Donkey Kong (PM)

Donkey Kong is a playable character in the Brawl mod Project M. In Project M, Donkey Kong was remade as a buffed version of his Melee counterpart.
Donkey Kong is currently ranked 11th out of 41 on the official tier list, placing him in the higher half of the A- tier. This position is significantly higher than his Melee and Brawl placements, where he was 16th out of 26 and 21st out of 38, respectively. In the official Project+ , Donkey Kong ranks 15th in the A tier, a slight drop from his Project M placement but nevertheless a noticeable improvement over his Melee and Brawl counterparts. 
==Attributes==
Donkey Kong falls under the generic super heavyweight archetype, boasting slow but powerful attacks. What sets Donkey Kong apart is his surprisingly fast dashing speed, a fast falling speed (making him one of the only two fast-fallers to be heavyweight, alongside ), an average air speed, and decent attack reach. As a result of his weight (he is the second heaviest, being second only to ) and falling speed, Donkey Kong inherits the second best horizontal and third best vertical endurance, losing only to Bowser horizontally and and vertically. Donkey Kong has a unique throw that allows him to carry opponents on his back. He is able to walk in either direction, jump, and throw in any direction while he has an opponent in cargo. The up throw out of cargo is notorious for setting up both combos and KOs, especially on fast-fallers. Donkey Kong has many moves with decent range like his back air and his Hand Slap, the latter of which is great at tech chasing, as it can cover multiple options at once. With his heavy damage and knockback-dealing moves and his aerial and grab combos, Donkey Kong does not have much trouble setting up a hit with his forward aerial, his Giant Punch, or any of his other powerful finishers.
Donkey Kong is one of the strongest fighters in the game, possessing a myriad of reliable and powerful finishers in his repertoire. His unusually fast mobility, combined with his power, allows him to execute devastating combos. Donkey Kong's aerial game is above average, as his array of aerial attacks have great utility and strength. His forward and down aerials send his opponents downwards, with the latter being a strong meteor smash (especially with his foot) and the former being a powerful spike with the late hitbox. He also has incredibly deadly options out of shield.
However, Donkey Kong suffers from approach issues. A combination of a long jump squat and an above average traction gives him a slow and short wavedash. Additionally, while his high weight and falling speed make him difficult to KO off the stage horizontally and vertically, said factors also make him easy to combo, an issue compounded by his large size. Additionally, while Donkey Kong has an above-average horizontal recovery in Spinning Kong, the move is among the worst in terms of vertical distance. Donkey Kong's greatest weakness, however, may be his lack of means to combat projectiles. As a large target, Donkey Kong is forced to play aggressively against projectile users, who may have the ability to punish Donkey Kong if he gets close.
==Changes from Melee to PM==
===Aesthetics===
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===Attributes===
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===Ground attacks===
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===Aerial attacks===
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===Grabs and throws===
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===Special moves===
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==Revisions==
===v2.1===
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===v2.5b===
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===v2.6b===
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===v3.0===
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===v3.5===
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===v3.6===
====Beta====
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====Full====
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==Moveset==
Up to date as of version 3.6.
 	 	Name 	Damage 	Description
Neutral attack 	Neutral attack 	 	4% 	Donkey Kong performs a quick cross punch followed by an uppercut.
Neutral attack 	Neutral attack 	 	6% 	Donkey Kong performs a quick cross punch followed by an uppercut.
Forward tilt 	↗ 	 	12% 	Donkey Kong quickly swats nearby foes with his outstretched hand. Donkey Kong's extended arm is intangible while the hitboxes are out, allowing it to be used safely against most other attacks. This move can be aimed up or down.
Forward tilt 	→ 	 	11% 	Donkey Kong quickly swats nearby foes with his outstretched hand. Donkey Kong's extended arm is intangible while the hitboxes are out, allowing it to be used safely against most other attacks. This move can be aimed up or down.
Forward tilt 	↘ 	 	10% 	Donkey Kong quickly swats nearby foes with his outstretched hand. Donkey Kong's extended arm is intangible while the hitboxes are out, allowing it to be used safely against most other attacks. This move can be aimed up or down.
Up tilt 	Up tilt 	 	9% (hand), 10% (arm), 11% (shoulder) 	Donkey Kong quickly swipes his hand in the air. Fast with a good arch range. Again, DK's arm cannot be injured while the hitboxes are out.
Down tilt 	Down tilt 	Slouch Slap 	9% 	Donkey Kong does a quick swat across the ground.
Dash attack 	Dash attack 	 	10% (clean), 7% (late) 	Donkey Kong performs a rolling attack similar to that of the Donkey Kong Country series. This move has light armor and can roll off edges and platforms.
Forward smash 	Forward smash 	 	- (body), (hands), (arms) 	Donkey Kong performs a very forceful clap with both hands.
Up smash 	Up smash 	 	(hands), (body) 	Donkey Kong claps both his hands above his head. This move has great vertical reach, but will fail to hit a nearby enemy due to its poor horizontal range. One of the strongest up smashes in the game. Both of DK's arms and his head are intangible while the hitboxes are out.
Down smash 	Down smash 	 	(close), (far) 	Donkey Kong performs a double back-handed punch by bringing both his closed fists down 90° at both sides. Both of DK's arms are intangible while the hitboxes are out.
Neutral aerial 	Neutral aerial 	 	14% (clean), 10% (late) 	Donkey Kong quickly spins with his arms extended.
Forward aerial 	Forward aerial 	 	17% 	Donkey Kong puts his fists together above his head, and then does a powerful ax-handle smash. This move sends enemies downwards the moment Donkey Kong swings his arms in front of his face. However, unlike in Melee, this move is now a spike rather than a meteor smash, meaning it can no longer be meteor-canceled.
Back aerial 	Back aerial 	 	13% (clean), 9% (late) 	Donkey Kong performs a quick kick directed behind him that lingers briefly.
Up aerial 	Up aerial 	 	14% 	Donkey Kong performs a quick headbutt upwards. A great juggling move.
Down aerial 	Down aerial 	 	16% (foot), 13% (body) 	Donkey Kong performs a downward stomp whilst holding his arms up in a macho pose. Serves as a meteor smash should it hit.
Grab 	Grab 	 	— 	
Pummel 	Pummel 	 	3% 	A fairly quick slap.
Forward throw 	Forward throw 	Kong Karry 	6% (breakout), 9% (forward & back throw), 7% (up throw), 6% (down throw) 	Donkey Kong cradles the opponent on his back, allowing him to move and jump around while still holding the victim. Then, he can perform any of the following throws listed below.
Forward: Tosses the opponent forward.
Back: Tosses the opponent behind him.
Up: Tosses the opponent upwards. Can chain grab fastfallers.
Down: Tosses the opponent forward like a bowling ball.
Back throw 	Back throw 	 	11% 	Donkey Kong swings his arm back and throws the opponent.
Up throw 	Up throw 	 	9% 	Donkey Kong throws the opponent upwards.
Down throw 	Down throw 	 	7% 	Donkey Kong slams the opponent onto the ground with his hand.
Floor attack (front)	Floor attack (front)	 	6% 	Donkey Kong gets up and swats both sides of himself.
Floor attack (back) 	Floor attack (back) 	 	6% 	Donkey Kong gets up and claps once both sides of himself.
Floor attack (trip) 	Floor attack (trip) 	 	5% 	Gets up and does a wind-up spin around the floor.
Edge attack (fast) 	Edge attack (fast) 	 	8% 	Donkey Kong throws his rear at the opponent.
Edge attack (slow) 	Edge attack (slow) 	 	10% 	Donkey Kong slowly climbs onto the stage and swats forward.
Neutral special 	Neutral special 	Giant Punch 	12%/10% (uncharged), +2% per windup, 28%/30% (fully charged ground), 25%/27% (fully charged air) 	Donkey Kong winds up and thrusts out his arm as a potentially powerful attack. The attack is at fully charged after eleven windups and gains invincibility frames right before he unleashes the punch. The attack itself has good range and decent speed.
Side special 	Side special 	Headbutt 	8% (bury), 10% (grounded), 14% (aerial) 	Donkey Kong slams his head downward. When performed on a grounded opponent, they will be buried and will remain submerged the more damage they have taken. Like with his forward air, this attack was changed from a meteor to a spike (270° to 300°).
Up special 	Up special 	Spinning Kong	Ground: 12% (startup), 8% (loop early), 3% (loop late)Air: 10% (startup), 4-5% (loop early), 2% (loop late)	Donkey Kong spins in the air, getting great horizontal distance, but little distance vertically. Donkey Kong gains invincibility frames during the startup of this move.
Down special 	Down special 	Hand Slap 	12% 	Donkey Kong repeatedly slaps his hands against the ground, causing earth-shaking vibrations in the process. This attack gives him some protection from opponents while grounded due to its good range but cannot hit airborne opponents. This move cannot be used in the air.
Final Smash 	Final Smash 	Konga Beat 	Varies 	Donkey Kong takes out a pair of bongos and begin to play them to the beat of "DK Island Swing", sending out shock-waves in the process. The attacks range and power is determined by the player's input. The player must push the attack button in succession with the song's beat in order have the greater range and power.
==In competitive play==
===Most historically significant players===
See also: :Category:Donkey Kong players (PM)
* - One of the best players in the world, and the best Donkey Kong main in the world. Formerly ranked 1st on PMRank 2016 and PMRank 2017.
* - Considered the best active Donkey Kong. Ranked 5th on PMRank 2022.
* - Ranked 6th on the Connecticut Project M Power Rankings. Placed 17th at Blacklisted 3 and 49th at The Bigger Balc.
* - One of the best Australian Project M players. Ranked 2nd on the Australian Project M Power Rankings.
* - Fox, ZSS and DK tri-main ranked #4 on PMRank 2022.
==Alternate costumes==
===Project M===
Donkey Kong has an alternate costume based on his secret boss fight in the Wii version of Punch-Out!! The costume has no gameplay effects. It also has green and blue recolors so that it can be used in Team Battles. The green color on Donkey Kong third Punch Out!! outfit is based on Little Mac and his default white recolor, however, has its necktie changed from red to blue, in reference to Super Donkey Kong from Donkey Kong Country Returns.
											
											
											
===Project+===
Donkey Kong received an updated Boxer costume with battle damage. Bandages will appear as he takes more damage. The pink Boxer costume is based on the character Junior (II) from the NES game Donkey Kong Jr. Math. His new costume is Turbo Charge Donkey Kong from the Nintendo-exclusive releases of Skylanders: Superchargers and Skylanders: Imaginators. His Red Turbo Charge color coincidentally resembles Fire Donkey Kong, Dark Turbo Charge Donkey Kong is also included, and his pink Turbo Charge color resembles from JoJo's Bizarre Adventure: Golden Wind.
Secret costumes:
 
Z-Secret Costume: Mini Donkey Kong: Based on the Mini Donkey Kong toys that first appeared in Mario vs. Donkey Kong 2: March of the Minis.
R-Secret Costume: Funky Kong: Based on Funky Kong, a surfer dude member of the Kong family with a similar build to Donkey Kong who first appeared in Donkey Kong Country. The costume is based on the character's redesign from DK: King of Swing, which itself is partly based on his appearance in Donkey Kong Country 3: Dixie Kong's Double Trouble, minus the toolbelt and shoes.
==Trivia==
*Donkey Kong is one of the only two characters to be equipped with two spikes, alongside , who coincidentally shares the same falling speed.
==External links==
*Donkey Kong's page at the Project M website
*Labbing Discord Tech Post
Category:Donkey Kong
Category:Characters (PM)