Donkey Kong
Page 1
Background Info
Costumes
Moves List
-Weak Attacks
-Recovery Attacks
-Taunt
-Strong Attacks
-Running Attack
-Smash Attacks
-Throws
-Aerial Attacks
-Special Attacks
Background Info
Donkey Kong is Mario's oldest arch nemesis. They battled each other
in the classic game also called Donkey Kong. DK then became a good guy
and got his own series on the SNES, where he battled crocodiles and
collected bananas and coconuts. He has developed an unique atitude and
has a rap song. DK is still a participant in many Mario games such as
Mario Kart and Mario Party. DK and Mario still skirmish against
each other in games such as Mario vs Donkey Kong.
In Smash Brothers, DK is like himself in other games: big, powerful,
and slow. DK is on the extreme side of things. He is the biggest, heaviest
and most powerful character, but he is also by far the slowest. DK is
not easy to use, and lots of practice and experience are needed to get
into his style of fighting. DK is the only character in the game that
can carry barrels, crates and other people and still move. He can only
walk while carrying and only has one jump.
Personal Stage: Congo
Jungle
Personal Symbol: the initials "DK" in big bold letters
Entrance: DK comes out of an exploding barrel with the letter DK on
it
Character choosing: DK jumps up and then shows off his muscles.
Costumes
C up: the classic DK with the brown fur and the red tie with the DK
initials on the tie
C left: Whoa, DK dyed his fur blue. Whatsup with that? This is the blue
team costume.
C down: Bloody DK with red fur. Didn't bother cleaning himself after
eating some meat. This is the red team costume.
C right: DK with black fur and darker skin too. Looks like DK got himself
a tan.
Green Team Costume (Only available in team battles): You thought the
blue costume was crazy, wait until you see this one. DK with green fur
and (ewww...) green skin. That's just not right. Looks like DK is sick.
Moves List
Weak Attack
Buttons: A, A while on the ground
Damage: 4%+4%
KKT score: over 300% for the first hit
Startup: Fast
Duration: Short
Recovery: Fast
Reach: Short
Flight Path: Regular
Description: DK first jabs with his left fist then does a little uppercut
with his right fist.
My Opinion: This weak combo is not very useful, but it can be used at times
to get DK a little space to work with. Still don't use it unless you
have to (which is pretty much never).
Rating: 1.5 out of 5
Recovery Attack 1
Buttons: When lying back to the floor, press A
Damage: 6%
KKT score: none, constant power
Startup: Fast
Duration: Short
Recovery: Fast
Reach: Medium
Flight Path: Regular
Description: DK pulls both feet back and kicks forward and gets back
on to his feet. This move hits on the other side too, but range is shorter
on the other side. DK is invincible when he does this.
My Opinion: Not much to say about this really, since its your only attack
option when lying on the floor facing up. Can get DK back on offense
if you manage to hit an opponent. Useful for clearing people who happen
to stand too close for their own good.
Rating: 2.5 out of 5
Recovery Attack 2
Buttons: When lying face down on the floor, press A
Damage: 6%
KKT score: none, constant power
Startup: Fast
Duration: Short
Recovery: Fast
Reach: Medium
Flight Path: Regular
Description: DK wakes up and uses his right to backhand swat any thing
near and gets up after. DK is invincible when he does this.
My Opinion: It's DK's other recovery attack. It happen less often than
the first recovery attack since most of the time victims of hard hits
will lie face up.
Rating: 2.5 out of 5
Edge Attack 1
Buttons: When hanging on the edge with damage lower than 100%, press
A
Damage: 6%
KKT score: none, constant power
Startup: Fast
Duration: Short
Recovery: Fast
Reach: Long
Flight Path: Regular
Description: DK pulls himself up quickly with his right hand, and rams
whoever is near the edge with his big behind while putting the left
hand on top of his head. DK is invincible when he does this.
My Opinion: This is one of the funniest attacks in the game. DK actually
uses his butt as a weapon. Edge attacks can save lives, if you can time
them. This attack can get edge guarders out of the way and therefore
save DK from danger. Use it only if no one's around or the edge guarder
is standing close to the edge. Experienced players will stand a bit
away from the edge if you (as any character) manages to hang on to it,
so you need to evaluate the situation before you use the edge attack.
Rating: 2.5 out of 5
Edge Attack 2
Buttons: When hanging on the edge with damage over 100%, press A
Damage: 6%
KKT score: none, constant power
Startup: Slow
Duration: Short
Recovery: Medium slow
Reach: Short
Flight Path: Regular
Description: DK slowly pulls himself back on to the stage, then delivers
a small slap to the ankles with his right hand. DK is invincible when
he does this.
My Opinion: This is worse than the low damage edge attack, but better
than nothing at all. Same guidelines as above.
Rating: 2 out of 5
Taunt
Buttons: L when on the ground
Startup: Fast
Duration: Medium
Recovery: Fast
Description: DK turns to his right, puts his arms up like he's confused,
and sort of burps.
My Opinion: I love this taunt. It's pretty noticeable and the burp is
really loud, so your opponents can't help but hear it. It doesn't last
very long like Mario's which is a good thing.
Rating: 5 out of 5. I might be slightly biased since I like to use DK.
Big Punch
Buttons: Tilt stick sideways + A on the ground. You can tilt the control
stick slightly so that the punch angles a bit up or down.
Damage: 12%
KKT score: 135%
Startup: Medium Fast
Duration: Short
Recovery: Medium
Reach: Medium long
Flight Path: Regular
Description: DK punches with his right fist.
My Opinion: For such a big guy, this is a pretty weak move. Anyways
this move isn't very useful since it's weak and not all that fast.
Rating: 2.5 out of 5
Trip Slap
Buttons: Tilt stick downward + A on the ground
Damage: 8%
KKT score: 205%
Startup: Fast
Duration: Short
Recovery: Fast
Reach: Medium
Flight Path: Near flat
Description: DK crouches and tries to trip someone in front with his
right hand while covering his head with the left.
My Opinion: This is also useless except for one purpose, and that is
to edge guard people. This edge guarding works best against people who
don't have very good recovery moves, such as Link or Falcon. This move
will hit them out a little bit without giving them any altitude, just
far enough so they can't come back. Doesn't work on people who have
good comeback moves though.
Rating: 3 out of 5.
Overhead Hand Swat
Buttons: Tilt stick upward + A on the ground
Damage: 13%
KKT score: star finish at 97%
Startup: Medium fast
Duration: Long
Recovery: Slow
Reach: Long
Flight Path: Straight up or very close to it
Description: DK swings his left arm upwards in an arc the starts in
front of him and ends behind him. Anyone hit by the back of his hand
will fly straight up.
My Opinion: This is one of the strongest strong attacks in the game,
and it will get a surprising number of KOs. It's a good alternative
to the up smash because it is easier to time and has a much larger hit
zone. It can hit in front, above and even behind DK.
Rating: 3.5 out of 5
Running Kick
Buttons: A while running
Damage: 12%
KKT score: over 300% if it can kill
Startup: Medium
Duration: Medium
Recovery: Slow
Reach: Medium
Flight Path: Straight up or close to it
Description: DK picks his left foot up during a run and kick forward.
My Opinion: This is better than Luigi's fist of fury, but not by much.
It's slow and it doesn't send people anywhere. Most of DK's power is
in his arms, so guess he should put more work in his legs.
Rating: 1.5 out of 5
Big Swat
Buttons: Smash sideways + A while on the ground.
Damage: 21%
KKT score: 63% (Note: this is tested using the more common 20% hit)
Startup: Slow
Duration: Medium
Recovery: Slow
Reach: Long
Flight Path: Regular
Description: DK will pull his right arm back and swing it forward in
a big swat and releases a loud growl. Whoever gets hit will lose a few
teeth (I'm just making that up) and will fly far far away.
My Opinion: This is a smash suited to DK. It's long range, very powerful
and very slow. There's a huge lag time between the startup and the actual
hit, and the recovery isn't much better. Use this move only if someone
is not paying attention, has no way to dodge it or if you have great
timing. The pay off is pretty good, but the risk of missing and getting
hit is also pretty high.
Rating: 3.5 out of 5. It's very powerful, but a little too slow.
Spinning Kick
Buttons: Smash down + A while on the ground
Damage: 19%
KKT score: 86% sideway, 84% for star finish
Startup: Medium
Duration: Long
Recovery: Medium Long
Reach: Medium
Flight Path: Steep diagonal
Description: DK growls and sits on the ground, does his best impression
of a split and spins to his left quickly. He spins once around and rolls
backwards to get back on his feet. Anyone hit by the feet will be launched
at a steep angle.
My Opinion: I don't believe it. DK can actually breakdance too?! This
move is pretty powerful and does lots of damage. One thing that could
be improved on this move is the launch angle. If it had a regular flight
path, then this move would get a lot more KOs. The way it is right now makes
it hard to kill heavy characters. Even though it has its shortcomings,
DK's attempt at breakdancing is still a pretty good down smash
Rating: 4.5 out of 5
Overhead Clap
Buttons: Smash up + A while on the ground
Damage: 21%
KKT score: star finish at 58%
Startup: Slow
Duration: Medium short
Recovery: Slow
Reach: Long vertically, but this move can't hit anybody besides DK unless
it's another DK that's near
Flight Path: Straight up
Description: DK turns to his right and claps above his head while releasing
a growl. The whole screen shakes to the power of the clap (I'm not making
this up).
My Opinion: This is the most powerful up smash in the game. The KO rate
for this move (number of hits compared to number of KOs) is very high.
However, most people have a lot of trouble hitting with this move, because
it starts slow and the hit zone is a bit above DK, so it's much harder
to time correctly. Usually when someone comes with their stomp move
and drill, DK should not use this move to counter unless you are feeling
lucky. The easiest way to hit someone with this is when someone is standing
on a platform just above DK. DK's long reach can go through the platform
and hit the person on it. When this move connects, it will send opponents
sky high, but if it doesn't, DK will probably get hit, so use with caution.
Rating: 3.5 out of 5. Extremely powerful but hard to time.
Carrying Throw
Buttons: Grab (press R or Z + A) while on the ground, then push stick
forward, press A, press R, or wait for a few seconds. After carrying
the victim on the back, DK can move and has only one jump. Press R or
A to throw the person on DK's back.
Damage: 8% for flipping someone on to DK's back, + 8% for the throw.
KKT score: 142%
Startup: Fast
Duration: Depends
Recovery: Fast
Reach (of DK's grab): Short
Flight Path: Regular
Description: DK grabs the opponent and flips the victim on to his back
and holds him/her there. DK then can walk around with the person on
his back until the person struggles free or DK throws them using both
arms.
My Opinion: This throw has a special function, and that is to carry
opponents. A lot of people (mostly newbies to DK) grab people and jump
off the stage in an effort to kamikaze. Good DK players never do that
in real battle. Besides, it's not difficult to get out of DK's grip.
A person just have to mash buttons to get out. I have to admit that
carrying opponents around is fun but this isn't a very useful function.
The throw itself is weak compared to other forward throws since the
throw part only does 8% damage. Not a great offensive move, but you
can use it for fun.
Rating: 3.5 out of 5
Over the Back Throw
Buttons: Grab (press R or Z+A) while on the ground, then push stick
backward
Damage: 18%
KKT score: 65%
Startup: Fast
Duration: Short
Recovery: Fast
Reach (of DK's grab): Short
Flight Path: Regular
Description: DK grabs a victim then turns left and throws the victim
over his shoulders with great force.
My Opinion: Probably my favourite throw in the game. This throw is fast
and very powerful. It is one of the most powerful throws in the game.
This move is a lot faster than DK's smashes and is no less powerful.
DK gets a lot of kills with this throw and it is one of his best offensive
weapon.
Rating: 5 out of 5
Spinning Punch
Buttons: A or R while in the air
Damage: 15%
KKT score: 106%
Startup: Fast
Duration: Medium
Recovery: Slow
Reach: Medium
Flight Path: Regular
Description: DK spreads his arm out and spins once to left in mid air.
His fists will cause damage to any hostiles nearby.
My Opinion: This looks like a shortened version of the Spinning Kong,
but it is a bit more powerful. It's not a great move but it's one of
DK's better air moves. This is DK's only choice when there are enemies
front and back or if DK wants to knock someone in front of him away.
The power of this move is close to most other neutral air attacks.
Rating: 3.5 out of 5. Not a great move but it has its uses.
Tomohawk
Buttons: A or R + push stick forward in the air
Damage: 16%
KKT score: Star finish at 151% for steep diagonal upward path. Really
hard to get a normal flight path with this move.
Startup: Medium Fast
Duration: Medium
Recovery: Medium
Reach: Medium
Flight Path: Steep diagonal downward or rarely normal flight path, or
steep diagonal upward if the victim is on the ground.
Description: DK extends his arms out clenches both hands together to
form a big fist. He then somersaults forward with his arms in this position.
Most people hit by this will be sent downward but if they are very close
to DK ('s armpits), they will probably fly out normally.
My Opinion: This is DK's main send down move. It differs from most other
send downs in that it doesn't spike people straight down. Rather, the
tomohawk sends people down in a diagonal angle, which means people who
are above over the stage can still be sent down into the abyss. HAHAHAHA!
I love sending people down with this move. The diagonal launch angle
helps because DK's not a great jumper, so with this angle, DK doesn't
have to jump out far to spike. It's better than the down A stomp because
this move loses less altitude and has the diagonal spike angle.
Rating: 4.5 out of 5.
Backward Kick
Buttons: A or R + push stick backwards in the air
Damage: 15%
KKT score: 101%
Startup: Medium Fast
Duration: Long
Recovery: Long
Reach: Long
Flight Path: Regular
Description: DK faces to his left and extends both feet backwards to
kick anyone behind him. He holds his arms up in a weird positsion when
he does this.
My Opinion: This move is another one of DK's so-so air moves. It isn't
absolutely useless, but it's kinda crappy. The kick is weak compared
to most other back kicks and the recovery is too long, so DK might accidentally
fall off an edge and self destruct when he uses this move. It's not
like DK has much choice in this though. You still need to use this move
when situation arises, but watch it when you use it near the edge.
Rating: 3.5 out of 5
Aerial Overhead Hand Swat
Buttons: A or R + push stick upwards in the air
Damage: 12%
KKT score: Star finish at 159%
Startup: Medium
Duration: Medium Long
Recovery: Medium
Reach: Long
Flight Path: Steep diagonal
Description: This looks exactly like the strong attack of the same name,
except DK is in the air. DK swings his left arm in an arch and swats
any thing in front, above and a bit behind him.
My Opinion: Other than the obvious difference that this move is in the
air while the strong attack is on the ground, there's some other differences
between the two swats. The aerial swat does 1% less damage, and that,
people, translates into a move much weaker than the ground counterpart.
I don't know what the designers did, but this move is very weak. It's
pretty sad that it needs 159% damage to kill Kirby, who is light as
a balloon. Well, he is a balloon. Anyways, this move is not going to
get DK KOs any times soon but it is useful for getting hits on people
because of its long reach.
Rating: 3 out of 5
Stomp
Buttons: A or R + push stick downwards in air
Damage: 13%
KKT score: star finish at 193% if victim is on the ground. This move
is capable of spiking
Startup: Medium
Duration: Long
Recovery: Slow
Reach: Medium
Flight Path: Straight down or very close to straight down when opponent
is in the air and straight up if opponent is on the ground.
Description: DK will pull his arms up and extends his leg down to step
on anyone below him.
My Opinion: This move is bad. It's weak for a stomp move and it takes
too long, which means if DK tries to spike someone with this, he'll
lose enough altitude so that he won't be able to make it back on to
the stage. If you want to spike with this, you have to be very careful.
Try not to get too far from the stage and make sure DK has a lot of
altitude if you want to attempt a send down with this move. It can be
used to set up an overhead hand swat or a clap, but most of the time
the combo won't connect.
Rating: 2.5 ouf of 5
Giant Punch
Buttons: Press B and DK will charge. Press B to release the punch. Press
Z, left or right to stop the charge while on the ground. Press Z to
stop charging while in the air. After charge stops, press B to continue
charging or release the punch if charge is already full.
Damage: 36% for full charge
KKT score: 19%
Startup: Medium Slow
Duration: Medium Long
Recovery: Slow
Reach: Long
Flight Path: Regular
Description: DK will wind-up his right arm to charge for the punch.
A full charge takes about 3 seconds and DK will stop charging, and his
right fist will sparkle. Press B again will make DK release a devastating
punch that will KO any enemies within reach at absurdly low damages.
My Opinion: This is the single most powerful hit a character can do
in the game of Smash Brothers, if you rule out reflected projectiles.
A fully charged punch will probably kill at a damage below 50%. This
move also last longer than most people realize. As long as DK's arm
is still extended forward, the punch can still do damage. Of course,
the startup and especially the recovery time is very slow, so timing
is a must in order to land this punch. The easiest way to land the giant
punch is when nobody is paying attention to DK. This works best in free
for alls where DK can charge up and then jump in to punch unsuspecting
people. The giant punch is also probably DK's best edge guard other
than his spike move. The punch has a lot of priority and comes out faster
than the big swat. To become a good DK player, one must learn to master
the giant punch. It is an awesome feeling and sight if you kill all
of your opponents in one punch. (I've done it before)
Rating: 4.5 out of 5. It maybe slow and cumbersome, but the power can
not be matched. If you use it properly than it's a very good KO move
Spinning Kong
Buttons: Push stick up + B. You can use the stick to control whether
DK spins left of right.
Damage: 12%. This is not a mistake. The initial hit does cause 12% damage.
KKT score: none, power is constant
Startup: Fast
Duration: Long
Recovery: Slow
Reach: Long
Flight Path: Normal
Description: DK will spread his arms out and spin like a helicoptor
blade. If done on the ground, DK will stay on the ground. If this move
is done in the air, DK will gain some vertical distance. DK can move
left and right during the move. DK can't do anything else until he lands
on the ground or gets hit by something.
My Opinion: This move is not bad as a recovery move. It doesn't get
much vertical but DK gets significant horizontal distance out of the
move. The fists of DK also have a lot of priority and will cancel and
go through most edge guarding moves. This move is great in single players
where it will take care of those team enemies in one hit, but it's not
much of an offensive attack in multiplayer.
Rating: 3.5 out of 5
Hand Slap
Buttons: Push stick down + B
Damage: 10%
KKT score: none, power is constant
Startup: Medium fast
Duration: Medium
Recovery: Fast
Reach: Medium
Flight Path: Straight up
Description: This is one of DK's abilities in DK Country. He uses it
to get bananas out of trees. In Smash, DK uses this move to send people
upwards. DK slaps the ground with his palms during the move. The whole
screen shakes as he does this. Anyone near him on the ground will get
hit and sent flying upwards. DK has to be on the ground when he does
this. His victims also have to be the ground to get hit, but they don't
necessarily have to be on the same piece of ground that DK is on. For
example, a DK below a DK doing the hand slap on a platform just above
will get hit by the hand slap.
My Opinion: This move is a decent clear out move if used correctly,
and can be quite devastating on certain stages where
there is a part with a solid ceiling. In there, DK can trap enemies
in an infinte combo with the hand slap by bouncing them up and down
betweent he floor and the ceiling. It's also useful for getting rid
or the teams in the single player mode.
Rating: 3.5 out of 5.