Donkey Kong (SSBB)/Moveset: Difference between revisions

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|colspan="2"|Arm||11%||115
|colspan="2"|Arm||11%||115
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|[[Down tilt]]|| ||colspan="3"|Swats at his opponent's feet. This move causes opponents to trip 40% of the time. Slightly less range and similar start-up than his forward tilt, but barely any ending lag and still has long range. A great lock move at low percentages and a trip can be combined with his Hand Slap.||8%||*||6||9||10||80||0||{{AttackType|type=Hand|effect=Normal|t=1}}
|[[Down tilt]]|| ||colspan="3"|Swats at his opponent's feet. This move causes opponents to trip 40% of the time. Slightly less range and similar start-up than his forward tilt, but barely any ending lag and still has long range. A great lock move at low percentages and a trip can be followed up with several other attacks.||8%||*||6||9||10||80||0||{{AttackType|type=Hand|effect=Normal|t=1}}
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|rowspan="2"|[[Dash attack]]||rowspan="2"| ||rowspan="2"|Skids to a halt doing a side-kick. High lag and poor shieldstun. Similar to a move from ''Donkey Kong 64''.||colspan="2"|Clean||11%||50||9||11||100||20||0||rowspan="2"|{{AttackType|type=Foot|effect=Normal|t=2}}
|rowspan="2"|[[Dash attack]]||rowspan="2"| ||rowspan="2"|Skids to a halt doing a side-kick. High lag and poor shieldstun. Similar to a move from ''Donkey Kong 64''.||colspan="2"|Clean||11%||50||9||11||100||20||0||rowspan="2"|{{AttackType|type=Foot|effect=Normal|t=2}}

Revision as of 05:56, December 6, 2017

  Move Description Segment Damage Angle Hit Frames BKB KBG WBKB Type
Neutral attack   Does a quick cross punch and follows up with an uppercut. Certain hitboxes can jab lock. Hit 1 Arm 4% * 5 7 0 100 0 Hand (type) Normal (effect)
Body 140
Hit 2 6% 70 16 21 40
Forward tilt   Swats in front. Large range and fast but low knockback. DK's arm is intangible while the hitboxes are out, allowing it to be used safely against most other attacks. Has a 15% chance of tripping when angled down. Great for spacing. Angled up 12% * 8 11 10 100 0 Hand (type) Normal (effect)
Angled side 10%
Angled down 9%
Up tilt   Swats above his head. Fast with a good arch range. Again, DK's arm cannot be injured while the hitboxes are out. Hand 9% 100 5 11 40 105 0 Hand (type) Normal (effect)
Elbow 10% 110
Arm 11% 115
Down tilt   Swats at his opponent's feet. This move causes opponents to trip 40% of the time. Slightly less range and similar start-up than his forward tilt, but barely any ending lag and still has long range. A great lock move at low percentages and a trip can be followed up with several other attacks. 8% * 6 9 10 80 0 Hand (type) Normal (effect)
Dash attack   Skids to a halt doing a side-kick. High lag and poor shieldstun. Similar to a move from Donkey Kong 64. Clean 11% 50 9 11 100 20 0 Foot (type) Normal (effect)
Late 9% 100 12 20 0 0 120
Up smash   Claps hands above his head. Good for hitting from below a platform and a great running up smash. Both DK's arms and head cannot be hit during the middle of the attack. 18% 90 14 16 40 93 0 Hand (type) Normal (effect)
Down smash   Does a double back-handed punch by bringing his closed fists down 90 degrees at both sides. Very fast, great vertical knockback, and the 3rd strongest down smash in the game, after Lucario and Mr. Game & Watch. Hands 17% 115 10 14 35 100 0 Hand (type) Normal (effect)
Arms 14% 98
Forward smash   Claps hands together in front of him. The two stronger hitboxes have increased hitlag, making it easy to tell which one has connected. Fingers 20% * 22 23 30 94 0 Hand (type) Normal (effect)
Hands 21%
Arms 19% 18 100
Body 18%
Neutral aerial   Spins with arms extended. Similar to the Spinning Kong, but much faster to execute. Clean 11% * 10 13 20 100 0 Spin (type) Normal (effect)
Late 8% 14 26 10
Forward aerial   Puts fists together above his head, then does a powerful ax-handle smash. A powerful meteor smash when sweet spotted, which also causes a significant hitlag increase. Great for catching edge guarders while recovering. Looks almost exactly like his midair attack from Donkey Kong 64. The second most powerful forward aerial meteor, only surpassed by Snake's. Windup 16% * 25 26 20 100 0 Hand (type) Normal (effect)
Clean Hands 270 27 29 30 85
Arms * 50
Back aerial   Back-kicks behind him. Very fast, long ranged and strong, is an effective wall of pain Clean 13% * 7 8 20 100 0 Foot (type) Normal (effect)
Late 8% 9 16 10
Up aerial   Headbutts above. Extremely quick, can be used to juggle at low percentages and Star KO at high percentages. 14% 90 6 9 32 90 0 Head (type) Normal (effect)
Down aerial   Stomps down whilst holding his arms up in a macho pose. When this move hits, it will always meteor smash, and it is his strongest meteor smash. Has Star KO potential. Can be used on many characters by cargo down throwing, then jumping and down aerial. Foot 16% 270 18 23 38 90 0 Foot (type) Normal (effect)
Body 13% 20
Pummel   Does a slight karate chop at the enemy's neck. A fairly fast pummel. 3% 80 9 10 0 100 30 Hand (type) Normal (effect)
Forward throw   Regardless of the opponent's size, DK heaves the opponent onto his back, just like carrying a crate or a barrel. Can be released and regrabbed if he can react quicker, being an infinite on Lucas and Ness when turn releasing and turn grabbing. Both players gain knockback-based super armor, similar to Yoshi's double jump. Donkey Kong is unable to use his forward throw on enemies in the Subspace Emissary, making him the only character unable to use one of his standard throws for said reason. If the input for the forward throw is used, he will use his up throw instead. Breakout 6% *   0 100 30 Throwing (type) Normal (effect)
Forward throw 8% 60 13 80 50 0
Back throw 55 15
Up throw 7% 90 14 90 30
Down throw 6% 28 16 65 26
Back throw   Swings his arm back and throws the opponent. A very good KO throw and it has fast start-up. 11% 40 15 60 65 0 Throwing (type) Normal (effect)
Up throw   Swings his arm back and throws the opponent. A very good KO throw and it has fast start-up. Can combo into an up smash or up aerials at low percentages. 9% 90 14 70 50 0 Throwing (type) Normal (effect)
Down throw   Slams the opponent into the ground with his hand. Can chain grab characters like Snake or Kirby. At low percentages, this can combo into Hand Slap and can start aerial juggles from there. 7% * 41 60 50 0 Throwing (type) Normal (effect)
Floor (back)   Claps once to each side. Hit 1 6% * 9 10 80 50 0 Hand (type) Normal (effect)
Hit 2 20 21
Floor (front)   Swats with his hand in a wide arch. Hit 1 6% * 20 21 80 50 0 Hand (type) Normal (effect)
Hit 2 24 25
Floor (trip)   Spins with his fists as he stands. Hit 1 5% * 19 20 60 50 0 Hand (type) Normal (effect)
Hit 2 23 24
Edge (<100%)   Throws his rear at the opponent. Good range for an edge attack. 8% * 9 16 0 100 110 Butt (type) Normal (effect)
Edge (>100%)   Climbs onto the stage and swats forward. 10% * 38 41 0 100 110 Hand (type) Normal (effect)
Neutral special move Giant Punch DK winds up a punch which is released once the button is pressed again. Damage increases by 2% for each arm swing he pulls off before punching (with the first having no effect); if he stops charging and his head starts smoking, it'll be fully charged. The sweetspot is located at DK's elbow and is slightly more powerful than the main hitbox. When fully charged and sweetspotted on the ground, Giant Punch can KO at 46%. Uncharged (ground) Elbow (pullback) 12% 80 18 15 100 0 Hand (type) Normal (effect)
Arm 10% * 19 22
Body 60
Uncharged (air) Elbow (pullback) 8% 80 18 15 100
Arm 6% * 19 22
Body 60
Fully charged (ground) Elbow (pullback) 18% 80 18 40 80
Arm 28% * 19 22 10
Body 18% 50
Fully charged (air) Arm (pullback) 15% 80 18 40 80
Arm 25% * 19 22 10
Body 20% 50
Side special move Headbutt A sideways headbutt that sends the opponent straight down into the ground. Ground Grounded opponents 10% 270 20 21 20 40 0 Head (type) Bury (effect)
Aerial opponents 8% 70 15
Air Clean 14% 270 30
Midswing (aerial opponents only) 8% 70 15
Up special move Spinning Kong DK spins around with arms extended. Has super armour on the ground and intangibility frames in the air. Hit 1 (ground) Arms 5% * 19-23, 24-28, 29-33, 34-38 50 70 0 Spin (type) Normal (effect)
Body 4% 140
Hit 2 (ground) 3% * 39-42, 43-46, 47-50, 51-54 5 50
Hit 3 (ground) 4% 55 56 40 90
Hit 1 (air) 10% 4 6 40 80
Hit 2 (air) Arms 5% 12-19, 20-27, 28-35, 36-43 20 70
Body 4%
Hit 3 (air) 2% 44-51, 52-59, 60-77, 78-85 0 100
Down special move Hand Slap An earth-shaking attack with okay range, but cannot hit opponents that aren't on the ground. Hit 1 Center 14% 84 6 7 82 23 0 Typeless (type) Normal (effect)
Sides 78
Hit 2 Center 84 17 18
Sides 78
Final Smash Konga Beat DK breaks out the bongos and launches waves of sound at opponents. The waves increase in size and power based on music-matching button presses; the exact mechanics of this are unknown. Startup Unknown 3% 150 1   30 100 0 Typeless (type) Normal (effect)
Unknown 12% * 80
Unknown 11% 100 110
Weak wave 2% 150   40 100 0
Strong wave 7% * 30 70