

With good timing, it is also possible to cancel his Down B after one hit, allowing him to combo into a forward air as well as a fully charged Giant Punch on all characters except for Falcon, Fox, and Yoshi. Donkey Kong is a hard counter to Jigglypuff, as he can grab, forward throw, cargo release, and re-grab into a Giant Punch for a low percentage KO. It also has some invincibility (at the edge of his fists) which makes it quite useful to out-space opponents in the neutral game. His Up B, Spinning Kong, is an amazing gimping move, with strong knockback as well as being able to out-prioritize every recovery in the game. On platforms, it is possible for DK to platform cancel up airs into Giant Punch or up smash. In high level play, Donkey Kong is known for his incredible Spinning Kong and back throw gimps. It is however quite powerful for how fast it is, being a reliable get out of danger move. It should be noted that Donkey Kong is extremely vulnerable to combos due to being very large, very heavy, and falling somewhat quickly.

This makes him very vulnerable to meteor smashes. His Up B however also breaks projectiles, outside of Fox's laser.įor recovery, Donkey Kong's up special move, Spinning Kong, travels great horizontal distance, but has poor vertical gain, with no options to extend it. Donkey Kong has good reach, which allows for decent combos despite slow attack speed, but he lacks a projectile and a reliable way to deal with them, making his approach poor and unvaried. He also has a KO throw in his back throw.

Donkey Kong has a great grab and throw game due to having the longest non-tether grabbing horizontal range, terrific throw combos (especially when there are walls), and the infamous infinite throw trap that allows him to rack up damage easily and effectively. However, his attacks are generally slow and laggy, and most of his KOs still require setup.Ĭontrary to popular belief, Donkey Kong has slightly above-average dash speed (although he does have a relatively slow air speed).

He also has two spikes (forward and down aerials), and he has some extremely powerful finishers, including his forward smash and Giant Punch when fully charged or close to fully charged. Like most heavyweights, Donkey Kong has attacks that deal lots of damage and have strong knockback. However, he can take many hits and high damage before being KO'd. This means he gets hit quite easily, and he also has a poor shield cover, making him vulnerable to shield break combos such as Yoshi's Z-canceled DJC neutral aerial performed repeatedly. Donkey Kong is the heaviest and largest character in Super Smash Bros.
