02 Donkey Kong
Donkey Kong (1981 - Arcade)
Donkey Kong seems to be “easy to play” at first sight but actually stands out of the cast. In fact, in order to be correctly mastered, you need to know about advanced game skills. And even if his weight and his hitbox make him easy to combo, he has interesting tools to reverse the game course !
Characteristics
Strengths
- Great attack range
- Heavy weight
- Great launch power
- Impressive advantage phase
Weaknesses
- Combo food
- Lacks of good OOS options
- Bad at disadvantage phase
- Predictable recovery
Matchups
Favourable
Unfavourable
Stages
Favourable
- Easier to DKO
- Cargo throw can quickly kill
Unfavourable
- Harder to KO on it
- Easy to get gimped offstage
Skills
Pro Tips
Features
Donkey kong’s grab works in a different way from other characters. If you move your stick forward when you grab your opponent, DK can lift him on his shoulder. In addition of offering him a free walk, it allows you to bring your opponent where you want, especially out of the stage, to violently throw him in the blast zone or against the stage’s edge.
Best moves
GRAB
This is Donkey Kong's main mechanic, since DK can walk all over the stage carrying his opponent on his shoulder. This is a very interesting option in order to improve your stage control or to throw your opponent in the blast zone. Besides, DK's grab range is huge and allows him to grab an opponent quite far and to start low percentage combos with a Carho Up Throw.
DASH ATTACK
It is an attack that hits during the entire animation. In addition, this move allows DK to gain back stage control. A very good option to cover their landing and to easily start combos.
NEUTRAL B
This attack can be charged and has huge launch power. In addition, it allows you to safely land on a shield, since it has frames of super armor during the active frames of the move. It is also a good combo finisher and it allows you to perform many advanced DK techniques.
FORWARD TILT
Once it is mastered, this move can overpass many other attacks, especially those from swordsmen, thanks to its long range, which allows DK to gain back stage control. Moreover, it is possible to 2 frame an opponent trying to reach the ledge.
BACK AIR
It is DK’s best move. His Back Air is fast, strong, has great launch power and is disjointed because his foot doesn’t have a hurtbox. A great tool for neutral or for edgeguard, since it's a pretty safe move if well spaced.