Super Smash Bros. Megamix/Donkey Kong characters

Donkey Kong universe	Donkey Kong universe	Donkey Kong universe
 	Donkey Kong 	
 	
*Home stage:
*Game of origin: Donkey Kong (1981)
*Unlockable?: No
*Victory theme: Opening - Donkey Kong	
*Neutral special - Giant Punch: Donkey Kong charges a wind-up punch that stops charging after ten wind-ups. When fully-charged, the punch deals excellent damage, grants super armor, and is overall faster than if used uncharged.
*Side special - Kong Headbutt: Donkey Kong does a headbutt. The move buries the opponent, who will remain submerged longer if the opponent has already dealt a fair amount of damage. The aerial version will meteor smash the opponent if they are hit by its sweetspot.
*Up special - Spinning Kong: Donkey Kong rapidly spins around, trapping opponents and damaging them before launching them. Good horizontal distance, but very little vertical distance.
*Down special - Hand Slap: Donkey Kong slaps the ground to cause earth-shaking vibrations. When grounded, Donkey Kong can keep pounding by repeatedly pressing the B button.
*Final Smash - Jungle Rush: Donkey Kong punches forwards, and, if the initial hit connects, Donkey Kong will then perform a long series of rapid punches, racking up massive damage and launching opponents at the end of the Final Smash.	
*Neutral special - Giant Punch: Donkey Kong charges a wind-up punch that stops charging after ten wind-ups. When fully-charged, the punch deals excellent damage, grants super armor, and is overall faster than if used uncharged.
*Side special - Kong Headbutt: Donkey Kong does a headbutt. The move buries the opponent, who will remain submerged longer if the opponent has already dealt a fair amount of damage. The aerial version will meteor smash the opponent if they are hit by its sweetspot.
*Up special - Spinning Kong: Donkey Kong rapidly spins around, trapping opponents and damaging them before launching them. Good horizontal distance, but very little vertical distance.
*Down special - Hand Slap: Donkey Kong slaps the ground to cause earth-shaking vibrations. When grounded, Donkey Kong can keep pounding by repeatedly pressing the B button.
*Final Smash - Jungle Rush: Donkey Kong punches forwards, and, if the initial hit connects, Donkey Kong will then perform a long series of rapid punches, racking up massive damage and launching opponents at the end of the Final Smash.	
	Donkey Kong Jr.
	
*Home stage:
*Game of origin: Donkey Kong Jr. (1982)
*Unlockable?: Yes
*Victory theme: Title Theme - Donkey Kong Jr.
*Neutral special - Fruit Vine: Donkey Kong Jr. pulls out a vine and begin charging. The end of the vine cycles through different kinds of fruits. If the player releases the button while charging, Donkey Kong Jr. will whip the vine forwards, attacking with the fruit at the end of it. Different fruits have different effects; the Bananas can bounce but are the weakest, the Apple will bounce somewhat but deal decent damage, and the Nut is the most powerful but doesn't bounce at all. The order of the fruits while charging is random.
*Side special - Snapjaw: Donkey Kong Jr. throws a Snapjaw forwards. The Snapjaw will move across the ground and latch onto the first opponent they collide with, doing damage over time. They disappear after a couple of seconds.
*Up special - Springboard: Donkey Kong Jr. summons a springboard beneath him. The longer it is charged, the higher up it'll go.
*Down special - Jr. Math: Donkey Kong Jr. will hold up a sign with either a + or a - sign, then a number from 1-9. The larger the number, the more buffed Donkey Kong Jr. will be. A +9 means all of his stats are boosted to the max, while a -9 means he is made considerably weaker. Over-use of the move will lead to lower numbers being more common. Any buffs/nerfs Donkey Kong Jr. receives from this move last for a short amount of time before evaporating and returning to normal.
*Final Smash - Classic Donkey Kong: A cage falls in front of Donkey Kong Jr., and any opponents caught in the cage will be tackled by a giant 8-bit Donkey Kong.	
*Neutral special - Fruit Vine: Donkey Kong Jr. pulls out a vine and begin charging. The end of the vine cycles through different kinds of fruits. If the player releases the button while charging, Donkey Kong Jr. will whip the vine forwards, attacking with the fruit at the end of it. Different fruits have different effects; the Bananas can bounce but are the weakest, the Apple will bounce somewhat but deal decent damage, and the Nut is the most powerful but doesn't bounce at all. The order of the fruits while charging is random.
*Side special - Snapjaw: Donkey Kong Jr. throws a Snapjaw forwards. The Snapjaw will move across the ground and latch onto the first opponent they collide with, doing damage over time. They disappear after a couple of seconds.
*Up special - Springboard: Donkey Kong Jr. summons a springboard beneath him. The longer it is charged, the higher up it'll go.
*Down special - Jr. Math: Donkey Kong Jr. will hold up a sign with either a + or a - sign, then a number from 1-9. The larger the number, the more buffed Donkey Kong Jr. will be. A +9 means all of his stats are boosted to the max, while a -9 means he is made considerably weaker. Over-use of the move will lead to lower numbers being more common. Any buffs/nerfs Donkey Kong Jr. receives from this move last for a short amount of time before evaporating and returning to normal.
*Final Smash - Classic Donkey Kong: A cage falls in front of Donkey Kong Jr., and any opponents caught in the cage will be tackled by a giant 8-bit Donkey Kong.
	Funky Kong
	
*Home stage:
*Game of origin: Donkey Kong Country (1994)
*Unlockable?: Yes
*Victory theme: Funky Theme
*Neutral special - Funky Punch: Same as Donkey Kong's, but charges up faster and deals less damage overall.
*Side special - Wave Catcher: A small wave of water appears under Funky Kong, which he rides forwards very quickly. The surfboard itself deals damage, as Funky Kong's body is vulnerable during this attack. The turning animation deals even more damage.
*Up special - Funky Rocketbarrel: Same as Diddy Kong's, but, if the B button is tapped repeatedly, the barrels will explode and send Funky Kong flying much faster than before, and also dealing more damage to anyone he collides with.
*Down special - Funky Slap: Same as Donkey Kong's, but slower, has less range and deals more damage.
*Final Smash - Funky Mode: Funky Kong takes out his surfboard and performs a large horizontal slap with the flat side of the board. Anyone caught in this attack will enter a cutscene in which Funky Kong can be seen riding a giant wave. The opponents are then smothered by the wave and sent flying at the end of the cutscene.	
*Neutral special - Funky Punch: Same as Donkey Kong's, but charges up faster and deals less damage overall.
*Side special - Wave Catcher: A small wave of water appears under Funky Kong, which he rides forwards very quickly. The surfboard itself deals damage, as Funky Kong's body is vulnerable during this attack. The turning animation deals even more damage.
*Up special - Funky Rocketbarrel: Same as Diddy Kong's, but, if the B button is tapped repeatedly, the barrels will explode and send Funky Kong flying much faster than before, and also dealing more damage to anyone he collides with.
*Down special - Funky Slap: Same as Donkey Kong's, but slower, has less range and deals more damage.
*Final Smash - Funky Mode: Funky Kong takes out his surfboard and performs a large horizontal slap with the flat side of the board. Anyone caught in this attack will enter a cutscene in which Funky Kong can be seen riding a giant wave. The opponents are then smothered by the wave and sent flying at the end of the cutscene.
	Diddy Kong
	
*Home stage:
*Game of origin: Donkey Kong Country (1994)
*Unlockable?: Yes
*Victory theme: Title Theme - Diddy Kong Racing
*Neutral special - Peanut Popgun: Diddy Kong shoots a peanut from his Popgun. The longer Diddy Kong charges the attack, the farther and quicker the peanut will fly. If Diddy Kong overcharges the attack, however, it will cause a very powerful explosion that leaves him vulnerable but possesses massive knockback.
*Side special - Monkey Flip: Diddy Kong performs a back-flipping forward leap that has him cling onto an opponent. Once he has clung onto the opponent, he will continuously scratch them. During this time, he can perform an action depending on what button is pressed: pressing the A or B button will cause Diddy Kong to attack them with a double-handed chop them and then leap away, while pressing the jump button will cause him to perform a footstool jump that can meteor smash. If the A or B button is pressed during the jump, Diddy Kong will attack with a flying kick instead of latching on to his opponent.
*Up special - Rocketbarrel Boost: Diddy Kong charges his rocketbarrel pack in a powerful attack. Diddy Kong can fly very far and very fast when charged, however hitting a surface, or being hit, will make Diddy Kong lose his rocketbarrels before going into free-fall.
*Down special - Banana Peel: Diddy Kong tosses a Banana Peel over his shoulder and into the air to have it fall onto the ground. Grounded opponents who touch the peel while on the ground or are hit by the peel when thrown will slip and trip on the floor. Only one banana peel can exist at one time, and it disappears when hit by an opponent or when thrown twice.
*Final Smash - Hyper Rocketbarrel: Diddy Kong activates his Rocketbarrel Pack and flies up. He then dashes across the screen in multiple directions, dealing damage to whoever he touches. After a while, he will lock on to whatever opponent has taken the most damage, and unleash one final dash attack that launches the targeted opponent, as well as any other nearby opponents. After this last attack, Diddy Kong descends back to his original position. His Rocketbarrel Pack explodes before he lands, which damages nearby opponents.	
*Neutral special - Peanut Popgun: Diddy Kong shoots a peanut from his Popgun. The longer Diddy Kong charges the attack, the farther and quicker the peanut will fly. If Diddy Kong overcharges the attack, however, it will cause a very powerful explosion that leaves him vulnerable but possesses massive knockback.
*Side special - Monkey Flip: Diddy Kong performs a back-flipping forward leap that has him cling onto an opponent. Once he has clung onto the opponent, he will continuously scratch them. During this time, he can perform an action depending on what button is pressed: pressing the A or B button will cause Diddy Kong to attack them with a double-handed chop them and then leap away, while pressing the jump button will cause him to perform a footstool jump that can meteor smash. If the A or B button is pressed during the jump, Diddy Kong will attack with a flying kick instead of latching on to his opponent.
*Up special - Rocketbarrel Boost: Diddy Kong charges his rocketbarrel pack in a powerful attack. Diddy Kong can fly very far and very fast when charged, however hitting a surface, or being hit, will make Diddy Kong lose his rocketbarrels before going into free-fall.
*Down special - Banana Peel: Diddy Kong tosses a Banana Peel over his shoulder and into the air to have it fall onto the ground. Grounded opponents who touch the peel while on the ground or are hit by the peel when thrown will slip and trip on the floor. Only one banana peel can exist at one time, and it disappears when hit by an opponent or when thrown twice.
*Final Smash - Hyper Rocketbarrel: Diddy Kong activates his Rocketbarrel Pack and flies up. He then dashes across the screen in multiple directions, dealing damage to whoever he touches. After a while, he will lock on to whatever opponent has taken the most damage, and unleash one final dash attack that launches the targeted opponent, as well as any other nearby opponents. After this last attack, Diddy Kong descends back to his original position. His Rocketbarrel Pack explodes before he lands, which damages nearby opponents.
	King K. Rool
	
*Home stage:
*Game of origin: Donkey Kong Country (1994)
*Unlockable?: Yes
*Victory theme: Gang-Plank Galleon
*Neutral special - Blunderbuss: K. Rool pulls out a blunderbuss and fires a Kannonball forward, while donning the pirate hat. Only one Kannonball can be in play at one time. After a Kannonball is fired, the B button can be held to use the blunderbuss's vacuum function, sucking in nearby enemies or the Kannonball itself. Once it sucks something in, K. Rool will immediately launch it out at a slight angle upward in front or behind him, or directly upwards, depending on the held direction.
*Side special - Crownerang: K. Rool takes off his crown and flings it forward. The crown will attempt to return to K. Rool while flying, though it will slowly lose altitude. Only one crown can be thrown at once. If K. Rool fails to catch it, the crown will drop as an item for anyone else to use, and will reappear on his head after a short while or if K. Rool touches it again.
*Up special - Propellerpack: K. Rool equips the Propellerpack and flies upward. Upon reaching peak height, K. Rool will go into free-fall. The propellers above K. Rool deal multiple weak hits.
*Down special - Gut Check: K. Rool puffs out his stomach and retaliates against attacks. This works as a counter.
*Final Smash - Blast-O-Matic: K. Rool stomps, stunning any nearby opponents, and lunges forward while catching those in his path. If at least one opponent was caught, a cutscene plays in which K. Rool sits on his throne on Crocodile Isle before firing a massive laser from his Blast-o-Matic cannon. The laser then fires through Donkey Kong Island, destroying the island and dealing massive damage on the victims.	
*Neutral special - Blunderbuss: K. Rool pulls out a blunderbuss and fires a Kannonball forward, while donning the pirate hat. Only one Kannonball can be in play at one time. After a Kannonball is fired, the B button can be held to use the blunderbuss's vacuum function, sucking in nearby enemies or the Kannonball itself. Once it sucks something in, K. Rool will immediately launch it out at a slight angle upward in front or behind him, or directly upwards, depending on the held direction.
*Side special - Crownerang: K. Rool takes off his crown and flings it forward. The crown will attempt to return to K. Rool while flying, though it will slowly lose altitude. Only one crown can be thrown at once. If K. Rool fails to catch it, the crown will drop as an item for anyone else to use, and will reappear on his head after a short while or if K. Rool touches it again.
*Up special - Propellerpack: K. Rool equips the Propellerpack and flies upward. Upon reaching peak height, K. Rool will go into free-fall. The propellers above K. Rool deal multiple weak hits.
*Down special - Gut Check: K. Rool puffs out his stomach and retaliates against attacks. This works as a counter.
*Final Smash - Blast-O-Matic: K. Rool stomps, stunning any nearby opponents, and lunges forward while catching those in his path. If at least one opponent was caught, a cutscene plays in which K. Rool sits on his throne on Crocodile Isle before firing a massive laser from his Blast-o-Matic cannon. The laser then fires through Donkey Kong Island, destroying the island and dealing massive damage on the victims.
	Dixie Kong
	
*Home stage:
*Game of origin: Donkey Kong Country 2: Diddy's Quest (1995)
*Unlockable?: Yes
*Victory theme: Dixie Beat
*Neutral special - Dixie Rock: Dixie Kong whips out a guitar and a prompt similar to the Wii Fit Trainer's Deep Breathing will appear, where the player must press B as the ring encloses on a sweetspot. Depending on your success, three results can occur: if neither sweetspot is hit, the move fails and Dixie puts away her guitar; if the first sweetspot is hit, a shockwave that deals decent damage and minimal knockback is sent out; and if the second and smallest sweetspot is hit, the shockwave deals more damage and more knockback. This can be done repeatedly until the player misses a sweetspot, is hit or cancels the move.
*Side special - Hair Roll: Dixie Kong extends begins to roll forwards with her hair, working a lot like Yoshi's Egg Roll. Dixie Kong can jump during this attack, and, if the B button is held, the attack will be faster and stronger but Dixie will be unable to jump and will roll off the edge of a platform easier. The move stops when Dixie crashes into a wall or is hit.
*Up special - Hairspin: Dixie Kong spins around the air with her hair, sending her vertically and hitting anyone that comes into contact with it. Can also be used on the ground to attack horizontally.
*Down special - Bubblegum: Dixie Kong blows a bubblegum that gets bigger the longer the button is held. The bubblegum can catch any projectiles that collide with it and suspend them in the air. The projectile will then either deal damage to anyone that touches it or disappear after a short while.
*Final Smash - Dixie's Rock Concert: A stage suddenly appears and Dixie Kong begins performing with her guitar, which works a lot like her neutral special, but it sends out bigger shockwaves that deal more damage and knockback across the entire stage, and has extra sweetspots. At the end of the Final Smash, Dixie makes one final note with her guitar that sends out the biggest shockwave of them all.	
*Neutral special - Dixie Rock: Dixie Kong whips out a guitar and a prompt similar to the Wii Fit Trainer's Deep Breathing will appear, where the player must press B as the ring encloses on a sweetspot. Depending on your success, three results can occur: if neither sweetspot is hit, the move fails and Dixie puts away her guitar; if the first sweetspot is hit, a shockwave that deals decent damage and minimal knockback is sent out; and if the second and smallest sweetspot is hit, the shockwave deals more damage and more knockback. This can be done repeatedly until the player misses a sweetspot, is hit or cancels the move.
*Side special - Hair Roll: Dixie Kong extends begins to roll forwards with her hair, working a lot like Yoshi's Egg Roll. Dixie Kong can jump during this attack, and, if the B button is held, the attack will be faster and stronger but Dixie will be unable to jump and will roll off the edge of a platform easier. The move stops when Dixie crashes into a wall or is hit.
*Up special - Hairspin: Dixie Kong spins around the air with her hair, sending her vertically and hitting anyone that comes into contact with it. Can also be used on the ground to attack horizontally.
*Down special - Bubblegum: Dixie Kong blows a bubblegum that gets bigger the longer the button is held. The bubblegum can catch any projectiles that collide with it and suspend them in the air. The projectile will then either deal damage to anyone that touches it or disappear after a short while.
*Final Smash - Dixie's Rock Concert: A stage suddenly appears and Dixie Kong begins performing with her guitar, which works a lot like her neutral special, but it sends out bigger shockwaves that deal more damage and knockback across the entire stage, and has extra sweetspots. At the end of the Final Smash, Dixie makes one final note with her guitar that sends out the biggest shockwave of them all.
	Kiddy Kong
	
*Home stage:
*Game of origin: Donkey Kong Country 3: Dixie Kong's Double Trouble! (1996)
*Unlockable?: Yes
*Victory theme: Stilt Village
*Neutral special - Kiddy Roll: Kiddy Kong begins to roll in place and charges up. When the B button is released, Kiddy rolls forwards, working a lot like Yoshi's Egg Roll, but he can't turn around during this animation.
*Side special - Barrel Toss: Kiddy Kong materializes a barrel in his hand, lifts it up and then tosses it forwards. The barrel only rolls towards the direction it is thrown in and can roll of ledges. Has a rare chance to explode when colliding with opponents.
*Up special - Jump Roll: Kiddy Kong charges up a rolling jump. He can also bounce on ledges with this ability, preventing edge-guarding. Kiddy can also use this to bounce on water.
*Down special - Kiddy Slap: Similar to Donkey Kong's down special, but faster and deals less damage.
*Final Smash - Rolling Kong: Kiddy Kong begins to roll in place extremely quickly, creating shockwaves around him. Then, he begins to move forwards and across the stage, launching anyone that comes into contact with him.	
*Neutral special - Kiddy Roll: Kiddy Kong begins to roll in place and charges up. When the B button is released, Kiddy rolls forwards, working a lot like Yoshi's Egg Roll, but he can't turn around during this animation.
*Side special - Barrel Toss: Kiddy Kong materializes a barrel in his hand, lifts it up and then tosses it forwards. The barrel only rolls towards the direction it is thrown in and can roll of ledges. Has a rare chance to explode when colliding with opponents.
*Up special - Jump Roll: Kiddy Kong charges up a rolling jump. He can also bounce on ledges with this ability, preventing edge-guarding. Kiddy can also use this to bounce on water.
*Down special - Kiddy Slap: Similar to Donkey Kong's down special, but faster and deals less damage.
*Final Smash - Rolling Kong: Kiddy Kong begins to roll in place extremely quickly, creating shockwaves around him. Then, he begins to move forwards and across the stage, launching anyone that comes into contact with him.
	Cranky Kong
	
*Home stage:
*Game of origin: Donkey Kong Country (1994)
*Unlockable?: Yes
*Victory theme: Cranky Theme
*Neutral special - Squawks: Cranky Kong releases Squawks. Squawks flies around for a bit looking for a nearby item. If it can find one, it picks it up before flying back to Cranky, damaging everyone in its path and giving the item to Cranky. If it cannot find an item, it flies around until Cranky calls upon Squawks again before returning to Cranky empty-handed.
*Side special - Kong Roll: Cranky Kong grabs a barrel and rolls it forward. The barrel is affected by gravity and drops down when falling off an edge. Cranky can input the move again when near a barrel to perform a Kong Roll, in which he jumps on the barrel and runs along on top of it. Cranky can jump out of the Kong Roll to keep his horizontal momentum.
*Up special - Red Balloon: Cranky Kong pulls out a Red Balloon and drifts upward fairly slowly. Cranky can be controlled horizontally and using the shield buttons will cause him to let loose of the balloon. The balloon can be popped like Villager's, but Cranky does not go into free-fall should that occur.
*Down special - Cranky Slam: Cranky Kong braces himself for a ground pound. Cranky can charge the move, and flashes up to two times to signal reaching the next stage of the charge. If Cranky is on the ground he jumps up and slams down, and if he already is airborne, he drops with minimal start-up lag. Upon colliding with the ground, a shock wave is released that expands in size and deals damage to opponents hit: green for stage 1, blue for stage 2 and red for stage 3. For each stage the range and speed of the shock wave is increased, as well as dealing bonus damage.
*Final Smash - Throwback: A large, red beam appears above the stage. Cranky Kong then jumps on it, and unloads a bunch of barrels down on the stage by moving left and right and pressing either the A or B button.	
*Neutral special - Squawks: Cranky Kong releases Squawks. Squawks flies around for a bit looking for a nearby item. If it can find one, it picks it up before flying back to Cranky, damaging everyone in its path and giving the item to Cranky. If it cannot find an item, it flies around until Cranky calls upon Squawks again before returning to Cranky empty-handed.
*Side special - Kong Roll: Cranky Kong grabs a barrel and rolls it forward. The barrel is affected by gravity and drops down when falling off an edge. Cranky can input the move again when near a barrel to perform a Kong Roll, in which he jumps on the barrel and runs along on top of it. Cranky can jump out of the Kong Roll to keep his horizontal momentum.
*Up special - Red Balloon: Cranky Kong pulls out a Red Balloon and drifts upward fairly slowly. Cranky can be controlled horizontally and using the shield buttons will cause him to let loose of the balloon. The balloon can be popped like Villager's, but Cranky does not go into free-fall should that occur.
*Down special - Cranky Slam: Cranky Kong braces himself for a ground pound. Cranky can charge the move, and flashes up to two times to signal reaching the next stage of the charge. If Cranky is on the ground he jumps up and slams down, and if he already is airborne, he drops with minimal start-up lag. Upon colliding with the ground, a shock wave is released that expands in size and deals damage to opponents hit: green for stage 1, blue for stage 2 and red for stage 3. For each stage the range and speed of the shock wave is increased, as well as dealing bonus damage.
*Final Smash - Throwback: A large, red beam appears above the stage. Cranky Kong then jumps on it, and unloads a bunch of barrels down on the stage by moving left and right and pressing either the A or B button.
	Lanky Kong
	
*Home stage:
*Game of origin: Donkey Kong 64 (1999)
*Unlockable?: Yes
*Victory theme: Lanky's Barrel
*Neutral special - Grape Shooter: Lanky Kong uses his Grape Shooter, shooting out large grapes. The grapes can home in on enemies and explode into grape juice on contact, working a lot like the Inkling's ink.
*Side special - OrangStand: Lanky Kong performs a handstand and begins charging forwards, damaging anyone he comes into contact with and sending them flying.
*Up special - Baboon Balloon: Lanky Kong inflates himself like a balloon and slowly floats upwards for a brief moment. In this state, Lanky can bounce off any surface he hits. The player can change the direction he floats in. After some time, he will deflate and go into free-fall.
*Down special - Trombone Tremor: Lanky Kong pulls out his trombone and begins playing notes on it, which create shockwaves that can damage any opponent that comes near him. Lanky can do this multiple times in a row and only stops if the player stops pressing the B button or Lanky is hit.
*Final Smash - OrangStand Sprint: Lanky Kong performs a handstand and sprints forwards. Anyone hit by this attack is sent into a cutscene in which Lanky performs a single long and loud note with his trombone under a spotlight, sending out a massive shockwave and sending any opponents caught in the Final Smash flying.	
*Neutral special - Grape Shooter: Lanky Kong uses his Grape Shooter, shooting out large grapes. The grapes can home in on enemies and explode into grape juice on contact, working a lot like the Inkling's ink.
*Side special - OrangStand: Lanky Kong performs a handstand and begins charging forwards, damaging anyone he comes into contact with and sending them flying.
*Up special - Baboon Balloon: Lanky Kong inflates himself like a balloon and slowly floats upwards for a brief moment. In this state, Lanky can bounce off any surface he hits. The player can change the direction he floats in. After some time, he will deflate and go into free-fall.
*Down special - Trombone Tremor: Lanky Kong pulls out his trombone and begins playing notes on it, which create shockwaves that can damage any opponent that comes near him. Lanky can do this multiple times in a row and only stops if the player stops pressing the B button or Lanky is hit.
*Final Smash - OrangStand Sprint: Lanky Kong performs a handstand and sprints forwards. Anyone hit by this attack is sent into a cutscene in which Lanky performs a single long and loud note with his trombone under a spotlight, sending out a massive shockwave and sending any opponents caught in the Final Smash flying.
	Tiny Kong
	
*Home stage:
*Game of origin: Donkey Kong 64 (1999)
*Unlockable?: Yes
*Victory theme: Tiny's Barrel
*Neutral special - Feather Bow: Tiny Kong pulls out her Feather Bow from under her hat. This attack can be charged. The more it is charged, the faster and longer-lasting the feather shot out of the bow is. The feather by itself is weak, but it can rack up damage if done multiple times in a row, since it can fire very quickly.
*Side special - Saxophone Slam: Tiny Kong pulls out her saxophone and slams it on the ground, causing a shockwave that damages anyone it hits, also dealing high knockback. If the button is held, Tiny Kong will begin playing the saxophone and shooting out damaging musical notes.
*Up special - Ponytail Twirl: Tiny Kong begins twirling her ponytails, mimicking the blades of a helicopter, shooting her upwards. This also allows her to glide.
*Down special - Tiny-Monkey: Tiny Kong shrinks in size temporarily, allowing her to attack much faster than before and dodge more attacks, but this also makes her floatier and more susceptible to knockback.
*Final Smash - Downsized: Tiny Kong shrinks to be microscopic, then begins shooting a barrage of small feathers all around the stage, damaging anyone from below and being impossible to avoid from the ground.	
*Neutral special - Feather Bow: Tiny Kong pulls out her Feather Bow from under her hat. This attack can be charged. The more it is charged, the faster and longer-lasting the feather shot out of the bow is. The feather by itself is weak, but it can rack up damage if done multiple times in a row, since it can fire very quickly.
*Side special - Saxophone Slam: Tiny Kong pulls out her saxophone and slams it on the ground, causing a shockwave that damages anyone it hits, also dealing high knockback. If the button is held, Tiny Kong will begin playing the saxophone and shooting out damaging musical notes.
*Up special - Ponytail Twirl: Tiny Kong begins twirling her ponytails, mimicking the blades of a helicopter, shooting her upwards. This also allows her to glide.
*Down special - Tiny-Monkey: Tiny Kong shrinks in size temporarily, allowing her to attack much faster than before and dodge more attacks, but this also makes her floatier and more susceptible to knockback.
*Final Smash - Downsized: Tiny Kong shrinks to be microscopic, then begins shooting a barrage of small feathers all around the stage, damaging anyone from below and being impossible to avoid from the ground.
	Chunky Kong
	
*Home stage:
*Game of origin: Donkey Kong 64 (1999)
*Unlockable?: Yes
*Victory theme: Chunky's Barrel
*Neutral special - Primate Punch: Chunky Kong charges up a fist, much like Donkey Kong's neutral special, but instead of winding up, he simply reels back his arm. Longer startup, but deals massive damage and knockback on hit. Can only deal damage if fully charged.
*Side special - Boulder Lift: Chunky Kong materializes a boulder into his hands, then slams it on the ground. The boulder then breaks, with chunks of it flying off that can deal minimal damage and knockback to nearby opponents. If anyone is directly under this attack when it hits, they will be grounded.
*Up special - Gorilla Gone: Chunky Kong's body turns invisible (but not his clothes) and begins to magically move vertically. This move's trajectory cannot be controlled by the player, and instead goes in a random vertical direction.
*Down special - Simian Slam: Chunky Kong jumps in the air, rolls and then slams the floor. If done on the air, the move will skip straight to the slam.
*Final Smash - Hunky Chunky: Chunky Kong transforms into his Hunky Chunky form, winds up a punch but then trips over, sending out massive shockwaves that deal high damage and knockback. Chunky will then turn back into his regular form.	
*Neutral special - Primate Punch: Chunky Kong charges up a fist, much like Donkey Kong's neutral special, but instead of winding up, he simply reels back his arm. Longer startup, but deals massive damage and knockback on hit. Can only deal damage if fully charged.
*Side special - Boulder Lift: Chunky Kong materializes a boulder into his hands, then slams it on the ground. The boulder then breaks, with chunks of it flying off that can deal minimal damage and knockback to nearby opponents. If anyone is directly under this attack when it hits, they will be grounded.
*Up special - Gorilla Gone: Chunky Kong's body turns invisible (but not his clothes) and begins to magically move vertically. This move's trajectory cannot be controlled by the player, and instead goes in a random vertical direction.
*Down special - Simian Slam: Chunky Kong jumps in the air, rolls and then slams the floor. If done on the air, the move will skip straight to the slam.
*Final Smash - Hunky Chunky: Chunky Kong transforms into his Hunky Chunky form, winds up a punch but then trips over, sending out massive shockwaves that deal high damage and knockback. Chunky will then turn back into his regular form.
	Stanley
	
*Home stage:
*Game of origin: Donkey Kong 3 (1983)
*Unlockable?: Yes
*Victory theme: Title Theme - Donkey Kong 3
*Neutral special - Bugspray: Stanley sprays some bug spray. Works a lot like Mr. Game & Watch's jab, but deals more damage and has one consistent cloud of bug spray. The more the B button is pressed, the larger the cloud becomes.
*Side special - Bug Repellent: Stanley pulls the handle back on his spray pump and then expels a long blast of bug repellent. This blast repels any attacks and turns opponents around, similar to Mario's Cape, but deals more damage and has farther reach.
*Up special - Beehive: Bees materialize around Stanley and carry him upwards. Anyone hit by the bees is then chased by them briefly after the move ends. They deal light damage and knockback individually but deal a lot more damage collectively.
*Down special - Carnivore Toss: Stanley throws a carnivorous plant forwards. This plant can latch onto enemies and deal no knockback but high amounts of damage after a series of slow bites and then dissapears. If the opponent uses an attack that covers their whole body, they can kill the plant and leave the pot behind as a throwable item.
*Final Smash - Toxic Spray: The camera zooms in on Stanley as he begins spraying bugspray all over the screen. The stage is then revealed to be completely covered in bugspray that doesn't deal much knockback but racks up massive damage. This deals extra damage to plant and bug-like fighters and items.	
*Neutral special - Bugspray: Stanley sprays some bug spray. Works a lot like Mr. Game & Watch's jab, but deals more damage and has one consistent cloud of bug spray. The more the B button is pressed, the larger the cloud becomes.
*Side special - Bug Repellent: Stanley pulls the handle back on his spray pump and then expels a long blast of bug repellent. This blast repels any attacks and turns opponents around, similar to Mario's Cape, but deals more damage and has farther reach.
*Up special - Beehive: Bees materialize around Stanley and carry him upwards. Anyone hit by the bees is then chased by them briefly after the move ends. They deal light damage and knockback individually but deal a lot more damage collectively.
*Down special - Carnivore Toss: Stanley throws a carnivorous plant forwards. This plant can latch onto enemies and deal no knockback but high amounts of damage after a series of slow bites and then dissapears. If the opponent uses an attack that covers their whole body, they can kill the plant and leave the pot behind as a throwable item.
*Final Smash - Toxic Spray: The camera zooms in on Stanley as he begins spraying bugspray all over the screen. The stage is then revealed to be completely covered in bugspray that doesn't deal much knockback but racks up massive damage. This deals extra damage to plant and bug-like fighters and items.
Category:Super Smash Bros. Megamix
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Category:Super Smash Bros. (series)
Category:Super Smash Bros. Characters
Category:Playable Characters
Category:List of Characters
Category:Donkey Kong Characters