![]() During his forward throw, Donkey Kong can move, jump, and walk off the stage while having the opponent in his hands, acting like he usually would outside of a typical grab (aside from being unable to use his other moves and having only one jump). Up throw has combo potential into his aerials and back throw is his primary kill throw, but his forward throw is easily his most useful one and possibly the most unique part of his character. His pummel is slower compared to many others in the cast, but deals decent damage. Although his down throw has little to no use, every other option does to some extent. His air speed allows his aerial moves to be used at their fullest potential and, with the exception of forward aerial, they’re all decently fast.Ī well-known part of his playstyle is his grab game, as he has a long grab that allows for setups into the rest of his moves. His back aerial is debatably an even better spacing tool than his forward tilt, being fast, long-ranged, and having a sex kick-like hitbox, with a long duration and high knockback when hit clean. His up aerial serves as an effective vertical KO option (if the situation he's in allows for it) thanks to its high knockback, and it is also safe, as his head is intangible during it and it has modest end lag. His neutral aerial is his fastest aerial, hard to interrupt, helps him break out of combos, and is one of the strongest of its type in the game when hit clean. His forward and down aerials are some of his best edgeguarding tools due to both of them being meteor smashes. His aerial options also have considerable utility. All of his smash attacks are notoriously strong and relatively fast, making them his go-to options for hard reads and scoring KOs. His dash attack works as a combo starter and a situational KO option at low and very high percentages, respectively. Down tilt gives him a long range crouching option and has a chance to trip opponents. Up tilt is a safe move to interrupt his opponents, with the move covering Donkey Kong's entire body, acting as an anti-air, and hitting through low platforms such as the ones on Battlefield. ![]() Forward tilt's long range makes it one of his main spacing tools and works better with its intangibility. His neutral attack has decent damage and startup. Rool surpassing him horizontally.ĭonkey Kong works well with his grounded moveset. In total, Donkey Kong's attributes give him some of the best overall endurance in the game, with only Bowser and King K. He also has very strong survivability thanks to his aforementioned high weight and above average falling speed, which is also common for his archetype. ![]() All of these attributes combined allow him to have an easier time fighting in close quarters and landing attacks on his opponents. His mobility and size work together to give him an effective grounded approach and longer range, respectively. ![]() His ability to take stocks with his powerful attacks is made easier with his decent approach. Donkey Kong has no problem with setting up into KOs with moves that have both high power and decent range: his sweetspotted up tilt, smash attacks, aerials, back throw, Giant Punch, and grounded Spinning Kong are all prime examples. In contrast, he has below average gravity and moderately slow air acceleration.Ī typical heavyweight is expected to possess moves with high power, and Donkey Kong is no exception to this - it is possibly his greatest attribute. He has the 9th fastest walking speed, the 28th fastest dashing speed, the 15th highest traction, above average falling speed and jumping force, and is tied with Mario, Sonic, Little Mac, and Inkling for the 12th fastest air speed. Despite this, he's one of the fastest heavy characters in the game, both in terms of general mobility and attack speed. 6 Classic Mode: Journey to New Donk Cityĭonkey Kong is unsurprisingly a large super heavyweight, having the same weight value as King Dedede, and is the third-heaviest character in the game behind Bowser and King K.5.1 Most historically significant players.
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