Mario’s old nemesis-turned-ally packs the power of 10 plumbers in his swollen frame. He’s a heavyweight for sure, but more agile than the other bruisers. Donkey Kong’s fighting style is straightforward and honest brutality. He’s strong and most of his strikes have intangibility of some kind, whether to protect his arms during swipes or his topcurl during headbutts. Well-spaced, his priority is top-notch. His attacks do what they look like they’ll do, and he’s brimming with ways to grab, juggle, and spike challengers into submission.
Donkey Kong’s effortless strength allows him to scoop up his sparring buddies after grabs, relocating before tossing them. After tossing someone off a platform, DK has four different ways to smash them downward, with forward air (late hit), down air, air side special (hit with bottom edge), and air down special (second hit) all spiking. On top of all that, charging up his Giant Punch gives instant and obvious KO-punch potential.
If Donkey Kong has weaknesses, they’re simply that many fighters are faster, and his recovery is on the predictable side. Spinning Kong pretty much must be used at some point when floating back to safety from an offstage hit, and he doesn’t have a great option for hitting straight down against some opponents who have fast, far-reaching up air attacks and up tilts.
Donkey Kong Vitals
Movement Options
|
Midair jumps: |
1 |
|
No |
|
|
No |
|
|
No |
|
|
No |
Movement Ranks
|
Ground speed: |
C (25) |
|
Air speed: |
B+ (12-16) |
|
Falling speed: |
C (34) |
|
A (3-4) |