Editing Spinning Kong

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Donkey Kong rapidly spins with his arms outstretched, dealing multiple clothesline attacks. This move gains very little vertical height, but it goes almost as far horizontally as {{SSBB|Meta Knight}}'s [[Mach Tornado]], making it a rather effective [[recovery]] move. When used on the ground, Spinning Kong can be used in a fashion similar to [[Bowser]]'s [[Whirling Fortress]]; it can be used out of the shield, or as a disruptive tactic. Spinning Kong can also act as a pseudo shield for some [[projectile]]s, or out of shield in ''Ultimate'' or ''Melee'' due to its well-defended nature (Super armor in ''Ultimate'', intangibility in ''Melee''). The protection the move provides overall also makes it useful for recovery.
Donkey Kong rapidly spins with his arms outstretched, dealing multiple clothesline attacks. This move gains very little vertical height, but it goes almost as far horizontally as {{SSBB|Meta Knight}}'s [[Mach Tornado]], making it a rather effective [[recovery]] move. When used on the ground, Spinning Kong can be used in a fashion similar to [[Bowser]]'s [[Whirling Fortress]]; it can be used out of the shield, or as a disruptive tactic. Spinning Kong can also act as a pseudo shield for some [[projectile]]s, or out of shield in ''Ultimate'' or ''Melee'' due to its well-defended nature (Super armor in ''Ultimate'', intangibility in ''Melee''). The protection the move provides overall also makes it useful for recovery.


In all games, the aerial version of Spinning Kong does high amounts of [[damage]] if all hits connect (which is quite difficult to do). It does 12% in ''SSB'', 33% in ''Melee'', 36% in ''Brawl'' and ''SSB4'', and 19% in ''Ultimate'', making it the second most damaging up special in the series following {{SSBB|Lucas}} in first with [[PK Thunder 2]], which can do 43%. In ''Brawl'', ''Smash 4'', and ''Ultimate'' the grounded version of Spinning Kong grants [[super armor]] on frames 5-17 as of 6.0.0; just before the hitbox comes out. The landing lag animation after the helpless animation has also been changed, causing Donkey Kong to fall onto his back after finishing the move high up in the air, leaving him vulnerable for a moment - but this can be avoided if the move ends close to the ground.  
In all games, the aerial version of Spinning Kong does high amounts of [[damage]] if all hits connect (which is quite difficult to do). It does 12% in ''SSB'', 33% in ''Melee'', 36% in ''Brawl'' and ''SSB4'', and 19% in ''Ultimate'', making it the second most damaging up special in the series following {{SSBB|Lucas}} in first with [[PK Thunder 2]], which can do 43%. In ''Brawl'' and ''Smash 4'', the grounded version of Spinning Kong grants [[super armor]] on frames 5-17 as of 6.0.0; just before the hitbox comes out. The landing lag animation after the helpless animation has also been changed, causing Donkey Kong to fall onto his back after finishing the move high up in the air, leaving him vulnerable for a moment - but this can be avoided if the move ends close to the ground.  


An oddity in ''Brawl'' will occur if Donkey Kong leaves the ground when using as the grounded version of Spinning Kong, the launch resistance will last for the entire move instead of only the few startup frames, but no vertical height will be gained. In ''SSB4'', Donkey Kong can no longer go offstage at the ledge when using the move on the ground.  In ''Melee'', it is the most damaging up special move when used aerially.  
An oddity in ''Brawl'' will occur if Donkey Kong leaves the ground when using as the grounded version of Spinning Kong, the launch resistance will last for the entire move instead of only the few startup frames, but no vertical height will be gained. In ''SSB4'', Donkey Kong can no longer go offstage at the ledge when using the move on the ground.  In ''Melee'', it is the most damaging up special move when used aerially.  

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