Donkey Kong Jr. (SSS)

:This article is strictly about how DK Jr. appears in Super Smash Stadium. For information about him in general, see his article on MarioWiki.
Donkey Kong Jr. is a retired character on Super Smash Stadium. He debuted in Season 14 of SSS, alongside NES Arcade. Unlike most retired characters, he actually stayed on for a bit longer than his home stage, making 134 appearances in his career on the show. Another unusual thing about him is that his retirement was acknowledged: when Super Mario Kart was released in Japan, the show hosts actually mentioned that he left "to pursue a career in Mario Kart; maybe one day we'll see him there." That one day, of course, was SMK's U.S. release date.
==In his own universe==
He's the "son" of Donkey Kong, a fact which has been disputed to hell and back. Unlike the big guy, DK Jr. has not seen much success in the World of Nintendo, appearing in only a handful of games.
==Attributes==
As the last character to debut in the "Smash 64 Era", he's notable for holding on to a character entrance for the shortest amount of time, as character entrances were abolished in November 1985 and would not return to the show until the "Brawl Era" began in 2007.
DK Jr. played pretty much like his father, except slightly weaker but slightly faster. The changes to his specials gave him some advantages over the big guy, but also a few disadvantages.
===Changes===
None.
===Moveset===
Entrance: Broke out of a DK Barrel.
Move Name 	Description
Neutral Special:
Giant Jr. Punch	DK Jr. wound this move up over his head; otherwise, it was the same as the big guy's punch.
Killed at 65% when fully-charged.
Side Special:
Headbutt	This headbutt sent opponents outward and upward, and thus couldn't bury like the big guy's headbutt. Perhaps to compensate for this, the move had more knockback.
Killed at 165%.
Up Special:
Spinning Kong Jr.	This move gave DK Jr. a LOT more vertical gain than the big guy's Spinning Kong, at the slight expense of horizontal gain, but most people didn't mind the tradeoff.
Could not kill.
Down Special:
Snapjaw	DK Jr. unleashed precisely that onto the battlefield. Similar to a Bombchu or Spike Top, they traveled on all sides of a platform and could cling to walls and ceilings. He could have as many as three on the battlefield at once. Each Snapjaw lasted 15 seconds.
Killed at 75%.
Final Smash	Final Smashes didn't exist while DK Jr. was active.
===Taunts===
Flexed.
===Victory===
*Pose: Flipped, then pumped a fist.
*Theme: Team DK's victory theme.
*"No Contest"/Loss Theme: Team DK's loss theme.
==Costumes==
*Default
*Silverback
*Black
*Red
*Blue
*Green
Category:Primates