On the ground basics
Controls | Description | Damage |
|
A | Punch | 4% |
X |
Forward or back + A | Strong smack | 16% |
7 |
Forward or back , A | Lunging punch | 12% |
X |
Forward , forward , A | Sliding kick | 10% |
X |
Up + A | Overhead clap | 19% |
2 |
Up , A | Overhead smack | 10% |
6 |
Down + A | Strong sweep | 15% |
3 |
Down , A | Low smack | 6% |
X |
B | Wind-up punch* | 11-25% |
9 |
Up + B | Spinning attack | 6% |
X |
Down + B | Smacks the ground | 8% |
X |
R, R | Carry on back | 6% |
X |
R, R, R | Throw | 6% |
11 |
R, Back | Turning throw | 14% |
1 |
In the air basics
Controls | Description | Damage |
|
A | Spinning punch | 13% |
X |
Forward + A | Rolling attack | 14% |
4 |
Back + A | Backwards kick | 12% |
X |
Up + A | Overhead smack | 9% |
5 |
Down + A | Foot stomp | 10% |
10 |
B | Wind-up punch* | 11-25% |
8 |
Up + B | Spinning attack | 6% |
X |
Down + B | None** | 0% |
X |
*Depends upon how long you wind up before the punch.
**DK does not do a move when he's in the air and you press down and B.
Turning throw
This is such a deadly maneuver. Usually throws don't have tremendous strength or range but
this move has both. Throw in the fact that it's just as quick as most throws and you have
a move that you should definitely be using as your primary launcher. The only flaw is that
you almost always need to be facing away from an edge when executing it in order to ensure
yourself a launch.
Overheard clap
Each character seems to have that one move that launches at a much lower damage level than
every other one. This is Donkey Kong's. Though it has a setup and recovery time all its
own, you can combo into it with more than one move and it's especially deadly for those
vulnerable opponents after their Up + B moves.
Strong sweep
This move is very powerful and very quick to pull off. It also hits characters on either
side of DK and has a good deal of verticality to boot.
Rolling attack
This is a move you definitely want to learn to master. Depending on where DK is in his
roll, he will hit your opponents in different directions. You can hit them upwards, to the
side, but more importantly, downwards. If you get an opponent coming back from a launch or
just jumping near an edge, jump and hit them downwards and you'll end up launching them
downwards so that they can't come back. A better move the more you practice.
In-air overhead smack
A pretty powerful move that has plenty of range, especially in the air. Also, when you use
this move in the air, the opponent will more likely be closer to the KO ceiling.
Overhead smack
Almost as good as the in-air version except that it doesn't have as much range and it's
further away from the KO ceiling. The other problem is that you'd probably be using the
overhead clap for ground launches here.
Strong smack
A very powerful move that has great horizontal range. The only problem is that it takes a
while to set up but, believe us, it's a terrible problem with this move.
In-air wind-up punch
The horizontal moves with good horizontal range but large setup times are pretty pathetic
in this game. However, you can pull and set up this move in the air and that is what makes
it better than the grounded version.
Wind-up punch
Large setup time in addition to the fact that you may want to charge for a stronger attack
and bad recovery time really take the punch away from this launcher.
Foot stomp
The only way this move will launch is downwards and, though it's basically a guaranteed
kill if you connect, you're probably going to die doing it unless you really become a
master of it.
Throw
Walk over a KO wall that is close to the level's edge, throw, and hope for the best. With
high damage the person is going out but otherwise, there's just not enough power in this
attack to do much damage.
2-move combos
Damage level of opponent |
Damage inflicted |
Description |
Any level |
22% |
Smack the ground to knock your opponent in the air. Then, jump towards your opponent and do the rolling attack. If you are near a ledge, do this to your opponent when he has greater than 50% damage and, if you time it so you hit your opponent down (you should try to position yourself to the side of your opponent as opposed to underneath), he'll go flying down over the ledge for an almost certain kill. |
100-170% |
32% |
Do DK's foot stomp and then time it correctly so that you connect with the overhead clap. Excellent for launches/kills. |
Any level* |
21% |
Do DK's sliding kick and then time it correctly so that you connect with the overhead clap. Excellent for launches/kills as well. |
40-190% |
21% |
Do DK's foot stomp at the apex of his jump so that he moves downwards as slowly as he jumps up. Then, after you land on the ground, time it so that you hit your opponent with the overhead smack. You can throw in a jump to extend the damage level range of this combo but that will lessen the strength of the launch at the same time. |
*Only works with characters such as Pikachu.
Donkey Kong is the most powerful character in the game by far. Thus, his power must be used as his greatest asset to win. The overhead clap is DK's most vital attack as it is his best launcher. Whenever opponents are above you, either jumping in the air or standing on platforms, get directly underneath them and use the overhead clap. You'll be surprised as launches may occur even if a character has less than 90% damage. Also, whenever you see a crate or a barrel, don't hesitate to grab it and run around with it. Crates and barrels are launch tremendously well and so DK's ability to carry and run around with them should be used for easy kills. Finally, DK's throw and spinning attack should both be used sparingly. Though you can get good position on a throw with DK by running, both attacks are rather weak in their ability to successfully launch a character.
Hit and run is the name of the game. You really want a character with a projectile when going against DK. Then, all you'll really need to do is keep DK at bay with it and up his damage. Also, when you've gotten DK high enough in damage, try your best to launch him with a low launcher, like Fox's split kick. Since DK's spin attack has almost no vertical range, it will make it even more difficult for him to come back from such a launch.