M.U.G.E.N Donkey Kong
An adaptation of a sprite edit Donkey Kong from M.U.G.E.N, using Sonson’s hyper form as a base with bits of Hulk, Sasquatch, and Zangief.
Original M.U.G.E.N Character by AxKing and Aperson98, updated edit by DMSderProgamer, minor sprite-work additions and adjustments by me
Meter can be spent by pressing either Grab or Clutch when starting Forward Strong, Side Special, Up Special, Down Special or when releasing Up Strong.
Meter Gain Details:
– Forward Strong, Up Strong, and Up Special
– Neutral Special’s Iron Bomber costs 3/4 of a Bar
– Side Special’s Rolling Upper costs 1/4 of a Bar
– Down Special’s Power Up costs 1/2 of a bar
– One bar is worth 100 Meter Points, three bars can be held at once.
– Dealing damage awards 1/2 of damage dealt in Meter Points
– Shielding an attack awards 1 Meter Point
– Parrying an attack awards 10 Meter Points
– Getting hit awards 15% of damage taken in Meter Points
– Losing a stock depletes 50 Meter Points
Notes:
– Jab has a Grab/Clutch variant
– Forward Down Tilt is performed by holding down during the startup of Forward Tilt
– Forward Strong’s max charge is 3 seconds, it gradually gains armor while charging
– Down Strong can drift in the air and can spike and bury while falling
– Projectiles cannot be thrown if another is out
– Neutral Air and Forward Air can be clutched to do a forward-facing Back Air
– Neutral Special’s coconut can be thrown at a faster speed if special is held
– Neutral Special’s bananas can only hit grounded opponents
– Side Special’s rebound can drift & be jumped out of once it starts spinning slower
– Up special does not go into free fall
– Up Special has a faster, less damaging variant when inputted through Up Tilt or Up Air
– Down Special’s Super increases the damage of your next melee attack by 50%
– Air Shield can drift slightly, it cannot parry
– M.U.G.E.N Mode can be activated on normal stages during DK’s intro, at the cost of the Meter
Donkey Kong functions slightly differently on M.U.G.E.N stages:
– All Strongs, Forward Air, Down Air, and Grab have faster startup
– Forward Strong’s Supers won’t send opponents through walls
– Side Special travels and bounces further
– Aerial Up Special’s vertical movement is massively decreased
– Down Special charges Meter faster
– DK has Attack/Defense boosts of 15% and 25% respectively (250 effective health)
Donkey Kong is missing a few options which redirect to others when inputted;
– Airdash -> Air Shield
– Up Tilt & Up Air -> Up Special
– Dash Attack -> Forward Tilt