DONKEY KONG
Here we, here we, here we go! So they're finally here, a-smashing for you. If you know their moves, you can join in too. Put your hands together if you want to clap, as we take you through this monkey roster:
1. Donkey Kong (Revision 1)
2. Diddy Kong
3. Dixie Kong
4. King K. Rool
5. Cranky Kong
6. Funky Kong
7. Tiny Kong
8. Lanky Kong
9. Chunky Kong
10. Kiddy Kong
11. Kritter
12. Krusha
13. Klump
14. Tucks
15. Tiki Tong
16. Lord Fredrik
He's the leader of the bunch. You know him well. He's finally back to kick some tail. His coconut guns can fire in spurts. If he shoots you, it's gonna hurt. He's bigger, faster, and stronger too, he's the first addition to our DK roster.
All jokes aside, Donkey Kong is the protagonist of the Donkey Kong franchise, so of course he was getting in. While he isn't technically the Donkey Kong of the original arcade game, and is instead said Kong's grandson (making him DK Jr.'s child, I guess), most of the concept for him still falls in line with the original. Strangely enough, most of his moveset from Smash is not present for most of the series, making me feel as though his Smash moveset was based on the simple premise of him being a gorilla and not on the actual source material.
Donkey Kong appears in all six games covered so far, though is not playable in both Donkey Kong Country 2 and 3, Diddy, Dixie, and Kiddy taking over the playable duties. In the games, he can run, jump, roll, swing, swim and all the basics. He can still throw barrels, and he can punch and kick in some of the later titles. Donkey Kong 64 gives him the ability to become invincible, use the above-mentioned coconut guns, and play the bongos for an all-out attack. He can also perform his Smash ground pound in the newest Retro Studios games, fly in a rocket barrel, and perform a series of multiple punches that likely became the basis of his new Final Smash.
Here is the moveset I came up with:
Standard B: Giant Punch
Although there isn't a really solid single example of this move anywhere in any of the games I've covered so far, he does have really strong punches that he does perform throughout, and the iconic nature of the move is just way too strong to be ignored.
Side B: Barrel
I had considered switching this out for Rambi charging around the stage, Barrels are still an important part of the Donkey Kong franchise, and Donkey throwing them is a constant move both in the arcade game and continues into the Country franchise, so, it stays. Though I imagine they'd be the smaller, gray ones of the Country games. (Simply so that if I work the move into Cranky's moveset, he can throw the arcade ones).
Up B: Barrel Cannon
Donkey Kong's premier way of crossing large distances really fast. A barrel cannon will appear over Donkey's head, the player will have a few seconds to determine the direction to fire, and Donkey will be launched in that direction. As far as I can tell, his standard Smash Up B was lifted from Dixie Kong, so she gets to keep that one.
Down B: Ground Pound
Donkey will pound on the ground, creating a bit of an earthquake, based upon his Down B in Smash and the move as it appears in Returns and Tropical Freeze.
Final Smash: Jungle Rush
While this and his other Final Smash, Konga Beat, would both work, both having a basis in the games already (Jungle Rush coming from Returns and Tropical Freeze to finish off the villains, and Konga Beat basically being the bongo move provided by Candy), I feel like Jungle Rush works best.
Entrance: He bursts out of a barrel.
Next up: Let's cover his long-time faithful sidekick, Diddy Kong!
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