Donkey Kong (SSBM): Difference between revisions

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'''Donkey Kong''' ({{ja|ドンキーコング|Donkī Kongu}}, ''Donkey Kong''), shortened as '''DK''' on the [[victory screen]] and [[character select screen]], is a [[default character]] in ''[[Super Smash Bros. Melee]]''. He returns from the original ''[[Super Smash Bros.]]'', but with faster moves and agility, as well as an improved recovery.
'''Donkey Kong''' ({{ja|ドンキーコング|Donkī Kongu}}, ''Donkey Kong''), shortened as '''DK''' on the [[victory screen]] and [[character select screen]], is a [[default character]] in ''[[Super Smash Bros. Melee]]''. He returns from the original ''[[Super Smash Bros.]]'', but with faster moves and agility, as well as an improved recovery.


Like {{SSBM|Bowser}}, Donkey Kong has no voice actor and instead of being voiced by Grant Kirkhope, he uses modified stock animal grunts and roars, similarly to his sounds in ''Super Smash Bros.''
Donkey Kong's voice consists of modified stock animal grunts and roars, similar to his sounds in ''Super Smash Bros.'' Newcomer {{SSBM|Bowser}} also uses stock sounds, but they are different from Donkey Kong's.


He is currently 16th out of 26 on the tier list, placing him in the C- tier. This is a slight improvement to his previous placement in ''Smash 64'' where he was ranked 9th out of 12. Donkey Kong, true to being a heavyweight, is difficult to KO, and this is aided by his fast [[falling speed]]. Donkey Kong also has powerful attacks, and he has excellent range to boot. For a heavyweight, Donkey Kong is unusually agile; most of his attacks are executed swiftly, he has high [[air speed]], and his jumping prowess is solid. His mobility facilitates combos, and this is further aided by his remarkable [[grab]] range. However, Donkey Kong himself is vulnerable to combos due to his large size and high falling speed, and his recovery, while covering a significant amount of horizontal distance, fails to cover much vertical distance.
He is currently 16th out of 26 on the tier list, placing him in the C- tier. This is a moderate improvement to his previous placement in ''Smash 64'' where he was ranked 9th out of 12. Donkey Kong, true to being a heavyweight, is difficult to KO, and this is aided by his fast [[falling speed]]. Donkey Kong also has powerful attacks, and he has excellent range to boot. For a heavyweight, Donkey Kong is unusually agile; most of his attacks are executed swiftly, he has high [[air speed]], and his jumping prowess is solid. His mobility facilitates combos, and this is further aided by his remarkable [[grab]] range. However, Donkey Kong himself is vulnerable to combos due to his large size and high falling speed, and his recovery, while covering a significant amount of horizontal distance, fails to cover much height.


==Attributes==
==Attributes==
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As expected for a character of his weight class, Donkey Kong also has a plethora of powerful attack options in addition to his faster, weaker offerings. All of his smash attacks can cover significant distances away from him, as well as packing significant power in order to KO opponents. Three of his aerials (back, down and forward) can be potent finishers to complement his aerial game, and his [[Giant Punch]] can easily be one of the most powerful attacks in the game if landed, though it does require a particularly good read or combo in order to be most effective.
As expected for a character of his weight class, Donkey Kong also has a plethora of powerful attack options in addition to his faster, weaker offerings. All of his smash attacks can cover significant distances away from him, as well as packing significant power in order to KO opponents. Three of his aerials (back, down and forward) can be potent finishers to complement his aerial game, and his [[Giant Punch]] can easily be one of the most powerful attacks in the game if landed, though it does require a particularly good read or combo in order to be most effective.


Due to being a heavyweight with a high falling speed, Donkey Kong owns a below-average recovery. While these traits make Donkey Kong highly resilient to the upper blast line, Donkey Kong's survivability on all other blast lines is poor. [[Spinning Kong]] grants above average horizontal distance, but poor vertical distance, making [[meteor smash]]es and [[spike]]s extremely powerful against him. Owing to a lack of other options concerning his recovery, this also means that he has very poor recovery options compared to other characters; none of his specials can reduce his falling speed, and he cannot wall-jump or use any other tactics in conjunction with Spinning Kong, and as such, he  is simple to edgeguard.
Due to being a heavyweight with a high falling speed, Donkey Kong owns a below-average recovery. While these traits make Donkey Kong highly resilient to the upper blast line, Donkey Kong's survivability on all other blast lines is poor. [[Spinning Kong]] grants above average horizontal distance, but poor height, making [[meteor smash]]es and [[spike]]s extremely powerful against him. Owing to a lack of other options concerning his recovery, this also means that he has very poor recovery options compared to other characters; none of his specials can reduce his falling speed, and he cannot wall-jump or use any other tactics in conjunction with Spinning Kong, and as such, he  is simple to edgeguard.


Much like fellow heavyweight Bowser, Donkey Kong's various attributes also make him very easy to combo. In addition to having among the largest raw hurtbox sizes in the game, Donkey Kong's high falling speed and weight make it easy for characters to [[chain throw]] him, as well as combo him in the air. Compounding this is Donkey Kong's poor defensive game; a large hurtbox causes him to have a small [[shield]] that can easily make him vulnerable to [[shield stabbing]], and his lack of a projectile can discourage him from approaching enemies that own one.
Much like fellow heavyweight Bowser, Donkey Kong's various attributes also make him very easy to combo. In addition to having among the largest raw hurtbox sizes in the game, Donkey Kong's high falling speed and weight make it easy for characters to [[chain throw]] him, as well as combo him in the air. Compounding this is Donkey Kong's poor defensive game; a large hurtbox (including a tie hurtbox) causes him to have a small [[shield]] that can easily make him vulnerable to [[shield stabbing]], and his lack of a projectile can discourage him from approaching enemies that own one.


==Changes from ''[[Super Smash Bros.]]''==
==Changes from ''[[Super Smash Bros.]]''==
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**{{change|Donkey Kong's [[short hop]] is catastrophically lower (34.15533 (1024.66) → 13.6), improves his ability to hit opponents low on the ground with short hop aerials, as well as his ability to quickly land and continue aerial pressure, but also hinders his ability to [[auto-cancel]] his aerials.}}
**{{change|Donkey Kong's [[short hop]] is catastrophically lower (34.15533 (1024.66) → 13.6), improves his ability to hit opponents low on the ground with short hop aerials, as well as his ability to quickly land and continue aerial pressure, but also hinders his ability to [[auto-cancel]] his aerials.}}
*{{change|Donkey Kong [[falling speed|fall]]s significantly faster (1.867 (56) → 2.4). This improves his vertical endurance and with the introduction of the SHFFL technique, he can make strong use of the technique due to his falling speed, but also makes him considerably more vulnerable to combos and worsens his already poor vertical recovery.}}
*{{change|Donkey Kong [[falling speed|fall]]s significantly faster (1.867 (56) → 2.4). This improves his vertical endurance and with the introduction of the SHFFL technique, he can make strong use of the technique due to his falling speed, but also makes him considerably more vulnerable to combos and worsens his already poor vertical recovery.}}
**{{nerf|However, Donkey Kong's [[fast fall]]ing speed has been unchanged (2.967 (89) → 2.96). However, the difference between his falling speed and fast falling speed is much lower (increase: 58.9% → 23.3%), which makes it more predictable when landing and gives him fewer options in the air.}}
**{{nerf|However, Donkey Kong's [[fast fall]]ing speed has been unchanged (2.967 (89) → 2.96). The difference between his falling speed and fast falling speed is much lower (increase: 58.9% → 23.3%), which makes it more predictable when landing and gives him fewer options in the air.}}
**{{nerf|Considering that Donkey Kong's vertical endurance hasn't significantly improved from ''Smash 64'' due to his significantly lighter weight in ''Melee'', this falling speed increase hurts him overall.}}
**{{nerf|Considering that Donkey Kong's vertical endurance hasn't significantly improved from ''Smash 64'' due to his significantly lighter weight in ''Melee'', this falling speed increase hurts him overall.}}
*{{nerf|Donkey Kong's landing animation is longer (4 frames → 5).}}
*{{nerf|Donkey Kong's landing animation is longer (4 frames → 5).}}
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**{{nerf|Back aerial deals less damage (15% → 13% (clean), 10% → 9% (late)).}}
**{{nerf|Back aerial deals less damage (15% → 13% (clean), 10% → 9% (late)).}}
*[[Up aerial]]:
*[[Up aerial]]:
**{{buff|Donkey Kong has a new up aerial: a swinging headbutt similar to {{SSBM|Ness}}' up aerial. This new up aerial has less ending lag (FAF 60 → 38).}}
**{{buff|Donkey Kong has a new up aerial: a swinging headbutt. This new up aerial has less ending lag (FAF 60 → 38).}}
**{{buff|Up aerial has less landing lag (41 frames → 25).}}
**{{buff|Up aerial has less landing lag (41 frames → 25).}}
**{{buff|Up aerial hits above DK sooner.}}
**{{buff|Up aerial hits above DK sooner.}}
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**{{buff|DK's opponent will now take 10% if they escape from his forward throw.}}
**{{buff|DK's opponent will now take 10% if they escape from his forward throw.}}
***{{nerf|However, Donkey Kong himself will also take 10% damage if the opponent escapes from his forward throw.}}
***{{nerf|However, Donkey Kong himself will also take 10% damage if the opponent escapes from his forward throw.}}
**{{nerf|Due to DK's worse grab combined with the universally increased falling speeds, DK's grab release chain grab from forward throw has effectively been removed.}}
**{{nerf|Due to DK's worse grab combined with the universally increased falling speeds, DK's [[Infinite throw trap]] has effectively been removed.}}
**{{buff|DK has received a (separate) back throw, an up throw and a down throw from his forward throw, giving DK more options to combo or KO.}}
**{{buff|DK has received a (separate) back throw, an up throw and a down throw from his forward throw, giving DK more options to combo or KO.}}
**{{nerf|The introduction of wall [[tech]]ing has significantly hindered forward throw's stage spiking capabilities.}}
**{{nerf|The introduction of wall [[tech]]ing has significantly hindered forward throw's stage spiking capabilities.}}
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{{MovesetTable
{{MovesetTable
|game=SSBM
|game=SSBM
|neutralname= 
|neutralname=Swipe ({{ja|スワイプ|Suwaipu}}) / Uppercut ({{ja|アッパーカット|Appākatto}})
|neutralcount=2
|neutralcount=2
|neutral1dmg=4%
|neutral1dmg=4%
|neutral2dmg=6%
|neutral2dmg=6%
|neutraldesc=Performs a quick cross punch followed by an uppercut.
|neutraldesc=Performs a quick cross punch followed by an uppercut.
|ftiltname= 
|ftiltname=Backhand Slap ({{ja|バックハンドスラップ|Bakkuhando Surappu}})
|ftiltangles=3
|ftiltangles=3
|ftiltupdmg=11%
|ftiltupdmg=11%
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|ftiltdowndmg=9%
|ftiltdowndmg=9%
|ftiltdesc=Quickly swats his outstretched hand. A good move for [[spacing]]. Can be aimed up or down.
|ftiltdesc=Quickly swats his outstretched hand. A good move for [[spacing]]. Can be aimed up or down.
|utiltname= 
|utiltname=Spider Web Swipe ({{ja|蜘蛛の巣スワイプ|Kumo no su Suwaipu}})
|utiltdmg=9-11%
|utiltdmg=9-11%
|utiltdesc=Quickly swipes his hand in the air. A decent [[juggling]] move.
|utiltdesc=Quickly swipes his hand in the air. A decent [[juggling]] move.
|dtiltname=Slouch Slap
|dtiltname=Slouch Slap ({{ja|ロースラップ|Rō Surappu}}, ''Low Slap'')
|dtiltdmg=7%
|dtiltdmg=7%
|dtiltdesc=Quickly swats his hand across the ground. Very fast with long range.
|dtiltdesc=Quickly swats his hand across the ground. Very fast with long range.
|dashname= 
|dashname=Konga Kick ({{ja|コンガキック|Konga Kikku}})
|dashdmg=11% (clean), 9% (late)
|dashdmg=11% (clean), 9% (late)
|dashdesc=Skids to a halt and does a side-kick. Has high ending lag and surprisingly short range.
|dashdesc=Skids to a halt and does a side-kick. Has high ending lag and surprisingly short range.
|fsmashname= 
|fsmashname=Kong Klap ({{ja|コングクラップ|Kongu Kurappu}})
|fsmashdmg={{ChargedSmashDmgSSBM|20}} (hands), {{ChargedSmashDmgSSBM|21}} (arms), {{ChargedSmashDmgSSBM|19}} (upper body), {{ChargedSmashDmgSSBM|18}} (lower body)
|fsmashdmg={{ChargedSmashDmgSSBM|20}} (hands), {{ChargedSmashDmgSSBM|21}} (arms), {{ChargedSmashDmgSSBM|19}} (upper body), {{ChargedSmashDmgSSBM|18}} (lower body)
|fsmashdesc=Performs a very forceful clap that deals high knockback. Somewhat fast.
|fsmashdesc=Performs a very forceful clap that deals high knockback. Somewhat fast.
|usmashname= 
|usmashname=Ape Applause ({{ja|猿の拍手|Saru no Hakushu}})
|usmashdmg= {{ChargedSmashDmgSSBM|18}}
|usmashdmg={{ChargedSmashDmgSSBM|18}}
|usmashdesc=Claps both his hands above his head, dealing good knockback. Somewhat slow, not to mention this will not hit a grounded foe at all. DK's head and both of his arms are [[intangible]] while the hitboxes are active.
|usmashdesc=Claps both his hands above his head, dealing good knockback. Somewhat slow, not to mention this will not hit a grounded foe at all. DK's head and both of his arms are [[intangible]] while the hitboxes are active.
|dsmashname= 
|dsmashname=Twin Beat ({{ja|ツインビート|Tsuin Bīto}})
|dsmashdmg={{ChargedSmashDmgSSBM|16}} (hands), {{ChargedSmashDmgSSBM|14}} (arms)
|dsmashdmg={{ChargedSmashDmgSSBM|16}} (hands), {{ChargedSmashDmgSSBM|14}} (arms)
|dsmashdesc=Does a double back-handed punch by bringing both his fists down 90˚ at both sides. Very fast and deals great vertical knockback.
|dsmashdesc=Does a double back-handed punch by bringing both his fists down 90˚ at both sides. Very fast and deals great vertical knockback.
|nairname= 
|nairname=Kong Whirl ({{ja|コングワール|Kongu Wāru}})
|nairdmg=12% (clean), 10% (late)
|nairdmg=12% (clean), 10% (late)
|nairdesc=Quickly spins in the air with both of his arms extended. Has quick startup and small ending lag.
|nairdesc=Quickly spins in the air with both of his arms extended. Has quick startup and small ending lag.
|fairname= 
|fairname=Hammer Knuckle ({{ja|ハンマーナックル|Hanmā Nakkuru}})
|fairdmg=16%
|fairdmg=16%
|fairdesc=Puts his fists together above his head, then does a powerful ax-handle swing downwards. This move can [[meteor smash]] opponents the moment Donkey Kong swings his hands in front of his face. Resembles his midair attack from ''Donkey Kong 64''.
|fairdesc=Puts his fists together above his head, then does a powerful ax-handle swing downwards. This move can [[meteor smash]] opponents the moment Donkey Kong swings his hands in front of his face. Resembles his midair attack from ''Donkey Kong 64''.
|bairname= 
|bairname=Back Kick ({{ja|バックキック|Bakku Kikku}})
|bairdmg=13% (clean), 9% (late)
|bairdmg=13% (clean), 9% (late)
|bairdesc=Performs a quick kick directed behind him that lingers briefly. A good [[edgeguarding]] move.
|bairdesc=Performs a quick kick directed behind him that lingers briefly. A good [[edgeguarding]] move.
|uairname= 
|uairname=Flying Headbutt ({{ja|フライングヘッドバット|Furaingu Heddobatto}})
|uairdmg=14%
|uairdmg=14%
|uairdesc=Performs a quick headbutt upwards. Combos into another up aerial. Has a large [[autocancel]] window.
|uairdesc=Performs a quick headbutt upwards. Combos into another up aerial. Has a large [[autocancel]] window.
|dairname= 
|dairname=Flying Stampede ({{ja|フライングスタンピード|Furaingu Sutanpīdo}})
|dairdmg=16% (foot), 13% (body)
|dairdmg=16% (foot), 13% (body)
|dairdesc=Performs a downward stomp whilst holding his arms up in a macho pose. A [[meteor smash]].
|dairdesc=Performs a downward stomp whilst holding his arms up in a macho pose. A [[meteor smash]].
|grabname=
|grabname=Grab ({{ja|つかみ|Tsukami}})
|grabdesc=
|grabdesc=
|pummelname= 
|pummelname=Jungle Chop ({{ja|ジャングルチョップ|Janguru Choppu}})
|pummeldmg=3%
|pummeldmg=3%
|pummeldesc=Karate chops the foe.
|pummeldesc=Karate chops the foe.
|fthrowname=Kong Karry
|fthrowname=Kong Karry ({{ja|リフティング|Rifutingu}}, ''Lifting'')
|fthrowdmg=10% (breakout), 8% (forward/backward), 7% (up), 6% (down)
|fthrowdmg=10% (breakout), 8% (forward/backward), 7% (up), 6% (down)
|fthrowdesc=Regardless of the opponent's size, DK heaves the opponent onto his back. Then, he can perform any of the following throws listed below. One side note is that Donkey Kong will receive 10% damage if the opponents breaks free of his grab by [[button mashing]].<br/>
|fthrowdesc=Regardless of the opponent's size, DK heaves the opponent onto his back. Then, he can perform any of the following throws listed below. One side note is that Donkey Kong will receive 10% damage if the opponents breaks free of his grab by [[button mashing]].<br/>
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Up: Tosses opponent upwards. Can chain grab fastfallers.<br/>
Up: Tosses opponent upwards. Can chain grab fastfallers.<br/>
Down: Tosses opponent like a bowling ball.
Down: Tosses opponent like a bowling ball.
|bthrowname=&nbsp;
|bthrowname=Donkey Fling ({{ja|ロバ・フリング|Roba Furingu}})
|bthrowdmg=11%
|bthrowdmg=11%
|bthrowdesc=Swings his arm back and throws the opponent behind him.
|bthrowdesc=Swings his arm back and throws the opponent behind him.
|uthrowname=&nbsp;
|uthrowname=Coconut Toss ({{ja|ココナッツトス|Kokonattsu Tosu}})
|uthrowdmg=9%
|uthrowdmg=9%
|uthrowdesc=Throws foe upwards with one hand. Can [[chaingrab]] fastfallers, much like his cargo up throw.
|uthrowdesc=Throws foe upwards with one hand. Can [[chaingrab]] fastfallers, much like his cargo up throw.
|dthrowname=&nbsp;
|dthrowname=Simian Slam ({{ja|シミアン・スラム|Shimian Suramu}})
|dthrowdmg=7%
|dthrowdmg=7%
|dthrowdesc=Violently slams the opponent into the ground with one hand. Can chaingrab.
|dthrowdesc=Violently slams the opponent into the ground with one hand. Can chaingrab.
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|usname=Spinning Kong
|usname=Spinning Kong
|usdmg=Ground: 12% (startup), 8% (loop early), 3% (loop late)<br/>Air: 10% (startup), 4-5% (loop early), 2% (loop late)
|usdmg=Ground: 12% (startup), 8% (loop early), 3% (loop late)<br/>Air: 10% (startup), 4-5% (loop early), 2% (loop late)
|usdesc=Donkey Kong twirls around like a helicopter, hitting multiple times. Has great horizontal coverage, lacking vertical distance. DK's arms are intangible during the first half of the move when used in the air.
|usdesc=Donkey Kong twirls around like a helicopter, hitting multiple times. Has great horizontal coverage, lacking height. DK's arms are intangible during the first half of the move when used in the air.
|dsname=Hand Slap
|dsname=Hand Slap
|dsdmg=11%
|dsdmg=11%
|dsdesc=Donkey Kong delivers an earth-shaking blow to the ground, sending nearby enemies skyward. It has considerable power, consistent and repetitive damage, and a large quake hitbox. This attack has [[Priority#Transcendent_priority|transcendent priority]] and will only hit grounded opponents.
|dsdesc=Donkey Kong delivers an earth-shaking blow to the ground, sending nearby enemies skyward. It has considerable power, consistent and repetitive damage, and a large quake hitbox. This attack has [[Priority#Transcendent_priority|transcendent priority]] and will only hit grounded opponents.
}}
===Stats===
'''NTSC'''
{{Attributes
|cast = 26
|weight = 114
|rweight = 2
|dash = 1.6
|rdash = 9
|run = 1.6
|rrun = 8-10
|walk = 1.2
|rwalk = 6-10
|trac = 0.08
|rtrac = 7-13
|airfric = 0.02
|rairfric = 4-9
|air = 1
|rair = 6-9
|baseaccel = 0.02
|rbaseaccel = 2-23
|addaccel = 0.02
|raddaccel = 25
|gravity = 0.1
|rgravity = 12-13
|fall = 2.4
|rfall = 4-5
|ff = 2.96
|rff = 6
|jumpsquat = 5
|rjumpsquat = 16-22
|jumpheight = 37.8
|rjumpheight = 15
|shorthop = 10.66
|rshorthop = 4
|djump = 28.968
|rdjump = 8
}}
'''PAL'''
{{Attributes
|cast = 26
|weight = 114
|rweight = 2
|dash = 1.6
|rdash = 9
|run = 1.6
|rrun = 8-10
|walk = 1.2
|rwalk = 6-10
|trac = 0.08
|rtrac = 7-13
|airfric = 0.02
|rairfric = 4-9
|air = 1
|rair = 6-8
|baseaccel = 0.02
|rbaseaccel = 2-23
|addaccel = 0.02
|raddaccel = 25
|gravity = 0.1
|rgravity = 12-13
|fall = 2.4
|rfall = 4-5
|ff = 2.96
|rff = 6
|jumpsquat = 5
|rjumpsquat = 16-22
|jumpheight = 37.8
|rjumpheight = 15
|shorthop = 10.66
|rshorthop = 4
|djump = 28.968
|rdjump = 8
}}
}}


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:''See also: [[:Category:Donkey Kong players (SSBM)]]''
:''See also: [[:Category:Donkey Kong players (SSBM)]]''


*{{Sm|Bum|USA}} - Gathered notoriety as one of the first strong Donkey Kong players. Placed 4th at {{Trn|MLG Long Island 2007}} and has wins over {{Sm|Isai}} and {{Sm|ChuDat}}.
*{{Sm|Bum|USA}} - Gathered notoriety as one of the first strong Donkey Kong players. His 4th place run at {{Trn|MLG Long Island 2007}} marks the strongest placement for the character during the MLG era. At the same tournament, he also garnered multiple wins over {{Sm|Isai}} and {{Sm|ChuDat}}.
*{{Sm|Green Ranger|USA}} - Previously considered the best Donkey Kong player in the world. Placed 9th at {{Trn|Fight Pitt V}} and 49th at {{Trn|Royal Flush}}. Has wins over {{Sm|Duck}}, {{Sm|Juggleguy}}, and {{Sm|Reeve}}.
*{{Sm|Green Ranger|USA}} - Previously considered the best Donkey Kong player in the world. He placed 9th at {{Trn|Fight Pitt V}} while making an upset over {{Sm|Duck}}, and made decent placements at other tournaments, such as 25th at {{Trn|Super Nebulous 3}} and 49th at {{Trn|Royal Flush}}.
*{{Sm|K-12|Spain}} - One of the best Donkey Kong players in Europe, using him and {{SSBM|Samus}}. Placed 9th at {{Trn|Epita Smash Arena 3}} and 25th at {{Trn|B.E.A.S.T 7}}. Currently ranked 4th at [[Spanish Power Rankings]].
*{{Sm|Junebug|USA}} - Mid-tier specialist and widely seen as the current best Donkey Kong player in the world. His local win at [[Tournament:Xanadu Legends - Xanadu 500 Edition|Xanadu Legends 500]], and major placements such as 13th at {{Trn|The Big House 11}} and 17th at {{Trn|Collision 2023}}, started a major discussion for Donkey Kong's viability as a character. He has taken sets over a multitude of top 100 players such as {{Sm|Magi}}, {{Sm|Polish}}, and {{Sm|Ginger}}. He became the first Donkey Kong player to be ranked top 50 in the world on [[SSBMRank Summer 2023]], and currently sits at 40th on the [[SSBMRank 2023]].
*{{Sm|Moe|Denmark}} - One of the two best Donkey Kong players in the world. Placed 9th at {{Trn|The Upset}}, 13th at {{Trn|Phoenix Blue 2}}, and 17th at both {{Trn|Valhalla}} and {{Trn|Valhalla III}}. Currently ranked #1 player in Denmark, took a set off {{Sm|Professor Pro}}.
*{{Sm|ckyulmiqnudaetr|USA}} - Formerly a Fox and Ice Climbers player who switched to Donkey Kong. He eventually became the second Donkey Kong player to be on a global ranking, with 77th on the [[SSBMRank 2023]]. He placed 33rd at {{Trn|Get On My Level 2023}}, where he made an upset over {{Sm|Soonsay}}, and 49th at {{Trn|GENESIS 9}}, where he beat both {{Sm|bobby big ballz}} and {{Sm|Kalvar}}.
*{{Sm|Nedech|Sweden}} - Considered the best Donkey Kong player in Europe around the 2007-2013 era. Placed 17th at Smashers Reunion where he notably beat {{Sm|Overtriforce}}.
*{{Sm|Moe|Denmark}} - One of the best Donkey Kong players in the world later in the game's lifespan. He has shown the best Donkey Kong placements in Europe, with 9th at {{Trn|Valhalla IV}} and 17th at {{Trn|Fête 3: By the Sea}}, where he notably defeated {{Sm|Frenzy}} 3-0 and went game 5 with {{Sm|Aklo}}. He has been the best player in Denmark for years, being ranked first in the country from 2019 to 2022.
*{{Sm|Phish-It|USA}} - Previously considered the best Donkey Kong player in the world. Placed 9th at {{Trn|Zenith 2014}}, 13th at {{Trn|Zenith 2012}}, and 33rd at both {{Trn|EVO 2013}} and {{Trn|The Big House 4}}.
*{{Sm|Phish-It|USA}} - Previously considered the best Donkey Kong player in the world during the early 2010s. He made great major placements such as 9th at {{Trn|Zenith 2014}} and supermajor placements of 33rd at both {{Trn|EVO 2013}} and {{Trn|The Big House 4}}, which were considered some of the best supermajor results of the character at the time.
*{{Sm|Ringler|USA}} - One of the two best Donkey Kong players in the world. Placed 25th at both {{Trn|Mainstage}} and {{Trn|Mainstage 2021}}, as well as 49th at {{Trn|Shine 2019}}.
*{{Sm|Ringler|USA}} - One of the best Donkey Kong players in the world. He came to prominence with his 25th at {{Trn|Mainstage}} with a notable upset over {{Sm|La Luna}} in his bracket. While he is more inactive in the post-Slippi era compared to other Donkey Kong players, he has maintained strong placements at national events he has attended, finishing 25th at both {{Trn|Mainstage 2021}} and {{Trn|Pat's House 4}}, and 33rd at both {{Trn|Super Smash Con 2022}} and {{Trn|Riptide 2023}}. He has beaten players such as {{Sm|KoDoRiN}} and {{Sm|Shroomed}}.
*{{Sm|Rishi|USA}} - Placed 2nd at {{Trn|Defend the North 2019}} and 17th at {{Trn|The Big House 9}} as a secondary to his {{SSBM|Marth}}.


===Tier placement and history===
===Tier placement and history===
Donkey Kong is currently ranked as 16th on the tier list in the C- tier, making him a situational character in high-level tournament play. This tier placing, however, is significantly better than his initial tier placings; Donkey Kong was initially viewed as a low-to-bottom tiered character in the early ''Melee'' metagame, placing at 20th/21st with Roy on the first tier list. In future tier lists, Donkey Kong would frequently appear at this rank, with his lowest ranking being 22nd on the sixth tier list. Much like Bowser, Donkey Kong was often derided for his large hurtbox and high falling speed, making him an easy target for combos and attacks in general, and despite his slightly better base speed than Bowser, he was regarded as too slow to keep up with many characters that were higher-tiered than him.
Donkey Kong is currently ranked as 16th on the tier list in the C- tier, making him a situational character in high-level tournament play at first glance. This tier placing, however, is significantly better than his initial tier placings; Donkey Kong was initially viewed as a low-to-bottom tiered character in the early ''Melee'' metagame, placing at 20th/21st with Roy on the first tier list. In the next few tier lists, Donkey Kong would frequently appear at this rank, with his lowest ranking being 22nd on the sixth tier list. Much like Bowser, Donkey Kong was often derided for his large hurtbox and high falling speed, making him an easy target for combos and attacks in general, and despite his superior base speed compared to Bowser, he was regarded as too slow to keep up with many characters that were higher-tiered than him.


Devoted Donkey Kong mains, however, began to immediately improve Donkey Kong's metagame, notably by demonstrating that Donkey Kong's supposed speed issues were skewed; players have demonstrated Donkey Kong had a surprisingly fast and powerful aerial game, and that his dash-dance was also effective, especially when compounded with his throwing game. As a result of these improvements, Donkey Kong immediately jumped to the 16th place on the seventh tier list, and he ultimately peaked at the 13th position on the ninth tier list. His tier ranking, however, slightly fell following this, leading to his current tier placing. However, Donkey Kong’s lacking defensive prowess and inconsistent neutral game has led him to being a niche character in the metagame, which makes him a rare sight at high-level tournaments.
However, devoted Donkey Kong mains began to improve the character’s metagame, notably by demonstrating that his supposed speed issues were inaccurate; players have demonstrated Donkey Kong had a surprisingly fast and powerful aerial game, and that his dash-dance was also effective, especially when compounded with his unforgiving punish and throwing game. Thanks to the efforts of players like {{Sm|Phish-It}} and {{Sm|Green Ranger}}, Donkey Kong would jump to 16th on the seventh tier list, formally entering the middle tiers, and would maintain similar rankings on future tier lists.
 
In 2022 and 2023, another “Donkey Kong renaissance” would occur thanks to a massive upswing in Donkey Kong's usage and a stronger level of consistency at higher level tournaments. 2023 saw the character’s strongest year yet; three Donkey Kong players placed in the top 100 of the [[SSBMRank 2023|2023 SSBMRank]], spearheaded by {{Sm|Junebug}}, who was ranked 40th due to performances such as his 13th-place finish at {{Trn|The Big House 11}}, the best Donkey Kong placement in over a decade. As a result of these considerable metagame developments, Donkey Kong has become a more respected presence in high-level play, and his current tier placement has become debatable.


==In 1-P Mode==
==In 1-P Mode==
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<gallery>
<gallery>
SSBM Donkey Kong HQ.jpg|Official artwork of Donkey Kong
SSBM Donkey Kong HQ.jpg|Official artwork of Donkey Kong
SSBMWebsiteDonkeyKong1.jpg[[Jump]]ing on [[Jungle Japes]].
SSBMWebsiteDonkeyKong1.jpg|[[Jump]]ing on [[Jungle Japes]].
SSBMWebsiteDonkeyKong2.jpg|Using [[Spinning Kong]] on {{SSBM|Fox}} on [[Temple]].
SSBMWebsiteDonkeyKong2.jpg|Using [[Spinning Kong]] on {{SSBM|Fox}} on [[Temple]].
SSBMWebsiteDonkeyKong3.jpg|Using [[Giant Punch]] on {{SSBM|Link}} on [[Brinstar]].
SSBMWebsiteDonkeyKong3.jpg|Using [[Giant Punch]] on {{SSBM|Link}} on [[Brinstar]].
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*In the NTSC versions of the game, Donkey Kong is one of four characters (alongside {{SSBM|Sheik}}, {{SSBM|Samus}}, and {{SSBM|Kirby}}) whose neutral special charge is lost if hit out of at least one specific special move.
*In the NTSC versions of the game, Donkey Kong is one of four characters (alongside {{SSBM|Sheik}}, {{SSBM|Samus}}, and {{SSBM|Kirby}}) whose neutral special charge is lost if hit out of at least one specific special move.
**Of these characters, only Donkey Kong received a fix addressing this issue in the PAL version.
**Of these characters, only Donkey Kong received a fix addressing this issue in the PAL version.
 
==External links==
*[https://www.nintendo.co.jp/n01/n64/software/nus_p_nalj/smash/flash/0904/index.html Donkey Kong's page at Smabura-Ken]
*[[smashwiki:26TP/Donkey Kong|Translation]]
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