Donkey Kong (SSBB)/Moveset

Move 	Description 	Segment 	Segment 	Damage	 	Hit Frames 	Hit Frames 	 	 	 		
Neutral attack 	  	Does a quick cross punch and follows up with an uppercut. Certain hitboxes can jab lock. 	Hit 1 	Arm 	4% 	* 	5 	7 	0 	100	0 		
Neutral attack 	  	Does a quick cross punch and follows up with an uppercut. Certain hitboxes can jab lock. 	Hit 1 	Body 	4% 	140	5 	7 	0 	100	0 		
Neutral attack 	  	Does a quick cross punch and follows up with an uppercut. Certain hitboxes can jab lock. 	Hit 2 	Hit 2 	6% 	70 	16 	21 	40 	100	0 		
Forward tilt 	  	Swats in front. Large range and fast but low knockback. DK's arm is intangible while the hitboxes are out, allowing it to be used safely against most other attacks. Has a 15% chance of tripping when angled down. Great for spacing. 	Angled up 	Angled up 	12% 	* 	8 	11 	10 	100	0 		
Forward tilt 	  	Swats in front. Large range and fast but low knockback. DK's arm is intangible while the hitboxes are out, allowing it to be used safely against most other attacks. Has a 15% chance of tripping when angled down. Great for spacing. 	Angled side 	Angled side 	10% 	* 	8 	11 	10 	100	0 		
Forward tilt 	  	Swats in front. Large range and fast but low knockback. DK's arm is intangible while the hitboxes are out, allowing it to be used safely against most other attacks. Has a 15% chance of tripping when angled down. Great for spacing. 	Angled down 	Angled down 	9% 	* 	8 	11 	10 	100	0 		
Up tilt 	  	Swats above his head. Fast with a good arch range. Again, DK's arm cannot be injured while the hitboxes are out. 	Hand 	Hand 	9% 	100	5 	11 	40 	105	0 		
Up tilt 	  	Swats above his head. Fast with a good arch range. Again, DK's arm cannot be injured while the hitboxes are out. 	Elbow 	Elbow 	10% 	100	5 	11 	40 	110	0 		
Up tilt 	  	Swats above his head. Fast with a good arch range. Again, DK's arm cannot be injured while the hitboxes are out. 	Arm 	Arm 	11% 	100	5 	11 	40 	115	0 		
Down tilt 	  	Swats at his opponent's feet. This move causes opponents to trip 40% of the time. Slightly less range and similar start-up than his forward tilt, but barely any ending lag and still has long range. A great lock move at low percentages and a trip can be followed up with several other attacks. 	Swats at his opponent's feet. This move causes opponents to trip 40% of the time. Slightly less range and similar start-up than his forward tilt, but barely any ending lag and still has long range. A great lock move at low percentages and a trip can be followed up with several other attacks.	Swats at his opponent's feet. This move causes opponents to trip 40% of the time. Slightly less range and similar start-up than his forward tilt, but barely any ending lag and still has long range. A great lock move at low percentages and a trip can be followed up with several other attacks.	8% 	* 	6 	9 	10 	80 	0 		
Dash attack 	  	Skids to a halt doing a side-kick. High lag and poor shieldstun. Similar to a move from Donkey Kong 64. 	Clean 	Clean 	11% 	50 	9 	11 	100	20 	0 		
Dash attack 	  	Skids to a halt doing a side-kick. High lag and poor shieldstun. Similar to a move from Donkey Kong 64. 	Late 	Late 	9% 	100	12 	20 	0 	0 	120		
Up smash 	  	Claps hands above his head. Good for hitting from below a platform and a great running up smash. Both DK's arms and head cannot be hit during the middle of the attack. 	Claps hands above his head. Good for hitting from below a platform and a great running up smash. Both DK's arms and head cannot be hit during the middle of the attack. 	Claps hands above his head. Good for hitting from below a platform and a great running up smash. Both DK's arms and head cannot be hit during the middle of the attack. 	 	90 	14 	16 	40 	93 	0 		
Down smash 	  	Does a double back-handed punch by bringing his closed fists down 90 degrees at both sides. Very fast, great vertical knockback, and the 3rd strongest down smash in the game, after and . 	Hands 	Hands 	 	115	10 	14 	35 	100	0 		
Down smash 	  	Does a double back-handed punch by bringing his closed fists down 90 degrees at both sides. Very fast, great vertical knockback, and the 3rd strongest down smash in the game, after and . 	Arms 	Arms 	 	98 	10 	14 	35 	100	0 		
Forward smash 	  	Claps hands together in front of him. The two stronger hitboxes have increased hitlag, making it easy to tell which one has connected. 	Fingers 	Fingers 	 	* 	22 	23 	30 	94 	0 		
Forward smash 	  	Claps hands together in front of him. The two stronger hitboxes have increased hitlag, making it easy to tell which one has connected. 	Hands 	Hands 	 	* 	22 	23 	30 	94 	0 		
Forward smash 	  	Claps hands together in front of him. The two stronger hitboxes have increased hitlag, making it easy to tell which one has connected. 	Arms 	Arms 	 	* 	22 	23 	18 	100	0 		
Forward smash 	  	Claps hands together in front of him. The two stronger hitboxes have increased hitlag, making it easy to tell which one has connected. 	Body 	Body 	 	* 	22 	23 	18 	100	0 		
Neutral aerial 	  	Spins with arms extended. Similar to the Spinning Kong, but much faster to execute. 	Clean 	Clean 	11% 	* 	10 	13 	20 	100	0 		
Neutral aerial 	  	Spins with arms extended. Similar to the Spinning Kong, but much faster to execute. 	Late 	Late 	8% 	* 	14 	26 	10 	100	0 		
Forward aerial 	  	Puts fists together above his head, then does a powerful ax-handle smash. A powerful meteor smash when sweet spotted, which also causes a significant hitlag increase. Great for catching edge guarders while recovering. Looks almost exactly like his midair attack from Donkey Kong 64. The second most powerful forward aerial meteor, only surpassed by 's. 	Windup 	Windup 	16% 	* 	25 	26 	20 	100	0 		
Forward aerial 	  	Puts fists together above his head, then does a powerful ax-handle smash. A powerful meteor smash when sweet spotted, which also causes a significant hitlag increase. Great for catching edge guarders while recovering. Looks almost exactly like his midair attack from Donkey Kong 64. The second most powerful forward aerial meteor, only surpassed by 's. 	Clean 	Hands 	16% 	270	27 	29 	30 	85 	0 		
Forward aerial 	  	Puts fists together above his head, then does a powerful ax-handle smash. A powerful meteor smash when sweet spotted, which also causes a significant hitlag increase. Great for catching edge guarders while recovering. Looks almost exactly like his midair attack from Donkey Kong 64. The second most powerful forward aerial meteor, only surpassed by 's. 	Clean 	Arms 	16% 	* 	27 	29 	50 	85 	0 		
Back aerial 	  	Back-kicks behind him. Very fast, long ranged and strong, is an effective wall of pain 	Clean 	Clean 	13% 	* 	7 	8 	20 	100	0 		
Back aerial 	  	Back-kicks behind him. Very fast, long ranged and strong, is an effective wall of pain 	Late 	Late 	8% 	* 	9 	16 	10 	100	0 		
Up aerial 	  	Headbutts above. Extremely quick, can be used to juggle at low percentages and Star KO at high percentages. 	Headbutts above. Extremely quick, can be used to juggle at low percentages and Star KO at high percentages. 	Headbutts above. Extremely quick, can be used to juggle at low percentages and Star KO at high percentages. 	14% 	90 	6 	9 	32 	90 	0 		
Down aerial 	  	Stomps down whilst holding his arms up in a macho pose. When this move hits, it will always meteor smash, and it is his strongest meteor smash. Has Star KO potential. Can be used on many characters by cargo down throwing, then jumping and down aerial. 	Foot 	Foot 	16% 	270	18 	23 	38 	90 	0 		
Down aerial 	  	Stomps down whilst holding his arms up in a macho pose. When this move hits, it will always meteor smash, and it is his strongest meteor smash. Has Star KO potential. Can be used on many characters by cargo down throwing, then jumping and down aerial. 	Body 	Body 	13% 	270	18 	23 	20 	90 	0 		
Pummel 	  	Does a slight karate chop at the enemy's neck. A fairly fast pummel. 	Does a slight karate chop at the enemy's neck. A fairly fast pummel. 	Does a slight karate chop at the enemy's neck. A fairly fast pummel. 	3% 	80 	9 	10 	0 	100	30 		
Forward throw 	  	Regardless of the opponent's size, DK heaves the opponent onto his back, just like carrying a crate or a barrel. Can be released and regrabbed if he can react quicker, being an infinite on Lucas and Ness when turn releasing and turn grabbing. Both players gain knockback-based super armor, similar to 's double jump. Donkey Kong is unable to use his forward throw on enemies in the Subspace Emissary, making him the only character unable to use one of his standard throws for said reason. If the input for the forward throw is used, he will use his up throw instead.	Breakout 	Breakout 	6% 	* 	  	  	0 	100	30 		
Forward throw 	  	Regardless of the opponent's size, DK heaves the opponent onto his back, just like carrying a crate or a barrel. Can be released and regrabbed if he can react quicker, being an infinite on Lucas and Ness when turn releasing and turn grabbing. Both players gain knockback-based super armor, similar to 's double jump. Donkey Kong is unable to use his forward throw on enemies in the Subspace Emissary, making him the only character unable to use one of his standard throws for said reason. If the input for the forward throw is used, he will use his up throw instead.	Forward throw 	Forward throw 	8% 	60 	13 	13 	80 	50 	0 		
Forward throw 	  	Regardless of the opponent's size, DK heaves the opponent onto his back, just like carrying a crate or a barrel. Can be released and regrabbed if he can react quicker, being an infinite on Lucas and Ness when turn releasing and turn grabbing. Both players gain knockback-based super armor, similar to 's double jump. Donkey Kong is unable to use his forward throw on enemies in the Subspace Emissary, making him the only character unable to use one of his standard throws for said reason. If the input for the forward throw is used, he will use his up throw instead.	Back throw 	Back throw 	8% 	55 	15 	15 	80 	50 	0 		
Forward throw 	  	Regardless of the opponent's size, DK heaves the opponent onto his back, just like carrying a crate or a barrel. Can be released and regrabbed if he can react quicker, being an infinite on Lucas and Ness when turn releasing and turn grabbing. Both players gain knockback-based super armor, similar to 's double jump. Donkey Kong is unable to use his forward throw on enemies in the Subspace Emissary, making him the only character unable to use one of his standard throws for said reason. If the input for the forward throw is used, he will use his up throw instead.	Up throw 	Up throw 	7% 	90 	14 	14 	90 	30 	0 		
Forward throw 	  	Regardless of the opponent's size, DK heaves the opponent onto his back, just like carrying a crate or a barrel. Can be released and regrabbed if he can react quicker, being an infinite on Lucas and Ness when turn releasing and turn grabbing. Both players gain knockback-based super armor, similar to 's double jump. Donkey Kong is unable to use his forward throw on enemies in the Subspace Emissary, making him the only character unable to use one of his standard throws for said reason. If the input for the forward throw is used, he will use his up throw instead.	Down throw 	Down throw 	6% 	28 	16 	16 	65 	26 	0 		
Back throw 	  	Swings his arm back and throws the opponent. A very good KO throw and it has fast start-up. 	Swings his arm back and throws the opponent. A very good KO throw and it has fast start-up. 	Swings his arm back and throws the opponent. A very good KO throw and it has fast start-up. 	11% 	40 	15 	15 	60 	65 	0 		
Up throw 	  	Swings his arm back and throws the opponent. A very good KO throw and it has fast start-up. Can combo into an up smash or up aerials at low percentages. 	Swings his arm back and throws the opponent. A very good KO throw and it has fast start-up. Can combo into an up smash or up aerials at low percentages. 	Swings his arm back and throws the opponent. A very good KO throw and it has fast start-up. Can combo into an up smash or up aerials at low percentages. 	9% 	90 	14 	14 	70 	50 	0 		
Down throw 	  	Slams the opponent into the ground with his hand. Can chain grab characters like Snake or Kirby. At low percentages, this can combo into Hand Slap and can start aerial juggles from there. 	Slams the opponent into the ground with his hand. Can chain grab characters like Snake or Kirby. At low percentages, this can combo into Hand Slap and can start aerial juggles from there. 	Slams the opponent into the ground with his hand. Can chain grab characters like Snake or Kirby. At low percentages, this can combo into Hand Slap and can start aerial juggles from there. 	7% 	* 	41 	41 	60 	50 	0 		
Floor (back) 	  	Claps once to each side. 	Hit 1 	Hit 1 	6% 	* 	9 	10 	80 	50 	0 		
Floor (back) 	  	Claps once to each side. 	Hit 2 	Hit 2 	6% 	* 	20 	21 	80 	50 	0 		
Floor (front) 	  	Swats with his hand in a wide arch. 	Hit 1 	Hit 1 	6% 	* 	20 	21 	80 	50 	0 		
Floor (front) 	  	Swats with his hand in a wide arch. 	Hit 2 	Hit 2 	6% 	* 	24 	25 	80 	50 	0 		
Floor (trip) 	  	Spins with his fists as he stands. 	Hit 1 	Hit 1 	5% 	* 	19 	20 	60 	50 	0 		
Floor (trip) 	  	Spins with his fists as he stands. 	Hit 2 	Hit 2 	5% 	* 	23 	24 	60 	50 	0 		
Edge (<100%) 	  	Throws his rear at the opponent. Good range for an edge attack. 	Throws his rear at the opponent. Good range for an edge attack. 	Throws his rear at the opponent. Good range for an edge attack. 	8% 	* 	9 	16 	0 	100	110		
Edge (>100%) 	  	Climbs onto the stage and swats forward. 	Climbs onto the stage and swats forward. 	Climbs onto the stage and swats forward. 	10% 	* 	38 	41 	0 	100	110		
Neutral special move	Giant Punch 	DK winds up a punch which is released once the button is pressed again. Damage increases by 2% for each arm swing he pulls off before punching (with the first having no effect); if he stops charging and his head starts smoking, it'll be fully charged. The sweetspot is located at DK's elbow and is slightly more powerful than the main hitbox. When fully charged and sweetspotted on the ground, Giant Punch can KO at 46%. 	Uncharged (ground) 	Elbow (pullback) 	12% 	80 	18 	18 	15 	100	0 		
Neutral special move	Giant Punch 	DK winds up a punch which is released once the button is pressed again. Damage increases by 2% for each arm swing he pulls off before punching (with the first having no effect); if he stops charging and his head starts smoking, it'll be fully charged. The sweetspot is located at DK's elbow and is slightly more powerful than the main hitbox. When fully charged and sweetspotted on the ground, Giant Punch can KO at 46%. 	Uncharged (ground) 	Arm 	10% 	* 	19 	22 	15 	100	0 		
Neutral special move	Giant Punch 	DK winds up a punch which is released once the button is pressed again. Damage increases by 2% for each arm swing he pulls off before punching (with the first having no effect); if he stops charging and his head starts smoking, it'll be fully charged. The sweetspot is located at DK's elbow and is slightly more powerful than the main hitbox. When fully charged and sweetspotted on the ground, Giant Punch can KO at 46%. 	Uncharged (ground) 	Body 	10% 	* 	19 	22 	15 	60 	0 		
Neutral special move	Giant Punch 	DK winds up a punch which is released once the button is pressed again. Damage increases by 2% for each arm swing he pulls off before punching (with the first having no effect); if he stops charging and his head starts smoking, it'll be fully charged. The sweetspot is located at DK's elbow and is slightly more powerful than the main hitbox. When fully charged and sweetspotted on the ground, Giant Punch can KO at 46%. 	Uncharged (air) 	Elbow (pullback) 	8% 	80 	18 	18 	15 	100	0 		
Neutral special move	Giant Punch 	DK winds up a punch which is released once the button is pressed again. Damage increases by 2% for each arm swing he pulls off before punching (with the first having no effect); if he stops charging and his head starts smoking, it'll be fully charged. The sweetspot is located at DK's elbow and is slightly more powerful than the main hitbox. When fully charged and sweetspotted on the ground, Giant Punch can KO at 46%. 	Uncharged (air) 	Arm 	6% 	* 	19 	22 	15 	100	0 		
Neutral special move	Giant Punch 	DK winds up a punch which is released once the button is pressed again. Damage increases by 2% for each arm swing he pulls off before punching (with the first having no effect); if he stops charging and his head starts smoking, it'll be fully charged. The sweetspot is located at DK's elbow and is slightly more powerful than the main hitbox. When fully charged and sweetspotted on the ground, Giant Punch can KO at 46%. 	Uncharged (air) 	Body 	6% 	* 	19 	22 	15 	60 	0 		
Neutral special move	Giant Punch 	DK winds up a punch which is released once the button is pressed again. Damage increases by 2% for each arm swing he pulls off before punching (with the first having no effect); if he stops charging and his head starts smoking, it'll be fully charged. The sweetspot is located at DK's elbow and is slightly more powerful than the main hitbox. When fully charged and sweetspotted on the ground, Giant Punch can KO at 46%. 	Fully charged (ground) 	Elbow (pullback) 	18% 	80 	18 	18 	40 	80 	0 		
Neutral special move	Giant Punch 	DK winds up a punch which is released once the button is pressed again. Damage increases by 2% for each arm swing he pulls off before punching (with the first having no effect); if he stops charging and his head starts smoking, it'll be fully charged. The sweetspot is located at DK's elbow and is slightly more powerful than the main hitbox. When fully charged and sweetspotted on the ground, Giant Punch can KO at 46%. 	Fully charged (ground) 	Arm 	28% 	* 	19 	22 	10 	80 	0 		
Neutral special move	Giant Punch 	DK winds up a punch which is released once the button is pressed again. Damage increases by 2% for each arm swing he pulls off before punching (with the first having no effect); if he stops charging and his head starts smoking, it'll be fully charged. The sweetspot is located at DK's elbow and is slightly more powerful than the main hitbox. When fully charged and sweetspotted on the ground, Giant Punch can KO at 46%. 	Fully charged (ground) 	Body 	18% 	* 	19 	22 	10 	50 	0 		
Neutral special move	Giant Punch 	DK winds up a punch which is released once the button is pressed again. Damage increases by 2% for each arm swing he pulls off before punching (with the first having no effect); if he stops charging and his head starts smoking, it'll be fully charged. The sweetspot is located at DK's elbow and is slightly more powerful than the main hitbox. When fully charged and sweetspotted on the ground, Giant Punch can KO at 46%. 	Fully charged (air) 	Arm (pullback) 	15% 	80 	18 	18 	40 	80 	0 		
Neutral special move	Giant Punch 	DK winds up a punch which is released once the button is pressed again. Damage increases by 2% for each arm swing he pulls off before punching (with the first having no effect); if he stops charging and his head starts smoking, it'll be fully charged. The sweetspot is located at DK's elbow and is slightly more powerful than the main hitbox. When fully charged and sweetspotted on the ground, Giant Punch can KO at 46%. 	Fully charged (air) 	Arm 	25% 	* 	19 	22 	10 	80 	0 		
Neutral special move	Giant Punch 	DK winds up a punch which is released once the button is pressed again. Damage increases by 2% for each arm swing he pulls off before punching (with the first having no effect); if he stops charging and his head starts smoking, it'll be fully charged. The sweetspot is located at DK's elbow and is slightly more powerful than the main hitbox. When fully charged and sweetspotted on the ground, Giant Punch can KO at 46%. 	Fully charged (air) 	Body 	20% 	* 	19 	22 	10 	50 	0 		
Side special move 	Headbutt 	A sideways headbutt that sends the opponent straight down into the ground. 	Ground 	Grounded opponents 	10% 	270	20 	21 	20 	40 	0 		
Side special move 	Headbutt 	A sideways headbutt that sends the opponent straight down into the ground. 	Ground 	Aerial opponents 	8% 	70 	20 	21 	15 	40 	0 		
Side special move 	Headbutt 	A sideways headbutt that sends the opponent straight down into the ground. 	Air 	Clean 	14% 	270	20 	21 	30 	40 	0 		
Side special move 	Headbutt 	A sideways headbutt that sends the opponent straight down into the ground. 	Air 	Midswing (aerial opponents only) 	8% 	70 	20 	21 	15 	40 	0 		
Up special move 	Spinning Kong	DK spins around with arms extended. Has super armour on the ground and intangibility frames in the air. 	Hit 1 (ground) 	Arms 	5% 	* 	19-23, 24-28, 29-33, 34-38	19-23, 24-28, 29-33, 34-38	50 	70 	0 		
Up special move 	Spinning Kong	DK spins around with arms extended. Has super armour on the ground and intangibility frames in the air. 	Hit 1 (ground) 	Body 	4% 	140	19-23, 24-28, 29-33, 34-38	19-23, 24-28, 29-33, 34-38	50 	70 	0 		
Up special move 	Spinning Kong	DK spins around with arms extended. Has super armour on the ground and intangibility frames in the air. 	Hit 2 (ground) 	Hit 2 (ground) 	3% 	* 	39-42, 43-46, 47-50, 51-54	39-42, 43-46, 47-50, 51-54	5 	50 	0 		
Up special move 	Spinning Kong	DK spins around with arms extended. Has super armour on the ground and intangibility frames in the air. 	Hit 3 (ground) 	Hit 3 (ground) 	4% 	* 	55 	56 	40 	90 	0 		
Up special move 	Spinning Kong	DK spins around with arms extended. Has super armour on the ground and intangibility frames in the air. 	Hit 1 (air) 	Hit 1 (air) 	10% 	* 	4 	6 	40 	80 	0 		
Up special move 	Spinning Kong	DK spins around with arms extended. Has super armour on the ground and intangibility frames in the air. 	Hit 2 (air) 	Arms 	5% 	* 	12-19, 20-27, 28-35, 36-43	12-19, 20-27, 28-35, 36-43	20 	70 	0 		
Up special move 	Spinning Kong	DK spins around with arms extended. Has super armour on the ground and intangibility frames in the air. 	Hit 2 (air) 	Body 	4% 	* 	12-19, 20-27, 28-35, 36-43	12-19, 20-27, 28-35, 36-43	20 	70 	0 		
Up special move 	Spinning Kong	DK spins around with arms extended. Has super armour on the ground and intangibility frames in the air. 	Hit 3 (air) 	Hit 3 (air) 	2% 	* 	44-51, 52-59, 60-77, 78-85	44-51, 52-59, 60-77, 78-85	0 	100	0 		
Down special move 	Hand Slap 	An earth-shaking attack with okay range, but cannot hit opponents that aren't on the ground. 	Hit 1 	Center 	14% 	84 	6 	7 	82 	23 	0 		
Down special move 	Hand Slap 	An earth-shaking attack with okay range, but cannot hit opponents that aren't on the ground. 	Hit 1 	Sides 	14% 	78 	6 	7 	82 	23 	0 		
Down special move 	Hand Slap 	An earth-shaking attack with okay range, but cannot hit opponents that aren't on the ground. 	Hit 2 	Center 	14% 	84 	17 	18 	82 	23 	0 		
Down special move 	Hand Slap 	An earth-shaking attack with okay range, but cannot hit opponents that aren't on the ground. 	Hit 2 	Sides 	14% 	78 	17 	18 	82 	23 	0 		
Final Smash 	Konga Beat 	DK breaks out the bongos and launches waves of sound at opponents. The waves increase in size and power based on music-matching button presses; the exact mechanics of this are unknown. 	Startup 	Unknown 	3% 	150	1 	  	30 	100	0 		
Final Smash 	Konga Beat 	DK breaks out the bongos and launches waves of sound at opponents. The waves increase in size and power based on music-matching button presses; the exact mechanics of this are unknown. 	Startup 	Unknown 	12% 	* 	1 	  	30 	80 	0 		
Final Smash 	Konga Beat 	DK breaks out the bongos and launches waves of sound at opponents. The waves increase in size and power based on music-matching button presses; the exact mechanics of this are unknown. 	Startup 	Unknown 	11% 	* 	1 	  	100	110	0 		
Final Smash 	Konga Beat 	DK breaks out the bongos and launches waves of sound at opponents. The waves increase in size and power based on music-matching button presses; the exact mechanics of this are unknown. 	Weak wave 	Weak wave 	2% 	150	  	  	40 	100	0 		
Final Smash 	Konga Beat 	DK breaks out the bongos and launches waves of sound at opponents. The waves increase in size and power based on music-matching button presses; the exact mechanics of this are unknown. 	Strong wave 	Strong wave 	7% 	* 	  	  	30 	70 	0 		
Category:Donkey Kong (SSBB)