Donkey Kong

 

(click to show Brawl trivia)

Donkey Kong is a a great character with several advantages, but he is normally subject to King Dedede’s down throw infinite and thus not a serious threat in tournament play.

With that abuse removed, Donkey Kong is automatically much better. A few small move tweaks in his favor round him out, including fixing a timing glitch on his forward air in the original game.

With nothing holding him back, we can witness Donkey Kong’s full potential!

Balanced Brawl Bonus: Gorilla Gone

  • Donkey Kong no longer has to fear King Dedede’s infinite. The infinite is gone.

Other Major Changes

  • Jab combo now links properly.
  • Cargo down throw now has much more base knockback.
  • Side special now always safe on hit.
  • Dash attack hits at a lower angle.
  • Forward tilt now has slightly more base knockback.
  • Down special now hits slightly harder.

Full Technical Change List

  • Jab 1 hitbox 0-2 properties: Knockback Growth: (100 -> 0), Base Knockback (0 -> 35)
  • Dash attack hitbox 0-2 properties: Angle (50 -> 30)
  • Forward tilt angled up hitbox 0-3 properties: Base Knockback (10 -> 30)
  • Forward tilt un-angled hitbox 0-3 properties: Angle (* -> 40), Base Knockback (10 -> 30)
  • Forward tilt angled down hitbox 0-3 properties: Angle (* -> 15), Base Knockback (10 -> 15)
  • Down tilt hitbox 0-3 hitbox properties: SDI multiplier (1.00 -> 1.80)
  • Forward aerial: autocancels at frame 56
  • Cargo Down Throw throw box properties: Knockback Growth (26 -> 10), Base Knockback (65 -> 80)
  • Head Butt (grounded) hitbox 3 properties: Angle (70 -> 20), Base Knockback (15 -> 35)
  • Head Butt (aerial) hitbox 2 properties: Angle (70 -> 20), Base Knockback (15 -> 35)
  • Hand Slap hitbox 0-3 (frame 6)/hitbox 0-3 (frame 10) properties: Damage (14 -> 15)