Ken vs Donkey Kong

Donkey Kong Matchup (Ken)

Ken vs Donkey Kong

Ken vs Donkey Kong is most stable when you stop playing directly into Donkey Kong's Grab and Dash Grab, punish Jab 1 and Jab 2, and take the landing or ledge route first.

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ChatGPT Matchup Summary (Win Condition and Game Plan)

Ken wants to stop Donkey Kong’s Jab 1, Jab 2, and Forward Tilt with Up B (5f), OOS Uair (8f), OOS Nair (9f), and Up Smash (9f), then force Donkey Kong back outside Grab and Dash Grab to keep stage control.
In Ken vs Donkey Kong, the stable plan is to avoid playing directly into Donkey Kong’s Grab and Dash Grab and take the landing or ledge route before Donkey Kong can reset.
The table shows that Donkey Kong’s Jab 1, Jab 2, and Forward Tilt can be answered by Ken’s Up B (5f), OOS Uair (8f), OOS Nair (9f), and Up Smash (9f), so those overcommitments should be cashed out immediately.
For Ken, Donkey Kong’s Grab and Dash Grab are still hard to hit immediately out of shield, so reading the landing spot or ledge route matters more than forcing an early swing.

Full Move Frame Quick Reference

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

Win Condition Checklist

  • Ken should not play directly into Donkey Kong’s Grab and Dash Grab; wait for Donkey Kong’s Jab 1, Jab 2, and Forward Tilt and answer with Up B (5f), OOS Uair (8f), OOS Nair (9f), and Up Smash (9f).
  • After Ken blocks Donkey Kong’s Jab 1, Jab 2, and Forward Tilt, pick the reachable option from Up B (5f), OOS Uair (8f), OOS Nair (9f), and Up Smash (9f) immediately.
  • Ken should not mash after Donkey Kong’s Grab and Dash Grab; take the landing route, escape route, or ledge route first.
  • Ken should finish stocks by breaking Donkey Kong’s landing and recovery routes so Grab and Dash Grab does not get more neutral reps.

Actions to Avoid

  • Letting Donkey Kong start the exchange on Grab and Dash Grab terms and giving Ken’s stage control away for free.
  • Having Ken block Donkey Kong’s Jab 1, Jab 2, and Forward Tilt but never answer with Up B (5f), OOS Uair (8f), OOS Nair (9f), and Up Smash (9f).
  • Sending Ken too deep after Donkey Kong’s Grab and Dash Grab and letting the reset punish the chase back.
  • Panicking at the ledge as Ken and simplifying Donkey Kong’s Grab and Dash Grab-driven advantage sequence.

Reference Links

Related Pages