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{{Header Nav|game=Super Smash Bros. Melee}}
{{Header Nav|game=Super Smash Bros. Melee}}
[[Image:SSBM Portrait Donkey Kong.png|right]]
 
{{floatingtoc|left}}
[[File:SSBM Portrait Donkey Kong.png|right]]
{{-}}
 
==Standard Attacks==
==Standard Attacks==
{| {{prettytable}}
{| {{prettytable}}
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|-
|-
| {{gc|A}}
| {{gc|A}}
| A quick jab
| A quick jab.
|-
|-
| {{gc|A}}{{gc|A}}
| {{gc|A}} {{gc|A}}
| A one-two punch. Low knockback, high lag, easily punishable even if you connect.
| A one-two punch. Low knockback, high lag, easily punishable even if you connect.
|-
|-
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| {{gc|Down|Control}} {{plus}} {{gc|B}}
| {{gc|Down|Control}} {{plus}} {{gc|B}}
| Hand Slap
| Hand Slap
| On the ground, DK slaps his hands on the ground, damaging enemies on the ground nearby. Great for dealing with pesky wireframes, not so good for human enemies; it's easily punishable by the newly-airborne foes. It is only one of two moves (the other being Peach's {{gc|down|control}}+{{gc|B}}) that has no effect in the air.
| On the ground, DK slaps his hands on the ground, damaging enemies on the ground nearby. Great for dealing with pesky wireframes, not so good for human enemies; it's easily punishable by the newly-airborne foes. It is only one of two moves (the other being Peach's {{gc|down|control}} {{plus}} {{gc|B}}) that has no effect in the air.
|-
|-
| Forward {{plus}} {{gc|B}}
| Forward {{plus}} {{gc|B}}
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|-
|-
| Forward
| Forward
| The famous DK Grab-carry. After grabbing you, DK can move as if he was carrying a crate; he can walk and jump, and throw the opponent in any direction. A typical setup is to grab, grab-carry, jump, throw the enemy up, double-jump, and hit the enemy with an up-air. Or you can jump off the edge and hope your opponent doesn't break out and recover before you both fall to your doom.
| The famous DK Grab-carry. After grabbing you, DK can move as if he was carrying a crate; he can walk and jump, and throw the opponent in any direction. A typical setup is to grab, grab-carry, jump, throw the enemy up, double-jump, and hit the enemy with an up-air. Or you can jump off the edge and hope your opponent doesn't break out and recover before you both fall to your doom.
|-
|-
| {{gc|Up|Control}}
| {{gc|Up|Control}}
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==Advanced Techniques==
==Advanced Techniques==
Start with a Forward throw (grab-carry) and walk up to a ledge on the stage. Execute a {{gc|down|control}} + throw. This will cause the opponent to be thrown horizontal to DK like a bowling ball. As the opponent tries to jump back up to hang on the ledge, do a quick {{gc|B}} + forward. If done correctly, this is an easy spike and a great KO.
Start with a Forward throw (grab-carry) and walk up to a ledge on the stage. Execute a {{gc|down|control}} {{plus}} throw. This will cause the opponent to be thrown horizontal to DK like a bowling ball. As the opponent tries to jump back up to hang on the ledge, do a quick {{gc|B}} {{plus}} forward. If done correctly, this is an easy spike and a great KO.


===Kidnapping===
===Kidnapping===