Donkey Kong (SSB)
From SmashWiki, the Super Smash Bros. wiki
- This article is about Donkey Kong's appearance in Super Smash Bros. For other uses, see Donkey Kong.
| Donkey Kong | |
|---|---|
| |
| Universe | Donkey Kong |
| Appears in | SSB SSBM SSBB |
| Debut | Donkey Kong (1981) |
| Availability | Starter |
| Tier | Low (9) |
Donkey Kong (ドンキーコング, Donkī Kongu) is a starter character in Super Smash Bros. He is known as a slow yet powerful character, with his trademark move being the Giant Punch, which, when fully charged, deals 36% damage.
Contents |
[edit] Description
Donkey Kong and Mario started out as arch-rivals, but they've patched things up in recent years. These days DK spends his time searching the jungle for bananas instead of kidnapping beautiful maidens. In the past few years, other members of the Kong family have cashed in on DK's fame as well, including his favorite nephew, Diddy.
Works: Donkey Kong (NES), Donkey Kong Country (SNES), Mario Kart 64 (N64)
[edit] Standard Moves
[edit] Weak attacks
[edit] Strong attacks
[edit] Smash attacks
[edit] Aerial attacks
[edit] Throws
- → Trap Throw, 6-8%
- Donkey Kong will hold his opponent on his back, dealing 8%. He can then move around before throwing them forward for another 8%.
- ← Backward throw, 14-18%
[edit] Other
- Dash attack: Konga Kick, 5-12%
[edit] Special Moves
[edit] Pros and Cons
[edit] Pros
- Attacks deal lots of damage and have good knockback
- Long horizontal recovery
- Greatest grabbing range in the game
- Has two spikes
- Good reach, which allows for good combos despite slow attack speed
- Terrific throw combos
- One of the strongest throws in the game, in terms of knockback
- Heaviest character in the game.
- has an infinite called the Infinite throw trap
- Incredible use of the wall in hyrule
[edit] Cons
- Huge target
- Easily comboed/juggled
- Slow movement and attacks
- Poor and unvaried approach
- Low vertical recovery
- Kills require setup
- No projectile
- Poor shield cover
[edit] Combos and General Strategy
[edit] Infinite Throw Trap
Main Article:Infinite throw trap
DK has the ability to use forward throw as a method to constantly stack damage to most characters. In order to do this, DK must use the Trap Throw, but not throw. If the opponent wiggles out, they will likely wiggle out into DK's grab range whereupon they can be grabbed again. This throw trap can be broken if the opponent can shake towards DK and his grab. Yoshi can break out of this throw trap with ease.
Another infinite trap is to use Down B in the lower left part of Mushroom Kingdom (SSB) to continuosly damage the target. Unfortunely, this is not allowed in tournaments due to the stage being banned.
[edit] Ledge Dropping
Due to DK's laggy aerials, DK has very little comboing potential with his aerials except d-air or f-air into throw. However, if DK drops from a ledge, DK can quickly use a u-air and then land to move to do another attack. DK can also jump, use an aerial, and land on a ledge for a similar effect. As a result, on ledges, DK can juggle characters with u-air that he would otherwise never be able to combo.
| Characters in Super Smash Bros. | |
|---|---|
| Newcomers | |
| | |
|---|---|
| Characters | Donkey Kong (SSB · SSBM · SSBB) · Diddy Kong (SSBB) |
| Stages | SSB: Congo Jungle SSBM: Kongo Jungle · Jungle Japes · Past Stages: Kongo Jungle SSBB: 75m · Rumble Falls · Melee Stages: Jungle Japes |
| Stage locations | DK Island · Pineapple Kingdom |
| Items | SSB: Hammer SSBM: Barrel Cannon · Hammer SSBB: Hammer · Spring |

