This is a discussion on each of the matchups Dronkey has, why Dronkey has them, and I'll occasionally change my opinions as well. For those unfamiliar, a matchup details specific characters pitted against other specific characters. E.G., Donkey vs. Shrek (which Shrek wins) Also, when quickly describing a matchup you use a ratio. For example, Dronkey Vs. Dronkey is obviously 50:50 (Even) since they are the same character. Here are some ratios that I will likely be using for this high tier character: 30:70 (Disadvantage) 60:40 (Slight Disadvantage) 50:50 (Even) 60:40 (Slight Advantage) 70:30 (Advantage) 80:20 (Major Advantage) 90:10 (Extremely significant advantage)
If anyone has any queries, please ask away! We will be starting from the worst character first, Donkey, and work our way up to Red Riding Hood.
This matchup demonstrates the extreme difference a good and bad neutral can have in Shrek SuperSlam. Whilst Dronkey may technically have a bigger hurtbox allowing for him to get air-grabbed more easily (every grab is the same size in this game), the extreme difference between mobility, punish game, neutral tools and little things such as slam makes Dronkey absurdly stronger than Donkey. I'm going to break up each part into sections and discuss the differences in depth.
Dronkey has three jumps, a fast crumpet dash, an air roll, an aerial which can be cancelled for fast backwards mobility and to top it all off an anti-air which allows Dronkey to go into the air making the move safe (extremely safe in this matchup in particular). This gives Dronkey essentially the undisputed best mobility in the game. Donkey, on the other hand, has 2 jumps, a special which is laggy and unsafe unless done off of a ledge, which still makes it somewhat laggy and still makes it somewhat unsafe, and that's it for effective mobility. Each character obviously has wall jumps and other things, but this is just to give you an idea in the stark difference these characters have. What also doesn't help is that Donkey has extremely laggy moves in comparison to Dronkey, a quick example being that Dronkey's air grab lag ends frame 14, but Donkey's is 15 frames laggier at frame 29. Essentially, Donkey gets destroyed by Dronkey in this category
Again, another field Dronkey does extremely well. Dronkey has anti-air infinites, and a few situational infinites as well such as ones off of ground grab. Whilst Dronkey may not deal much damage, It's very clear that he can get extremely good punishes and keep up with other characters. Donkey on the other hand, cannot, and can barely get a grab release double anti-air. In this matchup in particular Dronkey will be looking for anything he can get off of an air grab whilst utilizing jumps to stay out of any range Donkey can defend. The punishes Dronkey can get out of this alone allow Dronkey to easily destroy Donkey.
Dronkey has many tools that allow him to destroy Donkey in the matchup. His use of aerials to spawn fire which can create walls of chip damage, multiple jumps that allow him to get a good opening, fast and safe attacks like air dash attack and anti-air, and even extra stuff such as air rolls which are useful since this game has frame 1 dodging rolls yeah good stuff., allowing you to escape any situations which may have even a slight amount of pressure. Donkey's best tool in neutral with the exception of everyone's bread and butter jump and grab is to use special to go some distance. This is extremely limiting and basically never becomes useful for the character, but used a few times can trick the opponent and possibly be a decent escape option whilst also allowing for some mobility if you go off of a ledge. Or, perhaps even become an effective way to convert into an air grab off of a ledge for any kind of punishes Donkey has (which is few, btw). Basically, Dronkey has so many useful neutral tools that not only allow him to play a great defensive game against Donkey similar to what he has with most of the cast, but it also allows Dronkey to play pretty safely whilst approaching, something Dronkey is not known for. Even if Donkey gets any kind of hit or combo, it's almost never enough to slam.
This matchup is pathetically easy for Dronkey to win. To lose this matchup, you have to have not played Shrek a day in your life and must also not learn how to camp. Dronkey if played correctly has virtually no way to even get hit by Donkey, whilst also being able to set up mine fields of fire and grab traps in the air for the Donkey to deal with. Each match should be a 5 stock at any level above low.