Z1GMA: 35 - 65
Comment: Not much to say about this match-up.
DK does everything slighty better than us.
KO's earlier, lives longer, moves and attacks faster, and has a longer range.
DK has one of the worst recoveries in the game when it comes to avoiding our spike.
Neither character has a major advantage.
The player with better timing, choice of attacks, and reads, will win this match.
SMASHKNG: 35/65-30/70
I hate this MU. DK gimps us SO easily with Bairs and the cargo Dthrow is REALLY gay against us, it puts us in a horrible position offstage. He is also really strong and overall outranges us. We can gimp DK, but good DK's are actually very hard to gimp. I don't know if our Uair does outrange his Bair though. It's pretty easy to punish his landings though, when he lands with his front, especially with Wizard Kick. He's also pretty easy to land side b's on, though he isn't insanely easy to tech-chase like let's say Kirby, predicting his rolls is key for kills and racking damage. Actually Frigate works as a CP stage for me, I'd rather get gimped easier and also gimp him easier when he's so heavy.
Makke: 30 - 70
Comment: DK ***** us offstage and have long grab range, bair is a pain. If u get him offstage let him feel ur STOMP.
We are outranged and imo, use many choke combos and keep ur best moves fresh and ko DK earlier.
Exalted: 40-60
Comment: This matchup mostly boils down to the individual player's skill. Sure, DK has some dangerous moves such as his Bair, but it's pretty predictable. Also beware of the occasional Side-B -> DK Punch. He has a very predictable recovery, but you should never try and beat him out of it due to it's great priority. If you notice that he's gonna land onstage with it, punish him hard. Use Gerudo follow-ups often and try to get him low offstage. An important note is that you shouldn't be afraid of mixing up your recoveries with Airdodges etc.
Terodactyl Yelnats 45:55
Ganondorf is AMAZING at punishing Donkey Kong, only Upb Cancels, Dtilt, and Bair should be giving you trouble. The good thing about his bair is that his foot stays out for quite a while, you can jump space it to have his bair just miss you then hit his foot with fair/uair/nair. Donkey's down cargo throw is a pain at the edge, but anywhere else and you can escape before you get there. If DK is bair chaining you offstage, hold up and Spam A. But mix it up, SDI out of the chain or airdodge, just don't do the same thing over and over offstage.
If he's offstage, you can do anything to him. I personally enjoy the humiliation of tipmaning his upB more that the spike. We also **** donkey kong when he's above us, he can't handle it. His airdodge is among the slowest in the game and his dair is easily avoided.
Don't run against DK, just walk. Powershield his ftilts to your dtilt. Finally, watch out for his Jab's wonky hitbox, it's amazing at high damage for comboing into dsmash.
DLA: 45-55
Maybe not Ganon's best matchup, but it's definitely my favorite. It's probably because I've fought Ook more than any other smasher lol. Anyways, the main thing to remember in this matchup is to NOT GET *****. Moves that will **** you include DK punch, headbutt, Fsmash, and getting grabbed near the edge at high %'s. If you think that there's a chance he'll use any of these moves, then prepare yourself accordingly.
Shielding DK punch is usually the best option, but be careful since you CAN'T punish it OOS. Most characters can't. DK's have picked up on this, and they'll often Dsmash right after the shielded DK punch because everyone tries to punish it OOS and fails. For headbutt, you can usually punish it OoS. If your shield is running low, try to Nair out of shield or something--just get in the air. Because even if the aerial doesn't come out fast enough to hit, you'll get hit by a very weak headbutt and you'll usually be able to punish anyway.
If you get grabbed near the edge at mid/high %'s, he's probably going to cargo you. Remember that if you get cargoed, the mechanics for getting out of it are different; all you need to do is hold up. Mashing will get you out slower because you're not holding up the entire time. This is very important because a good DK will rarely try to stage spike you; instead, he'll walk off the stage and throw you out as far as he can. If you don't break out, there's nothing you can do about this since you won't be able to recover. All you can hope for is that the DK sticks around close enough for you to ganoncide him. Keep an eye out for the stage spike too, especially if you're at like 70-100%. Just make sure you tech it, and then try to spike him. I don't think it's guaranteed, but it's probably a 50/50.
Other things... poorly spaced Bairs can be punished OoS with Nair or something. Nair's very useful in this matchup. If he Up B's you on the ground, try to shield it... once he's about to move past you with the up B, roll backwards then put your shield up again. If you do it right, you'll shield the last 1-2 hits and be in perfect shieldgrab/punish position. Watch out for Dtilt to Down B. If you shield his down B, you can't punish it OoS so just roll backwards. If you were out of his range when he started, punish with aerudo. Wizkick doesn't go over his down B. To edgeguard, tipman works great if you're good at it, since one well placed tipman will usually gimp him. DK's also one of the easiest characters to spike... if he has to recover a long way, go for the spike because he won't be able to mix up his horizontal distance nearly as well. If DK is on the ledge and he's >100%, he should never get back up. He's absolutely horrible in that situation. Be ready to punish the jump, because all of his other options are EXTREMELY scripted and punishable.
Overall, it's pretty easy to punish stuff in this matchup, powershielding really helps. Edgeguard whenever possible, and do cool stuff out of gerudo. Just DON'T jump into the ****.
A2ZOMG: 40/60
It's an okay matchup, but you can't get lazy, since getting lazy will very likely get you destroyed quickly since getting punished by huge Smashes isn't funny, and his gimp options against you can be pretty annoying.
Although he's better in neutral position and survives longer, Ganon does control Donkey Kong quite well once he establishes a rhythm. Flame Choke is fairly easy to land in this matchup, and juggling and edgeguarding Donkey Kong isn't that hard either. At low percents if DK is on the edge, most of them will usually try to be cheeky with the ledge attack. Be ready to shield and punish behind you, and generally stay cool when DK is on the ledge, since it is entirely possible to cover all his ledge getup options and punish. Try to avoid jumping unnecessarily since you're an easy target for his B-air. As for kills, don't try to force them. Although he will probably survive longer, your kills will eventually come if you can maintain control of the match.