Super Smash Bros. Melee/Movelists/Donkey Kong

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Standard Attacks[edit | edit source]

Button(s) Description/notes
A A quick jab
A A A one-two punch. Low knockback, high lag, easily punishible even if you connect.
Forward + A A backwards slap. High range, somewhat quick
Dash + A DK does a running kick. Knocks enemies up, otherwise unremarkable.
Down + A A quick slap to an opponent's feet. Fast, low knockback, good range.
Up + A Swings his hand above his head 180 degrees. Poor range.
Smash Forward + A Slams his hands together in front of him. A little slower and more powerful than most smashes. Good range.
Smash Down + A Slams two fists onto the ground on either side of him. Okay range.
Smash Up + A Claps hands above his head. Limited to the area directly above DK, but good move if it connects.


Aerial Attacks[edit | edit source]

Button(s) Description/notes
Neutral A Kong swings around, hitting enemies on either side of him. Low range and bad startup time for a neutral air.
Forward + A DK swings both hands down. Spikes if enemy is in front of and below DK. Very bad startup time.
Backwards + A He swings his feet behind him. Fast, DK's best arial.
Down + A He rams his feet downward sending opponents downward. Slow slow slow.
Up + A DK headbutts enemies above him. Good kill move, easily led into with throws.

Special Attacks[edit | edit source]

Button(s) Attack Description/notes
B Giant Punch DK charges up a giant punch. If he swings his arm around ten times, he returns to a neutral state and his head begins smoking. Tapping B after this, or while charging, releases a giant punch. However, if he is hit while charging or punching, he loses the charge. Faster, longer ranged, and more powerful than his forward smash, this is DK's low-% killing weapon of choice.
Up + B Spinning Kong DK spins rapidly for a few seconds. This allows for a large horizontal gain, but little vertical gain. The initial hit is much stronger than subsequent hits.
Down + B Hand Slap On the ground, DK slaps his hands on the ground, damaging enemies on the ground nearby. Great for dealing with pesky wireframes, not so good for human enemies; it's easily punishible by the newly-airborne foes. It is only one of two moves (the other being Peach's down+B) that has no effect in the air.
Forward + B Headbutt DK slams his head down. Enemies hit by it will be stuck in the ground temporarily, and then pop out. It can also be used as an ineffective spike against airborne foes. Very slow, bad range, and easily punishible.

Throws[edit | edit source]

Button(s) Description/notes
Down He throws the opponent on the ground, who then bounces forward.
Forward The famous DK Grab-carry. After grabbing you, DK can move as if he was carrying a crate; he can walk and jump, and throw the opponent in any direction. A typical setup is to grab, grab-carry, jump, throw the enemy up, double-jump, and hit the enemy with an up-air. Or you can jump off the edge and hope your opponent doesn't break out and recover before you both fall to your doom.
Up DK simply throws the enemy up.
Back DK throws the enemy behind him. A respectable kill move at mid-upper percentages.

Advanced Techniques[edit | edit source]

Start with a Forward throw (grab-carry) and walk up to a ledge on the stage. Execute a down + throw. This will cause the opponent to be thrown horizontal to DK like a bowling ball. As the opponent tries to jump back up to hang on the ledge, do a quick B + forward. If done correctly, this is an easy spike and a great KO.