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This article is about Donkey Kong's appearance in Super Smash Flash 2. For general information about the character, see Donkey Kong.

Donkey Kong is a veteran starter character in Super Smash Flash 2. He was the last newcomer announced in the original teaser for the game, in which he used his sprites from DK: King of Swing. However, his appearance in the game has him using custom-made sprites which are based on his appearance in Super Smash Bros. Brawl and he once again retains his realistic-gorilla grunts as his voice clips which are ripped directly from the same game. His moveset is similar to his Super Smash Bros. for Nintendo 3DS and Wii U counterpart.

Donkey Kong is currently ranked 39th on the tier list, placing him in the D tier. Donkey Kong has amazing range on the majority of his attacks, highly damaging combos, an outstanding grab and throw game, good momentum canceling, and very powerful finishers in all of his smash attacks, forward aerial, back aerial, back throw, and Giant Punch. His main recovery tool, Spinning Kong, covers great horizontal distance, has high priority, and gives him super armor in the move's initial frames. Donkey Kong has a strong air game due to his good air mobility and strong aerials overall.

However, his large size, heavy weight, and being a high faller make him arguably the most vulnerable character to combos and chain grabs in the game. He has difficulty dealing with projectiles due to a lack of his own, which limits his ability to approach camping characters. Additionally, Spinning Kong, in spite of its good horizontal distance, covers the lowest vertical distance in the game, which leaves him completely and utterly incapable of recovering if meteor smashed offstage, even at 0%.

Attributes[]

MG icon See also: Donkey Kong (Super Smash Flash 2)/Hard data
Pencil This section requires to be rewritten or expanded.

The information is not outdated nor incomplete, although it can be rewritten for a more formal explanation and better clarity. It may require an expansion going further on missing details.

Donkey Kong certainly has his slew of positive attributes; he has good range in most of his attacks which are also fast, amazing combo ability and above average mobility. He posses strong finishers in all of his smash attacks, a sour spotted forward aerial, Giant Punch, back aerial, the initial hitbox of Spinning Kong and back throw.

Donkey Kong has great horizontal endurance due to his weight (being the heaviest character in the current demo) and good vertical endurance due to his high accelerated falling speed. His recovery, Spinning Kong, covers good horizontal distance and gives him knockback resistance in the move's initial frames.

His greatest advantage is his grab game; he possesses a large grab range and his throws serve a variety of purposes. Forward throw allows him to carry enemies off-stage, back throw serves as a high-percentage finisher near the ledge, up throw sets up juggling combos and can chain grab certain characters. Donkey Kong's down throw is also a good combo starter and good for setting up chain grabs.

However, Donkey Kong's size, weight and being a high faller leaves him vulnerable to juggling, combos, chain grabs and zero-to-death combos himself, as his stature makes it highly difficult to avoid combo starters.

His recovery covers little vertical distance, giving him extreme vulnerability to meteor smashes in general, and if used at the wrong time can result in a fatal edgeguard, as the move offers no protection after the initial frames have passed.

Donkey Kong lacks a projectile and a reliable way to deal with them; although he can deflect those close to the ground with Hand Slap, it is only a situational maneuver at best, and he is still helpless against projectiles with more volatile trajectories; these attributes make it hard for Donkey Kong players to escape pressure.

Due to his aforementioned lack of a projectile and his lack of disjointed hitboxes, Donkey Kong also has trouble approaching; although his short hopped neutral aerial can out-prioritize weaker attacks thrown at him while he is moving towards the foe, he can still be shut down by characters with greater range in their attacks. Also, due to his great range not being disjointed, each range attack is also an extension of his hurtbox which can leave him vulnerable if not properly spaced.

Moveset[]

Ground attacks[]

Attack Description Damage
Neutral attack Performs a hook and then an uppercut. The first hit can jab lock. 4%
6%
Forward tilt Performs a backhanded slap in front of him. Has moderate startup lag but deals decent horizontal knockback and is useful for spacing. 10%
Up tilt Swats his hand in an arc over his head. Has good range and decent hitstun, making it great for jugging and a good combo starter into itself or an aerial attack. 11%
9%
8%
Down tilt Swats his hand across the ground in front of him. Has low startup lag and attacks at ledge. 10%
Dash attack Rolls a short distance forward. Has very little startup lag but moderate ending lag and knockback, making it very useful as a burst option and combo finisher. It also rolls off of platforms and can be jump-canceled in midair, allowing him to gain momentum and set up into an edgeguard off-stage. Based on Donkey Kong's roll attack from Donkey Kong Country, as well as his dash attack in Project M. 11%
Forward smash Slaps both hands together. Has low startup but high knockback. 20%
Up smash Claps his hands together above his head. His fastest smash attack, and has low horizontal range but excellent vertical range. His hands are intangible while active. 18%
Down smash Slams down his fists on both sides of him. 17%

Aerial attacks[]

Attack Description Damage
Neutral aerial Spins quickly, swinging his arms around himself. Has very little startup lag and a long-lasting hitbox, making it good for approaching and one of his strongest combo starters and extenders. 11%
8%
Forward aerial Clenches his fists together and swings them forward. Has large range and high knockback, meteor smashing at the sweetspot when the fists come down, but slow startup and landing lag, making it a strong but risky KO move. 16%
13%
15%
Back aerial Performs a sex kick behind him. Fast and has considerable knockback and range, making it useful for spacing and edgeguarding. 13%
8%
Up aerial Headbutts upward. Excellent for combos and juggling due to its low startup and ending lag, and can KO at high percentages. 13%
Down aerial Stomps downwards. A powerful meteor smash with less startup lag than forward aerial. 16%

Grab and throws[]

Attack Description Damage
Grab Reaches out with both arms. N/A
Pummel Chops the opponent. 3%
Forward throw Picks up and carries the opponent with both hands. Once picked up, Donkey Kong can walk, jump, and throw the carried opponent forward, back, or upward. Can be used as a combo starter while jumping and can carry the opponent off-stage, notably being able to sacrificial KO. However, the opponent can break out while being carried. 0%
8%
Back throw Flings the opponent backwards. Can KO at high percents. 11%
Up throw Throws the opponent upwards. Can start combos and chain grab fast-fallers. 9%
Down throw Slams the opponent onto the ground. Can chain grab fast and high fallers, while also allowing great follow ups for all accelerated falling speeds. 7%

Other attacks[]

Attack Description Damage
Floor attack Claps behind him and then in front of him. 8%
Ledge attack Gets up and leaps forward back-first. 8%

Special moves[]

Attack Name Description Damage
Neutral special move Giant Punch Winds up his fist and delivers a powerful punch forward. Pressing the input once begins charging, with the punch becoming more powerful the longer it is charged, and the charge can be charge-canceled and stored by rolling. When charged for at least 48 frames, the move grants Donkey Kong Super Armor. It can serve as a slow but strong combo finisher and KO move when charged. 11%
8%
Side special move Headbutt Smashes his head downward. Opponents hit are buried if on the ground and meteor smashed if in midair. Stalls Donkey Kong when used in midair, making it useful for recovery. 10%
11%
Up special move Spinning Kong Twirls around rapidly with his hands out, causing him to rise when used in midair. Hits opponents multiple times while spinning, with the initial hit dealing moderate knockback. Provides strong horizontal recovery but weak vertical distance, which can be increased by repeatedly pressing the special input. Has Super Armor during its initial frames. 14%
1%
4%
3%
Down special move Hand Slap Slams his hands on the ground, creating a shock wave. Damages nearby grounded opponents with upward knockback. By continually pressing the special input, Donkey Kong will slap the ground continuously. An excellent combo tool due to its very little startup or ending lag and low knockback scaling. Cannot be used in midair. 11%
Final Smash Arcade Jumps onto a steel girder in the background and throws barrels onto the stage using a controllable column to aim. The barrels roll across platforms and deal strong knockback. 14%

Misc.[]

Misc. Description
On-screen appearance Donkey Kong bursts out of a DK Barrel.
Taunts Neutral Faces camera and shrugs shoulders.
Side Holds out banana with mischievous look.
Down/Up
Idle poses N/A
Victory theme A remix of the theme that plays when Donkey Kong or Diddy Kong wins a bonus round or defeats a boss in Donkey Kong Country.
Victory pose Does a backflip, then shows his muscles and smiles.

Changes from v0.9a[]

MG icon Main article: Donkey Kong (Super Smash Flash 2)/Changelog

Attributes[]

  • Nerf Due to shields depleting faster this demo, it makes Donkey Kong more susceptible to shield stabbing.
  • Nerf Donkey Kong's air speed has been decreased but it is still among the best.

Ground attacks[]

  • Buff Donkey Kong's second jab can now jab lock until 40%.
  • Buff Up tilt send opponents into a lot of hitstun. This makes it a good combo starter and an excellent tool.

Aerial attacks[]

  • Nerf Forward aerial deals less knockback.

Special moves[]

  • Nerf Giant Punch is a slightly weaker. However, it is still one of the strongest moves in the game.
    • Nerf Giant Punch no longer receives super armor when the move is not fully charged.
  • Buff Spinning Kong can now gain additional distance by mashing the special button.

In competitive play[]

Match up[]

Notable players[]

Active[]

  • Prolific
  • 1smash18

Inactive[]

  • PPStyle

Tier placement history[]

When first introduced in demo v0.8, Donkey Kong was seen as character with great potential. He was ranked 10th of C tier for the list of demo v0.8b. He dropped to 24 of what could be considered C tier in demo v0.9a. However, he rose to 15th of what of A tier where he is seen as a high tier character. Changes in the metagame for v0.9b, has led to Donkey Kong's position rising to 13th of A tier where he is still seen as a high tier character. However, after 1.0.3. Donkey Kong has shown better results that ultimately ranked him 6th of A tier on the second Beta tier list. In the current tier list, Donkey Kong is ranked as 19 of B.

Gallery[]

Costumes[]

Artworks[]

Screenshots[]

Early designs[]

Misc.[]

Trivia[]

  • Donkey Kong's third DOJO!!! art is based off his artwork in Super Smash Bros. Brawl.
    • In addition, his current artwork is taken directly from his artwork in Donkey Kong Country Returns.
  • Steven stated that Donkey Kong, Bowser, and Sheik were his hardest character projects. In Donkey Kong's case, it was due to his inexperience with spriting.
  • Donkey Kong is currently the only character to have a different Final Smash from the ones he has in the official Super Smash Bros. games. However, before the roster change and before Donkey Kong's redesign, his Final Smash was intended to be Konga Beat, his Final Smash in Super Smash Bros. Brawl and in the following installment.
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