Spinning Kong: Difference between revisions

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The '''Spinning Kong''' is [[Donkey Kong]]'s [[Up B]] move. In terms of vertical recovery, this move goes a very short distance, but it goes almost as far horizontally as Meta Knight's [[Mach Tornado]], making it a fairly effective recovery move.  When used on the ground, the 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. The Spinning Kong's first hit, in which Donkey Kong extends his fist to charge up the spin, has decent knockback. The Spinning Kong can also act as a pseudo shield for some projectiles which is helpful when recovering.
The '''Spinning Kong''' is [[Donkey Kong]]'s [[Up B]] move. In terms of vertical recovery, this move goes a very short distance, but it goes almost as far horizontally as Meta Knight's [[Mach Tornado]], making it a fairly effective recovery move.  When used on the ground, the 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. The Spinning Kong's first hit, in which Donkey Kong extends his fist to charge up the spin, has decent knockback. The Spinning Kong can also act as a pseudo shield for some projectiles which is helpful when recovering.


The Spinning Kong does up to 36% damage. In Brawl, the grounded version grants [[Super Armor]] just before hitting the opponent and Donkey Kong falls on his back after finishing the move, leaving him vulnerable for a moment. There is also a glitch which if he leaves the ground when using the grounded version, the Super Armor lasts for the entire move.
The Spinning Kong does up to 36% damage, making it the second strongest up special in the game if all hits connect, following Lucas in first with [[PK Thunder 2]] which can do 43%. In ''Brawl'', the grounded version grants [[Super Armor]] just before hitting the opponent and Donkey Kong falls on his back after finishing the move, leaving him vulnerable for a moment. There is also a glitch which if he leaves the ground when using the grounded version, the Super Armor lasts for the entire move.


{{Donkey Kong Special Moves}}
{{Donkey Kong Special Moves}}

Revision as of 21:51, August 22, 2009

Spinning Kong in Super Smash Bros..
Spinning Kong in Melee.
Spinning Kong in Brawl.

The Spinning Kong is Donkey Kong's Up B move. In terms of vertical recovery, this move goes a very short distance, but it goes almost as far horizontally as Meta Knight's Mach Tornado, making it a fairly effective recovery move. When used on the ground, the 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. The Spinning Kong's first hit, in which Donkey Kong extends his fist to charge up the spin, has decent knockback. The Spinning Kong can also act as a pseudo shield for some projectiles which is helpful when recovering.

The Spinning Kong does up to 36% damage, making it the second strongest up special in the game if all hits connect, following Lucas in first with PK Thunder 2 which can do 43%. In Brawl, the grounded version grants Super Armor just before hitting the opponent and Donkey Kong falls on his back after finishing the move, leaving him vulnerable for a moment. There is also a glitch which if he leaves the ground when using the grounded version, the Super Armor lasts for the entire move.

Template:Donkey Kong Special Moves