Stage: Diddy’s Island

Name: Diddy`s Island

Universe: Diddy Kong

Debut: Diddy Kong`s Racing

Stage Size: Large

Hazard Level: 2 (out of 5)

Availability: Starter

Diddy`s Island is technically Timber`s Island from the Diddy Kong Racing series.  However, it is unknown when or if ownership ever switched hands between the tiger and money.  That being said, the island is known in the Super Smash Bros. universe as Diddy`s Island.  The island is a drivers sanctuary with rolling hills, caverns, and waterways for hoverboats.  located in and around the island are portals that lead to different aeras of the island that plays host to themed-race tracks such as beach, winter wonderlands, or dinosaur parks.  This peace was hsattered when the evil alien Wizpig enslaved this sanctuary, put is denizens into slavery, and set himself as ruler.  Diddy Kong and Dixie Kong set off to fight against Wizpig in the 2nd installent of the game Diddy Kong`s Racing DS.


There are 6 zones that the stage appears in.  The first zone is the Lobby Zone and is the main courtyard in front of Wizpig`s statue.  Frogs jump around, birds fly overhead, and waterfalls splash down into crystal like pools.  The players fight on the ground in front of the statue.  Ocassionally, the racers like Tiptup and Pipsy will appear.  A warning will show and the stage (a piece of racetrack) will elevate and the background will distort and then fade in to the next zone.

The second zone is the Dinosaur Zone.  This represents Dino Domain from the series.  The track itself resembles Ancient Lake the most with elements from Fossil Canyon (a evening sun), Jungle Falls (crumbling ruins and waterfalls), and Hot top Volcano (a volcano in the distance).  Somewhere during the track, Tricky the Triceratops appears and charges the stage.  The stage itself follows a specified track that zips around curves, underneath dinosaurs, through ruins, and around ancient rocks.

The zone vanishes and the next zone Ice Zone will appear.  This represents Snowflake Mountain from the series.  The track itself resembles Frosty Village the most with some elements from Everfrost Peak (a frozen river), Walrus Cove (a ice loop track portion that the stage flies through), and Snowball Valley (giant snowballs that come crashing down in the distance).  During the race, Bluey the Walrus will appear and will run in front of the stage for a little while.  The stage follows a specified track that flies down snowy hills, blasts through quiet village, zips through a icy loop, and barely misses massive snowballs.

The next zone is the Beach Zone.  It represents Sherbert Island from the series.   The track itself resembles Pirate Lagoon mostly with some elements taken from Whale Bay (a partially sunken ship and topical foliage), Crescent Cove (a floating ship and beautiful waterfalls), and Treasure Caves (patches of green goo).  During the race, Bubbler the Octopus can be seen floating in the water.  he will lunge at the stage but miss.  The stage follows a specified track that splashes into the water, goes through waterfalls, zips past sunken and floating ships, and plays in the waves.

The next zone is the Dragon Zone.  It represents Dragon Forest from the series.  The track resembles Greenwood Village with some elements taken from Windmill Plains (massive windmills in the distance and hills of hay), Boulder Canyon (dark sewers with algae), and Haunted Woods (a dark area with ghosts that resemble Wizpig).  During the race, Smokey the Dragon will appear and fly overhead.  He will fly high into the air, circle, and then return back and soars right above the stage.

The last zone is Space Zone.  It represents Future Fun Land from the series.  The track itself resembles Star City with some elements from Spacedust Alley (lasers), Darkmoon Caverns (a loop in the track, craters, and Wizpig`s spaceships), and Spaceport Alpha (a powerful fan).  Oddly, Wizpig himself doesn`t make a appearance but his mug shows up on televised screens has he mockingly laughs at the players.

Going through all the zones and re-looping back to the Lobby Zone takes around 6 minutes and 30 seconds.  Each zone takes one minute and 5 seconds to change the zones.


There aren`t too many hazrads in this stage and it is pretty straight forward.  However, the camera changes and moves to go along with the shifting of the stage.


Title Theme (Diddy Kong Racing)
Ancient Lake (Diddy Kong Racing)
Hot Top Volcano (Diddy Kong Racing)
Greenwood Village (Diddy Kong Racing)
Whale Bay (Diddy Kong Racing)
Center Area (Diddy Kong Racing)
Darkmoon Caverns (Diddy Kong Racing)
Walrus Cove (Diddy Kong Racing DS)
Pirate Lagoon (Diddy Kong Racing DS)
Meandering Mount (Diddy Kong Racing DS)


Taj the Genie
Tricky the Triceratops
Bluey the Walrus
Bubbler the octopus
Smokey the Dragon

My Thoughts

Diddy Kong Racing was popular when it was first released and while a sequel wasn`t released until much later, it still remains a very important game for the Nitendo 64.  This is why I propose for it to become a stage as well as Diddy and Dixie`s home stage.  To me, this stage is solely Diddy`s stage and has no Donkey Kong influence.

Chances of it being in SSB4

?% – This was a idea I had and honestly cannot predict if sakurai will includeDiddy Kong Racing into a SSB ga,e.  However, with the recent Diddy Kong Racing DS game, it has a decent shot at having some representation.


Veteran: Diddy Kong

Donkey and Dixie Kong were nowhere to be seen. The entire jungle was in fact gone. Diddy Kong had gone to go pick flowers for his girlfriend, Dixie and, when he came back, the entire forest was leveled. What remained behind was a dusty desert devoid of any life and Donkey Kong’s tree house. Searching in the tree house proved fruitless. What could have taken the jungle away? Diddy Kong was confounded and began running to where ever he could. Suddenly, he spotted a pink beret. It’s Dixie’s! It had to belong to Dixie! Diddy Kong grabbed the hat to his chest, shrieked, and began to running towards the mountains. Unknowingly, a giant mechanical island was floating behind the mountains and was waiting.

Diddy Kong from Super Smash Bros. Brawl

Name: Diddy Kong

Universe: Donkey Kong

Debut: Donkey Kong Country (1994)

Element Alignment: Earth

Affinity: Good

Reason for Fighting: Love & Bananas

Diddy Kong is Donkey Kong’s pal and Dixie Kong’s boyfriend. He is a small monkey with a prehensile tail with a knack for playing the guitar and shooting peanuts from his peanut pop gun. He is a very fast and nimble character with a very high jump, fast dashing speed, and can set up amazing combos. He brings his A game to SSB4 and uses his abilities that he has honed both in the jungle and the battlefield.

Changes from SSBB to SSB4

Diddy Kong ranked 2nd on the newest tier list. As such, I would discourage nerfing Diddy Kong dramatically since he seems to be the most balanced of all characters.

Diddy Kong’s Special B Move Set

  • Neutral B – Peanut Popgun
  • Side B – Monkey Flip
  • Up B – Rocketbarrel Boost
  • Down B – Banana Peel

The Final Trio

    • Final Smash: Giant Banana
    • Final Melee: Rocketbarrel Barrage
    • Final Brawl: Monkey Mischief


Giant Banana is Diddy Kong’s new Final Smash. A massive banana appears at the top of the screen and crash lands onto the stage which explodes, scattering 10-15 banana peels everywhere. The initial slam does 65% damage with high knock back while the banana peels do an additional 3% damage for each trip. The bananas peels will last8 seconds and can be picked up and thrown by other opponents.

  • Beginning Cinematic: Diddy Kong shrieks and stands on his hands and claps his feet.

Rocket Barrel Barrage is Diddy Kong’s new Final Melee. It has the same properties as before.

  • Diddy Kong straps on his Rocket Barrel and starts to rev it up by booster propellant shooting out,

Monkey Mischief is Diddy Kong’s new Final Brawl. Diddy Kong dashes at the opponent, jumps over then and lands. Diddy Kong points and laughs. The opponent sees the Rocketbarrel is strapped to his or her back. Diddy Kong then slaps the Rocketbarrel and takes off into the sky; trailing smoke. The Rocketbarrel swirls in the sky before exploding. Diddy Kong folds him arms and wears a serious and triumphant grin. It does 59-63% Fire damage.

Proposed New Stage – Diddy’s Island

Proposed New Palette Swap

Blue Diddy Kong (based off from Baby Kong)

Proposed DLC Costumes

Diddy Kong from Super Mario Strikers Charged

Strikers Charged Diddy Kong (from Super Mario Strikers Charged)

  • Attributes: Element alignment changes to Lightning, 5% speed increase, 5% air speed increase, 3% shield decrease, 8% power decrease.

Shadow Diddy Kong Costume

Shadow Diddy Kong (from Super Smash Bros. Brawl)

  • Attributes: Element alignment changes to Dark, 8% power increase, 4% speed increase, 10% shield decrease, 3% jump decrease, 2% projectile damage decrease.

Diddy Kong Current Move Set (taken from the SmashWikia)

changes are in BOLD

Ground attacks

  • Neutral Attack – Slaps twice, then turns around and kicks with one foot and keeps it raised. Repeatedly hits by lashing his tail out for damage.
  • Dash Attack – Does a cartwheel spin, resembling the one from the Donkey Kong Country games. A great move due to having almost absolutely no ending lag and combines well with his up smash. Low knockback (9%)
  • Strong Side – Places both arms together above his head. Stands on one foot, leaning to the side and punching with both fists together above his head (9%; 11% if he hits with the tip).
  • Strong Up – Swats in the air above him with a slap and looks similar to an uppercut. Quick, and can combine with other attacks. This can be used to juggle at low percents, and KO at very high percents. Has higher knockback than his Up Smash. (7%).
  • Strong Down- While crouching, slaps forward. His hands appear to grow for the duration of this attack. Combos well into more down tilts and even a down smash. Extremely useful for racking up damage at early percents. (7%).
  • Side Smash – Spins, slapping forward twice. The first hit has no knockback; the second has below average knockback. First hit does (5%), and second hit does (13%) a total of (18%) uncharged (25%) fully charged. The first hit can be smash Directional Influenced upward out of the 2nd hit though.
  • Up Smash – Hops a little and does a sort of cartwheel, hitting three times with extremely low knockback. First two hits do (5%) uncharged, (7%) fully charged, and the last hit does (6%), (8%) fully charged for a total of (16%) uncharged and (22%) fully charged. Fills in combos.
  • Down Smash – Performs a sweeping kick. When hitting with the front does (16%) uncharged (22%) fully charged, when hitting with the back does (12%) uncharged (18%) fully charged. It has less knockback than his Forward Smash, but it’s still his most reliable smash.
  • Ledge Attack – Spinning tail slap.(8%).
  • 100% Ledge Attack – Short kick.(10%).
  • Floor Attack – Gets up and punches on both sides. Short range. 6% damage.

Aerial Attacks

  • Neutral Aerial – Sticks out hands and feet and spins. Only hits once with decent knockback, making it a sex kick. Looks similar to his dash attack.(6%).
  • Forward Aerial – Kicks both feet forward. Good knockback. (14%).
  • Back Aerial – Sticks leg out and spins it behind him. His fastest aerial. (9%).
  • Up Aerial – Overhead Flip Kick. Decent knockback, fairly fast.(11%).
  • Down Aerial – Punches both arms down, meteor smashing powerfully as soon as it connects.(12%)

Grabs and Throws

  • Pummel – Headbutts them, angled from the side of his body.(2%).
  • Forward Throw – Tosses opponent forward.(11%). Strongest throw.
  • Back Throw – Tosses opponent backward.(10%).
  • Up Throw – Throws opponent up and kicks them.(9%).
  • Down Throw – Performs a leap-frog-like maneuver and chucks the opponent underneath him. Has fair backwards knockback.(9%).


  • Up: Throws his hat into the air, which lands on his head. This is actually his victory pose from DKC, after he defeats a boss or wins in a bonus room.
  • Side: Does a playful fighter’s stance and cackles threateningly showing his teeth.
  • Down: Claps his hands four times, changing feet as he does so.

Stage Entrance

Breaks out of a DK barrel and claps his hands above him.

My Thoughts

Diddy Kong was one of the most well-balanced and model characters in the game. He was a mixture of speed and power with a technical feel. Obviously, every character in SSB can’t play like Diddy Kong but, using him as a model, many characters can receive the neccesary buffs (and nerfs) to make them higher tier in comparison to before. So I would say keep Diddy as how he was.

Newcomer: Dixie Kong

The jungle was gone. What was the Kong Family Jungle was now a barren wasteland and Dixie Kong was at a lost to what to do. Both Donkey Kong and Diddy Kong were gone and she was left alone. Overhead, the wind blew violently and lightning seared the sky. Dixie Kong was braver to be scared of lightning though and with a rush, she grabbed her hat and ran out of her pink tree house. She wasn’t sure where to head first but, ahead, she found a trail of left over bananas. This must be the way to Donkey Kong and Diddy! Dixie Kong ran ahead; following each banana but she failed to see the looming mechanical floating isle that hovered in the distance.

Dixie Kong from Super Mario Sluggers

Name: Dixie Kong

Universe: Donkey Kong

Debut: Donkey Kong Country 2: Diddy Kong’s Quest

Element Alignment: Wind

Affinity: Good

Reason for Fighting: Romance

Dixie Kong is Diddy Kiong’s girlfriend and partner in Donkey Kong Country 2: Diddy Kong’s Quest. Together, they fought off King K. Rool and his Kremling minions to save Donkey Kong. He can use her hair to attack, spin the air, and lift up barrels and crates to fight against Kremlings. While not exactly fast, she is strong and a very good jumper. She starred in her third game, Donkey Kong Country 3: Dixie Kong’s Double Trouble alongside her cousin, Kiddy Kong.

Dixie Kong’s Stats

Power: **
Weight: *
Defense: **
Speed: ***
Jump: *****
Recovery: *****
Element: ****

Dixie Kong does not boast much in power, weight or defense and her speed is less then Diddy Kong but she has tremendous jumping abilities and an excellent recovery ability. Most of her moves allows her to recover to the stage in someway or the other as well with her throws. She is best spent in mid-air or on the ground using dashing type attacks. She might not be fast but her attacks have very little lag and pack a little punch to them. As well, many of her attacks allows her to combo into them. Hit fast and combo the opponents is the best strategy for Dixie Kong players.

Proposed B Move Set

  • Neutral B – Vine Lasso
  • Side B – Spinning Hair Top
  • Up B – Hair a’Copter
  • Down B – Orange Grenade

The Final Trio

  • Final Smash: Cannon Shot
  • Final Melee – Tiny Kong
  • Final Brawl – Ponytail Monster


Vine Lasso is Dixie’s Neutral B special move. Dixie pulls out a vine lasso and starts twirling it above her head. Simply pressing B will cause Dixie to chuck the lasso a short distance. However, holding down B and charging it will cause Dixie to throw the lasso farther. If it hits the opponent, they will become stuck in the lasso and stunned for 6 seconds, no matter how much it is charged. In the air, the stun will last 5 seconds. Moving the the control stick and pressing the attack button may quicken the time. Dixie can also use this to latch onto the side of the stage. The lasso itself does no damage but it can be set up for combos. When Kirby copies this ability, he cannot tether onto the side of the stage.

Spinning Hair Top is Dixie’s Side B special move. Dixie rushes forward while spinning in a circle for 3 rotations. Her ponytail is spread out hitting the opponent each rotation. The attack does 5% damage per hit for a total of 15% damage. It also be used as a recovery move since Dixie moves forward in the air. However, it is slower in the air and doesn’t gain that much distance but it still a decent recovery move. She can’t double jump out of it but she can wall jump if she gets near a ledge.

Hair a’Copter is Dixie’s Up B recovery special move. Dixie jumps high in the air much like Peach’s Recovery move in Super Smash Bros. Brawl. However, she begins spinning in the air and slowly falls to the stage while spinning. Each rotation does 1% damage and she does between 6-10 rotations. This is one of the of the best recovery moves in SSB4 because of it’s long range and combo ability. She goes into a helpless state if hit from the air during this unless she gets near to a wall in which she can wall jump out of it.

Orange Grenade is Dixie’s Down B special move. Dixie takes out a orange grenade and tosses it across the stage. Holding down B will change how far the orange grenade is thrown. If it will explode if it hits something on impact. The grenade lasts for 4 seconds after thrown and will explode. Holding down B doesn’t change how big or damaging the explosion is. While in the air, Dixie slightly jumps up in the air while chucking the grenade downwards. This gives her a slightly higher boost. She can then do a double jump or a recovery move. The boost in the air is very small but can help her grab onto a ledge.

Cannon Shot is Dixie’s Final Smash. A cannon barrel falls to the ground and onto Dixie Kong. It then takes aim, charges dramatically, and then fires Dixie Kong into opponents. It does 73% damage with high knock back but, the only problem is if the cannon shot misses, Dixie falls into a helpless state so it’s best to hit your opponents since this stops her movement and the fall to her death. It can also be used as a recovery move.

  • Beginning Cinematic: Dixie Kong jumps up and down and shrieks. She looks back and a Blast Barrel begins rolling along the ground.

Tiny Kong is Dixie Kong’s Final Melee. Being Tiny Kong’s older sister, Dixie also has shape changing abilities. She shrinks down to the size of a person affected by the Poison Mushroom. However, her strength increases by 15% for all her attacks. As well, the opponents that are hit are monetarily stunned for .5 seconds. The Final Melee lasts for 8 seconds but it’s enough time for her to damage her opponents. Her attacks become very fast and powerful and she retains her jumping ability. She gains 12% Super Armor at this point but, since she is so small, it is hard to hit her.

  • Beginning Cinematic: Dixie Kong begins to focus her energy. Her arms grow small, her legs, her head, and then the rest of her body.

Ponytail Monster is Dixie Kong’s Final Brawl. Dixie Kong begins to dance on one foot and glows with a strange orange energy. Her ponytail begins to grow bigger and bigger. It then shoots out and slams into the opponent. It carries the opponent high into the air and then crashes down to the ground. Bits and pieces of hair fly into the air. Dixie Kong’s ponytail returns back to normal afterward. It does 66-68% damage.

Proposed Stage: Timber’s Island

Proposed Taunts

  • Right Side – Dixie takes off her hats and flips int he air and catches it. If she is facing Diddy Kong, she blows him a kiss.
  • Left Side –
  • Up – Dixie Kong takes her pony tail and flips it in the air in a nonchalant attitude.
  • Down – Dixie Kong stands on her hands and claps with her feet twice. She then gets back to her normal pose.

Proposed Winning Poses

  • Dixie Kong jumps up and down and claps her hands each time.
  • Dixie Kong begins peeling a banana and eats it slowly.
  • Dixie Kong does a break dance on the ground. She then flips and stands on one foot while doing a Crane-looking stance.

Proposed Stage Entrance

  • Breaks out of a DK barrel and does a twirl and resumes her normal stance.

Idle Poses(s)

  • She plays with her hair.

Audience Cheer

  • DIXIE DIXIE DIXIE KONG!!! (female cheer)

Kirby Hat

  • Dixie Kong’s pink hat and yellow ponytail.

Proposed Palette Swaps

  • Blue Dixie Kong
  • Green Dixie Kong
  • Red Dixie Kong
  • Tiny Dixie Kong

Proposed Buy-Able Costumes

Tiny Kong Costume (from Super Mario Sluggers)

  • Attributes: 5% weight increase, 3% jump increase, 3% speed increase, added 3 seconds to Final Smash, 2% power decrease, 5% shield decrease.

Proposed Dixie Kong Move Set

Ground attacks

  • Neutral Attack – Dixie Kong slaps once, then twice, and then swings around and starts slapping the opponent with her ponytail. Each attack does 1% damage while the repeated ponytail attack does 1% damage each hit.
  • Dash Attack – A spinning ponytail spin. Hits the opponent once for a good knock back. Does 6% damage. Very little ending lag. It can be combo’d shortly afterward.
  • Strong Side – Round house kick. Hits once and does 9% damage with a little starting lag but little ending lag. Below-average knock back.
  • Strong Up – Claps above her, much like DK’s Up Smash. Slow start up lag but can easily be combo’d after. Does 5% damage. It does below-average horizontal knock back.
  • Strong Down- Does a grounded spinning kick. It does 5% damage one hit and 3% behind her for a total of 8% damage. Slow ending lag. It launches a opponent horizontally if hit on the side of the stage while hanging.
  • Side Smash – Spins back and slaps the opponent with her ponytail twice. Each slap does 7% damage uncharged, 9% fully charged for a total of 14% to 18% if fully charged. Decent knock back.
  • Up Smash – Swings her ponytail over her head in a wide arc. Little ending lag and has a wide range of attack and a long reach. It does 10% uncharged and 22% fully charged. High vertical knock back.
  • Down Smash – A unique attack where she punches the opponent stuns, and then stands on her hands quickly and kicks the opponent up in the air. A little lag and does 14% damage uncharged and 26% damage charged. This is her strongest smash attack.
  • Ledge Attack – Launches herself up and spins in the air with her leg out. Does 6% damage. It has little knock back but it can be combo’d afterward.
  • 100% Ledge Attack – Climbs up and sweeps the opponents legs from underneath them. Does 8% damage. No ending lag.
  • Floor Attack – Gets up and spins her ponytail in a circle. Very quick. Does 4% damage and a horizontal knock back.

Aerial Attacks

  • Neutral Aerial – Spins around and stretches out her ponytail for an attack that does 6% damage. It has very little knock back but no landing lag at all.
  • Forward Aerial – Swings around and smashes her hand against the opponent. One of her stronger aerials and it does 12% damage. However, if it connects at Dixie’s shoulder or middle of the arm, it only does 10% damage. Moderate knock back ability.
  • Back Aerial – Does a drop kick and then starts spinning for a drill-like affect . A bair that has a good amount of knock back potential. It does 4% damage for each hit for a total of 14% damage. A little ending lag after finishing.
  • Up Aerial – Overhead Flip Kick. Decent knockback, fairly fast.
  • Down Aerial – Turns upside and thrusts her ponytail downwards. Quite possibly one her stronger attacks. It is a meteor smash only when the tip of her ponytail connects with the opponent. It does 10% if not a meteor smash, 15% if meteor smashed.

Grabs and Throws

  • Grab – Dixie Kong grabs with her ponytail.
  • Pummel – Squeezes the opponent with her pony tail strength. It does 3% damage each time.
  • Forward Throw – Crunches them in her hair and then chucks opponents forward. Does 7% damage with high knock back potential.
  • Back Throw – Slams them on the ground in front of her with her hair and then tosses the opponent behind her. The first slam does 6% damage and the toss does 2% damage for a total of 8% damage total.
  • Up Throw – Takes the opponent and chucks them high into the air with her hair. It does 12% damage and is her strongest throw. Good KO potential and vertical knock back.
  • Down Throw – Jumps up int he air and then slams the opponent down using her hair. It does 10% damage overall. The opponent bounces back up to Dixie allowing her to combo into the throw.

My Thoughts

At first, I wasn’t sure how Dixie Kong would be played as or if she would be good as a playable character. I thought she would be a Diddy Kong clone but, after some thinking, I thought using her pony tail and floating ability would be interesting. I started thinking around the lines if Peach was a monkey and it started from there. I really ended up liking Dixie Kong and found a new appreciation for her, not only for her DKC games but as a fighter in SSB. I think she would make a great addition.

I added Dixie Kong because I felt the DK series needed a new representative after being ignored for 2 games as well as a foil for Diddy Kong. I felt the game could create some dramatic tension with a boyfriend and girlfriend in a game.

Chances of Being in SSB4

50% – I would say Dixie Kong has a fair chance to be in SSB4. She was possibly planned for Super Smash Bros. Brawl due to found data in the game as well appearing as a trophy since Melee. She has a unique move set that be much different compared to Diddy. However, I would say she has a tough contender: King K. Rool who happens to be a villain. Those the two minorities battle each other for a spot in the roster: Dixie Kong being a female and King K. Rool being a villain.

Stage: Sunset Shore

Sunset Shore from Donkey Kong Country Returns

Name: Sunset Shores

Universe:Donkey Kong

Debut: Donkey Kong Country Returns (2010)

Size: Large

Obstacle Level: 5 (out of 5)

Type: Moving, side scrolling

Availability: Starter

Sunset Shores is straight from the Donkey Kong Country Returns game! This stage is a action-packed side scrolling level that holds true to how awesome this stage is. Every character is turned black (like Mr. Game and Watch) save for the character’s main clothes or accessories (Mario’s red hat and blue overalls, Link’s green hat and tunic, Donkey Kong’s red tie, Saki’s yellow shirt, Nightmare’s blond hair and glowing red eyes, etc.) This also applies to palette swaps and Buy-able Costumes.


This stage holds true to it’s original. It transforms every character into a blacken silhouette that is set against a beautiful sunset along the shore. However, you don’t have much time to gawk as the stage slowly scrolls along; forcing players to jump, tumble, and fight there way as the stage progresses. Enemies that appear will also be black but no visible colors are present.

Obstacles and Movements

As mentioned before, the stage crawls slowly forcing players to hop, jump, roll, run, and fight there way through the stage. At times, foreground trees and boulders made obscure players from sight. One of the main hazards is knowing who is who. You can identify who is who by the colored clothing that appears on the silhouette. The second biggest hazard is running into enemies who ambush the players at random times. Running into these baddies only damages the player 5% but being hit by one of the baddies attacks does 10-15% damage; depending on the enemy. Once the stage is finished, it will loop to the starting point and repeat itself.


Sunset Shore (Donkey Kong Country Returns)
Rocket Barrel 1 (Donkey Kong Country Returns)
Golden Temple (Donkey Kong Country Returns)
Tidal Terror (Donkey Kong Country Returns)
Bubble Bound B (Donkey Kong Country Returns)
Simian Segue (Donkey Kong Country Returns)
Salty Sea (Donkey Kong Barrel Blast)
Dixie’s Theme (Donkey Kong Jungle Climber)
Tropical Treetops (Donkey Kong Jungle Climber)
Cranky’s Flight School (Donkey Barrel Blast)
Candy’s Challenges (Donkey Kong Country Returns)


Tiki Goon

My Thoughts

I expect to see some sort of stage based off from Donkey Kong Country Returns. I felt this stage was both interesting and unique enough in both it’s art direction and backdrop. I originally planned for it to be a non-moving stage but I wanted to show the beauty of this stage by enabling it to move at a slow, casual pace. However, despite this, I think this would make for a very hectic and crazy stage because of all the black in it.

Chances of Being in SSB4

60% – I think a Donkey Kong Country Returns stage will appear and I feel this particular stage has a good enough chance to make it in. The only thing stopping it is the extra work it may take to do the silhouettes and the pieces of clothing along with color palette swaps.

Veteran: Donkey Kong

All of the bananas disappeared. Without a trace. In fact, the entire jungle vanished altogether. That is what Donkey Kong saw as he exited his jungle tree house and saw the vast, deserted emptiness in front of him. Every had vanished over night and nothing was left. Donkey thumped against his chest and roared in anger at the emptiness that laid before him. Off in the mountains, he spied a mechanical floating isle; drifting silently away from the jungle valley that was his home. He knew that if he followed it; he will get his bananas, his jungle back.

Donkey Kong from Super Smash Bros. Brawl

Name: Donkey Kong

Game Series: Donkey Kong

Debut: Donkey Kong (1981)

Element Alignment: Earth

Affinity: Good

Reason for Fighting: Bananas

Donkey Kong hails from the Donkey Kong series and is it’s namesake. He is often batteling King K. Rool, his kremlings, or other family Kong’s who have become violent. He uses thundering hand claps, explosive strength, and chucking barrels for attacks. He has in been in the Super Smash Bros. games since the first game on the Nintendo 64.

Donkey Kong delivers slow but powerful attacks but falls short of his recovery move which makes him hard to come back to the stage. In SSB4, his recovery move gains longer distance but rises less vertically then before. He plays more or less the same as before save for a lesser reach then SSBB and a higher second jump.

Changes from SSBB to SSB4

Donkey Kong is a strong and powerful character with many advantages but a few disadvantages against certain players.  His jab combos link properly.  Side special is always a sure hit.  Forward nuetral now has more knock back and does slightly more damage.  Down Special causes higher knock back and slightly more damage.

Donkey Kong`s Special B Move Set

  • B – Giant Punch
  • Side B – Headbutt
  • Up B – Spinning Kong
  • Down B – Hand Slap

The Final Trio

  • Final Smash –Barrel Blast
  • Final Melee – Konga Beat
  • Final Brawl – Gorilla Slam


Barrel Blast is Donkey Kong’s new Final Smash. He jumps up to the top of the stage and a red platform appears underneath him that he sits on. He then begins chucking barrels, crates, and boxes that explode upon contact. A barrel does roughly 40% damage, the crates do 35% damage , and the boxes do roughly 20% damage with every hit. The trajectory of the thrown objects are random as they bombard the field. A character can get hit anywhere from one to six times from the objects. Any of these objects can KO a player at higher percentages. It lasts around 8 seconds.

Gorilla Slam is Donkey Kong’s Final Brawl. Donkey Kong grabs the opponent and begins slamming them back and forth pver his head onto the ground. Donkey Kong than grasps his hands and swings them down into a powerful earth-rending pound that bounces th opponent upwards. It does around 75-80% damage and has very high vertical knock back and can OHKO as low as 15%.

Proposed New Stage – Sunset Shore

Proposed New Taunt(s)

Right Side – Does the dance from Donkey Kong Country. Hold down the Right button to continue it. Letting go causes the dance to stop.

Left Side – Shakes his head from side to side, then doing it with the rest of his upper body.

Proposed New Palette Swap

Pink Donkey Kong – Light pink body fur, same color skin, a yellow tie with red DK lettering. Resembles Candy Kong.

Proposed Buy-able Costumes

Funky Kong Costume (from the Donkey Kong series)

Attributes: 5% attack damage decrease, 5% throw damage decrease, 8% jump increase, 6% speed increase, and longer Spinning Kong. Element attribute changes to Wind.

Chunky Kong

Chunky Kong Costume (from Donkey Kong 64)

Attributes: 15% attack power increase, 15% throw power increase, 5% weight increase, 10% speed decrease, 4% jump decrease

Donkey Kong Move Set (taken from SmashWikia)

Changes made in BOLD

Ground Attacks

  • Neutral attack – Does a quick cross punch and follows up with an uppercut. When the first hit connects, so will the the second hit if down peoperly.  cannot be jab locked. 4% first hit, 6% second hit.
  • Dash attack – Skids to a halt doing a side-kick. High lag and poor shieldstun. Similar to a move from Donkey Kong 64. 12% damage.
  • Side Tilt – Swats in front. Large range and fast but low knockback. This move can go through Meta Knight’s Mach Tornado. 13% damage, 14% angled up.
  • Up Tilt – Swats above his head. Fast with a good arch range. Can chain some characters at low percents. 9-11% damage depending on where it connects.
  • Down Tilt – Swats at his opponent’s feet. This move causes opponents to trip. Slightly less range and similar start-up of his forward tilt, but barely any ending lag and still has long range. A great lock move at low percentages and a trip can be combined with his Hand Slap. 8% damage
  • Side Smash – Claps hands together in front of him. Highest damage from close, but slightly higher knockback at the farther hitboxes. Extremely high knockback when fully charged. Great priority. Fairly quick for a heavyweight. 20%-21% damage uncharged, 28-29% fully charged
  • Up Smash – Claps hands above his head. Good startup and ending lag. This move sweetspots when it hits foes above him, and becomes weaker when it hits right beside Donkey Kong. Huge knockback when hitting from below. Good hitting from below a platform and great running up smash. Has almost no hitlag, meaning it is nearly impossible to SDI. 18%-26% damage
  • Down Smash – Does a double back-handed punch by bringing his closed fists down 90 degrees at both sides. Good startup, but fairly bad ending lag. Very fast, great vertical knockback, and one of the strongest down smashes in the game, but low priority. 17%/25% damage when hit with his fists, 14% up close.
  • Ledge attack – Throws his back at the opponent. Fairly quick and has the longest range of any ledge attack in the game. 8% damage
  • 100% Ledge attack – Climbs onto stage and swats forward. 10% damage
  • Floor attack – Swats with his hand in a wide arch. 6% damage

Aerial Attacks

  • Neutral Aerial – Spins with arms extended. Similar to his Spinning Kong move. 8-11% damage
  • Forward Aerial – Puts fists together above his head, then does a powerful Axe-handle Smash. A powerful Meteor Smash. Great for catching edge guarders while recovering. Looks almost exactly like the one from Donkey Kong 64, but obviously slower. 16% damage
  • Back Aerial – Back-kicks behind him. Very fast, long ranged and strong. 8% if not sweetspotted (closest to DK) or 13% on his foot for max damage and knockback.
  • Up Aerial – Headbutts above. Extremely quick, can Star KO at high percentages. 15% damage
  • Down Aerial – Stomps down, arching his body forward. When this move hits, it will always spike similar to Ganondorf’s d-air, and it is his strongest spike. Has Star KO potential. Can be used on many characters by carry down throwing, then jumping and dair. 14-16% damage.

Grabs & Throws

  • Standing grab – One of the longest non-tether grab ranges and high vertical range
  • Running grab – Much worse than standing grab range: Much shorter range and a lot of ending lag
  • Pivot grab – Slightly longer range than his standing grab range
  • Pummel – Does a slight karate chop at the enemy’s neck. 3% damage
  • Forward Throw – Heaves the opponent on his back, just like carrying the barrels from Donkey Kong Country, causing minor damage. He can carry around the opponent (regardless of size) as if the opponent were a heavy item. Can also jump while holding an opponent to increase vertical launch. Can be released and regrabbed if he can react quicker, being an infinite on Lucas and Ness when turn releasing and turn grabbing. Forward + Forward : 8% damage Forward + Up: 7% damage Forward + Down: 6% damage Forward + Back: release:6% (set damage). Donkey Kong is unable to use his forward throw on enemies in the SSE, making him the only character unable to use one of his standard throws for said reason. If the input for the forward throw is used, he will use his up throw instead.
  • Back Throw – Swings his arm back and throws the opponent. A very good KO throw and it has fast start-up. 11% damage
  • Up Throw – Grabs the enemy and throws them in the air with his right hand. 9% damage
  • Down Throw – Slams the opponent down with his hand. Can chain grab characters like Snake or Kirby. At low percentages, this can combo into Hand Slap and can start aerial juggles from there. 7% damage


  • Up: Repeatedly pounds his chest while smiling.
  • Down: Faces the screen, puts his palms of his hands near his cheeks and moves his head from side to side and making a questioning facial expression.

Stage Entrance

Breaks out of a DK barrel, grunts and makes a strongman pose.

My Thoughts

Donkey Kong has a horrible recovery move and I wanted to change it but then I thought “If he has a better recovery move, won’t he become super powered? That is why I decided to change it to flying more horizontally and longer then the SSBB version. Donkey Kong was buffed up in SSBB and I see no reason to nerf him or buff him again save for his recovery options.