Donkey Kong
Super Heavyweight
Donkey Kong
Damage Table for Donkey Kong
Smash Attacks
Neutral
Neutral: 4% (Hit 1)
Neutral SS: 6% (Hit 2)
Neutral WS: N/A
Up
Up: 19%
Up SS: N/A
Up WS: N/A
Down
Down: 17% (Fists: Early)
Down SS: 18% (Fists: Late)
Down WS: 14% (Arms)
Side
Side: 21% (Arms)
Side SS: 22% (Hands)
Side WS: N/A
Special Attacks
Neutral
Neutral: 10% (Uncharged)
Neutral SS: 28% (Full Charge: Ground)
Neutral WS: 25% (Full Charge: Air)
Up
Up: 5% (Hit 1)
Up SS: 4%|2% (Last: Ground|Air)
Up WS: 1.4%|1% (Mid: Ground|Air)
Down
Down: 14% (Ground)
Down SS: 5% (Air: Hit 1)
Down WS: 6% (Air: Hit 2)
Side
Side: 10% (Ground)
Side SS: 10% (Air: SS)
Side WS: 8% (Air: WS)
Air Attacks
Neutral
Neutral: 11%
Neutral SS: N/A
Neutral WS: 8%
Up
Up: 13%
Up SS: N/A
Up WS: N/A
Down
Down: 13% (Leg)
Down SS: 16% (Foot)
Down WS: N/A
Forward
Forward: 15% (Late: Hands)
Forward SS: 16%
Forward WS: 13% (Late: Arms)
Back
Back: 13%
Back SS: N/A
Back WS: 8%
Tilt Attacks
Up
Up: 9% (Arm)
Up SS: 10% (Hand)
Up WS: 8% (Elbow)
Down
Down: 6%
Down SS: N/A
Down WS: N/A
Side
Side: 8%
Side SS: 9% (Angled)
Side WS: N/A
Other Attacks
Grabs
Pummel: 1.6%
Up: 9%
Down: 7%
Forward: 11-13%
Back: 11%
Air Grab
Air Grab: N/A
Air Grab SS: N/A
Air Grab WS: N/A
Dash Attack
Dash: 12%
Dash SS: N/A
Dash WS: 9%
Floor & Edge
Floor Forward: 7%
Floor Back: 7%
Floor Trip: 5%
Edge: 10%
Move Breakdown
Neutral
Giant Punch
Charges up a punch that can keep charging after dodging or shielding.
Deals massive damage, gains super armour, and is faster when fully charged. DK loses his mid-air jump if used while airborne. Can be canceled and stored.
Side
Headbutt
Buries opponents when they're hit on the ground. Can't be interrupted by weaker attacks.
Bury lasts longer on opponents with higher percent. The sweet-spot of aerial version will meteor. Super armour during startup til hit-box. Long range and high shield damage make it great for breaking
Up
Spinning Kong
Spins with a whirlwind of punches. Can shift left or right while airborne and forward while grounded.
Excellent horizontal distance but very little vertical. Can trap opponents causing decent damage.
Down
Hand Slap
Sends out shock waves by slapping the ground, sending foes into the air. Has a meteor effect while airborne.
Can be used for spacing on the ground, but is not a great kill option. The aerial version has a meteor effect and combos with the first hit making it much more useful.