Donkey Kong
DK Symbol
King of the Jungle
Series Donkey Kong
First appearance Donkey Kong (1981)
Recent game Donkey Kong Country: Tropical Freeze (2014)
Availability Starter
Final Smash Konga Beat
Home stage DK Jungle

He's the leader of the bunch, you know him well. He's finally back, to kick some tail! He's Donkey Kong! This enormous monkey returns for the fifth time in the Smash series in Super Smash Bros. NeXt with no radical changes. DK is known to be one of the most mobile character in the game while being one of the strongest. In his series, he, along with Diddy Kong, Dixie Kong, Cranky Kong, Tiny Kong and many other Kongs, fights against many enemies, mostly known King K. Rool, Lord Frederik and the Tikis, to get his bananas or return to his jungle.


DK is one of the heaviest characters in the game with some of the strongest attacks: the Giant Punch, his forward Smash and his forward aerial are known to their early KOs. DK is also very agile and quite fast for his size. Finally, DK's forward throw is unique: the Cargo can carry opponents in the stage and then launch away. DK is also the only character that can jump and move at his normal speed when carrying an heavy item.

Differences between Smash 4

DK received some buffs, now being a faster and overall more mobile character.


  • DK is heavier (122 -> 124)
  • DK is slightly faster
  • DK's double jump is slightly higher.

Ground attacks

  • DK can jump cancel his dash attack.
  • However, like the other dash attacks that can be cancelled with the jumps, DK can't perform the DACUS technique.
  • Up tilt has much more knockback, losing all of his combo abilities while gaining some KO abilities.

Aerial attacks

  • Back aerial and down aerial's landing lag increased.
  • Neutral aerial hitbox is now bigger, covering DK's front side.
  • Up aerial deals less damage (13% -> 11%)

Grab and throws

  • Up throw and down throw combo abilities increased.
  • All Cargo throws deal more knockback, now being DK's best KOing throws.
  • Cargo time increased.

Special moves

  • Giant Punch has better knockback.
  • Headbutt is faster.
  • Spinning Kong gains more vertical height while losing some of his horizontal control.
  • Konga Beat's shockwave reach further.


Ground attacks

Move Name Damage Description
Jab combo 4%, 6% A strong two fists combo. One of the strongest jabs.
Side tilt 10% DK swipes his arm forward with impressive reach. This move can also be angled slightly up or down. DK's arm is invincible too.
Up tilt 9% (early), 11% (late) DK swings his arm upwards, with a sweetspot placed at the end of the attack. The sourspot can KO at about 110% while the sweetspot at about 85%.
Down tilt 7% DK ducks while swinging at an opponent's feet. The arm is invincible
Dash attack Country roll 11% (clean), 9% (late) DK rolls forward. This move can pass over the ledge and it's possible to cancel out this move by jumping.
Forward Smash 19%-20% Pulls his arms back, then performs a very strong clap.
Up Smash 18% A very strong upwards clap. Due to his long start-up and difficult-to-land hitbox, this move is more a situational attack.
Down Smash 14% (arms), 18% (fists) A powerful double punch attack that hits both forward and backward. The punches are stronger than the arms.

Aerial attacks

Move Name Damage Descriprion
Neutral aerial 8%-11% A spinning attack that hits the opponent away. Due to its fast start-up, this move is quite useful, especially after a jump cancelled dash attack.
Forward aerial 13% (sourspot), 15% (sweetspot). A double punch in downward arc. The sweetspot can meteor smash.
Back aerial 13% A quick kick backward. Mostly used as a Wall of Pain with high knockback.
Up aerial 11% An upward heabutt with great combo abilities, due to his up meteor Smash effect.
Down aerial 16% (sweetspot), 13% (sourspot) A downward strike with a foot that has meteor Smash proprieties and is the sweetspot of the attack.

Grab and throws

Move Damage Description
Grab -% DK has one of the best non-tether grab reach.
Pummel 2% A fairly quick slap.
Forward throw 0% DK carries the opponents for some time that increases if the opponent has more damage. By tilting forward, upward or downward and pressing A, DK launches the opponent in that direction.
Forward throw (Cargo) 8% DK's strongest throw, as it KOs at 116%
Up throw (Cargo) 7% A great combo starter.
Down throw (Cargo) 6% Only chaingrab in the game, due to Cargo action being considered an attack.
Back throw 11% DK throws the opponent backward. His second best KO throw (after his forward Cargo throw).
Up throw 9% The opponent is tossed upward.
Down throw 7% Donkey Kong slams the opponent into the ground. Has rather weak knockback with a horizontal knockback angle in front of DK.

Other attacks

Move Damage Description
Floor attack (front) 7% Donkey Kong swats at the opponent.
Floor attack (back) 7% Donkey Kong tries to clasp the opponent.
Ledge attack 8% Donkey Kong rams into the opponent back first. Can meteor opponents in mid air.

Special moves

Move Name Damage Description
Standard Special Giant Punch 10% (uncharged), 28% (fully charged) DK spins his arm charging a powerful punch. It's possible to move before the charge has finished and then start the charge again. By pressing B, DK attacks.
Standard Special: custom move 1 Lighting Punch 10% (uncharged), 15% (fully charged) This variation is faster while losing some power.
Standard Special: custom move 2 Storm Punch 8% (uncharged), 18% (fully charged) This variation adds a powerful wind effect and is faster (while being slower than the Lighting Punch) but is weaker.
Side Special Headbutt 10% (ground/sweetspot aerial), 8% (sourspot aerial) DK performs a strong headbutt, that can bury the opponents and inflicts massive shield damage. The aerial version can meteor smash.
Side Special: custom move 1 Jumping Headbutt 5% (aerial), 10% (ground) Adds a jump before the headbutt. Bury effect is shorter.
Side Special: custom move 2 Stubborn Heabutt 13% This variation is stronger and has super armor but it's quite slower.
Up Special Spinning Kong 7% (1st hit, ground), 1% (hits 2-6, ground), 4% (7th hit, ground), 10% (1st hit, aerial), 2% (subsequent hits, aerial) Donkey Kong spins with his arms outstretched. DK has launch resistance when using this move. Strong horizontal recovery, weak vertical recovery. If used on the ground, Donkey Kong spins at an angle, increasing the move's vertical range.
Up Special: custom move 1 Chopper Kong 0% Increased vertical recovery while without hitbox.
Up Special: custom move 2 Kong Cyclone 4% (1st hit, ground), 3% (1st hit, aerial), 15% (2nd hit, ground), 12% (2nd hit, aerial) Donkey Kong pulls in opponents in with a windbox as you spin, then launches them with the final hit. On the ground, has no hitboxes except for the first and last hits. In the air, deals no damage except for the first and last hits, but does deal hitstun. Does not go as high as Spinning Kong.
Down Special Hand Slap 14% (per slap) Donkey Kong repeatedly slaps his hands against the ground, causing earth-shaking vibrations in the process. The attack gives him some protection from opponents while grounded and has good range.. Donkey Kong can use the move while in midair, although only twice in a row. The second hit meteor smashes foes.
Down Special: custom move 1 Focused Slap 7% (1st hit) 14% (2nd hit) Loses some range while gaining more damage and knockback.
Down Special: custom move 2 Hot Slap 4% (1st hit), 12% (2nd hit) This variation is slower and has less reach while being stronger and with more knockback.
Final Smash Konga Beat Varies Donkey Kong will take out a pair of bongos and begin to play them to the beat of "DK Island Swing", sending out shock-waves in the process. The attacks range and power is determined by the player's input. The player must push the attack button in succession with the song's beat in order have the greatest range and power.



  • Bares his teeth and crosses his eyes.
  • Bumps his fist together, the perform an underhand strike.


  • Up: beats his chest.
  • Side: plays his Nintendo 3DS. Can be held.
  • Down: faces the camera and shrugs his shoulders, making a confused noise.
  • Down (lightly pressed): performs his DK Rap dance.

Fighting stance

Retains his one from Smash 4.

Victory poses

  • Holds his hands above his head and shakes them.
  • Does a backflip and holds up his arms. (His "character chosen" animation in Super Smash Bros.)
  • Beats his chest.

Losing animation

Exaggeratedly claps to the winner.

On-screen appearance

Comes out from his DK Barrel.

Walking and dashing animation

  • Walk: walks with all four the limbs.
  • Dash: dashes with all four the limbs.


  • Dodge: rolls forward/backward.
  • Sidestep: avoids projectiles moving like he's surprised.
  • Air dodge: similar to his sidestep but performed in the air.

Crowd cheer

DK—DONKEY KONG (a reference to the DK Rap)

Victory theme

A remix of his Melee's victory theme, which was a remix of the theme heard when a level was finished in DK Country.

Trophy description

The King of the Jungle, the prime primate, is he: Donkey Kong! His enormous body underlines his massive strength but doesn't hinder to his agility, even in his home series. In fact in the Donkey Kong Country series, the leader of the bunch had to defeat his nemesis: King K. Rool! After that, he didn't stop to fight against the enemies in the jungle: the Tiki Tribe and the Snomads are only examples. Anyhow... Don't you think that tie is phenomenal? I'd like to have one with my initials!

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