nyuuzyou/wikis huggingface dataset:
Donkey Kong (SSBM)/Up special

==Overview==
Donkey Kong pulls his elbow up, then rapidly spins his arms. Similar to the Spacie's shine, it is a special move that functions as a jack-of-all-trades option. Due to its initial invincibility frames and quick startup, the grounded version is a common out of shield option, and a frame trap option after on shield. The first hit has a lot of base knockback and knockback growth, making it a highly usable kill option that can be confirmed from DK's combos and tech chases. The following hits are quite weak, but hit fast enough that it is not always easy to punish on shield or on crouch cancel, and can be made even more difficult to punish by going to the ledge, thereby grabbing it and bypassing the end lag. It can also be used to punish characters attempting to land on top of DK, such as a Fox doing a from a fullhop or shield drop.
The aerial version is DK's primary recovery move. It travels a long distance horizontally, and, coupled with DK's high weight and fall speed, allows him to live a long time and recover high repeatedly. It also gives DK intangibility on his arms as long as the hitboxes are active, unlike the grounded version, making it somewhat difficult to interrupt. However, when recovering below the ledge, it is very vulnerable to disjointed attacks and has very poor vertical distance, which makes it easy to kill DK at low percents with spikes, semi-spikes and even meteor smashes. As an offensive option, the first hit has somewhat strong knockback, making it an effective edgeguarding tool where DK can jump offstage to an opponents position, hit them with the first hit, then drift back to ledge. As a defensive option, it can be used as a combo breaker, thanks to the aforementioned intangibility and a 2-frame startup, or as a ledge recovery move, done by letting go of the ledge and immediately activating the move, before drifting back onto stage. While it is technically possible to ledgedash with DK, it is extremely risky, self-destructing DK if performed improperly and only rewarding him with 7 frames of GALINT if done frame perfectly, making Spinning Kong from the ledge a much more practical option.
==Hitboxes==
===Ground===
|}
===Aerial===
|}
==Timing==
===Ground===
Intangibility 	3-5
Hit 1 	3-5
Hit 2-3 	19-34 (Rehit: 8)
Hit 4-5 	35-58 (Rehit: 8)
Animation length	84
|Hitboxes 
|-
|Intangibility 
===Air===
Intangibility 	2-5
Hit 1 	3-5
Arms Intangibility	11-42
Hits 2-5 	11-42 (Rehit: 8)
Hits 6-8 	43-66 (Rehit: 8)
Animation length 	84
|Hitboxes 
|-
|Body 
|-
|Arms 
Category:Donkey Kong (SSBM)
Category:Special moves (SSBM)
Category:Up special moves (SSBM)
Donkey Kong (SSBM)/Up throw

==Overview==
==Throw data==
|}
==Timing==
The speed of this throw depends on the opponent's weight.
Baseline 	Baseline
Invincibility 	1-8
Throw Release 	13
Animation length	43
|-
!Invincible
|1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8
|}
|rowspan=2|Min (Pichu) 
|-
|-
|rowspan=2|Baseline 
|-
|-
|rowspan=2|Max (Bowser, PAL) 
|-
Category:Donkey Kong (SSBM)
Category:Up throws (SSBM)
Donkey Kong (SSBU)/Back aerial

==Overview==
DK's back aerial is his best aerial and one of the best air-to-air attacks in the game. It has good speed, reach, power, low endlag, and a lingering hitbox. The main things holding it back are higher than usual landing lag and DK's high short hop which makes rising back air whiff on shorter characters.
In neutral, back air is DK's main offensive aerial. It outspaces and/or trades favorably against most aerials. It is also DK's most reliable aerial to clang with projectiles. Defensively, back air is very effective at walling out characters with short range. The threat of back air establishes air superiority and can condition the opponent to stay on the ground, which further helps DK's stellar ground game. Rising back air can be used as a poke against taller characters, making it less predictable and harder to react to.
The strong hit of back air on frames 7-8 will KO at around 140% from center stage with DI when it's fresh. At low percents a clean hit can combo into itself, grabs, tilts, or start a tech chase. The weak hit on frames 9-16 combos into those at mid percents instead.
Edgeguarding with back air is an effective way to rack up damage and score KOs. DK can go surprisingly deep offstage, throw out 3-4 Bairs in quick succession, and still make it back. The lingering hitbox makes it easier to hit flexible recoveries and ledgegrab attempts. Weak hits can gimp them or combo into the clean hit of another Bair that does KO. Bair will always launch opponents in the opposite direction DK is facing. As long as you back air while DK is facing the ledge, the opponent won't be hit into the stage even if they are hugging the stage as they recover. Back air is also quick enough to true combo into after a successful ledge trump.
Back air is -6 on block at best, so it needs good spacing to be safe. The landing animation extends DK leg hurtbox and makes it easier to punish.
==Hitboxes==
|}
==Timing==
===Attack===
Initial autocancel	1-6
Clean hit 	7-8
Late hit 	9-16
Ending autocancel 	31-
Interruptible 	32
Animation length 	49
|-
===Landing lag===
Interruptible 	12
Animation length	23
Category:Donkey Kong (SSBU)
Category:Back aerials (SSBU)
Donkey Kong (SSBU)/Dash attack

==Overview==
DK's signature rolling attack from the Donkey Kong Country series is also one of his best moves in this game. It is an unreactable burst move that does good damage and combos into all sorts of things. The strong hit on frames 9-12 combos into back air, up air or forward tilt at low percents. The weak hit on frames 13-24 can combo into itself, grabs, tilts, and even fully charged Giant Punch. If it knocks the opponent offstage at low to mid percents, it can lead to forward air spikes if the opponent guesses wrong or isn't expecting it. Dash Attack has very high base knockback, but won't KO until extremely high percentages. The threat of this move can condition the opponent to shield, which opens them up for DK's grab.
Dash attack is -12 to -1 on block depending on how late it hits their shield. Although it can't normally crossup on block, it will if the opponent is right next to the edge. This can trick them into whiffing a shield grab, creating an opportunity to punish them instead. 
Dash attack can catch items on frames 1-5, making it a useful approach option against characters that generate items. DK can also cancel the first 3 frames of dash attack into his dash grab or pivot grab (also know as Boost Grabbing). Doing so will slightly extend his grab range, but it barely makes any difference and adds a slight delay to the grab.
==Hitboxes==
|}
==Timing==
Clean hit 	9-12
Late hit 	13-24
Interruptible 	35
Animation length	59
Category:Donkey Kong (SSBU)
Category:Dash attacks (SSBU)
Donkey Kong (SSBU)/Down aerial

==Overview==
==Hitboxes==
|}
==Timing==
===Attack===
Initial autocancel	1-2
Hitboxes 	14-16
Ending autocancel 	50-
Interruptible 	55
Animation length 	57
|-
===Landing lag===
Interruptible 	15
Animation length	29
Category:Donkey Kong (SSBU)
Category:Down aerials (SSBU)
Donkey Kong (SSBU)/Down smash

==Overview==
==Hitboxes==
|}
==Timing==
Charges between 	2-3
Clean hit 	11-12
Late hit 	13-14
Lower arms intangibility	11-14
Interruptible 	56
Animation length 	63
!Hitboxes 
|-
!Lower arms 
Category:Donkey Kong (SSBU)
Category:Smash attacks (SSBU)
Category:Down smashes (SSBU)
Donkey Kong (SSBU)/Down tilt

==Overview==
==Update History==
 
*
==Hitboxes==
! Hitstun
|+5 frames
|+5 frames
|+5 frames
|}
==Timing==
Hitbox 	6-7
Arm intangibility	5-7
Interruptible 	25
Animation length 	31
!Hitboxes 
|-
!Arm 
==Trivia==
*This is Donkey Kong's only tilt to grant full intangibility to his attacking arm. By comparison, and only grant intangibility to his lower arm, despite his upper arm also having hitboxes.
Category:Donkey Kong (SSBU)
Category:Tilt attacks (SSBU)
Category:Down tilts (SSBU)
Donkey Kong (SSBU)/Edge attack

==Overview==
While climbing up, Donkey Kong bangs his fist on the ground.
==Hitboxes==
|}
==Timing==
For each ledge grab without touching the ground or being hit, intangibility is reduced on subsequent ledge grabs, until it is lost entirely from the fourth grab onward. The hitbox visualization only shows intangibility for the first ledge grab.
Intangibility (1st grab)	1-25
Intangibility (2nd grab)	1-20
Intangibility (3rd grab)	1-12
Hitbox 	23-25
Interruptible 	56
Animation length 	59
!Hitboxes 
|-
!1st grab 
|-
!2nd grab 
|-
!3rd grab 
Category:Donkey Kong (SSBU)
Category:Edge attacks (SSBU)
Donkey Kong (SSBU)/Final Smash

==Overview==
==Hitboxes==
|}
==Timing==
===Detection===
Hitbox 	29-34
Animation length	99
===Hit===
Hits 1-6 	6-7, 10-11, 14-15, 18-19, 22-23, 26-27
Hits 7-12 	30-31, 34-35, 38-39, 42-43, 46-47, 50-51
Hits 13-18 	54-55, 58-59, 62-63, 66-67, 70-71, 74-75
Hits 19-24 	79, 83, 87, 91, 95, 99, 103
Hits 25-31 	107, 111, 115, 119, 123, 127
Final hit 	139-140
Animation length	209
Category:Donkey Kong (SSBU)
Category:Final Smashes (SSBU)
Donkey Kong (SSBU)/Floor attack (front)

==Overview==
Getting up with one hand, Donkey Kong slaps behind and in front of himself.
==Hitboxes==
|}
==Timing==
Intangibility 	1-24
Hit 1 	18-19
Hit 2 	23-24
Interruptible 	46
Animation length	55
|-
Category:Donkey Kong (SSBU)
Category:Floor attacks (SSBU)
Donkey Kong (SSBU)/Floor attack (trip)

==Overview==
Spins himself with one reached out fist before getting up.
==Hitboxes==
|}
==Timing==
Intangibility 	1-7
Hit 1 	19-20
Hit 2 	24-25
Interruptible 	50
Animation length	49
|-
Category:Donkey Kong (SSBU)
Category:Floor attacks (SSBU)
Donkey Kong (SSBU)/Forward aerial

==Overview==
==Update History==
 
*
==Hitboxes==
|}
==Timing==
===Attack===
Clean hit 	18-20
Late hit 	21-23
Ending autocancel	56-
Interruptible 	56
Animation length 	61
|-
===Landing lag===
Interruptible 	18
Animation length	27
Category:Donkey Kong (SSBU)
Category:Forward aerials (SSBU)
Donkey Kong (SSBU)/Forward smash

==Overview==
==Hitboxes==
|}
==Timing==
Charges between 	14-15
Hitbox 	22-23
Head and lower arms intangibility	20-26
Interruptible 	55
Animation length 	59
!Hitboxes 
|-
!Head and lower arms 
Category:Donkey Kong (SSBU)
Category:Smash attacks (SSBU)
Category:Forward smashes (SSBU)
Donkey Kong (SSBU)/Forward throw

==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===
|}
===Forward===
|}
===Back===
|}
===Up===
|}
===Down===
|}
==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
==Carry parameters==
The carry's duration is 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. As a result, it lasts longer the earlier it is initiated after grabbing an opponent; for example, against an opponent with 0% damage, it lasts 165 frames if initiated immediately out of a grab, and 105 frames if initiated after 60 grab frames. 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).
Additionally, while carrying an opponent or heavy item, Donkey Kong's walk speed and acceleration are increased by 1.1×.
Category:Donkey Kong (SSBU)
Category:Forward throws (SSBU)
Donkey Kong (SSBU)/Forward tilt

Donkey Kong forward tilt hitbox visualizations	Donkey Kong forward tilt hitbox visualizations	Donkey Kong forward tilt hitbox visualizations	Donkey Kong forward tilt hitbox visualizations	Donkey Kong forward tilt hitbox visualizations
↗ 	 	 	 	
→ 	 	 	 	
↘ 	 	 	 	
==Overview==
DK's forward tilt can be considered one of his most important neutral tools. He does a quick backhanded swipe which can be angled up to anti-air more reliably or angled down to edgeguard (via 2-framing). It has amazing reach for how fast it is and has great priority due to DK's forearm being intangible during the attack. In terms of burst range, dash pivot forward tilt is DK's longest reaching attack. At mid percents it can set up tech chases and at high percents it can KO near the ledge.
Forward tilt does 1 extra damage and has slightly more knockback when angled up or down. However, due to an oversight it will also last 1 frame longer (FAF 35 → 36). No other move that can be angled has this behavior in Ultimate.
Ftilt is -19 on block and, as such, is risky to use it when close to the opponent. It is also prone to being whiff punished if overused.
One notable use of Ftilt is for shifting Donkey Kong's hurtbox backwards, causing spaced attacks to whiff against him. Frame 1 of Ftilt shifts DK so far back that Mario will whiff his grab from point blank range. Since DK's fastest escape option on the ground is frame 3 (spot dodge), Ftilt's frame 1 hurtbox shift is a valuable asset.
==Update History==
 
*
==Hitboxes==
|}
==Timing==
===Not angled===
Hitbox 	7-9
Lower arm intangibility	6-9
Interruptible 	35
Animation length 	39
!Hitboxes 
|-
!Lower arm 
===Angled===
Hitbox 	7-9
Lower arm intangibility	6-9
Interruptible 	36
Animation length 	40
!Hitboxes 
|-
!Lower arm 
Category:Donkey Kong (SSBU)
Category:Tilt attacks (SSBU)
Category:Forward tilts (SSBU)
Donkey Kong (SSBU)/Grab

==Overview==
==Grabbox Data==
===Standing Grab===
|}
===Dash Grab===
|}
===Pivot Grab===
|}
==Timing==
===Standing grab===
Grab 	8-10
Interruptible 	39
Animation length	50
===Dash grab===
Grab 	11-13
Interruptible 	47
Animation length	54
===Pivot grab===
Grab 	12-14
Interruptible 	42
Animation length	54
Category:Donkey Kong (SSBU)
Category:Grabs (SSBU)
Donkey Kong (SSBU)/Hitboxes

==Hitboxes==
Move 	Name 	Hitbox
Neutral attack 1 	Jab 	
Neutral attack 2 	Upper 	
Forward tilt (mid) 	Kongo Backhand 	
Forward tilt (high) 	Kongo Backhand 	
Forward tilt (low) 	Kongo Backhand 	
Up tilt 	Spiderweb Sweep	
Down tilt 	Slouch Slap 	
Dash attack 	Rolling Attack 	
Forward smash 	Dyna Clap 	
Up smash 	Jumbo Press 	
Down smash 	Twin Beat 	
Neutral aerial 	Donkey Lariat 	
Forward aerial 	Hammer Knuckle 	
Back aerial 	Kong Rocket 	
Up aerial 	Air Headbutt 	
Down aerial 	Air Stampede 	
Neutral special 	Giant Punch 	
Neutral special fully charged	Giant Punch 	
Side special grounded 	Headbutt 	
Side special aerial 	Headbutt 	
Up special grounded 	Spinning Kong 	
Up special aerial 	Spinning Kong 	
Down special grounded 	Hand Slap 	
Down special aerial 	Hand Slap 	
Standing grab 	 	
Dash grab 	 	
Pivot grab 	 	
Pummel 	Grab Chop 	
Cargo Throw Forward 	Kong Karry 	
Cargo Throw Back 	Kong Karry 	
Cargo Throw Up 	Kong Karry 	
Cargo Throw Down 	Kong Karry 	
Back throw 	Reverse Throw 	
Up throw 	Coconut Toss 	
Down throw 	Bottom Shoot 	
Getup attack front 	 	
Getup attack back 	 	
Getup attack trip 	 	
Ledge attack 	 	
Final Smash (start) 	Jungle Rush 	
Final Smash 	Jungle Rush 	
Category:Donkey Kong (SSBU)
Category:Hitboxes (SSBU)
Donkey Kong (SSBU)/Neutral aerial

==Overview==
==Update History==
 
*
*
==Hitboxes==
|}
==Timing==
===Attack===
Initial autocancel 	1-9
Clean hit (early, late)	10, 11-13
Late hit 	14-26
Ending autocancel 	27-
Interruptible 	39
Animation length 	43
|-
===Landing lag===
Interruptible 	11
Animation length	18
Category:Donkey Kong (SSBU)
Category:Neutral aerials (SSBU)
Donkey Kong (SSBU)/Neutral attack

==Overview==
For the technical data of each individual hit, see:
*Donkey Kong (SSBU)/Neutral attack/Hit 1
*Donkey Kong (SSBU)/Neutral attack/Hit 2
==Quickest loop==
Jab 1 	5-6
Jab 2 	11-13
Interruptible 	25, 39
Animation lengths	34, 54
|-
Category:Donkey Kong (SSBU)
Category:Neutral attacks (SSBU)
Donkey Kong (SSBU)/Neutral special

==Hitboxes==
===Not fully charged===
The hitboxes' damage can increase up to 28% and 24% (respectively) depending on the move's charge. More specifically, their damage output is equal to base damage + 18 * (charge frames / 110), rounded down.
|}
===Fully charged===
Landing any hitbox other than the ID 3 one produces a Special Zoom.
|}
===Differences for 's Copy Ability===
*
*
==Timing==
===Not fully charged===
Charge-canceling the move incurs 4 frames of lag before the selected action.
Charges between 	7-8
Lower arm intangible (from release)	11-27 (4-20)
Hitbox (from release) 	26-27 (19-20)
Interruptible (from release) 	70 (63)
Animation length (from release) 	82 (75)
!Hitboxes 
|-
!Lower arm 
===Fully charged===
Super armor (grounded)	9-20
Super armor (aerial) 	15-20
Hitbox 	19-20
Interruptible 	48
Animation length 	75
!Attack 
|-
!Grounded 
|-
!Aerial 
===Differences for Kirby's Copy Ability===
*
==Parameters==
===Move===
Total charge time 	110 frames (6.0.0 onward)120 frames (before 6.0.0)
Maximum additional damage with charge	18%
Charge animation speedup per frame 	0.009
===Special Zoom (fully charged)===
Duration 	35 frames
Slowdown magnitude 	2
Zoom rate 	4
Time before zoom 	3 frames
Background duration (non-1v1)	22 frames
Category:Donkey Kong (SSBU)
Category:Neutral special moves (SSBU)
Donkey Kong (SSBU)/Side special

==Overview==
Donkey Kong headbutts to the side of himself. Headbutt is a high-risk, high reward option that buries opponents who are hit, locking them in place for a smash attack or grounded Spinning Kong. Headbutt is ideally used at somewhat high percents, as the bury is susceptible to mashing. The move also has Armor right before Donkey Kong begins to headbutt, which can make the move usable as a landing option. Headbutt is also notable for its tremendous shield damage, with the move being able to break nearly any shield that has been damaged slightly.
However, despite these positives, the move is held back by its sluggish frame data, making the move very committal and leaving Donkey Kong wide open for attack if it misses. Additionally, the armor on the move only lasts for a very specific time in the middle of the animation and isn't very dangerous if it connects in the air, meaning that the move can still be challenged by multi-hit attacks, resulting in the move being used sparingly for landing. Additionally, while the move deals great damage to shields, it isn't a one-hit shield break, and is colossally unsafe at -32 if it doesn't break a shield.
In conclusion, Headbutt is a high-risk, high reward move that can potentially allow Donkey Kong to take a stock early if the bury or shield break connects, and is a niche landing option thanks to the armor. However, the move is used sparingly in competitive play due to its sluggish frame data and unsafety in whiffed.
==Update History==
 
*
==Hitbox Data==
|}
==Timing==
Hitbox 	20-21
Super Armor 	5-14
Interruptible 	63
Animation length	69
|-
==Parameters==
Horizontal speed multiplier on startup	0.5 (grounded)0.67 (aerial)
Vertical speed multiplier on startup 	0 (grounded)0.5 (aerial)
Gravity multiplier 	0.5
Category:Donkey Kong (SSBU)
Category:Side special moves (SSBU)
Donkey Kong (SSBU)/Up aerial

==Overview==
Donkey Kong headbutts in an arc. It is still a juggling tool and kill move. It is also good move due to its fast startup and low end lag
The downsides are that the cargo up throw was nerfed and cannot combo to Up air more efficiently unlike in Smash 4. Which loses DK’s reliable kill confirm, though it could work on some occasions called the pDKO.
==Hitboxes==
|}
==Timing==
===Attack===
Initial autocancel	1-5
Head intangible 	5-10
Hitboxes 	6-10
Ending autocancel 	26-
Interruptible 	38
Animation length 	57
!Hitbox 
|-
!Head 
|-
!Autocancel 
===Landing lag===
Interruptible 	16
Animation length	31
Category:Donkey Kong (SSBU)
Category:Up aerials (SSBU)
Donkey Kong (SSBU)/Up smash

==Overview==
==Hitboxes==
|}
==Timing==
Charges between 	6-7
Hitbox 	14-15
Head and lower arms intangibility	12-15
Interruptible 	50
Animation length 	59
!Hitboxes 
|-
!Head and lower arms 
Category:Donkey Kong (SSBU)
Category:Smash attacks (SSBU)
Category:Up smashes (SSBU)
Donkey Kong (SSBU)/Up special

==Overview==
Donkey Kong rapidly spins around, trapping opponents and damaging them with a series of discus clotheslines and spinning backfists before launching them. 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.
Although the aerial version is a poor recovery tool, it has much faster startup than the grounded version, covers generally more space around him, and has far more active frames. This makes it a potent "get off me" option, as well as a surprisingly effective combo breaker due to its frame 1 hurtbox shift, which is made more impressive by comparison of his poor air dodge. The aerial version also has application as an out of shield option due to its large hitboxes covering both sides of Donkey Kong, though it is far less safe on whiff than other options like back aerial.
==Hitboxes==
===Grounded===
|}
===Aerial===
|}
==Timing==
===Grounded===
Super armor 	5-17
Lower arm intangible	19-24
Hit 1 	19
Hits 2-6 	25-27, 32-33, 40-42, 49-50, 55-58
Final hit 	62
Interruptible 	105
Animation length 	114
!Hitboxes 
|-
!Body 
|-
!Lower arm 
===Aerial===
The move enables ledge grabs from both sides starting on frame 14.
Lower arms intangible	10-38
Hit 1 	4-6
Hits 2-7 	10-12, 13-14, 15-17, 18-19, 20-21, 22-24
Hits 8-13 	25-26, 27-29, 30-31, 32-33, 34-36, 37-38
Final hit 	39-43
Animation length 	70
!Hitboxes 
|-
!Lower arms 
===Landing===
Interruptible 	39
Animation length	65
==Parameters==
If Donkey Kong lands from the aerial version before undergoing helplessness, he transitions to frame 63 of the grounded version.
Ground acceleration 	0.034
Ground friction 	0.015
Maximum ground speed 	1.1
Ground friction after last hit 	0.04
Initial vertical speed in midair	0.9
Air acceleration 	0.05
Maximum air speed 	1.7
Gravity multiplier 	0.07
Helplessness landing lag 	38 frames
Category:Donkey Kong (SSBU)
Category:Up special moves (SSBU)
Donkey Kong (SSBU)/Up tilt

==Overview==
==Hitboxes==
|}
==Timing==
Hitbox 	5-11
Lower arm intangibility	5-11
Interruptible 	39
Animation length 	48
!Hitboxes 
|-
!Lower arm 
Category:Donkey Kong (SSBU)
Category:Tilt attacks (SSBU)
Category:Up tilts (SSBU)
Donkey Kong Jr. (disambiguation)

Donkey Kong Jr. appears as:
*A trophy in Melee.
*A sticker in Brawl.
*A spirit in Ultimate
You may also be looking for Diddy Kong, the successor character to Donkey Kong Jr. who has appeared in Smash as a playable fighter since Brawl.
Category:Donkey Kong universe
Category:Stickers
Category:Trophies (SSBM)