- Game Versions
- Smash 3DS, Smash Wii U
I've tried many characters since Smash 4's release. From Luigi to Bowser to Ganon, and etc, but then I tried out DK, and he was nothing short of amazing. Do you think you have what it takes to master the first member of the DK crew? If so, then continue reading.
I'd like to give a huge shoutout to Blueberry Kong for his amazing DK guide.
Donkey Kongs pros
+Good horizontal recovery
+Amazing range
+Good at killing
+Can rack up some serious damage with his combo potential
+Great ground and air game
+Four different way to spike your opponent
+Amazing back air
Cons
-Horrendous vertical recovery
-Easy to combo because of his weight
-Somewhat slow
Why use DK?
Donkey Kongs range is nothing short of amazing and with his combo potential and back air, not to mention that he can kill at low percents makes him a monster. Unfortunately though, his vertical recovery is terrible and he's very slow compared to characters like little mac and fox, making him easy to combo. If you know what you're doing however then he becomes a serious threat even to the greatest of players.
Moves
Jab
Donkey Kong in my opinion has one of the best jabs in the game. His first jab does 4% while his second jab does 6% in total doing 10%. His main use of the jab comes from the fact that he can use his jab again at very low percents doing 20%. Also, the first jab draws your opponent towards you which allows you to do some really good combos. First jab > down tilt >first jab > down tilt rinse and repeat. You can also do things like first jab > up tilt and first jab > grab. Overall, a fantastic move.
Tilts
Forward tilt
Donkey Kongs forward tilt is an amazing move because its range is beautiful. The attack does 10% and comes out pretty fast. At lower percents, the move can combo into each other. Not guaranteed but a free 20% is pretty good. Overall, this attack is great for racking up damage and spacing, but not good for killing.
Down Tilt
I love this move, the attack does 7% and has a chance to trip the opponent. Not to mention that this attack combos into each other at low percents. When you trip your opponent, you can go up to them and grab them resulting in a lot of damage. Overall, this attack is super combo heavy but not good for killing.
Uptilt
In my opinion donkey kongs best tilt. It can combo into each other a couple of times at low percents. It also can kill at higher percents leaving it a good option if you just can't get the finishing blow on your opponent. A good combo I found was uptilt > uptilt > uptilt > down smash. Also, uptilt > up smash at mid percents. Overall, an amazing move for racking up damage and a half decent kill move.
Smash attacks
Forward smash
One of DK's most satisfying moves to land. It has massive kill potential and does some amazing damage. Not to mention that it doesn't have much cooldown, It can still be punished though if used recklessly. The attack does 19% uncharged and 20% uncharged if you hit the opponent with DK's big ass hands. It also does 26% charged and 28% charged when you hit the opponent with DK's big ass hands. Overall, a great kill move with some heavy damage to go along with it.
Down smash
The hitbox on this attack allows DK to punish rollers when timed correctly. The attack does 14% uncharged and 17-18% when you hit the opponent with his fists. It also does 19% charged and 23-25% charged when you hit the opponent with his fists. Overall, a good move for countering rollers but more punishable than his forward smash.
Up smash
Donkey Kongs up smash is an amazing anti-air and has tons of killing potential. Unfortunately, it doesn't hit the opponent unless he's on top of you, leaving this move to be very situational. Overall, an amazing move, but not one you'll be using for kills every time.
Dash attack
Donkey Kong rushes his opponent Donkey Kong country style doing 10%. A good combo at low percents is dash > uptilt > uptilt. Be careful though because it has enough cooldown to be punishable by shield. Overall a decent move.
Aerials
Nair
This attack does 11% and is great for edge guarding. Unfortunately though, it lacks range and kill potential. Overall, a great move for edge guarding, but DK's other aerials do the job much better.
Forward air
This attack does 15% and is without a doubt DK's most satisfying spike. If timed right, you can send your opponents into the depths of smashvile with them having no chance of recovery at high percents. The only problem with this attack is that it has a lot of landing lag and takes a bit of time to activate. Overall, a satisfying move, but can be hard to land.
Up air
One of DK's best kill moves. Comes out fast and can kill ridiculously early if you manage to catch your opponent in the air upon contact. One of DK's best combos with this move is Grab > forward throw > jump > a > jump > up air. Works almost everytime at low percents. Overall, a great kill move that comes out quick.
Down air
This attack does 16% and is mainly used for spiking. Not much so say about it, it's mainly just a very satisfying spike.
Back air
Anyone who has either used DK or has played against DK probably knows about the amazingness that is DK's back air. It's fast and its the best edge guarding tool DK has. It has little to no cooldown which means that this attack can be practically spammed. You can short hop 2 back airs as well. Overall, an amazing edge guarding tool that can also rack up damage.
Specials
Neutral B
DK charges up a giant punch that does 28% when fully charged. This attack is great when it comes to killing and comes out pretty fast. Unfortunately, it takes awhile to charge up and should be used wisely. Overall, a great kill move if you can connect with it.
Side b
Does 10% and buries your opponent into the ground. Great for shield breaking but not so good for killing, because knockback is reduced when your opponents in the ground. You can still rack up some serious damage with this though. Overall, great for damage and shield breaking, but not for killing.
Up air
Great for edge guarding and does a huge amount of damage. Can also be used on the ground and has super armor. It's also half decent for when it comes to killing too. It can be used to deal with spot dodges but is punishable by shield. Overall, a great move.
Down Air
Just like DK's side b, it's great for breaking shields. It also has a massive hitbox that does a solid 14%. A good combo is down throw > down b (s/o to Blueberry Kong for the combo btw). Just be careful because this move only does damage if
your opponents on the ground. Overall, a fantastic move when used properly.
Throws
up Throw
Does 9%, other than that its ****
Forward throw
does 10%. A good combo is grab > forward throw > jump > a > jump > up air. It can also be used to stage spike your opponent if you're quick.
Downthrow
Does 7% and you can follow up with down b.
Back throw
A great kill move that does 11%
Conclusion
DK will **** your **** up.
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http://smashboards.com/guides/how-to-play-as-dankey-kang-by-dkbill-ft-dkwill.295/ < a guide that elaborates more on what I just stated.
I'd like to give a huge shoutout to Blueberry Kong for his amazing DK guide.
Donkey Kongs pros
+Good horizontal recovery
+Amazing range
+Good at killing
+Can rack up some serious damage with his combo potential
+Great ground and air game
+Four different way to spike your opponent
+Amazing back air
Cons
-Horrendous vertical recovery
-Easy to combo because of his weight
-Somewhat slow
Why use DK?
Donkey Kongs range is nothing short of amazing and with his combo potential and back air, not to mention that he can kill at low percents makes him a monster. Unfortunately though, his vertical recovery is terrible and he's very slow compared to characters like little mac and fox, making him easy to combo. If you know what you're doing however then he becomes a serious threat even to the greatest of players.
Moves
Jab
Donkey Kong in my opinion has one of the best jabs in the game. His first jab does 4% while his second jab does 6% in total doing 10%. His main use of the jab comes from the fact that he can use his jab again at very low percents doing 20%. Also, the first jab draws your opponent towards you which allows you to do some really good combos. First jab > down tilt >first jab > down tilt rinse and repeat. You can also do things like first jab > up tilt and first jab > grab. Overall, a fantastic move.
Tilts
Forward tilt
Donkey Kongs forward tilt is an amazing move because its range is beautiful. The attack does 10% and comes out pretty fast. At lower percents, the move can combo into each other. Not guaranteed but a free 20% is pretty good. Overall, this attack is great for racking up damage and spacing, but not good for killing.
Down Tilt
I love this move, the attack does 7% and has a chance to trip the opponent. Not to mention that this attack combos into each other at low percents. When you trip your opponent, you can go up to them and grab them resulting in a lot of damage. Overall, this attack is super combo heavy but not good for killing.
Uptilt
In my opinion donkey kongs best tilt. It can combo into each other a couple of times at low percents. It also can kill at higher percents leaving it a good option if you just can't get the finishing blow on your opponent. A good combo I found was uptilt > uptilt > uptilt > down smash. Also, uptilt > up smash at mid percents. Overall, an amazing move for racking up damage and a half decent kill move.
Smash attacks
Forward smash
One of DK's most satisfying moves to land. It has massive kill potential and does some amazing damage. Not to mention that it doesn't have much cooldown, It can still be punished though if used recklessly. The attack does 19% uncharged and 20% uncharged if you hit the opponent with DK's big ass hands. It also does 26% charged and 28% charged when you hit the opponent with DK's big ass hands. Overall, a great kill move with some heavy damage to go along with it.
Down smash
The hitbox on this attack allows DK to punish rollers when timed correctly. The attack does 14% uncharged and 17-18% when you hit the opponent with his fists. It also does 19% charged and 23-25% charged when you hit the opponent with his fists. Overall, a good move for countering rollers but more punishable than his forward smash.
Up smash
Donkey Kongs up smash is an amazing anti-air and has tons of killing potential. Unfortunately, it doesn't hit the opponent unless he's on top of you, leaving this move to be very situational. Overall, an amazing move, but not one you'll be using for kills every time.
Dash attack
Donkey Kong rushes his opponent Donkey Kong country style doing 10%. A good combo at low percents is dash > uptilt > uptilt. Be careful though because it has enough cooldown to be punishable by shield. Overall a decent move.
Aerials
Nair
This attack does 11% and is great for edge guarding. Unfortunately though, it lacks range and kill potential. Overall, a great move for edge guarding, but DK's other aerials do the job much better.
Forward air
This attack does 15% and is without a doubt DK's most satisfying spike. If timed right, you can send your opponents into the depths of smashvile with them having no chance of recovery at high percents. The only problem with this attack is that it has a lot of landing lag and takes a bit of time to activate. Overall, a satisfying move, but can be hard to land.
Up air
One of DK's best kill moves. Comes out fast and can kill ridiculously early if you manage to catch your opponent in the air upon contact. One of DK's best combos with this move is Grab > forward throw > jump > a > jump > up air. Works almost everytime at low percents. Overall, a great kill move that comes out quick.
Down air
This attack does 16% and is mainly used for spiking. Not much so say about it, it's mainly just a very satisfying spike.
Back air
Anyone who has either used DK or has played against DK probably knows about the amazingness that is DK's back air. It's fast and its the best edge guarding tool DK has. It has little to no cooldown which means that this attack can be practically spammed. You can short hop 2 back airs as well. Overall, an amazing edge guarding tool that can also rack up damage.
Specials
Neutral B
DK charges up a giant punch that does 28% when fully charged. This attack is great when it comes to killing and comes out pretty fast. Unfortunately, it takes awhile to charge up and should be used wisely. Overall, a great kill move if you can connect with it.
Side b
Does 10% and buries your opponent into the ground. Great for shield breaking but not so good for killing, because knockback is reduced when your opponents in the ground. You can still rack up some serious damage with this though. Overall, great for damage and shield breaking, but not for killing.
Up air
Great for edge guarding and does a huge amount of damage. Can also be used on the ground and has super armor. It's also half decent for when it comes to killing too. It can be used to deal with spot dodges but is punishable by shield. Overall, a great move.
Down Air
Just like DK's side b, it's great for breaking shields. It also has a massive hitbox that does a solid 14%. A good combo is down throw > down b (s/o to Blueberry Kong for the combo btw). Just be careful because this move only does damage if
your opponents on the ground. Overall, a fantastic move when used properly.
Throws
up Throw
Does 9%, other than that its ****
Forward throw
does 10%. A good combo is grab > forward throw > jump > a > jump > up air. It can also be used to stage spike your opponent if you're quick.
Downthrow
Does 7% and you can follow up with down b.
Back throw
A great kill move that does 11%
Conclusion
DK will **** your **** up.
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http://smashboards.com/guides/how-to-play-as-dankey-kang-by-dkbill-ft-dkwill.295/ < a guide that elaborates more on what I just stated.