Smash-Back Entry 8: Donkey Kong

Smash-Back Entry 8: Donkey Kong

Hey everyone, it’s your favorite co-host Roger here to tell you all about a special new series of articles I will be posting in preparation for the Wii Virtual Console release of Nintendo’s best party/fighting game, Super Smash Bros. (N64)! These special “Smash-back” entries will be focusing on how each of the main fighters in the original Super Smash Bros. controls, techniques with each character and a list of pros and cons about each. So without further ado, here is this week’s SECOND Smash-Back Entry: Donkey Kong.

 

How He Controls: DK is a brute, short and simple. He is the biggest character in the original Smash Bros. and he is also one of the slowest. However, what Donkey Kong lacks in speed he more than makes up for in power. For example, his Giant Punch move, when it is fully charged can do up to 36% damage in one hit. 

Techniques:

Infinite Throw Trap (Analysis provided by SmashWiki)

DK has the ability to use forward throw as a method to constantly stack damage to most characters. In order to do this, DK must use the Trap Throw, but not throw. If the opponent wiggles out, they will likely wiggle out into DK’s grab range whereupon they can be grabbed again. This throw trap can be broken if the opponent can shake towards DK and his grab. Yoshi can break out of this throw trap with ease.

Another infinite trap is to use Down B in the lower left part of Mushroom Kingdom (SSB) to continuosly damage the target. Unfortunately, this is not allowed in tournaments due to the fact that the stage is banned in tournaments.

Ledge Dropping (Analysis provided by SmashWiki)

Due to DK’s laggy aerials, DK has very little comboing potential with his aerials except d-air or f-air into throw. However, if DK drops from a ledge, DK can quickly use a u-air and then land to move to do another attack. DK can also jump, use an aerial, and land on a ledge for a similar effect. As a result, on ledges, DK can juggle characters with u-air that he would otherwise never be able to combo.

Donkey Kong’s Matchups (Analysis provided by SmashWiki)

Donkey Kong is low on the tier list due to his weakness to combos and limited approach. He is too heavy and characters have a very easy time 0-death’ing him. Donkey Kong also counters jigglypuff due to his gimp combo cargo hold, re-throw into a fully charged giant punch. He has a better recovery however than many others and this helps his tier placement as much as anything else.

 

Pros and Cons (Provided by SmashWiki):

Pros:

  • Attacks deal lots of damage and have good knockback
  • Long horizontal recovery
  • Longest grabbing range in the game
  • Has two spikes
  • Good reach, which allows for good combos despite slow attack speed
  • Terrific throw combos
  • One of the strongest throws in the game, in terms of knockback
  • Heaviest character in the game.
  • Has an infinite throw called the Infinite throw trap

Cons:

  • Huge target
  • Easily comboed/juggled
  • Slow movement and attacks
  • Poor and unvaried approach
  • Low vertical recovery
  • Kills require setup
  • No projectile
  • Poor shield cover

And with that, I have done a Smash-Back entry for each of the main eight characters. Hopefully you readers have found these helpful and once the game is released on Virtual Console, I will begin work on Smash-Back entries for the four unlockable characters. Until next time, keep Smashing!

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Related posts:

  1. Smash-Back Entry 7: Kirby
  2. Smash-Back Entry 6: Link
  3. Smash-Back Entry 3: Pikachu
  4. Smash-Back Entry 2: Fox
  5. Smash-Back Entry 1: Samus

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