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Normal Special: Giant Punch
Donkey Kong charges a punch. When he fully loaded it, he can either stock it for later, or punch the enemy for maximum strength. He can also punch while charging it, but this is less effective.
Same as Giant Punch, but the loading time is 2X slower and the final blow has 2X more knockback.
Side Special: Headbutt
Donkey Kong headbutts the enemy. In the air, it launches enemies back to the ground, while it buries enemy on the ground.
Similar to Headbutt, but it has huge knockback(through not enough to OHKO) instead of burying enemies in the ground.
Up Special: Spinning Kong
Donkey Kong spins, dealing damage to the ones around him. He moves slightly upward while using it, so it can work as a recovery.
Donkey Kong spins to make a tornado, propelling him upwards. The tornado does slight damage to enemy.
Down Special: Hand Slap
DK slams his hand agaisn't the ground, dealing damage to ones near him. While it can't be used in midair anymore, it's strength and range as been buffed.
DK grabs the enemy, and can pummel it.
Final Smash: Konga Beat
DK gets barrel drums, and plays them, dealing damage to foes. Beating to the music allows for stronger shockwaves. The weaker shockwaves "vacuum" enemies.
All of the beats "vacuum" enemies instead of only the weaker shockwaves. While it is harder to escape, it has less chance to KO.