Donkey Kong (SSBB)/Moveset
From SmashWiki, the Super Smash Bros. wiki
Jump to navigationJump to search
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 | |||
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 | ||||
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 | ||||
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 | |||||
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 | ||||
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 | |||||
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 | ||||
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 | ||||
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 | ||||
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 | ||||
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 | ||||
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 | |||||
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 | ||||
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 | |||||
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 | ||||||
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 | ||||||
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 | ||||||
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 | ||||||
Floor (back) | Claps once to each side. | Hit 1 | 6% | * | 9 | 10 | 80 | 50 | 0 | ||||
Hit 2 | 20 | 21 | |||||||||||
Floor (front) | Swats with his hand in a wide arch. | Hit 1 | 6% | * | 20 | 21 | 80 | 50 | 0 | ||||
Hit 2 | 24 | 25 | |||||||||||
Floor (trip) | Spins with his fists as he stands. | Hit 1 | 5% | * | 19 | 20 | 60 | 50 | 0 | ||||
Hit 2 | 23 | 24 | |||||||||||
Edge (<100%) | Throws his rear at the opponent. Good range for an edge attack. | 8% | * | 9 | 16 | 0 | 100 | 110 | |||||
Edge (>100%) | Climbs onto the stage and swats forward. | 10% | * | 38 | 41 | 0 | 100 | 110 | |||||
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 | |||
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 | ||
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 | |||
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 | ||
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 | |||
Unknown | 12% | * | 80 | ||||||||||
Unknown | 11% | 100 | 110 | ||||||||||
Weak wave | 2% | 150 | 40 | 100 | 0 | ||||||||
Strong wave | 7% | * | 30 | 70 |