  •   Cargo down throw deals 1% more damage (6% → 7%).
  •   Cargo down throw's animation slightly changed. Donkey Kong now hops while performing it. This new animation allows Donkey Kong to go off-stage, use it and then safely recover back to the stage, regardless of whether or not it was used to stage spike an opponent.

  1.1.0

  •   Cargo up throw deals much less knockback (90 (base), 50 (scaling) → 58/52), significantly improving its combo potential.

Throw DataEdit

ForwardEdit

ID Damage Angle BK KS FKV Bone FFx Type Effect Sound
0 10%   Forwards 80 50 0 0 None       None
1 3%   Forwards 40 100 0 0 None       None

BackEdit

ID Damage Angle BK KS FKV Bone FFx Type Effect Sound
0 12%   Forwards 70 50 0 0 None       None
1 3%   Forwards 40 100 0 0 None       None

UpEdit

ID Damage Angle BK KS FKV Bone FFx Type Effect Sound
0 10%   Forwards 58 52 0 0 None       None
1 3%   Forwards 40 100 0 0 None       None

DownEdit

ID Damage Angle BK KS FKV Bone FFx Type Effect Sound
0 7%   Forwards 50 80 0 0 None       None
1 3%   Forwards 40 100 0 0 None       None

TimingEdit

CarryEdit

The speed Donkey Kong picks up the opponent depends on the opponent's weight.

Invincibility 1-18
Animation length 19
                                     
                                     

ForwardEdit

Throw 15
Interruptible 46
Animation length 55
                                                                                                             

BackEdit

Throw 16
Interruptible 43
Animation length 54
                                                                                                           

UpEdit

Throw 15
Interruptible 30
Animation length 52
                                                                                                       

DownEdit

Throw 17
Interruptible 45
Animation length 59
                                                                                                                     
Legend (1 square = 1 frame)
 
Lag time
 
Vulnerable
 
Invincible
  
Throw point
 
Interruptible