Charizard vs Donkey Kong

Donkey Kong Matchup (Charizard)

Charizard vs Donkey Kong

Charizard vs Donkey Kong is most stable when you stop playing directly into Donkey Kong's Neutral Air and 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)

Charizard wants to stop Donkey Kong’s Jab 1, Jab 2, and Forward Tilt with Up Smash (6f), Up B (9f), Grab (10f), and OOS Fair (11f), then force Donkey Kong back outside Neutral Air and Grab to keep stage control.
In Charizard vs Donkey Kong, the stable plan is to avoid playing directly into Donkey Kong’s Neutral Air and 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 Charizard’s Up Smash (6f), Up B (9f), Grab (10f), and OOS Fair (11f), so those overcommitments should be cashed out immediately.
For Charizard, Donkey Kong’s Neutral Air and 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 ShieldCharizard OOS Candidate MovesBarely Missed Moves
Jab 15-14
  • Up Smash (6f)
  • Up B (9f)
  • Grab (10f)
  • OOS Fair (11f)
  • OOS Nair (11f)
  • OOS Uair (+1)
  • OOS Bair (+3)
Jab 24-20
  • Up Smash (6f)
  • Up B (9f)
  • Grab (10f)
  • OOS Fair (11f)
  • OOS Nair (11f)
  • OOS Uair (15f)
  • OOS Bair (17f)
  • OOS Dair (+1)
Forward Tilt7-19/-18
  • Up Smash (6f)
  • Up B (9f)
  • Grab (10f)
  • OOS Fair (11f)
  • OOS Nair (11f)
  • OOS Uair (15f)
  • OOS Bair (17f)
  • OOS Dair (+3)
Up Tilt5-24
  • Up Smash (6f)
  • Up B (9f)
  • Grab (10f)
  • OOS Fair (11f)
  • OOS Nair (11f)
  • OOS Uair (15f)
  • OOS Bair (17f)
  • OOS Dair (21f)
Down Tilt6-11
  • Up Smash (6f)
  • Up B (9f)
  • Grab (10f)
  • OOS Fair (11f)
  • OOS Nair (11f)
Dash Attack9-13
  • Up Smash (6f)
  • Up B (9f)
  • Grab (10f)
  • OOS Fair (11f)
  • OOS Nair (11f)
  • OOS Uair (+2)
Forward Smash22-17/-18
  • Up Smash (6f)
  • Up B (9f)
  • Grab (10f)
  • OOS Fair (11f)
  • OOS Nair (11f)
  • OOS Uair (15f)
  • OOS Bair (17f)
Up Smash14-22
  • Up Smash (6f)
  • Up B (9f)
  • Grab (10f)
  • OOS Fair (11f)
  • OOS Nair (11f)
  • OOS Uair (15f)
  • OOS Bair (17f)
  • OOS Dair (21f)
Down Smash11-32
  • Up Smash (6f)
  • Up B (9f)
  • Grab (10f)
  • OOS Fair (11f)
  • OOS Nair (11f)
  • OOS Uair (15f)
  • OOS Bair (17f)
  • OOS Dair (21f)
Neutral Air10-5/-6
  • None
  • Up Smash (+1)
Forward Air18-12/-11/-12
  • Up Smash (6f)
  • Up B (9f)
  • Grab (10f)
  • OOS Fair (11f)
  • OOS Nair (11f)
Back Air7-6/-7
  • Up Smash (6f)
  • Up B (+3)
Up Air6-10
  • Up Smash (6f)
  • Up B (9f)
  • Grab (10f)
  • OOS Fair (+1)
  • OOS Nair (+1)
Down Air14-8/-9
  • Up Smash (6f)
  • Up B (+1)
  • Grab (+2)
  • OOS Fair (+3)
  • OOS Nair (+3)
Neutral B19(+7)-33 to -19
  • Up Smash (6f)
  • Up B (9f)
  • Grab (10f)
  • OOS Fair (11f)
  • OOS Nair (11f)
  • OOS Uair (15f)
  • OOS Bair (17f)
  • OOS Dair (+2)
Side B20-32
  • Up Smash (6f)
  • Up B (9f)
  • Grab (10f)
  • OOS Fair (11f)
  • OOS Nair (11f)
  • OOS Uair (15f)
  • OOS Bair (17f)
  • OOS Dair (21f)
Up B19/25/32/40/49/55/62-37
  • Up Smash (6f)
  • Up B (9f)
  • Grab (10f)
  • OOS Fair (11f)
  • OOS Nair (11f)
  • OOS Uair (15f)
  • OOS Bair (17f)
  • OOS Dair (21f)
Down B12/23-15
  • Up Smash (6f)
  • Up B (9f)
  • Grab (10f)
  • OOS Fair (11f)
  • OOS Nair (11f)
  • OOS Uair (15f)
  • OOS Bair (+2)
Grab8
Dash Grab11
Pivot Grab12

Win Condition Checklist

  • Charizard should not play directly into Donkey Kong’s Neutral Air and Grab; wait for Donkey Kong’s Jab 1, Jab 2, and Forward Tilt and answer with Up Smash (6f), Up B (9f), Grab (10f), and OOS Fair (11f).
  • After Charizard blocks Donkey Kong’s Jab 1, Jab 2, and Forward Tilt, pick the reachable option from Up Smash (6f), Up B (9f), Grab (10f), and OOS Fair (11f) immediately.
  • Charizard should not mash after Donkey Kong’s Neutral Air and Grab; take the landing route, escape route, or ledge route first.
  • Charizard should finish stocks by breaking Donkey Kong’s landing and recovery routes so Neutral Air and Grab does not get more neutral reps.

Actions to Avoid

  • Letting Donkey Kong start the exchange on Neutral Air and Grab terms and giving Charizard’s stage control away for free.
  • Having Charizard block Donkey Kong’s Jab 1, Jab 2, and Forward Tilt but never answer with Up Smash (6f), Up B (9f), Grab (10f), and OOS Fair (11f).
  • Sending Charizard too deep after Donkey Kong’s Neutral Air and Grab and letting the reset punish the chase back.
  • Panicking at the ledge as Charizard and simplifying Donkey Kong’s Neutral Air and Grab-driven advantage sequence.

Reference Links

Related Pages