Super Smash Bros. Galaxy Deluxe/Donkey Kong Moveset

BoDonkey Kong (ドンキーコング, Donkey Kong) is a playable character in Super Smash Bros. Ultimate. Initially teased in the then-unnamed Ultimate's announcement trailer, Donkey Kong was confirmed on June 12th, 2018. Donkey Kong is classified as Fighter #02.
Donkey Kong retains his gorilla-like grunts and roars from Super Smash Bros. 4, instead of using his voice actor, Takashi Nagasako.
Donkey Kong is ranked 70th out of 82 on the current tier list, placing him in the C- tier. This is a significant drop from his 22nd out of 54 placement in SSB4, and is his worst placement in the series to date. 
== Moveset ==
 	 	Name 	Damage 	Description
Neutral attack 	Neutral attack 	Jab (ジャブ) / Upper (アッパー) 	4% 	A hook followed by an uppercut. The second hit has above average power for a neutral attack, although generally speaking its KO potential is unimpressive. It can chain into itself fairly reliably at low percentages however.
Neutral attack 	Neutral attack 	Jab (ジャブ) / Upper (アッパー) 	6% 	A hook followed by an uppercut. The second hit has above average power for a neutral attack, although generally speaking its KO potential is unimpressive. It can chain into itself fairly reliably at low percentages however.
Forward tilt 	↗ 	Kongo Backhand (コンゴバックハンド) 	9% 	A backhanded slap. Can be angled to deal more damage. It grants intangibility to his attacking arm on frames 6-9.
Forward tilt 	→ 	Kongo Backhand (コンゴバックハンド) 	8% 	A backhanded slap. Can be angled to deal more damage. It grants intangibility to his attacking arm on frames 6-9.
Forward tilt 	↘ 	Kongo Backhand (コンゴバックハンド) 	9% 	A backhanded slap. Can be angled to deal more damage. It grants intangibility to his attacking arm on frames 6-9.
Up tilt 	Up tilt 	Spiderweb Sweep (くもの巣はらい) 	10% (hand), 9% (arm), 8% (elbow) 	An overhead arcing swipe. It deals more damage and knockback if the target is hit near DK's hand. It grants intangibility to his attacking arm on frames 5-11 and is one of the strongest up tilts in the game when sweetspotted.
Down tilt 	Down tilt 	Slouch Slap (ロースラップ, Low Slap) 	6% 	A crouching swat. It has a 40% chance to trip opponents, making it one of his best combo starters. Grants intangibility to his attacking arm (frames 5-7).
Dash attack 	Dash attack 	Rolling Attack (ローリングアタック) 	12% (clean), 9% (late) 	The Roll Attack, his signature attack from Donkey Kong Country. It deals less damage towards its end, granting it combo potential.
Forward smash 	Forward smash 	Dyna Clap (ダイナクラップ) 	22% (hands), 21% (arms) 	A lunging clap. It deals slightly less damage and knockback if it hits with Donkey Kong's arms. It additionally grants intangibility to his head and arms on frames 20-26, effectively giving it disjointed hitboxes, and its ending lag is rather low for a smash attack with 31-32 frames, but its startup is slow, with its hitboxes coming out on frame 22. It’s also one of the more powerful forward smashes, with the uncharged sweetspot KOing Mario at 98% from the center of Final Destination with optimal DI and no rage.
Up smash 	Up smash 	Jumbo Press (ジャンボプレス) 	19% 	An overhead clap. It grants intangibility to his head and arms (frames 12-15), effectively giving it disjointed hitboxes. It has immense power, being one of the strongest up smashes in the game, with it KOing Mario from the ground level of FD at 92% with optimal DI and no rage. In practice it will KO a bit sooner as it typically hits opponents in the air. Its startup is additionally rather fast for a move of its power (coming out in 14 frames), though it has a lengthy enough duration to be quite punishable (with the move's lasting 49 frames total). However it is hard to hit as its hitboxes are situated straight vertically above DK and aren't that large in size, while it lacks grounded launching hitboxes to launch grounded opponents into it like other vertically-placed up smashes have (e.g. Marcina's and R.O.B.'s up smashes).
Down smash 	Down smash 	Twin Beat (ツインビート) 	14% (arms), 17% (early, fists), 18% (late, fists) 	Raises his arms overhead and then quickly swings them downward to perform forearm clubs. It grants intangibility to his arms (frames 11-14), effectively giving the move disjointed hitboxes, and is his fastest smash attack startup-wise (frame 11), though it has the highest amount of endlag out of all his smash attacks (with 41 frames of endlag after hitboxes cease, and lasting 55 frames total). Without DI, it is very powerful for a down smash, with the sweetspot KOing Mario from ground level on FD at 109% with no rage, but the move launches at a 70 degree and is thus very susceptible to LSI, where with optimal DI Mario can survive up to 129%, making its KO power underwhelming for a heavily punishable smash attack.
Neutral aerial 	Neutral aerial 	Donkey Lariat (ドンキーラリアット) 	12% (clean), 9% (late) 	Quickly spins around to perform discus clotheslines with both arms, similarly to Spinning Kong. While it isn't DK's fastest aerial in terms of startup, it does have the longest-lasting hitbox duration and is one of the strongest neutral aerials in the game when hit clean.
Forward aerial 	Forward aerial 	Hammer Knuckle (ハンマーナックル) 	16% (clean), 15% (late, hands), 13% (late, arms) 	A double axe handle. If sweetspotted, the opponent is meteor smashed. One of the strongest meteor smashes in the game, killing at around 35% offstage. It appears similar to his midair attack from Donkey Kong 64, which itself was inspired by this attack due to Smash 64 debuting before Donkey Kong 64.
Back aerial 	Back aerial 	Kong Rocket (コングロケット) 	13% (clean), 8% (late) 	A back kick. DK's strongest aerial when hit clean, killing Mario at around 130% from center stage. It is an extremely useful move as a whole due to its speed and power, and if used correctly, it can act as a Wall of Pain. One of the best back aerials in the game.
Up aerial 	Up aerial 	Air Headbutt (エアヘッドバット) 	13% 	An upwards arcing headbutt that appears visually similar to his side special, Headbutt. It grants intangibility to his head on frames 5-10 and is one of the more powerful up aerials, killing Mario at around 140% from ground level. Those features, along with its fast startup and fairly low ending lag, make it a good move for juggling.
Down aerial 	Down aerial 	Air Stampede (エアスタンピード) 	16% (foot), 13% (leg) 	A stomp. Its sweetspot is a strong meteor smash, while its sourspot, which is close to Donkey Kong's chest, deals diagonal knockback. Slightly weaker than his forward aerial, but it has faster startup.
Grab 	Grab 	Grab (つかみ) 	— 	Reaches out with one hand. Donkey Kong's grab range is above average.
Pummel 	Pummel 	Grab Chop (つかみチョップ) 	1.6% 	Chops the opponent's body. A slow but strong pummel.
Forward throw 	Forward throw 	Kong Karry (リフティング, Lifting) 	12% (forward, up), 13% (back), 11% (down) 	Hauls the opponent on his shoulder, allowing him to move and jump around while still holding the opponent. Appears to be based off of when DK holds an item in Donkey Kong Country, such as a Steel Keg. This gives him access to forward, back, up, and down throws that are distinct from his normal grabs. He also gains Knockback-based Armor when he starts a throw instead of gaining Throw Invulnerability, of which allows him to resist up to 16 Units of Knockback, akin to Bowser's Tough Guy.
Forward: Rears back and violently throws the opponent forward at a high angle. Able to stage spike if Donkey Kong faces the stage center.
Back: Heaves the opponent backwards using both hands, launching them at a slightly higher trajectory than the forwards variant. This is his most damaging cargo throw and possesses the best kill power as well.
Up: Heaves the opponent upwards. It can be used to start combos. It also has decent KO potential, with Donkey Kong able to jump on platforms for extra height.
Down: A bear hug. Donkey Kong gets a small boost upwards when using this move in the air, making it his safest throw offstage.
When the opponent is too damaged to escape in time, all of these throws allow for easy stage spikes. Donkey Kong can simply walk off the edge, pull back and throw them against the underside. However, this carries significant risk, as the opponent can tech it and thus result in DK ending up too far below the edge to recover if his timing is off.
Kong Karry has a unique grab duration, equal to ((90 + 1.7p) * 11 / 6) - g, where p is the opponent's percent at the time of the carry's initiation, and g is the grab time passed prior to it (including button mashing). As a result, it lasts longer the earlier it is initiated after grabbing an opponent. As with standard grabs, button mashing reduces this amount by 8 frames per stick input, and 14.4 frames per button input (though they cannot be registered as quickly).
Back throw 	Back throw 	Reverse Throw (反転投げ) 	11% 	Flings the opponent backward. DK's most damaging throw and one of the strongest back throws in the game, it KOs even the heaviest of characters below 170% near the edge without rage.
Up throw 	Up throw 	Coconut Toss (ココナッツトス) 	9% 	Heaves the opponent upward with one arm.
Down throw 	Down throw 	Bottom Shoot (ボトムシュート) 	7% 	Shoves the opponent into the ground with one arm. It launches opponents horizontally in front of DK. Due to its high ending lag, it has little to no followups and is thus practically useless, despite having low knockback.
Floor attack (front)	Floor attack (front)	 	7% 	Performs a swat before getting up.
Floor attack (back) 	Floor attack (back) 	 	7% 	Claps behind himself and then in front of himself before getting up.
Floor attack (trip) 	Floor attack (trip) 	 	5% 	Throws a spinning, wind-up punch while getting up.
Edge attack 	Edge attack 	 	10% 	Performs a forearm club while climbing up.
Neutral special 	Neutral special 	Giant Punch 	10% (uncharged), 28% (tenth wind-up/fully charged grounded), 25% (tenth wind-up/fully charged aerial) 	A wind-up punch which fully charges after ten wind-ups. When fully-charged, the punch deals excellent damage, grants super armor and is overall faster than if used uncharged. Its charge can charge canceled and saved, and chosen when to be released after being fully charged. Unlike in Melee, Brawl, and Smash 4, Giant Punch does not induce helplessness in the air, much like in Smash 64.
Side special 	Side special 	Headbutt 	10% (grounded/sweetspot aerial), 8% (sourspot aerial) 	A headbutt. The move buries the opponent, who will remain trapped longer if the opponent has already been dealt a fair amount of damage. The aerial version will meteor smash the opponent if they are hit by its sweetspot. The move has super armor during startup, but only in the middle of the animation, providing no protection at the very beginning or the end. It has a deceptively large range and tremendous shield damage, so full power shields will barely manage to avoid breaking against this move.
Up special 	Up special 	Spinning Kong 	5% (grounded hit 1), 1.4% (grounded hits 2-6), 4% (grounded hit 7), 5% (aerial hit 1), 1% (aerial hits 2-13), 2% (aerial hit 14)	Rapidly spins around, trapping opponents and damaging them with a series of discus clotheslines and spinning backfists before launching them. It has good horizontal distance, but very little vertical distance. The grounded version grants Donkey Kong super armor on frame 5, making it a reliable tool for powering through many moves. The grounded version is also a potent KO option, especially at ledge, being able to even KO heavy characters around 70%-80% when used on Battlefield's ledge. Donkey Kong is immune to most windboxes during the move.
Down special 	Down special 	Hand Slap 	14% (ground), 5% (midair hit 1), 6% (midair hit 2) 	Slaps the ground to cause earth-shaking vibrations. When grounded, Donkey Kong can keep pounding by repeatedly pressing the special button. The attack gives him some protection from opponents while grounded and has good range, but is unable to KO until extreme percentages due to its very low knockback growth. In midair, Donkey Kong will perform two midair slaps, the second hit being a powerful meteor smash that combos from the first slap. Can combo into a KO confirm with up smash at 60%-80%. Originates from Donkey Kong Country.
Final Smash 	Final Smash 	Jungle Rush 	12% (initial hit), 1.2% (rapid hits), 14% (final hit), 61.9% (maximum) 	Punches forward. If the initial hit connects, Donkey Kong will then perform a long series of rapid punches. Has about the same range as his forward smash, but extremely powerful, killing Mario as low as 24% on Final Destination.
== Appearing ==
Bursts out of a DK Barrel, frontflips thrice, lands and strikes a flexing pose.
== Taunt ==
Up taunt: Beats his chest rapidly while scowling.
Side taunt: Shakes himself with a humorous expression as if he is drying off.
Down taunt: Faces the camera and shrugs while bellowing confusedly with a humorously shocked expression.
== Idle ==
Leans forward slightly and assumes a cross-eyed expression, as if trying to stare at his own nose.
Lightly punches his open hand and then does a rotational shoulder stretch.
== Victory Pose ==
Left: Does a backflip and flexes his arms (his "character chosen" animation in Super Smash Bros.).
Up: Holds his hands above his head and shakes them (his animation upon completing a bonus game in Donkey Kong Country). He then continues to shake his hands while constantly looking left to right, as if thanking an offscreen crowd.
Right: Angrily beats his chest with a scowl and then looks at the camera.
== Victory Theme ==
Donkey Kong: Donkey Kong Victory Theme
== Classic Mode: Journey to New Donk City ==
Round 	Opponent 	Stage 	Music 	Notes
1 	Diddy Kong 	Kongo Jungle 	Jungle Level (64) 	
2 	King K. Rool 	Kongo Falls 	Gang-Plank Galleon 	Diddy Kong is a CPU ally.
3 	Wario and  Captain Falcon	Pilotwings 	Gear Getaway 	Diddy Kong is a CPU ally.
4 	Ness and  Lucas 	Onett 	The Map Page / Bonus Level (Remix) 	Diddy Kong is a CPU ally.
5 	Inkling (x2) 	Moray Towers 	Donkey Kong / Donkey Kong Jr. Medley	Diddy Kong is a CPU ally.
6 	Mario and  Luigi 	New Donk City Hall	New Donk City 	Diddy Kong is a CPU ally.
Bonus Stage	Bonus Stage 	Bonus Stage 	Bonus Stage 	Bonus Stage
Final 	Kraken 	Space-Pirate Ship 	Boss Battle 1 - Kid Icarus: Uprising	Diddy Kong is a CPU ally.
== Character unlock tree ==
# Bowser
# Pokémon Trainer
# Rosalina & Luma
# King Dedede
# Sheik
# Greninja
# Diddy Kong
# Duck Hunt
# Steve
# Kazuya
== Palutena's Guidance ==
: Pit: Looks like it's me versus DK.
: Palutena: His arms are like tree trunks, so his attacks are incredibly powerful. Given his size, he also moves quite quickly. Combine that speed and power with his long reach, and you've got an opponent who's good at almost everything!
: Pit: Yeah...except dressing himself. That necktie really doesn't leave much to the imagination.
: Palutena: True, but it is his signature look. It's probably best not to mention it.
: Viridi: Yeah, you wouldn't want to be on the receiving end of one of his Giant Punches or smash attacks! When he attacks you, don't use your shield. Just get out of the way, and then counterattack.
: Palutena: And watch where you come in for a landing!
== Color ==
# Original
# Black
# Orange
# Purple
# Green
# White
# Yellow
# Pink
# Red
# Blue
# Grey
# Punch-Out
# Punch-Out (Blue)
# Punch-Out (Yellow)
# Punch-Out (Green)
# Punch-Out (Black)
== Story Mode ==
Donkey Kong Was Vaporized By Oleander When She unleashed Her beams of stars. and imprisoned alongside the rest of the fighters, with the exception of Girl & Dog.
No.	Name 	Type	Power	Stage 	Music
02 	Donkey Kong	Grab	3,300	Kongo Jungle (Ω form)	Jungle Level (64)
== Spirit ==
Category:Character Movesets