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DONKEY KONG
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Donkey Kong is actually Mario's first villain, and probably Miyamoto's first true video game character, as Mario was just a man whose outfit was chosen by technological limitations. In the original Donkey Kong arcade, he steals Mario's (then just named "Jumpman") girlfriend Pauline, and jumps on top of a construction site, throwing barrels down at a pursuing Mario. There were a couple sequels for the arcade, and they were all ported eventually to Atari and NES. Jump forward a decade to 1994, when the Super Nintendo is in need of a game to compete with the CD based systems coming out. Nintendo gives the Donkey Kong franchise to Rare, and they make Donkey Kong Country, which sold a ton of copies, jump started the SNES, and made DK a major Nintendo franchise again. Since then, Donkey Kong has never appeared without his stylish tie and attitude, and has joined in with Mario and the gang in various sports.
Donkey Kong's handicaps are obvious: he's slow, and he's a big target. But, his attacks are powerful. You'll need to memorize the timing of Donkey Kong's attacks, because a lot of them take a second or two to execute. You'll also need to be a dodging maniac, since you can easily get caught in a web of combos by the quicker characters. DK is a defensive character, as he's not good for a quick hit and run. People tend to think Donkey Kong sucks because he's slow, but DK can be a devastating powerhouse in the right hands.
CLASSIFICATION: Heavyweight
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| Regular Attacks |
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DK claps his hands for a powerful smash attack. It has good range so it makes a good edge guarding move. It's best to have a set up for this move, such as DK's down throw.
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DK slams his fists down on both sides. It's not as powerful as his other smash attacks, so it's best used as a clear-out move that's quicker than his
Hand Slap move.
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DK's classic clap attack returns. Since a lot of stages have the triangular platform formation, this works well to hit people standing on the platforms from below. His up throw sets up for this nicely. DK's dash attack is also a good set up for it, it's deceptively powerful.
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| Special Attacks |
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Giant Punch:
Pressing B will make DK shake his fist in place. Like Samus's charge-up shot, you can dodge or press Z to pause, then move to another location and continue charging. If you want to let it loose press B again, otherwise wait until it's fully charged. When it's fully charged it has a slight lag, as much as his forward smash, but it's a lot more powerful, as you might imagine. Against the quicker, smaller characters this'll be really hard to
hit with, so you should probably reserve it for your fellow heavy weights and just leave the forward smash to the others. But if you happen to stun the opponent or have a team mate with a stun move, you'll have a good opportunity to use it.
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Headbutt:
If the opponent is on the ground, this move will smash them into the ground, temporarily paralyzing them. This will let you do damage to them and they won't move. This move is a good set-up for the wind-up punch, except that it'll just do the damage and won't knock them out of the way. A more effective use is to pound them into ground and then to the Ground Slap move. If you're quick you can cause about 45% damage. If you do it in the air it doesn't do much, and it doesn't get you any horizontal distance, so try to avoid using it.
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Spinning Kong:
DK spins his arms around and floats in the air a bit. It could essentially be a clear-out move, but it's not very powerful, and DK has better clear-out moves, so you should probably only use this as a come-back move. It won't get you good
vertical distance though, so be very careful in levels like
Fourside.
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Hand Slap:
DK's good ol' ground slap. You can keep doing this over and over and really annoy your opponent. At low damage they won't fly high enough to be able to recover so you can get in some quick damage that way. Other than that, it won't do you much good in one-on-ones, so save it for multiplayer matches, where you can run in and start slapping and send everyone flying. It's also good for 1 player mode when up against teams of characters, especially the wire frames.
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| Strategies for Donkey Kong |
Swordsmen -Link -Young Link -Marth -Roy |
These guys are tough, but brute strength can overpower fancy tools any day. Just stay out of the air, these guys can juggle you like mad with their swords, so stick to the ground and smash them. Use a lot of throw-smash combos. Pretty much go all out against these guys.
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Speedsters -Fox -Falco -Pikachu -Pichu -Captain Falcon |
The speedsters are obviously some of your greatest enemies. They can run circles around you while all your attacks pathetically miss. This is where your clear-out moves like your down-smash and ground slap come in handy. If they keep rolling around you, smash them up and then go in for a powerful hit. In these situations you may want to take to the air, since DK has some powerful meteor smashes, and these guys will most likely try to juggle you from the ground, so surprise them with an air attack.
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Close Range -Dr. Mario -Mario -Luigi -Yoshi -Mr. Game & Watch -Ice Climbers |
The close rangers aren't a huge threat, they're about an even match for DK. They're not that fast, so try and work in your more powerful attacks like the forward smash, throws, and maybe even the Wind-Up punch. Basically it all depends on how they use their projectiles. DK has no projectiles so of course he's going to do no good from far away. You may want to play a little more aggressively with these guys.
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Long Range -Ness -Samus -Mewtwo
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Like the close rangers, go a bit aggressive on these guys, since they'll most likely keep trying to run away. They're slower than the previous groups so it should be a bit easier to get in some powerful hits. Don't get cocky though, because they have some quick, powerful attacks up their sleeve, and if you get in their face, they won't be afraid to use them. Use lots of throws on these guys, it shouldn't be too hard to get close enough. |
Lightweights -Kirby -Jigglypuff -Peach -Zelda |
Your success here heavily relies on the opponent's technique. Jigglypuff can take you out with Rest right away, so keep smacking her away with a combination of weak attacks and smash attacks and don't let her get close. Peach and Zelda aren't as much of a threat, but they can still be brutal. Don't underestimate their smashing power, especially Zelda. Use a lot of the same techniques as with the speedsters: clear-out moves + strong attack will do wonders. They have to get close to do damage, and you have longer reach. Kirby will probably be pretty easy to take care of, just don't be stupid and let him get you with his rock move. And make sure he doesn't use your
Giant Punch against you.
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Heavyweights -Donkey Kong -Bowser -Ganondorf
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Donkey Kong versus Bowser is a pretty even match, with Bowser having the advantage of a longer range with his fire breath but DK is
slightly faster. However, Ganondorf can be a problem. His smash attacks are the same speed as yours, but his special attacks are a different story (besides his Warlock Punch), and he's smaller. That doesn't make him any more nimble though, so go all out with your strongest attacks. Use lots of throw set-ups and go for a wind-up punch. You should probably stay out of the air, since Bowser won't follow you up there, and Ganondorf can easily knock you out of the sky with his
Dark Dive move. |
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