Hitbox visualization showing Donkey Kong's cargo forward throw.
Hitbox visualization showing Donkey Kong's cargo back throw.
Hitbox visualization showing Donkey Kong's cargo up throw.
Hitbox visualization showing Donkey Kong's cargo down throw.


Competitive.png This article or section may require competitive expertise.
You can discuss this issue on the talk page or edit this page to improve it.

Overview

Donkey Kong's forward throw, also known as Kong Karry, allows him to maneuver around the stage while holding an opponent. During the move, Donkey Kong has access to four additional throws that he can use by holding a direction and pressing the attack button. All of them are potent kill throws, most notably back throw, especially on a stage with platforms. Up throw is a viable combo starter, being able to combo into up air at low percents. All four throws have the potential to stage spike opponents if Donkey Kong is positioned correctly, with down throw being the safest option, as it gives Donkey Kong a slight boost upwards.

Throw Data

Carry release

Kind ID Damage Angle Angle type BK KS FKV Effect Type Sound
Throw 0 4.0%   Forward 0 100 30 0.0×       None

Forward

Kind ID Damage Angle Angle type BK KS FKV Effect Type Sound
Throw 0 12.0%   Forward 90 46 0 0.0×       None

Back

Kind ID Damage Angle Angle type BK KS FKV Effect Type Sound
Throw 0 13.0%   Forward 85 52 0 0.0×       None

Up

Kind ID Damage Angle Angle type BK KS FKV Effect Type Sound
Throw 0 12.0%   Forward 65 53 0 0.0×       None

Down

Kind ID Damage Angle Angle type BK KS FKV Effect Type Sound
Throw 0 11.0%   Forward 70 45 0 0.0×       None

Timing

Carry

Invincibility 1-15
Animation length 15
                             
                             

Forward

Throw 15
Interruptible 46
Animation length 64
                                                                                                                               

Back

Donkey Kong changes direction on frame 16.

Throw 16
Interruptible 43
Animation length 59
                                                                                                                     

Up

Throw 15
Interruptible 30
Animation length 49
                                                                                                 

Down

On frame 17, the move stops Donkey Kong's horizontal momentum, and sets his vertical momentum to 1.5.

Throw 17
Interruptible 45
Animation length 59
                                                                                                                     
Legend (1 square = 1 frame)
 
Lag time
 
Vulnerable
 
Invincible
  
Throw point
 
Interruptible