< SSBM
Introduction
Donkey Kong combines the gameplay of both a grappler and a zoner, often suffering from the problems of both archetypes and only sometimes benefitting. At his worst, Donkey Kong gets completely stonewalled by opponents who refuse to interact on his terms, comboed extremely hard by much of the cast, and struggles to begin spacing without getting immediately called out. However, in capable hands or against less knowledgeable opponents Donkey Kong can feel nightmarish to fight, both spacing you out and killing you off just a single grab in the same stock. Additionally, while his movement is nothing to write home about, he can be deceptively speedy for a heavyweight character.
Strengths | Weaknesses |
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|
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Physics | |
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Weight | 114 (2nd) |
Fall Speed | 2.4/Fast 2.96 (4th/6th) |
Gravity | 0.1 (12th) |
Ground Movement | |
Walk Speed | 1.2 (6th) |
Initial Dash Speed | 1.6 (9th) |
Initial Dash Length | 15f (2nd) |
Run Speed | 1.6 (6th) |
Traction | 0.08 (7th) |
Jumping | |
Jumpsquat | 5f (16th) |
Jump Height | Full 37.8/Short 13.6/Air 28.968 (4th/13th/8th) |
Air Speed | 1 (6th) |
Air Acceleration | 0.04 (25th) |