@@kingnewcomer2029 DK's spinning Kong is a reference to Dixie Kong in DKC 2. Headbutt is a reference to Super duper simian slam from DK 64, and Giant Punch could be a reference to Chunky Kong's Primate Punch. The reason why DK is so angry is because he's meant to capture the feel of Donkey Kong 94 on the Gameboy.
@@orangeslash1667 true, meant to be in response to the chunky Kong big punch reference. Only time he really had a punch attack before 64 was when he uppercutted krool at the end of dkc2, so I've always been confused why they made it so prominent for him
The neutral attack continues the charge punch, but pressing the button + some direction button transform his charge punch into spinning punch. His should be very versatile, if some enemy approaches vey close you change the type of attack
His current side b is arguably one of his best moves, he would be even lower tier if you replaced this with a projectile unless the projectile was super OP. Just fix his frame data with certain moves and he's much better
Sonic's moveset is already good enough, he really only needs two moves changed which are his Side Special and Forward Air (Light Speed Dash and Sonic Eagle respectively) heck the modding community has done those changes already for multiple games.
I really like this rework. I didn't think DK needed an overhaul, just some touch ups to make him both faithful and viable simultaneously. He just needed some adjustments for what didn't work. I feel like a lot of fan movesets tend to needlessly shove in references over how they would function and the best ones tend to make them feel natural and functional, which you did exceptionally.
"Donkey Kong Expands His Moves!" Nice. Also I am SO glad you used the Barrel Cannon, Barrel Toss, and the Tropical Freeze finisher for this remade moveset.
Even this video couldn't resist the "Expand". Expand Dong is an eternal meme at this point. Also, DK's voice in Tropical Freeze is plenty perfect for Smash, especially if you give his animations more personality. Oh yeah, maybe a Mewtwo overhaul too? The world's most powerful psychic should not be religated to limp tail flicks, generic dark energy bursts, and specials that are oddly weak
@@AshenDust_ Psystrike is already Mewtwo's Final Smash, and it works great as a Final Smash. Shadow Ball is an iconic Mewtwo move I don't think you could justify getting rid of
Quick bit of critique, at the 3:40 part, it would be nice if you marked the changes to a characters stat with an icon denoting if it's now higher or lower than it used to be.
@@Delzethin Actually, if I were to change his appearance, I'd give him the Wario treatment: make half of his skins based on the proposed DK design by Miyamoto (Classic look but with a Necktie) that was reused for Game Boy games, such as Donkey Kong '94 and the Game and Watch Gallery series.
@Battery Not just a nitpick; I think that's actually a really good piece of criticism. The video is hard to enjoy for people if they can't read the text.
love the idea of an Up special that popped DK into a blast barrel from the Country series, and operated like a mix between Diddy's up special and Piranha Plant's Down special, where it can be briefly aimed before he's shot out in an arc!
Good job! You updated his moveset while still keeping what people like about him. One fun thing I would add is if items are on, when a barrel breaks there's a small chance a banana peel will be in it.
Didn't expect DK to be the next Moveset Remake, but it makes sense. He's a Kong, not just any gorilla! He certainly needs more of his character from his own series. Moveset Thoughts: Interesting that this is less of a complete rework and more of a quality of life update for DK. But I think that's exactly what he needs, and the additions you've made seem pretty perfect. Though Cargo Throw and Spinning Kong changing inputs might mess with muscle memory a bit. Definite yes on giving DK his standard voice, too, that's long overdue.
Still personally waiting for a Kirby Remake It!, but this was pretty sweet. One quirk I would add to the Barrel Cannon is for it to have a little toonforce size shenanigans. Have the barrel be smaller than DK himself, yet he still fits inside it. Would be a good laugh and offer extra safety when launching, as his hitbox would actually shrink to fit the barrel.
@@thedman1754That doesn't make sense at all. Sakurai made Kirby's moveset back in the late 90s on limited hardware and budget. Kirby's move set is not only outdated, but also stale. He is in desperate need of a rework. Play some Kirby games, and you'll understand.
This is a really neat take on the monke, I remember a Rivals of Aether mod for him a while ago that also used the Up-B barrel cannon concept. That, the Neutral B rework, and the changes to the grabs are super neat, but I was a little disheartened to see that you removed 2 of DK's 4 different spiking moves, one of the traits he's most notorious for in the smash world. I also think that while the barrel projectile idea is an iconic move from even the earliest Donkey Kong games, the way you've incorporated it seems just too clunky to see actual play and I reckon DK would be better off putting all his resources into his aggressive grappler gameplay. Overall, this rework yet again strikes a perfect balance between giving the character new life and not alienating older dedicated players, but the personal changes I'd make would be to have Barrel Cannon spike if you angle it downward, giving it use as a sacrificial spike, and to bring Headbutt back as the Down B, giving DK back one of his most reliable kill confirms while also restoring the 4 spikes meme potential.
I think a better idea would be to make tier 2 or 3 kong pow a downwards slam that buries, with some minor armor frames, so you'd see niche uses of the other charges of the move more often
FUCKING INCREDIBLE!!! The references, the added personality, THE BARRELS! You even made his Final Smash reference more believable! Yet, it doesn’t feel like he’s changed TOO MUCH and that’s just AWESOME. [9.5/10]
A little thing I'd add of my own is with that sick new recovery, the barrel could even stay for a second after, letting another player use it right after. That could create some sick interactions
If the devs decide to give him a few full sentence lines, I feel like there should be a chance for him to shout "Banana slamma!" during his max charge neutral special.
I like the idea of the Final Smash coming from Tropical Freeze, but i don't want them to remove the only reference from Jungle Beat, so i wish they just extended the period in which the colors are reversed right when you get the confirm on the Final Smash.
Well, was definitely not expecting one of my favorite video game characters from my favorite video game franchise to be the next "Remake It!" video, but I'm definitely all for it as one of the biggest Donkey Kong fans ever, and once again you have knocked it out the park (or offstage in Donkey's case)! :D While I personally do think Donkey is the least Smash fighter that needs an overhaul in this episode so far, I do agree that his current Moveset has become increasingly dated with each new Smash game, and hopefully, if Smash 6 does actually happen, the devs will finally update some of his abilities from his games that makes him feel truer to character while also maintaining his current moves intact! I mean, damn, I may be a humongous DK fan, but even I didn't see these replacements/arrangements coming, though I absolutely approve! I especially love how you included his finishing move where he sends bosses flying from his modern games into his Final Smash, as well as including the iconic Barrel Cannon as his newer recovery (bout time to see him use it)! The only thing I MIGHT would change, or at least consider changing is his Neutral Attack where instead of a kick at the end of his second Jab Upper in reminiscent of his previous Dash Attack from the first 3 Smashes since now it'd be a bit too similar to King K.Rool's Neutral Attack, it would actually be his hand slap that he does after his second hand swap attack in DK64, just to make him stand out a bit more, but this one works too! Even if the Coconut Shooter never gets to be part of Dong's newer Moveset, I'm sure any future Kong Family member could use it instead if possible, or it could even just be used a simple item! This video has given me even more reasons to be a Donkey Kong Country fan, and Donkey Kong fan in general! Keep up the smashing work, Delzethin!
The down special should have a 10% chance to become a TNT Barrel, which does insane damage and knockback, but is destroyed immediately when it hits the ground/an opponent.
I had a similar idea, but with the metal barrels that sometimes show up in DKC games. It's stronger and harder to break, but it rolls slower, and DK has more end lag. For the TNT barrel, you could also have a slight time limit, where if you don't toss it quickly, it explodes in DKs hands. This is more of a reference to how TNT barrels work in DK 64, but I think it would be a good balance to the barrels crazy power.
It's a tiny, tiny change, but they need to update his jump animation too look more like Tropical Freeze. The best way I can describe it, in Smash, his hands go above his head and his palms face forward and his feet are angled. In Tropical Freeze, his palms and feet are flat to the floor, and his hands are at the same height as his head, and his arms go more to his side. The Tropical Freeze animation is so much more in-character for DK, even if it's such a small difference.
I personally wish there were more attacks from DK64 included, such as DK's standard attack where he swats an enemy with one hand twice before finishing with a hand slap, or that secret shockwave move. Would've worked for a down special.
@King Jacoby DK's spinning Kong is a reference to Dixie Kong in DKC 2. Headbutt is a reference to Super duper simian slam from DK 64, and Giant Punch could be a reference to Chunky Kong's Primate Punch. The reason why DK is so angry is because he's meant to capture the feel of Donkey Kong 94 on the Gameboy.
Funny enough, the voice acting thing has become a bit of a hot topic regarding Nintendo over the last week or so. For what it’s worth, I really hope the next Smash game is unionized so we can get new voice lines for everyone.
At the very least, voice actors should be payed in residuals each time they reuse their old voice clips. Some characters like Mario don't need updating, while others like Jigglypuff's voice clips are apparently low quality compared to the rest of the cast as they're from Melee.
@@i.m.evilhomer5084 Nintendo actually uses the act of reusing old voice lines to get away with paying the actors the bare minimum, or at least that’s the case with bigger-name actors like Roger Craig Smith & *especially* Haley Joel Osment.
I'm one of the people who think DK should have his regular voice. I'm surprised this point is even contentious. Do people really like generic gorilla noises. DK's had an established voice for like a decade and a half now. If there wasn't a problem then, why is there one here specifically.
Gotta say I love this revamp. If I could tweek what you've done here, I'd have his new Down Special cycle between the different barrels from DKC: weak/buddy barrel that breaks when thrown; standard barrel that rolls when thrown then breaks upon impact; TNT barrel that explodes upon impact; steel keg that doesn't break but rolls through multiple opponents and bounces off of walls.
Honestly this is a fantastic take on dk. I love how you included the weaknesses of the moves, really goes to show how far you thought it through instead of “what if he had a big barrel!!!!!” Good job. This video is DK main certified. 👍
10:05 which yeah thats why DK is, he's himbo a guenely caring goofball who likes to mess with people, it's his hole deal in punch out Wii is what makes him so special. Which then adds a unique relationship with K rool who he can't really be as goofy with. having him jokely bonk you, makes sense the karate chop suggest his knowns martial arts which like no, bonk with big fist is his kind of game.
I think in order to get the DKC momentum feel with his jumps, he should have a fast initial jump with smaller second jump, like a less exaggerated version of Falco’s jump. Then have him fall quickly to the ground as fast as he rose. It’d also be great to let him jump out of dash attack!
Finally! Now that someone is doing a Donkey Kong move-set, I can finally suggest my altered move for down-tilt: So does any remember Rosalina's trailer back for Super Smash 4, where DK pokes at Kirby on the ground in curiosity? Will that's what I'm thinking for a different down-tilt; instead of Donkey Kong swaying his hand to the side (which to me looks too similar to forward-tilt), he simply pokes the opponent while making a curious 😯face. Just wanted to finally get that out of my brain box, LOVE your videos which inspire me to my own ideas. Keep up the great work! 👍
@@XxEnderxX-lh5hf DK's spinning Kong is a reference to Dixie Kong in DKC 2. Headbutt is a reference to Super duper simian slam from DK 64, and Giant Punch could be a reference to Chunky Kong's Primate Punch. The reason why DK is so angry is because he's meant to capture the feel of Donkey Kong 94 on the Gameboy.
@@Semudara I want everyone to know that DK moves Smash do have references. Players think that DK moves are made up, which is why they want an overhaul, but if DK's moves aren't made up then maybe he doesn't need an overhaul??????
@@orangeslash1667 a character needing more references is never the only reason for an overhaul???? pretty sure dk is asked to get one because of how damn bland every single part of his moveset is, including his personality and even if so the specific ones you pointed out represent more other characters instead of actually referencing stuff dk himself has done aside from the personality which is just pointless to base on one specific game when others show him being the opposite besides spamming the same thing in every reply instead of just leaving one comment outside of them doesnt really seem like a helpful thing to do still
I like the idea of DK sending opponents flying into a star KO with his Final Smash. If Giga Bowser can punch his targets into the screen, someone should be able to do the opposite.
I would imagine if he were to ko with his new final smash then he would use the dk tropical freeze boss victory animation, and with the stage clear theme of either donkey Kong country returns or tropical freeze playing.
I say for both use both smash noises and his regular voice depending on context like for regular jumps and light attacks use his voice but for smash attacks use growls
I recently replayed both DK Country Returns and Tropical Freeze and I thought that giving him the ability to jump out of a roll (his dash attack) would be a cool character-specific thing since he's able to do that in his games. I don't think it'd be too overpowered and it'd give DK another movement option/mixup. Just a thought.
One of my favorite things about this channel is when talking about the specials, you even include those little descriptions you would find in a character's move list. it's just a really great detail to include that I haven't seen anyone else try, so props to you, dude!
Definitely agree with having Donkey Kong throwing barrels as a special move. Like yeah, I get that those are already seperate items any fighter can use, but Donkey Kong is such a huge gaming icon and tossing barrels is definitely what the character is best known for, ever since his grand debut in the arcade. Having that abscent in his moveset is like having Kirby not being able to inhale opponents or Bowser not spitting fire.
@@yusifudo46 DK's spinning Kong is a reference to Dixie Kong in DKC 2. Headbutt is a reference to Super duper simian slam from DK 64, and Giant Punch could be a reference to Chunky Kong's Primate Punch. The reason why DK is so angry is because he's meant to capture the feel of Donkey Kong 94 on the Gameboy.
@@yusifudo46 I completely reject that groundless canon that Rare imprudently came up with. It makes absolutely no sense having the arcade DK and the DKC DK being two completely separate characters and it's just irritating to even think of it that way. I'm pretty sure that's not what Nintendo originally intended either, considering that even they oftenly heavily imply that DK has always been the same character.
@@malhaomalhoa7486 I think you're taking a story about twin plumbers from a fake, real world saving a literal mushroom kingdom from a giant fire-breathing, heavy metal turtle who apparently has a thing for a, maybe (not), humanoid princess woman who's parents are absent in a universe that allows them to safely chill with their baby forms constantly a little too seriously. What in Super Mario makes sense?
For the most part I liked a lot of the suggestions, and I hope they do massive redesigns for a lot of the older characters as a selling point for the next game. I am absolutely down for your change to DK's Final Smash.
I'd love to see some remixing to DK. Lots of pre smash 4 characters could use this. And as for the part of this series covering newer characters, plenty of Kongs and Kremlings to work with
I really love how despite the many changes to his kit, his moveset still presents something familiar for those who played him before. I'd love to see you give this treatment to more characters like Sonic, Kirby, and more characters who's movesets are lacking.
I think a good way to really emphasize him being a grappler is to make his cargo carry his neutral or side special where it acts like a command grab before acting similar to how it already does instead of having it tied simply to grab. then he'd not only get access to some decent regular throws, but he'd get a whole other option to grab and throw with as well as access to a grab that he can use in the air.
Like ridley and bowser side smash. squirtle jigglypuff and pichu should don't be grapple comando because of your weight an size compared with another characters
@@alexandresmgc374 DK's spinning Kong is a reference to Dixie Kong in DKC 2. Headbutt is a reference to Super duper simian slam from DK 64, and Giant Punch could be a reference to Chunky Kong's Primate Punch. The reason why DK is so angry is because he's meant to capture the feel of Donkey Kong 94 on the Gameboy.
This moveset is absolutely amazing! Though I think it would’ve been better to change DK’s side taunt from a shake off to a thumbs up. Like come on, how does he not do this in smash yet in any way, shape or form.
If the side special doesn't put him in free fall, that makes his movement options greater. I've watched a lot of videos from Prowder, where each character tries to solve a maze or other challenges. DK does terrible in mazes, since his recovery is terrible. If his side special moves him further, but still horizontal, and a fully charge up special not only allows him to fly far and angle it, but if it also allows him to lower the angle during the flight (optional), it might allow him to beat many more mazes.
I love the changes to DK's moveset changes you proposed! I will say one small change I would make is rather than on the Down B having both down and side throw the barrel the same way, maybe have DK be able to ride the barrel when he throws it down similar to what he can do in DKC. That'd be a fun reference to past games.
This is a point more about Smash itself, but I really wish the "attack" control option had separate options for "tilt" and "smash", so you could for example have A as tilt, B as smash and Y as special. It's kind of the reverse of the A+B to guarantee a smash.
15:00 Kong Barrel should control similarly, if slightly restricted in angle, to fox and falco's Up B. Start at facing directly up, can adjust in the brief charge window about 60* in either direction, then fires off.
I think Donkey Kong's Dash Attack should go off ledge like in Donkey Kong Country. Also like in Country, he can jump cancel it in the air and use that to edge-guard his opponent.
This is exactly what I want to see in a character reworking video. Easy instant sub :) As for the character changes, I think it's perfect! The voice line change and up special are easily my favorite, as I grew up on DKCR
Since you started this series, I've been waiting/hoping for a video on Donkey Kong. I have to say, you did not disappoint! This moveset does the character a lot justice, I think.
So something that I thought of to add real quick: What if you could turn on and off generic/specific character voices? Like how you can change Marth from Japanese to English via changing the games settings. So like, Have an option that can use Bowser/Dk's or anyone else's voice to go from generic animal noises to actual voice acting? And you can turn it on and off in a jiffy. The same would apply to another thing I've wanted, which is alt movesets. Though that would be a bitch to code, I think Sakurai could do the job. If he returned for the next title tho... doubt...
Overall I love the changes and the video. One thing I think you went a bit too far with though is the recovery. He could definitely use some buffs in that area, but imo DK *should* have a bad recovery. It makes being off stage as dangerous as being above a pit is in DK County, which is a huge part of those games. I like the idea of the barrel up-b but going as far as Pit is a bit much.
An idea for Barrel Drop I thought of would be to use the metal barrels. These would be able to tank more hits and deal more damage, but can be reflected with many characters' down-b counters or a well-timed attack that connects with the barrel.
This is exactly the moveset I had in mind, especially with the special (except that Down B which I thought might be a lot but you balanced perfectly, though I disagree with having the startup do damage but making it hit plats with extra lag as a tradeoff), this and some simple facial expression tweaks and DK would be perfect and Id play him even more often. Kudos man, though we had slightly different ideas on how the Up B would work
I love these concepts, and I think that a few more things being added could at least (kind of) help out with his representation in Smash bros. The tilts are the main thing I wanted to change, with down tilt being a multi-hit blow move like from DKCR, and his side tilt would feature his coconut gun, and if the button is held, he can move as he does it, but can't jump, so inputting a jump, shield, or grab can end the move. His specials feel fine, but side special could also be a good place to put the barrel throw, such as if you hold the input. And down smash can be what it was before, since ground pound's aerial version felt better to some fans. The final smash you gave him is also quite fitting, so I won't change it. (I hope that Mod-makers can put Delthezin's ideas in the game, and even more idea's to make smash bros. more awesome with these movesets.)
- his Up+B could be named "Baboon Blast" as a refference to the ability from DK64 that llowed him to access Barrel Blast areas - another option for side+B could be Rambi Ride, similar to Wario's Bike... - His down Trhow animation could be an arm bar, similar to one art of diddy kong doint it on a kremling in the bonus minigame splash screens from DKC2, and also be named "Gorilla Grab" as a not to the ability that allowed DK to move levers in DK64 - finaly, his down air could be a hip drop, like the classic Simiam Slam from DK 64
Side move that fits up animation better (cargo throw): Gets remapped to an up move. Up move that fits side animation better (spinning kong): Gets remapped to a side move.
I actually made my own redesign of this character before finding this video. The only major differences were the specials - I made neutral special a weaker version of his old Final Smash, his side special the barrel throw, his up special a vine that he uses as a tether, and his down special a deep breath that trips foes like in DKC Returns. The barrels also had a function where they could randomly summon a Kong Ally on DK’s back that changes the side special: Diddy would give the Rocketbarrel Boost, Dixie would give the Spinning Kong, and Cranky would give a Counter/Reflect. Having a Kong Ally would also increase damage on all attacks and increase the vertical hitbox on down special. Yeah yours is better
Yeahh, I suppose I like this. I had the same idea of moving Spinning Kong to side B so up B is free to have the Barrel Cannon. Moving the cargo throw to up throw is one I've never thought of, but it's a neat one now that I think of it. I'm not sure if I like the idea of replacing Hand Slap as his down special though, partly because I like it there as it is and also because I'm not sold on the idea of giving DK a projectile. -Speaking of, thanks for NOT adding both the barrel throw and the coconut gun, and for saying the thing about references being less priority over a cohesive moveset-
One thing I would love for the first level of Kong pow, is for it to be the fist bump animation with kranky, like it being a one-inch-punch used for tech chases. Would get DKs personality across of him just having a lot of fun and toying with his opponent, also he's a DKs a himbo.
Love this video. It's pretty inspiring to make me want to make better movesets for other characters too. I actually had some ideas for Sheik, actually. She needs some better kill moves so I was thinking of adding dk punch as her neutral B but it has an instant charge and 2 frame startup since she's fast. I also was thinking of making her recovery better so her side B is changed to giving her the jetpack item in addition to throwing out the grenade. I also thought she needed some better oos options so I made her up B frame 1 and have Sephiroth fully charged neutral B damage and range instead so she has some more kill moves. I also think it'd be cool if instead of her jab she gets 4 more jumps and doesn't ever go into free fall. And then to round it all out, her up taunt instead of performing a taunt she teleports in front of the nearest enemy player and gains her final smash even if items are turned off.
i actually like the idea of his up-special using one of the spinning rocket barrels, starting straight upward and spinning forward as you hold the button and firing him once you let go of the button, it completes a full circle, or an opponent attacks the barrel for extra chaos
I feel like Bowser deserves to be reworked more than any character due to Sakurai putting him in Melee fully knowing he would not be anything like how Bowser actually is in the Mario Games
Good job on this 10:29 I would've gone with down smash, but that's me I also would have expected more replacements, but this is alright I will implement all of my minor tweaks in a possible melee mod
Pretty cool video, his moveset should definitely be like this, and I have also had in mind that he shoud have trowing a barrel one of his Special moves.
This is EXACTLY the moveset I envision for an updated DK!!!!! This is awesome :D one note I'd add: to further punctuate his advantage state in battle AND his DKC shenanigans, I'd make his dash attack jump-cancellable on hit only. A way to portray the blazing momentum you can achieve in the original DKC trilogy, as well as a potentially very good setup for up air. Again you could jump out of it ONLY if you land the hit. Other than that, I totally agree with this moveset!!!
DK would FINALLY win a big tournament guaranteed with this move set. Absolutely amazing. A lot to lay around if versing him and making him extremely viable in a tournament
His forward throw should be like Mewtwo's but with coconut gun coconuts instead if shadow balls, would get the reference in there and I think your barrel suggestion is a bit much for a throw and makes his new down special stand out less.
I've been enjoying this whole series as a whole since I watched the Sonic video, and this one in particular really fascinates me. Knowing that Smash 64 characters are available for this series, I'd love to see you try and Remake Mario, Luigi, Jigglypuff, and especially Kirby since I think he has some of most missed potential of the 64 veterans.
Love the vid! Just jokes, but would totally love for his final smash to include DK pounding target into the ground, jumping up, and spiking the moon on them (with damage to those near the impact) :P
I actually think that for the barrel cannon, it could maybe have 5 distinct angles, similar to how the cannons work in the games when they change angles. If not, I’d probably have it work similar to Rosalina’s recovery in terms of the angles she gets. On top of that, the freefall from Up-B could be a unique animation, a continuation of his spin as he falls. For the barrel, I think it would be better to categorize it as similar to King Dedede’s Gordo or Snake’s grenade, in terms of angle adjustment. Maybe even let DK shield to drop it as an item that stands up? It would also be a missed opportunity to not have a more rare alternate model with the Smash logo instead of the DK logo on the top and bottom. As for voice lines, I think it’s a shame we don’t have the death sound from the DKCR games, as it’s a pretty goofy one all things considered. Same with the stun sound he makes when hit.
Overall great redesign, Donkey Kong is one of the characters that desperately needs one. Just a couple comments on the moveset: Maybe for his neutral air, Donkey Kong claps like he does in Barrel Blast to create a shockwave, kind of like Sephiroth's neutral air. For his up special, Donkey Kong goes into a barrel cannon and immediately shoots upwards, but holding down the button makes the barrel spin clockwise (or counter-clockwise depending on which direction he's facing) and letting go of the button will shoot Donkey Kong in the direction the barrel is facing. If the barrel completes a full rotation, it will automatically shoot Donkey Kong upwards, and if a move is strong enough to break the barrel, Donkey Kong goes into freefall. Finally, for his down special, maybe he can use a move he had in Kingdom Battle where he plays the bongos which pulls his opponents to him, making his grapple game even scarier. I know the barrel throw is such an iconic aspect of Donkey Kong, but I kinda like him as a close range fighter without a projectile. Sorry about the super long comment, just wanted to throw out some ideas.
Also fun fact: DK’s alts are literally all just dragon ball transformations (even his default). Default: Oozaru (great ape) Black: Black Frieza Red: Super Saiyan God Purple: Ultra Ego Green: Legendary Super Saiyan White: Ultra Instinct Gold: Super Saiyan Pink: Super Saiyan Rosé
Having his Spinning Kong move as his side special and gains the Barrel Cannon as his up special feels much better for his reworked moveset. Maybe have DK's Coconut Cannon as part of his moveset.
I would love to see a new smash game that completely changes the move sets of the characters. Almost like a soft reboot for the franchise, maintaining the same general mechanics of the game but completely changing how the characters play. Mario could take more inspiration from galaxy or odyssey, samus could take inspiration from her melee counter moves she has in the newer games, sonic could take inspiration from the modern boost games...etc. if that does happens, this move set for dk would be awesome. On a different note, I think a 3d mode in a smash game would be cool. Not as the whole game but rather a side mode.
I'm sure you know about this, but for those who don't, I think the decision for DK's voice along with a few other animal characters like K.Rool and Bowser was Sakurai's idea of having them sound more like animals than having their own human like voice, the only one who stayed the same was Bowser Jr, the Koopalings, and Banjo
DK in Smash 64 was pretty funny, they included one of the most important characters in gaming and gave him 2 moves that he actually uses (at the time)
Yup, and nowadays it's in desperate need of an overhaul
@@kingnewcomer2029 DK's spinning Kong is a reference to Dixie Kong in DKC 2. Headbutt is a reference to Super duper simian slam from DK 64, and Giant Punch could be a reference to Chunky Kong's Primate Punch. The reason why DK is so angry is because he's meant to capture the feel of Donkey Kong 94 on the Gameboy.
@@orangeslash1667 I can see the references except dk64 came out after smash 64...
@@mt.crushmore DK didn't have headbutt in Smash 64.
@@orangeslash1667 true, meant to be in response to the chunky Kong big punch reference. Only time he really had a punch attack before 64 was when he uppercutted krool at the end of dkc2, so I've always been confused why they made it so prominent for him
Having his spin changed to side b and having the barrel cannon as his up b is something I've been wanting for so long
I wish his down be should be the kong banjo. His before final smash, almost like ground pound but workshop in the air with stock waves attacks
And his throw barrel his side special attack.
The neutral attack continues the charge punch, but pressing the button + some direction button transform his charge punch into spinning punch. His should be very versatile, if some enemy approaches vey close you change the type of attack
Makes perfect sense to me, and a better change than adding FLUDD to Mario
His current side b is arguably one of his best moves, he would be even lower tier if you replaced this with a projectile unless the projectile was super OP. Just fix his frame data with certain moves and he's much better
I’d love to see Sonic get a remade moveset
PLEASE, do Sonic. He has something going for him now that Frontiers is on the horizon
He'll probably do that when Sonic frontiers comes out.
yeah i would love to see that as well buddy
He is the character that absolutely NEEDS his moveset to be remade the most
Sonic's moveset is already good enough, he really only needs two moves changed which are his Side Special and Forward Air (Light Speed Dash and Sonic Eagle respectively) heck the modding community has done those changes already for multiple games.
I really like this rework. I didn't think DK needed an overhaul, just some touch ups to make him both faithful and viable simultaneously. He just needed some adjustments for what didn't work. I feel like a lot of fan movesets tend to needlessly shove in references over how they would function and the best ones tend to make them feel natural and functional, which you did exceptionally.
"Donkey Kong Expands His Moves!" Nice.
Also I am SO glad you used the Barrel Cannon, Barrel Toss, and the Tropical Freeze finisher for this remade moveset.
Even this video couldn't resist the "Expand". Expand Dong is an eternal meme at this point. Also, DK's voice in Tropical Freeze is plenty perfect for Smash, especially if you give his animations more personality.
Oh yeah, maybe a Mewtwo overhaul too? The world's most powerful psychic should not be religated to limp tail flicks, generic dark energy bursts, and specials that are oddly weak
The worst part is that it has a signature move called Psystrike, which could literally work exactly the same as Shadow Ball.
@@AshenDust_ Psystrike is already Mewtwo's Final Smash, and it works great as a Final Smash. Shadow Ball is an iconic Mewtwo move I don't think you could justify getting rid of
@@grunkleg.2934 why is it an iconic Mewtwo move? There are plenty better ones to replace it, and a mega evolution works fine as a final smash.
@@AshenDust_ Because of the movie?
@@Punaparta never watched that. I’ve never seen Mewtwo use Shadow Ball outside of smash though.
Quick bit of critique, at the 3:40 part, it would be nice if you marked the changes to a characters stat with an icon denoting if it's now higher or lower than it used to be.
Good point, actually. I'll keep that in mind for future episodes.
@@Delzethin The smash wiki has icons denoting patch changes to characters that would work perfect.
@@Delzethin Actually, if I were to change his appearance, I'd give him the Wario treatment: make half of his skins based on the proposed DK design by Miyamoto (Classic look but with a Necktie) that was reused for Game Boy games, such as Donkey Kong '94 and the Game and Watch Gallery series.
@Battery Not just a nitpick; I think that's actually a really good piece of criticism. The video is hard to enjoy for people if they can't read the text.
"Banana Slamma" would have been a better name than "kong pow" imo
I feel like Banana Slamma would fit best for his Final Smash name.
@@alijahaskew4644 why?
@@alexcat6685 It's a reference to the enjoyably awful DKC show.
As a dk main, I absolutely agree with so much of this. So many of the old roster needs to be revamped. DK definitely deserves soem of this.
love the idea of an Up special that popped DK into a blast barrel from the Country series, and operated like a mix between Diddy's up special and Piranha Plant's Down special, where it can be briefly aimed before he's shot out in an arc!
Good job! You updated his moveset while still keeping what people like about him.
One fun thing I would add is if items are on, when a barrel breaks there's a small chance a banana peel will be in it.
Didn't expect DK to be the next Moveset Remake, but it makes sense. He's a Kong, not just any gorilla! He certainly needs more of his character from his own series.
Moveset Thoughts: Interesting that this is less of a complete rework and more of a quality of life update for DK. But I think that's exactly what he needs, and the additions you've made seem pretty perfect. Though Cargo Throw and Spinning Kong changing inputs might mess with muscle memory a bit. Definite yes on giving DK his standard voice, too, that's long overdue.
Still personally waiting for a Kirby Remake It!, but this was pretty sweet.
One quirk I would add to the Barrel Cannon is for it to have a little toonforce size shenanigans. Have the barrel be smaller than DK himself, yet he still fits inside it. Would be a good laugh and offer extra safety when launching, as his hitbox would actually shrink to fit the barrel.
I don't really think that Kirby's moveset needs to change much, since the creator of Kirby hinself made it.
@@thedman1754That doesn't make sense at all. Sakurai made Kirby's moveset back in the late 90s on limited hardware and budget. Kirby's move set is not only outdated, but also stale. He is in desperate need of a rework. Play some Kirby games, and you'll understand.
This is a really neat take on the monke, I remember a Rivals of Aether mod for him a while ago that also used the Up-B barrel cannon concept. That, the Neutral B rework, and the changes to the grabs are super neat, but I was a little disheartened to see that you removed 2 of DK's 4 different spiking moves, one of the traits he's most notorious for in the smash world. I also think that while the barrel projectile idea is an iconic move from even the earliest Donkey Kong games, the way you've incorporated it seems just too clunky to see actual play and I reckon DK would be better off putting all his resources into his aggressive grappler gameplay. Overall, this rework yet again strikes a perfect balance between giving the character new life and not alienating older dedicated players, but the personal changes I'd make would be to have Barrel Cannon spike if you angle it downward, giving it use as a sacrificial spike, and to bring Headbutt back as the Down B, giving DK back one of his most reliable kill confirms while also restoring the 4 spikes meme potential.
I think a better idea would be to make tier 2 or 3 kong pow a downwards slam that buries, with some minor armor frames, so you'd see niche uses of the other charges of the move more often
FUCKING INCREDIBLE!!! The references, the added personality, THE BARRELS! You even made his Final Smash reference more believable! Yet, it doesn’t feel like he’s changed TOO MUCH and that’s just AWESOME. [9.5/10]
A little thing I'd add of my own is with that sick new recovery, the barrel could even stay for a second after, letting another player use it right after. That could create some sick interactions
If the devs decide to give him a few full sentence lines, I feel like there should be a chance for him to shout "Banana slamma!" during his max charge neutral special.
I absolutely love watching these remixed movesets! I’d love to see these continue!
I like the idea of the Final Smash coming from Tropical Freeze, but i don't want them to remove the only reference from Jungle Beat, so i wish they just extended the period in which the colors are reversed right when you get the confirm on the Final Smash.
Well, was definitely not expecting one of my favorite video game characters from my favorite video game franchise to be the next "Remake It!" video, but I'm definitely all for it as one of the biggest Donkey Kong fans ever, and once again you have knocked it out the park (or offstage in Donkey's case)! :D While I personally do think Donkey is the least Smash fighter that needs an overhaul in this episode so far, I do agree that his current Moveset has become increasingly dated with each new Smash game, and hopefully, if Smash 6 does actually happen, the devs will finally update some of his abilities from his games that makes him feel truer to character while also maintaining his current moves intact! I mean, damn, I may be a humongous DK fan, but even I didn't see these replacements/arrangements coming, though I absolutely approve! I especially love how you included his finishing move where he sends bosses flying from his modern games into his Final Smash, as well as including the iconic Barrel Cannon as his newer recovery (bout time to see him use it)! The only thing I MIGHT would change, or at least consider changing is his Neutral Attack where instead of a kick at the end of his second Jab Upper in reminiscent of his previous Dash Attack from the first 3 Smashes since now it'd be a bit too similar to King K.Rool's Neutral Attack, it would actually be his hand slap that he does after his second hand swap attack in DK64, just to make him stand out a bit more, but this one works too! Even if the Coconut Shooter never gets to be part of Dong's newer Moveset, I'm sure any future Kong Family member could use it instead if possible, or it could even just be used a simple item! This video has given me even more reasons to be a Donkey Kong Country fan, and Donkey Kong fan in general! Keep up the smashing work, Delzethin!
Pretty good revamp of DK's moveset. It feels just right to me in terms of updates
The down special should have a 10% chance to become a TNT Barrel, which does insane damage and knockback, but is destroyed immediately when it hits the ground/an opponent.
I had a similar idea, but with the metal barrels that sometimes show up in DKC games. It's stronger and harder to break, but it rolls slower, and DK has more end lag. For the TNT barrel, you could also have a slight time limit, where if you don't toss it quickly, it explodes in DKs hands. This is more of a reference to how TNT barrels work in DK 64, but I think it would be a good balance to the barrels crazy power.
It's a tiny, tiny change, but they need to update his jump animation too look more like Tropical Freeze. The best way I can describe it, in Smash, his hands go above his head and his palms face forward and his feet are angled. In Tropical Freeze, his palms and feet are flat to the floor, and his hands are at the same height as his head, and his arms go more to his side. The Tropical Freeze animation is so much more in-character for DK, even if it's such a small difference.
I personally wish there were more attacks from DK64 included, such as DK's standard attack where he swats an enemy with one hand twice before finishing with a hand slap, or that secret shockwave move. Would've worked for a down special.
@King Jacoby DK's spinning Kong is a reference to Dixie Kong in DKC 2. Headbutt is a reference to Super duper simian slam from DK 64, and Giant Punch could be a reference to Chunky Kong's Primate Punch. The reason why DK is so angry is because he's meant to capture the feel of Donkey Kong 94 on the Gameboy.
The shockwave move was somewhat referenced in his old down special.
Funny enough, the voice acting thing has become a bit of a hot topic regarding Nintendo over the last week or so. For what it’s worth, I really hope the next Smash game is unionized so we can get new voice lines for everyone.
I was wondering what the next game had to do with chemistry until I realized 'unionized' is two words in one
At the very least, voice actors should be payed in residuals each time they reuse their old voice clips. Some characters like Mario don't need updating, while others like Jigglypuff's voice clips are apparently low quality compared to the rest of the cast as they're from Melee.
@@i.m.evilhomer5084 Nintendo actually uses the act of reusing old voice lines to get away with paying the actors the bare minimum, or at least that’s the case with bigger-name actors like Roger Craig Smith & *especially* Haley Joel Osment.
Well
She was lying
@@renren47618 Just because Hellena was lying doesn’t mean this isn’t a recurring issue elsewhere.
I'm one of the people who think DK should have his regular voice. I'm surprised this point is even contentious. Do people really like generic gorilla noises. DK's had an established voice for like a decade and a half now. If there wasn't a problem then, why is there one here specifically.
He could have the voice he has in the games while keeping a little gorilla noises
Gotta say I love this revamp.
If I could tweek what you've done here, I'd have his new Down Special cycle between the different barrels from DKC: weak/buddy barrel that breaks when thrown; standard barrel that rolls when thrown then breaks upon impact; TNT barrel that explodes upon impact; steel keg that doesn't break but rolls through multiple opponents and bounces off of walls.
Good idea not shoving the Coconut Gun into DK's move set. It just never gelled with grappler like DK to me.
Honestly this is a fantastic take on dk. I love how you included the weaknesses of the moves, really goes to show how far you thought it through instead of “what if he had a big barrel!!!!!” Good job. This video is DK main certified. 👍
10:05 which yeah thats why DK is, he's himbo a guenely caring goofball who likes to mess with people, it's his hole deal in punch out Wii is what makes him so special. Which then adds a unique relationship with K rool who he can't really be as goofy with.
having him jokely bonk you, makes sense the karate chop suggest his knowns martial arts which like no, bonk with big fist is his kind of game.
Minus a few areas I'd personally change, this is a pretty good redesign.
It's simple & keeps what makes DK fun intact.
Great job!
This
I think in order to get the DKC momentum feel with his jumps, he should have a fast initial jump with smaller second jump, like a less exaggerated version of Falco’s jump. Then have him fall quickly to the ground as fast as he rose. It’d also be great to let him jump out of dash attack!
Finally! Now that someone is doing a Donkey Kong move-set, I can finally suggest my altered move for down-tilt: So does any remember Rosalina's trailer back for Super Smash 4, where DK pokes at Kirby on the ground in curiosity? Will that's what I'm thinking for a different down-tilt; instead of Donkey Kong swaying his hand to the side (which to me looks too similar to forward-tilt), he simply pokes the opponent while making a curious 😯face. Just wanted to finally get that out of my brain box, LOVE your videos which inspire me to my own ideas. Keep up the great work! 👍
So basicly give him the Wario Poke lol
@@XxEnderxX-lh5hf DK's spinning Kong is a reference to Dixie Kong in DKC 2. Headbutt is a reference to Super duper simian slam from DK 64, and Giant Punch could be a reference to Chunky Kong's Primate Punch. The reason why DK is so angry is because he's meant to capture the feel of Donkey Kong 94 on the Gameboy.
@@orangeslash1667 Can you stop randomly spamming this in the comment section? It's not helpful, it's obnoxious.
@@Semudara I want everyone to know that DK moves Smash do have references. Players think that DK moves are made up, which is why they want an overhaul, but if DK's moves aren't made up then maybe he doesn't need an overhaul??????
@@orangeslash1667 a character needing more references is never the only reason for an overhaul???? pretty sure dk is asked to get one because of how damn bland every single part of his moveset is, including his personality
and even if so the specific ones you pointed out represent more other characters instead of actually referencing stuff dk himself has done aside from the personality which is just pointless to base on one specific game when others show him being the opposite
besides spamming the same thing in every reply instead of just leaving one comment outside of them doesnt really seem like a helpful thing to do still
I like the idea of DK sending opponents flying into a star KO with his Final Smash. If Giga Bowser can punch his targets into the screen, someone should be able to do the opposite.
and this could be a unique K.O. screen too
I would imagine if he were to ko with his new final smash then he would use the dk tropical freeze boss victory animation, and with the stage clear theme of either donkey Kong country returns or tropical freeze playing.
I say for both use both smash noises and his regular voice depending on context like for regular jumps and light attacks use his voice but for smash attacks use growls
The Barrel Cannon is a perfect up special, even for the final smash Baddie Basher to make it more cinematic than the previous one! 😃
I recently replayed both DK Country Returns and Tropical Freeze and I thought that giving him the ability to jump out of a roll (his dash attack) would be a cool character-specific thing since he's able to do that in his games. I don't think it'd be too overpowered and it'd give DK another movement option/mixup. Just a thought.
One of my favorite things about this channel is when talking about the specials, you even include those little descriptions you would find in a character's move list. it's just a really great detail to include that I haven't seen anyone else try, so props to you, dude!
I didn't think DK needed a revamp, but you've sold me on yours.
I think we could give him a boxing alt to reference his punchout fight
I think it’s a good reference
Definitely agree with having Donkey Kong throwing barrels as a special move. Like yeah, I get that those are already seperate items any fighter can use, but Donkey Kong is such a huge gaming icon and tossing barrels is definitely what the character is best known for, ever since his grand debut in the arcade. Having that abscent in his moveset is like having Kirby not being able to inhale opponents or Bowser not spitting fire.
Yeah, even though the Donkey Kong of Smash wasn't the arcade one. The main DK has always been from DKC onward, since before that was Cranky Kong.
@@yusifudo46 DK's spinning Kong is a reference to Dixie Kong in DKC 2. Headbutt is a reference to Super duper simian slam from DK 64, and Giant Punch could be a reference to Chunky Kong's Primate Punch. The reason why DK is so angry is because he's meant to capture the feel of Donkey Kong 94 on the Gameboy.
@@yusifudo46 I completely reject that groundless canon that Rare imprudently came up with. It makes absolutely no sense having the arcade DK and the DKC DK being two completely separate characters and it's just irritating to even think of it that way. I'm pretty sure that's not what Nintendo originally intended either, considering that even they oftenly heavily imply that DK has always been the same character.
@@malhaomalhoa7486 I think you're taking a story about twin plumbers from a fake, real world saving a literal mushroom kingdom from a giant fire-breathing, heavy metal turtle who apparently has a thing for a, maybe (not), humanoid princess woman who's parents are absent in a universe that allows them to safely chill with their baby forms constantly a little too seriously. What in Super Mario makes sense?
@@yusifudo46 Everything except the lore Rare came up with lmao
For the most part I liked a lot of the suggestions, and I hope they do massive redesigns for a lot of the older characters as a selling point for the next game.
I am absolutely down for your change to DK's Final Smash.
This revamped moveset is actually perfect. Everything you came up with works very well. Great job!
It's great... but it definitely needs more Coconut Gun!
I'd love to see some remixing to DK. Lots of pre smash 4 characters could use this. And as for the part of this series covering newer characters, plenty of Kongs and Kremlings to work with
I really love how despite the many changes to his kit, his moveset still presents something familiar for those who played him before. I'd love to see you give this treatment to more characters like Sonic, Kirby, and more characters who's movesets are lacking.
Hell yeah, was waiting for this to go public. Can't wait to hear what the people think
I think a good way to really emphasize him being a grappler is to make his cargo carry his neutral or side special where it acts like a command grab before acting similar to how it already does instead of having it tied simply to grab. then he'd not only get access to some decent regular throws, but he'd get a whole other option to grab and throw with as well as access to a grab that he can use in the air.
I agreed. I gonna be honest I think the grapples moves should be special moves, whose characters are appropriate to execute that move.
Like ridley and bowser side smash. squirtle jigglypuff and pichu should don't be grapple comando because of your weight an size compared with another characters
He can just have an air grab.
@@alexandresmgc374 DK's spinning Kong is a reference to Dixie Kong in DKC 2. Headbutt is a reference to Super duper simian slam from DK 64, and Giant Punch could be a reference to Chunky Kong's Primate Punch. The reason why DK is so angry is because he's meant to capture the feel of Donkey Kong 94 on the Gameboy.
@@orangeslash1667 só the spinnig punch and charge punch should be one special move.
This moveset is absolutely amazing! Though I think it would’ve been better to change DK’s side taunt from a shake off to a thumbs up. Like come on, how does he not do this in smash yet in any way, shape or form.
Smash Donkey Kong is practically Slap, Punch, Headbutt.
If the side special doesn't put him in free fall, that makes his movement options greater. I've watched a lot of videos from Prowder, where each character tries to solve a maze or other challenges. DK does terrible in mazes, since his recovery is terrible. If his side special moves him further, but still horizontal, and a fully charge up special not only allows him to fly far and angle it, but if it also allows him to lower the angle during the flight (optional), it might allow him to beat many more mazes.
I love the changes to DK's moveset changes you proposed! I will say one small change I would make is rather than on the Down B having both down and side throw the barrel the same way, maybe have DK be able to ride the barrel when he throws it down similar to what he can do in DKC. That'd be a fun reference to past games.
I absolutely love this remake, because it’s pretty much spot on for how I’d change up his moveset
This is a point more about Smash itself, but I really wish the "attack" control option had separate options for "tilt" and "smash", so you could for example have A as tilt, B as smash and Y as special. It's kind of the reverse of the A+B to guarantee a smash.
15:00 Kong Barrel should control similarly, if slightly restricted in angle, to fox and falco's Up B. Start at facing directly up, can adjust in the brief charge window about 60* in either direction, then fires off.
I think Donkey Kong's Dash Attack should go off ledge like in Donkey Kong Country. Also like in Country, he can jump cancel it in the air and use that to edge-guard his opponent.
This is exactly what I want to see in a character reworking video. Easy instant sub :)
As for the character changes, I think it's perfect! The voice line change and up special are easily my favorite, as I grew up on DKCR
Since you started this series, I've been waiting/hoping for a video on Donkey Kong. I have to say, you did not disappoint! This moveset does the character a lot justice, I think.
One voice line I want to see added is 64's "OK!" And the new up and down specials? chief kiss
I watched Sonic’s, Luigi’s, and now Donkey Kong’s reworks by you, and I’m amazed. They all make sense and are well thought out.
So something that I thought of to add real quick: What if you could turn on and off generic/specific character voices? Like how you can change Marth from Japanese to English via changing the games settings. So like, Have an option that can use Bowser/Dk's or anyone else's voice to go from generic animal noises to actual voice acting? And you can turn it on and off in a jiffy.
The same would apply to another thing I've wanted, which is alt movesets. Though that would be a bitch to code, I think Sakurai could do the job. If he returned for the next title tho...
doubt...
this guy sounds like a weird mixture of norm macdonald and bender from futurama
What about DK’s Coconut Shooter?
I would love to see the modding community take note of your Remake It videos and act upon them. It'd make for some fantastic modded tourney stuff.
Overall I love the changes and the video. One thing I think you went a bit too far with though is the recovery. He could definitely use some buffs in that area, but imo DK *should* have a bad recovery. It makes being off stage as dangerous as being above a pit is in DK County, which is a huge part of those games. I like the idea of the barrel up-b but going as far as Pit is a bit much.
An idea for Barrel Drop I thought of would be to use the metal barrels. These would be able to tank more hits and deal more damage, but can be reflected with many characters' down-b counters or a well-timed attack that connects with the barrel.
10:13 Halfway in.
This is exactly the moveset I had in mind, especially with the special (except that Down B which I thought might be a lot but you balanced perfectly, though I disagree with having the startup do damage but making it hit plats with extra lag as a tradeoff), this and some simple facial expression tweaks and DK would be perfect and Id play him even more often. Kudos man, though we had slightly different ideas on how the Up B would work
I love these concepts, and I think that a few more things being added could at least (kind of) help out with his representation in Smash bros.
The tilts are the main thing I wanted to change, with down tilt being a multi-hit blow move like from DKCR, and his side tilt would feature his coconut gun, and if the button is held, he can move as he does it, but can't jump, so inputting a jump, shield, or grab can end the move. His specials feel fine, but side special could also be a good place to put the barrel throw, such as if you hold the input. And down smash can be what it was before, since ground pound's aerial version felt better to some fans. The final smash you gave him is also quite fitting, so I won't change it. (I hope that Mod-makers can put Delthezin's ideas in the game, and even more idea's to make smash bros. more awesome with these movesets.)
I really like that you've changed down B to down smash and especially up B to side B
- his Up+B could be named "Baboon Blast" as a refference to the ability from DK64 that llowed him to access Barrel Blast areas
- another option for side+B could be Rambi Ride, similar to Wario's Bike...
- His down Trhow animation could be an arm bar, similar to one art of diddy kong doint it on a kremling in the bonus minigame splash screens from DKC2, and also be named "Gorilla Grab" as a not to the ability that allowed DK to move levers in DK64
- finaly, his down air could be a hip drop, like the classic Simiam Slam from DK 64
Side move that fits up animation better (cargo throw): Gets remapped to an up move.
Up move that fits side animation better (spinning kong): Gets remapped to a side move.
good video. you sound like the quiplash announcer. subscribed.
"Hands together" and "Wanna clap" is such a small thing but it really is amazing.
I actually made my own redesign of this character before finding this video. The only major differences were the specials - I made neutral special a weaker version of his old Final Smash, his side special the barrel throw, his up special a vine that he uses as a tether, and his down special a deep breath that trips foes like in DKC Returns. The barrels also had a function where they could randomly summon a Kong Ally on DK’s back that changes the side special: Diddy would give the Rocketbarrel Boost, Dixie would give the Spinning Kong, and Cranky would give a Counter/Reflect. Having a Kong Ally would also increase damage on all attacks and increase the vertical hitbox on down special.
Yeah yours is better
I would personally add his Skylanders Superchargers jumpsuit as an alt.
Yeahh, I suppose I like this. I had the same idea of moving Spinning Kong to side B so up B is free to have the Barrel Cannon. Moving the cargo throw to up throw is one I've never thought of, but it's a neat one now that I think of it.
I'm not sure if I like the idea of replacing Hand Slap as his down special though, partly because I like it there as it is and also because I'm not sold on the idea of giving DK a projectile.
-Speaking of, thanks for NOT adding both the barrel throw and the coconut gun, and for saying the thing about references being less priority over a cohesive moveset-
One thing I would love for the first level of Kong pow, is for it to be the fist bump animation with kranky, like it being a one-inch-punch used for tech chases.
Would get DKs personality across of him just having a lot of fun and toying with his opponent,
also he's a DKs a himbo.
Love this video. It's pretty inspiring to make me want to make better movesets for other characters too. I actually had some ideas for Sheik, actually. She needs some better kill moves so I was thinking of adding dk punch as her neutral B but it has an instant charge and 2 frame startup since she's fast. I also was thinking of making her recovery better so her side B is changed to giving her the jetpack item in addition to throwing out the grenade. I also thought she needed some better oos options so I made her up B frame 1 and have Sephiroth fully charged neutral B damage and range instead so she has some more kill moves. I also think it'd be cool if instead of her jab she gets 4 more jumps and doesn't ever go into free fall. And then to round it all out, her up taunt instead of performing a taunt she teleports in front of the nearest enemy player and gains her final smash even if items are turned off.
I'm glad you had the same idea as many DK fans for his Up Special!
i actually like the idea of his up-special using one of the spinning rocket barrels, starting straight upward and spinning forward as you hold the button and firing him once you let go of the button, it completes a full circle, or an opponent attacks the barrel for extra chaos
before I watch this, I feel DK should be bigger, faster, stronger too as he is the first member of the DK crew
I feel like Bowser deserves to be reworked more than any character due to Sakurai putting him in Melee fully knowing he would not be anything like how Bowser actually is in the Mario Games
Good job on this
10:29 I would've gone with down smash, but that's me
I also would have expected more replacements, but this is alright
I will implement all of my minor tweaks in a possible melee mod
Pretty cool video, his moveset should definitely be like this, and I have also had in mind that he shoud have trowing a barrel one of his Special moves.
This is EXACTLY the moveset I envision for an updated DK!!!!! This is awesome :D
one note I'd add: to further punctuate his advantage state in battle AND his DKC shenanigans, I'd make his dash attack jump-cancellable on hit only. A way to portray the blazing momentum you can achieve in the original DKC trilogy, as well as a potentially very good setup for up air. Again you could jump out of it ONLY if you land the hit. Other than that, I totally agree with this moveset!!!
Probably the best rework for this character, it all feels very well and I like that you kept the iconic moves
The barrel drop was my original idea years ago, except I made it his side special. But your ideas already outdo mine, it's great!
DK would FINALLY win a big tournament guaranteed with this move set. Absolutely amazing. A lot to lay around if versing him and making him extremely viable in a tournament
His forward throw should be like Mewtwo's but with coconut gun coconuts instead if shadow balls, would get the reference in there and I think your barrel suggestion is a bit much for a throw and makes his new down special stand out less.
I've been enjoying this whole series as a whole since I watched the Sonic video, and this one in particular really fascinates me. Knowing that Smash 64 characters are available for this series, I'd love to see you try and Remake Mario, Luigi, Jigglypuff, and especially Kirby since I think he has some of most missed potential of the 64 veterans.
Love the vid!
Just jokes, but would totally love for his final smash to include DK pounding target into the ground, jumping up, and spiking the moon on them (with damage to those near the impact) :P
I actually think that for the barrel cannon, it could maybe have 5 distinct angles, similar to how the cannons work in the games when they change angles. If not, I’d probably have it work similar to Rosalina’s recovery in terms of the angles she gets.
On top of that, the freefall from Up-B could be a unique animation, a continuation of his spin as he falls.
For the barrel, I think it would be better to categorize it as similar to King Dedede’s Gordo or Snake’s grenade, in terms of angle adjustment. Maybe even let DK shield to drop it as an item that stands up? It would also be a missed opportunity to not have a more rare alternate model with the Smash logo instead of the DK logo on the top and bottom.
As for voice lines, I think it’s a shame we don’t have the death sound from the DKCR games, as it’s a pretty goofy one all things considered. Same with the stun sound he makes when hit.
Overall great redesign, Donkey Kong is one of the characters that desperately needs one. Just a couple comments on the moveset: Maybe for his neutral air, Donkey Kong claps like he does in Barrel Blast to create a shockwave, kind of like Sephiroth's neutral air. For his up special, Donkey Kong goes into a barrel cannon and immediately shoots upwards, but holding down the button makes the barrel spin clockwise (or counter-clockwise depending on which direction he's facing) and letting go of the button will shoot Donkey Kong in the direction the barrel is facing. If the barrel completes a full rotation, it will automatically shoot Donkey Kong upwards, and if a move is strong enough to break the barrel, Donkey Kong goes into freefall. Finally, for his down special, maybe he can use a move he had in Kingdom Battle where he plays the bongos which pulls his opponents to him, making his grapple game even scarier. I know the barrel throw is such an iconic aspect of Donkey Kong, but I kinda like him as a close range fighter without a projectile. Sorry about the super long comment, just wanted to throw out some ideas.
Also fun fact: DK’s alts are literally all just dragon ball transformations (even his default).
Default: Oozaru (great ape)
Black: Black Frieza
Red: Super Saiyan God
Purple: Ultra Ego
Green: Legendary Super Saiyan
White: Ultra Instinct
Gold: Super Saiyan
Pink: Super Saiyan Rosé
Having his Spinning Kong move as his side special and gains the Barrel Cannon as his up special feels much better for his reworked moveset. Maybe have DK's Coconut Cannon as part of his moveset.
1:16 "Or have TIES to there games"
Intentional or not, that's great regardless!
I would love to see a new smash game that completely changes the move sets of the characters. Almost like a soft reboot for the franchise, maintaining the same general mechanics of the game but completely changing how the characters play. Mario could take more inspiration from galaxy or odyssey, samus could take inspiration from her melee counter moves she has in the newer games, sonic could take inspiration from the modern boost games...etc. if that does happens, this move set for dk would be awesome.
On a different note, I think a 3d mode in a smash game would be cool. Not as the whole game but rather a side mode.
As a DK main I would LOVE a revamped recovery. I’m always pushing his limits off stage and an accidental up-B-reverse means certain death.
I'm sure you know about this, but for those who don't, I think the decision for DK's voice along with a few other animal characters like K.Rool and Bowser was Sakurai's idea of having them sound more like animals than having their own human like voice, the only one who stayed the same was Bowser Jr, the Koopalings, and Banjo