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{{Infobox Special Move
{{Infobox Special Move
|name=Spinning Kong
|name=Spinning Kong
|image=[[File:Spinning kong.gif|200px|A gif of a grounded Spinning Kong in ''Brawl''.]]
|image=[[File:Donkey Kong Up B SSBU.gif|300px]]
|caption= Spinning Kong in ''[[Super Smash Bros. Brawl]]''.
|caption= Spinning Kong in ''[[Super Smash Bros. Ultimate]]''.
|user=[[Donkey Kong]]
|user=[[Donkey Kong]]
|universe={{uv|Donkey Kong}}
|universe={{uv|Donkey Kong}}
|interwiki=dkwiki
|interwiki=mariowiki
|interwikiname=DK Wiki
|interwikiname=Super Mario Wiki
|interwikipage=Spinning Kong
|interwikipage=Helicopter Spin
}}
}}
{{cquote|''While it doesn't gain much altitude, this move covers a lot of horizontal ground, making it an effective recovery move.''|cite=''Melee''{{'}}s instruction manual}}
{{cquote|''Poor vertical gain but great for horizontal recovery.''|cite=''Brawl''{{'}}s instruction manual}}
{{cquote|''Spin for a combo attack. Can move left or right.''|cite=''Smash for 3DS''{{'}}s foldout}}
'''Spinning Kong''' ({{ja|スピニングコング|Supiningu Kongu}}, ''Spinning Kong'') is [[Donkey Kong]]'s [[up special move]].
'''Spinning Kong''' ({{ja|スピニングコング|Supiningu Kongu}}, ''Spinning Kong'') is [[Donkey Kong]]'s [[up special move]].


==Description==
==Description==
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 which is helpful when recovering.
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.
 
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.  


In all games, the aerial version of Spinning Kong does up to 36% [[damage]], making it the second most damaging up special in the game if all hits connect (which is quite difficult to do), following {{SSBB|Lucas}} in first with [[PK Thunder 2]], which can do 43%. In ''Brawl'', the grounded version of Spinning Kong grants a few frames of [[launch resistance]] just before the hitbox will come 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, leaving him vulnerable for a moment. An oddity will commence if Donkey Kong leaves the ground when using 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 ''Melee'', it is the most damaging up special move when used aerially.
In ''Melee'', Spinning Kong was especially notable for hitting on Frame 3, while having [[intangibility]] on Frames 3-5. In the air it became only stronger, hitting on Frame 2 while still retaining the invincibility frames (2-5 specifically). Thanks to its large range, this made it among the most powerful ways to break combos in the game. The knockback on the grounded version was also quite staggering for its speed, KOing Mario from around 130% on Battlefield center stage with DI.


In ''Brawl'', the move gives a fairly long [[landing lag]] animation if DK lands from too high up after using the move (similar to Bowser's Whirling Fortress). This can be avoided by recovering low enough to the ground.
In ''Brawl'', Spinning Kong also has the extremely rare ability to completely negate all momentum, both horizontally and vertically upon its first frame of activation. If used correctly (combined with good DI and use of his fast back aerial), Spinning Kong can prevent DK from getting KO'd and can survive longer than any character in the game, including Bowser. [[bucket braking|Bucket brakes]]'s [[momentum canceling]] is only considered superior because it does not put {{SSBB|Mr. Game & Watch}} in a helpless state. Additionally, Donkey Kong is completely unaffected by [[wind]] for the duration of the move, and even during the helplessness that follows. This also affects [[windbox]]es. This carries over into future games, although no longer affecting the helpless animation, making the move useful in Spirit Battles with strong winds.


In the first three games, the grounded move consists of only one hit dealing 10% damage. It has decent horizontal knockback, being an effective [[edgeguarding]] move and [[combo]] finisher. Additionally, when DK lands after using the move and he falls off the edge within the first few frames of landing, he will still be in [[helpless]] state.  
In the first three games, the grounded move consists of only one hit dealing 10% damage. It has decent horizontal knockback, being an effective [[edgeguarding]] move, [[out of shield]] move and [[combo]] finisher. Additionally, when DK lands after using the move and he falls off the edge within the first few frames of landing, he will still be in [[helpless]] state.  


In ''Smash 4'', the grounded Spinning Kong no longer spins horizontally, instead spinning in a slight angle dependent on the direction he starts the move, increasing the attack's vertical range. It also hits multiple times and deals much more damage, doing 7% on the first hit, five 1% hits, and a moderate knockback finisher that does 4% for a total of 17%, making the grounded version a better out of shield move.
In ''Smash 4'', the grounded Spinning Kong no longer spins horizontally, instead spinning in a slight angle dependent on the direction he starts the move, increasing the attack's vertical range. It also hits multiple times and deals much less damage as opposed to ''Brawl'', doing 7% on the first hit, five 1% hits, and a moderate knockback finisher that does 4% for a total of 17%, making the grounded version a better out of shield move. The aerial Spinning Kong still has its extremely effective horizontal recovery and its weak vertical gain. However, opposed to the reduced damage on the grounded version, the aerial version still does up to 36% damage if all hits connect successfully. Spinning Kong also seems to keep ''Brawl'''s very powerful [[momentum canceling]], still being able to negate all momentum to prevent potential KO's and many fatal blows; however, since ''Smash 4'' had changed [[hitstun canceling]], Spinning Kong's momentum canceling is much harder to utilise because if the hitstun is too much, DK will get KO'd before he can even use Spinning Kong to prevent the KO, therefore making it a less effective survival technique than in ''Brawl''.


==Origin==
==Instructional quotes==
In ''{{s|dkwiki|Donkey Kong Country 2: Diddy's Kong Quest}}'', [[Dixie Kong]] had the ability to spin in midair in order to slow down her descent; this ability also caused her horizontal movement in the air to dramatically increase. While Donkey Kong himself has never used the move in the series prior to ''Super Smash Bros.'', the overall animation for Spinning Kong is similar to Dixie Kong's spinning ability, though Donkey Kong uses his arms to hover instead of Dixie Kong's ponytail. {{s|dkwiki|Tiny Kong}} also had a similar spinning ability in ''{{s|dkwiki|Donkey Kong 64}}''; however, ''Super Smash Bros.'' was released before ''Donkey Kong 64''. In a {{uv|Mario}} spin-off released after the move's debut in ''Smash Bros.'', ''{{s|mariowiki|Mario Sports Mix}}'', Donkey Kong uses a move that strongly resembles the Spinning Kong.
{{InstructionalQuotes
|ssbmchar=Donkey Kong
|ssbmdesc=While it doesn't gain much altitude, this move covers a lot of horizontal ground, making it an effective recovery move.
|ssbbchar=Donkey Kong
|ssbbdesc=Poor vertical gain but great for horizontal recovery.
|ssb4-3char=Donkey Kong
|ssb4-3desc=Spin for a combo attack. Can move left or right.
|ssbuchar=Donkey Kong
|ssbudesc=Spins with a whirlwind of punches. Can shift left or right while airborne and forward while grounded.
}}


==Customization==
==Customization==
Special Move customization was added in ''[[Super Smash Bros. 4]]''. These are the known variations:
Special Move customization was added in ''[[Super Smash Bros. 4]]''. These are the variations:
{{CustomSet|DonkeyKong|Up|name1=Spinning Kong|desc1=A whirlwind of punches. You can move left and right while spinning.|name2=Chopper Kong|desc2=Spin high into the air like a helicopter. Doesn't deal any damage to opponents.|name3=Kong Cyclone|desc3=Suck opponents in as you spin, and then launch them with a single punch.}}
{{CustomSet|DonkeyKong|Up|name1=Spinning Kong|desc1=A whirlwind of punches. You can move left and right while spinning.|name2=Chopper Kong|desc2=Spins high into the air like a helicopter. Doesn't deal any damage to opponents.|name3=Kong Cyclone|desc3=Suck opponents in as you spin, and then launch them with a single punch.}}
# '''Spinning Kong''': Default.
# '''Spinning Kong''': Default.
# '''Chopper Kong''': Launches DK straight up, regardless of whether he is airborne or grounded. Gives better vertical distance and ascends much faster, but horizontal distance is reduced, and the move does no damage.
# '''Chopper Kong''': Launches DK straight up, regardless of whether he is airborne or grounded. Gives better vertical distance and ascends much faster, but horizontal distance is reduced, and the move does no damage. {{Main|Donkey Kong (SSB4)/Up special/Custom 1}}
# '''Kong Cyclone''': Creates a tornado around DK that sucks opponents in from all directions. The attack portion of the move is much faster and only deals two hits; a weak attack at the beginning, and a stronger attack with KO potential at the end, and Donkey Kong gains super armor for the duration of the spin. This move also has soft and hard landing lag; if Donkey Kong is very close to the ground once using Kong Cyclone in the air, he receives minimal landing lag; otherwise, he suffers extreme landing lag.
# '''Kong Cyclone''': Creates a tornado around DK that sucks opponents in from all directions. The attack portion of the move is much faster and only deals two hits; a weak attack at the beginning, and a stronger attack with KO potential at the end, and Donkey Kong gains super armor for the duration of the spin. This move also has soft and hard landing lag; if Donkey Kong is very close to the ground once using Kong Cyclone in the air, he receives minimal landing lag; otherwise, he suffers extreme landing lag. The grounded version deals 19% damage and the aerial version deals 15%. When used on the ground, the spin is parallel to the ground like in Melee and Brawl, rather than tilted like the default. {{Main|Donkey Kong (SSB4)/Up special/Custom 2}}
 
==Origin==
[[File:SpinningKongOrigin.gif|thumb|200px|Dixie Kong spinning using her ponytail.]]
[[Dixie Kong]]'s [[mariowiki:Helicopter Spin|ability to spin]] in midair to slow her descent was introduced in ''{{s|mariowiki|Donkey Kong Country 2: Diddy's Kong Quest}}''; this ability also caused her horizontal movement in the air to dramatically increase, not unlike the ability utilized by Donkey Kong in ''Smash Bros''. While Donkey Kong himself has never used the move prior to ''Super Smash Bros.'', the overall animation for Spinning Kong is similar to Dixie Kong's spinning ability, though Donkey Kong instead uses his arms to hover instead of Dixie Kong's ponytail. {{s|mariowiki|Tiny Kong}} also utilized a similar [[mariowiki:Pony Tail Twirl|spinning ability]] in ''{{s|mariowiki|Donkey Kong 64}}''; however, ''Super Smash Bros.'' was released prior to ''Donkey Kong 64''. Dixie's own spinning ability is also retained in sequels to ''Donkey Kong Country 2''; notably, in ''{{s|mariowiki|Donkey Kong Country: Tropical Freeze}}'', it is changed to grant Dixie (as well as Donkey Kong) further vertical distance covered in addition to a somewhat slowed descent, making it somewhat more comparable to the ability utilized by Donkey Kong in ''Smash Bros''.
 
[[File:Kopter Spinning.png|thumb|200px|The Kopter enemy spinning with its helicopter blades.]]
Another possible origin for the move are the Kopter enemies from ''Donkey Kong Country 3'', who spin in the air with helicopter blades. They are able to fly upward, downward, or sideways.
 
[[File:DonkyUpB.gif|thumb|An animation in Donkey Kong Land that bears a passing resemblance to Spinning Kong.]]
A similar animation to Spinning Kong can be found in ''Donkey Kong Land'', as whenever Diddy Kong is KO'd, Donkey Kong will rise to the screen in the shape of a tornado, similar to this move. While he doesn't stretch his arms in a similar manner to this move, this is the only instance of Donkey Kong spinning horizontally prior to the release of ''Super Smash Bros.''
 
{{clr}}


==Gallery==
==Gallery==
<gallery widths="180">
<gallery>
File:Donkey Kong Spinning Kong SSB.png|Spinning Kong in ''[[Super Smash Bros.]]''.
Donkey Kong Spinning Kong SSB.png|Spinning Kong in ''[[Super Smash Bros.]]''
File:Donkey Kong Spinning Kong SSBM.png|Spinning Kong in ''[[Super Smash Bros. Melee|Melee]]''.
Donkey Kong Spinning Kong SSBM.png|Spinning Kong in ''[[Melee]]''.
File:Donkey Kong Spin SSBB.png|Spinning Kong in ''[[Super Smash Bros. Brawl|Brawl]]''.
Donkey Kong Spin SSBB.png|Spinning Kong in ''[[Brawl]]''.
File:Spinning_Kong_SSB4.jpeg|Spinning Kong in {{forwiiu}}.
SpinningKongSSB4.jpg|Spinning Kong in ''[[Super Smash Bros. 4]]''.
File:SpinningKongSSB4.jpg|Spinning Kong used on the ground in {{forwiiu}}.
Spinning Kong SSB4.jpeg|Spinning Kong in {{forwiiu}}.
Spinning kong.gif|Spinning Kong used on the ground in ''Brawl''.
ChopperKongSSB4.jpg|Chopper Kong in {{for3ds}}.
KongCycloneSSB4.jpg|Kong Cyclone in {{for3ds}}.
Donkey Kong SSBU Skill Preview Up Special.png|Spinning Kong as shown by the [[Move List]] in ''Ultimate''.
</gallery>


</gallery>
==Names in other languages==
{{langtable
|ja={{ja|スピニングコング|Supiningu Kongu}}, ''Spinning Kong''
|en=Spinning Kong
|fr=Tourniquet Kong
|es_es=Peonza Kong
|es_la=Trompo Kong
|de=Drehschlag
|it=Kong rotante
|nl=Kong-kopter
|ru={{rollover|Смерч Конга|Smerch Konga|?}}
|ko={{rollover|스피닝 콩|Seupining Kong|?}}, ''Spinning Kong''
|zh_cn={{rollover|森喜刚旋转|Sēnxǐgāng Xuánzhuǎn|?}}
|zh_tw={{rollover|森喜剛旋轉|Sēnxǐgāng Xuánzhuǎn|?}}
}}
==Trivia==
*In ''SSB4'', the animation for the grounded Spinning Kong has less spins in the 3DS version than the Wii U version.
*This move has a potential reference in the movie ''The Super Mario Bros. Movie (2023)'', where Donkey Kong is seen using [https://youtu.be/tgZFOuD7aNA?t=1748 a similar technique to defeat some Koopas while airborne.]
 
==Technical details==
*[[Donkey Kong (SSB)/Up special]]
*[[Donkey Kong (SSBM)/Up special]]
*[[Donkey Kong (SSBB)/Up special]]
*[[Donkey Kong (SSB4)/Up special]]
*[[Donkey Kong (SSBU)/Up special]]


{{Special Moves|char=Donkey Kong}}
{{Special Moves|char=Donkey Kong}}


[[Category:Donkey Kong universe]]
[[Category:Donkey Kong universe]]
[[Category:Up special moves]]
[[Category:Up special moves]]
[[Category:Donkey Kong]]
[[Category:Donkey Kong]]
[[Category:Donkey Kong (SSB)]]
[[Category:Donkey Kong (SSBM)]]
[[Category:Donkey Kong (SSBB)]]
[[Category:Donkey Kong (SSB4)]]
[[Category:Donkey Kong (SSBU)]]
[[es:Peonza Kong]]

Latest revision as of 09:02, May 1, 2024

Spinning Kong
Donkey Kong Up B SSBU.gif
Spinning Kong in Super Smash Bros. Ultimate.
User Donkey Kong
Universe Donkey Kong
Article on Super Mario Wiki Helicopter Spin

Spinning Kong (スピニングコング, Spinning Kong) is Donkey Kong's up special move.

Description[edit]

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 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 projectiles, 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 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.

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.

In Melee, Spinning Kong was especially notable for hitting on Frame 3, while having intangibility on Frames 3-5. In the air it became only stronger, hitting on Frame 2 while still retaining the invincibility frames (2-5 specifically). Thanks to its large range, this made it among the most powerful ways to break combos in the game. The knockback on the grounded version was also quite staggering for its speed, KOing Mario from around 130% on Battlefield center stage with DI.

In Brawl, Spinning Kong also has the extremely rare ability to completely negate all momentum, both horizontally and vertically upon its first frame of activation. If used correctly (combined with good DI and use of his fast back aerial), Spinning Kong can prevent DK from getting KO'd and can survive longer than any character in the game, including Bowser. Bucket brakes's momentum canceling is only considered superior because it does not put Mr. Game & Watch in a helpless state. Additionally, Donkey Kong is completely unaffected by wind for the duration of the move, and even during the helplessness that follows. This also affects windboxes. This carries over into future games, although no longer affecting the helpless animation, making the move useful in Spirit Battles with strong winds.

In the first three games, the grounded move consists of only one hit dealing 10% damage. It has decent horizontal knockback, being an effective edgeguarding move, out of shield move and combo finisher. Additionally, when DK lands after using the move and he falls off the edge within the first few frames of landing, he will still be in helpless state.

In Smash 4, the grounded Spinning Kong no longer spins horizontally, instead spinning in a slight angle dependent on the direction he starts the move, increasing the attack's vertical range. It also hits multiple times and deals much less damage as opposed to Brawl, doing 7% on the first hit, five 1% hits, and a moderate knockback finisher that does 4% for a total of 17%, making the grounded version a better out of shield move. The aerial Spinning Kong still has its extremely effective horizontal recovery and its weak vertical gain. However, opposed to the reduced damage on the grounded version, the aerial version still does up to 36% damage if all hits connect successfully. Spinning Kong also seems to keep Brawl's very powerful momentum canceling, still being able to negate all momentum to prevent potential KO's and many fatal blows; however, since Smash 4 had changed hitstun canceling, Spinning Kong's momentum canceling is much harder to utilise because if the hitstun is too much, DK will get KO'd before he can even use Spinning Kong to prevent the KO, therefore making it a less effective survival technique than in Brawl.

Instructional quotes[edit]

Super Smash Bros. Melee instruction booklet Donkey Kong (SSBM) While it doesn't gain much altitude, this move covers a lot of horizontal ground, making it an effective recovery move.
Super Smash Bros. Brawl instruction booklet Donkey Kong (SSBB) Poor vertical gain but great for horizontal recovery.
Super Smash Bros. for Nintendo 3DS case foldout Donkey Kong (SSB4) Spin for a combo attack. Can move left or right.
Super Smash Bros. Ultimate Move List Donkey Kong (SSBU) Spins with a whirlwind of punches. Can shift left or right while airborne and forward while grounded.

Customization[edit]

Special Move customization was added in Super Smash Bros. 4. These are the variations:

1. Spinning Kong 2. Chopper Kong 3. Kong Cyclone
Spinning Kong
Chopper Kong
Kong Cyclone
"A whirlwind of punches. You can move left and right while spinning." "Spins high into the air like a helicopter. Doesn't deal any damage to opponents." "Suck opponents in as you spin, and then launch them with a single punch."
  1. Spinning Kong: Default.
  2. Chopper Kong: Launches DK straight up, regardless of whether he is airborne or grounded. Gives better vertical distance and ascends much faster, but horizontal distance is reduced, and the move does no damage.
  3. Kong Cyclone: Creates a tornado around DK that sucks opponents in from all directions. The attack portion of the move is much faster and only deals two hits; a weak attack at the beginning, and a stronger attack with KO potential at the end, and Donkey Kong gains super armor for the duration of the spin. This move also has soft and hard landing lag; if Donkey Kong is very close to the ground once using Kong Cyclone in the air, he receives minimal landing lag; otherwise, he suffers extreme landing lag. The grounded version deals 19% damage and the aerial version deals 15%. When used on the ground, the spin is parallel to the ground like in Melee and Brawl, rather than tilted like the default.

Origin[edit]

Dixie Kong spinning using her ponytail.

Dixie Kong's ability to spin in midair to slow her descent was introduced in Donkey Kong Country 2: Diddy's Kong Quest; this ability also caused her horizontal movement in the air to dramatically increase, not unlike the ability utilized by Donkey Kong in Smash Bros. While Donkey Kong himself has never used the move prior to Super Smash Bros., the overall animation for Spinning Kong is similar to Dixie Kong's spinning ability, though Donkey Kong instead uses his arms to hover instead of Dixie Kong's ponytail. Tiny Kong also utilized a similar spinning ability in Donkey Kong 64; however, Super Smash Bros. was released prior to Donkey Kong 64. Dixie's own spinning ability is also retained in sequels to Donkey Kong Country 2; notably, in Donkey Kong Country: Tropical Freeze, it is changed to grant Dixie (as well as Donkey Kong) further vertical distance covered in addition to a somewhat slowed descent, making it somewhat more comparable to the ability utilized by Donkey Kong in Smash Bros.

The Kopter enemy spinning with its helicopter blades.

Another possible origin for the move are the Kopter enemies from Donkey Kong Country 3, who spin in the air with helicopter blades. They are able to fly upward, downward, or sideways.

An animation in Donkey Kong Land that bears a passing resemblance to Spinning Kong.

A similar animation to Spinning Kong can be found in Donkey Kong Land, as whenever Diddy Kong is KO'd, Donkey Kong will rise to the screen in the shape of a tornado, similar to this move. While he doesn't stretch his arms in a similar manner to this move, this is the only instance of Donkey Kong spinning horizontally prior to the release of Super Smash Bros.

Gallery[edit]

Names in other languages[edit]

Language Name
Japan Japanese スピニングコング, Spinning Kong
UK English Spinning Kong
France French Tourniquet Kong
Germany German Drehschlag
Spain Spanish (PAL) Peonza Kong
Mexico Spanish (NTSC) Trompo Kong
Italy Italian Kong rotante
China Chinese (Simplified) 森喜刚旋转
Taiwan Chinese (Traditional) 森喜剛旋轉
South Korea Korean 스피닝 콩, Spinning Kong
Netherlands Dutch Kong-kopter
Russia Russian Смерч Конга

Trivia[edit]

  • In SSB4, the animation for the grounded Spinning Kong has less spins in the 3DS version than the Wii U version.
  • This move has a potential reference in the movie The Super Mario Bros. Movie (2023), where Donkey Kong is seen using a similar technique to defeat some Koopas while airborne.

Technical details[edit]