Ness vs Donkey Kong

Donkey Kong Matchup (Ness)

Ness vs Donkey Kong

Ness vs Donkey Kong is about refusing the back-air and grab brawl at face value, then converting DK's huge body into juggles, ledgetraps, and low-recovery checks.

This page is not in your favorites.

Matchup Summary (Win Condition and Game Plan)

Donkey Kong closes space quickly with walk, back air, grab, and up tilt, and once Ness blocks in place too often at close range, one touch can snowball straight into a cargo carry and ledge pressure.
But Donkey Kong is also a huge target with weak landing defense and a shallow upward recovery, so once Ness lands PK Fire, nair, uair, or grab, the vertical combo and juggle sequence can last for a long time.
On shield, Jab 1, Jab 2, Forward Tilt, Up Tilt, Down Tilt, Dash Attack, Forward Air, Neutral B, Side B, Up B, and Down B all lose to OOS Nair (8f), Grab (10f), or Up Smash (10f), while Back Air and Neutral Air do not give the same clean punish. This matchup rewards disciplined shield punishes, not swinging after every touch.
The win condition is not to brawl forever in center stage. Touch the large body first, keep him airborne, then use ledge yo-yo, back air, and PK Thunder tail to force low Spinning Kong and recycle the ledgetrap until the stock ends.

Full Move Frame Quick Reference

Opponent MoveStartupOn ShieldNess OOS Candidate MovesBarely Missed Moves
Jab 15-14
  • Up B (1f)
  • OOS Nair (8f)
  • Grab (10f)
  • Up Smash (10f)
  • OOS Fair (11f)
  • OOS Uair (11f)
  • OOS Bair (13f)
Jab 24-20
  • Up B (1f)
  • OOS Nair (8f)
  • Grab (10f)
  • Up Smash (10f)
  • OOS Fair (11f)
  • OOS Uair (11f)
  • OOS Bair (13f)
  • OOS Dair (+1)
Forward Tilt7-19/-18
  • Up B (1f)
  • OOS Nair (8f)
  • Grab (10f)
  • Up Smash (10f)
  • OOS Fair (11f)
  • OOS Uair (11f)
  • OOS Bair (13f)
  • OOS Dair (+3)
Up Tilt5-24
  • Up B (1f)
  • OOS Nair (8f)
  • Grab (10f)
  • Up Smash (10f)
  • OOS Fair (11f)
  • OOS Uair (11f)
  • OOS Bair (13f)
  • OOS Dair (21f)
Down Tilt6-11
  • Up B (1f)
  • OOS Nair (8f)
  • Grab (10f)
  • Up Smash (10f)
  • OOS Fair (11f)
  • OOS Uair (11f)
  • OOS Bair (+2)
Dash Attack9-13
  • Up B (1f)
  • OOS Nair (8f)
  • Grab (10f)
  • Up Smash (10f)
  • OOS Fair (11f)
  • OOS Uair (11f)
  • OOS Bair (13f)
Forward Smash22-17/-18
  • Up B (1f)
  • OOS Nair (8f)
  • Grab (10f)
  • Up Smash (10f)
  • OOS Fair (11f)
  • OOS Uair (11f)
  • OOS Bair (13f)
Up Smash14-22
  • Up B (1f)
  • OOS Nair (8f)
  • Grab (10f)
  • Up Smash (10f)
  • OOS Fair (11f)
  • OOS Uair (11f)
  • OOS Bair (13f)
  • OOS Dair (21f)
Down Smash11-32
  • Up B (1f)
  • OOS Nair (8f)
  • Grab (10f)
  • Up Smash (10f)
  • OOS Fair (11f)
  • OOS Uair (11f)
  • OOS Bair (13f)
  • OOS Dair (21f)
Neutral Air10-5/-6
  • Up B (1f)
  • OOS Nair (+3)
Forward Air18-12/-11/-12
  • Up B (1f)
  • OOS Nair (8f)
  • Grab (10f)
  • Up Smash (10f)
  • OOS Fair (11f)
  • OOS Uair (11f)
  • OOS Bair (+2)
Back Air7-6/-7
  • Up B (1f)
  • OOS Nair (+2)
Up Air6-10
  • Up B (1f)
  • OOS Nair (8f)
  • Grab (10f)
  • Up Smash (10f)
  • OOS Fair (+1)
  • OOS Uair (+1)
  • OOS Bair (+3)
Down Air14-8/-9
  • Up B (1f)
  • OOS Nair (8f)
  • Grab (+2)
  • Up Smash (+2)
  • OOS Fair (+3)
  • OOS Uair (+3)
Neutral B19(+7)-33 to -19
  • Up B (1f)
  • OOS Nair (8f)
  • Grab (10f)
  • Up Smash (10f)
  • OOS Fair (11f)
  • OOS Uair (11f)
  • OOS Bair (13f)
  • OOS Dair (+2)
Side B20-32
  • Up B (1f)
  • OOS Nair (8f)
  • Grab (10f)
  • Up Smash (10f)
  • OOS Fair (11f)
  • OOS Uair (11f)
  • OOS Bair (13f)
  • OOS Dair (21f)
Up B19/25/32/40/49/55/62-37
  • Up B (1f)
  • OOS Nair (8f)
  • Grab (10f)
  • Up Smash (10f)
  • OOS Fair (11f)
  • OOS Uair (11f)
  • OOS Bair (13f)
  • OOS Dair (21f)
Down B12/23-15
  • Up B (1f)
  • OOS Nair (8f)
  • Grab (10f)
  • Up Smash (10f)
  • OOS Fair (11f)
  • OOS Uair (11f)
  • OOS Bair (13f)
Grab8
Dash Grab11
Pivot Grab12

Win Condition Checklist

  • Do not answer Donkey Kong’s walk-in and back-air pressure with stationary shield alone. Mix retreat steps and short hops so PK Fire, nair, and grab stop him at the range you choose.
  • After blocking Jab 1, Jab 2, Forward Tilt, Up Tilt, Down Tilt, Dash Attack, Forward Air, Neutral B, Side B, Up B, or Down B, take the immediate punish with OOS Nair (8f), Grab (10f), or Up Smash (10f) so he cannot reset the close-range shove.
  • Once Donkey Kong is launched, do not rush the kill too early. Keep the vertical chase going with uair and landing coverage, then send him to ledge after the second or third touch.
  • Offstage, mix PK Thunder tail, ledge yo-yo, and back air so low Spinning Kong becomes mandatory, then keep covering both normal getup and ledge jump after he comes back.
  • At kill percent, prioritize ledge back throw, Up Smash, Back Air, and PK Thunder body hits over forcing a raw center-stage smash, so Donkey Kong never gets the comeback scramble he wants.

Actions to Avoid

  • Sitting in shield at close range and letting Donkey Kong run the back-air or grab coin flip into a cargo carry.
  • Swinging after every blocked back air, neutral air, or down air even when the punish does not truly reach.
  • Showing long PK Thunder routes or PK Flash from far away so Ness is the only one locked in place while Donkey Kong takes space.
  • Diving deep for every edgeguard and letting Spinning Kong or a ledge reset reverse the position on Ness’s weaker recovery.
  • Ending the juggle too early and giving Donkey Kong back the ground before his weak upward defense has really been exploited.

Reference Links

Related Pages