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 !
- Great attack range
- Heavy weight
- Great launch power
- Impressive advantage phase
- Combo food
- Lacks of good OOS options
- Bad at disadvantage phase
- Predictable recovery
- Easier to ding dong
- Cargo throw can quickly kill
- Flat ledge of the field
- Easy to get gimped offstage
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.
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 up throw into jump.
It is a very quick attack that hits during the entire animation. In addition, this move has armor that allows DK to gain back stage control. A very good option to get closer to your opponent or to cover their landing and to easily start combos.
This attack can be charged and has huge launch power. In addition, it allows you to safely land on a shield, since it has two frames of super armor at the beginning of the move. It is also a good combo finisher and it allows you to perform many advanced DK techniques.
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.
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.