SSBU/Donkey Kong

Overview
{{Overview
 * overview= {{StockIcon|Donkey Kong}} (DK) gains and maintains space with large, rewarding hitboxes, relatively quick movement, and whiff punishes with his large, quick burst options and tilt attacks in order to set up for potent RPS situations.


 * summary= {{special|Grounded Hand Slap’s (gHS)}} range and safety on block when spaced make it excel at catching grounded opponents with a launch. {{aerial|BAir’s}} large hitbox and low startup make it a strong air-to-air normal; catching opponents attempting to jump over {{special|gHS}}. Mixing in grounded {{term|burst option|burst options}} like {{tilt|Dash Attack}} or {{grab}} gives DK strong presence in neutral. dTilt and fTilt are safe, large moves that are great at challenging grounded opponents, while reverse {{tilt|UTilt}} and {{term|fadeback}} {{aerial|BAir}} do the same for aerial opponents. When DK gets any hit, he can leverage that into strong combos and a strong advantage state. One who wants to control space with explosive rewards would need to look no further than the leader of the bunch.


 * pros=
 * Versatile: Donkey Kong is above average with just about everything, and can perform any style necessary for the situation or matchup.
 * Explosive Advantage State: If Donkey Kong gets his hands on his opponent, his potent juggling, combo trees, and edgeguarding can absolutely obliterate stocks.
 * Great Burst Options: Donkey Kong’s {{tilt|DA}} is incredibly large, so DK can call out grounded movement very easily. Aggressive {{term|RAR}} {{aerial|BAirs}} can catch aerial movement as well.
 * High Range for Startup: Donkey Kong’s moves have impressive range, but what’s more impressive is that unlike other characters, DK doesn’t sacrifice startup and can reasonably box out sword characters like {{StockIcon|Marth}}, {{StockIcon|Corrin}}, {{StockIcon|Ike}}, and many others.
 * Quick Mobility: Donkey Kong is above average in terms of mobility, which allows him to position himself better than most. He has a top 10 walk speed in particular, which complements his ability to space.
 * Armor: Donkey Kong's {{special|Giant Punch}}, }, and } all have armor:. This allows DK to deal with certain moves well and deal devastating punishes to opponents that aren't careful!
 * cons=
 * Easy to combo: While Donkey Kong is very heavy, his large size and poor options out of disadvantage means that he will die in very few neutral interactions.
 * Exploitable Recovery: Donkey Kong is very prone to being edgeguarded in a rinse-repeat fashion until death if he doesn’t mix up properly. does not have particularly great vertical distance either, and lacks hitbox placements above and below him. This makes him very prone to dying off of spike:, which can kill Donkey Kong incredibly early if he doesn't have his double jump.
 * Poor Out of Shield Options: If Donkey Kong is forced to shield, his options are slower than most of the cast. He has niche options with armor in, but they are not very reliable outside of hard reads.
 * Poor Diagonal Presence: If the opponent approaches DK at an angle, they will find it much easier to exploit DK’s blindspots.
 * Gets Whiff Punished Easily: If Donkey Kong misses an attack, he will be in endlag: for a very long time. Furthermore, his whiffs massively hurtbox extension:, making moving around Donkey Kong for a whiff punish very effective.

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 * weight = 127
 * airdodgeFrame = 4
 * jumpCount = 1