
Donkey Kong
Super Heavyweight
Donkey Kong
Damage Table for Donkey Kong
Smash Attacks
Neutral
Neutral SS
Neutral WS
4% (Hit 1)
6% (Hit 2)
N/A
Up
Up SS
Up WS
19%
N/A
N/A
Down
Down SS
Down WS
17% (Fists: Early)
18% (Fists: Late)
14% (Arms)
Side
Side SS
Side WS
21% (Arms)
22% (Hands)
N/A
Special Attacks
Neutral
Neutral SS
Neutral WS
10% (Uncharged)
28% (Full Charge: Ground)
25% (Full Charge: Air)
Up
Up SS
Up WS
5% (Hit 1)
4%|2% (Last: Ground|Air)
1.4%|1% (Mid: Ground|Air)
Down
Down SS
Down WS
14% (Ground)
5% (Air: Hit 1)
6% (Air: Hit 2)
Side
Side SS
Side WS
10% (Ground)
10% (Air: SS)
8% (Air: WS)
Air Attacks
Neutral
Neutral SS
Neutral WS
11%
N/A
8%
Up
Up SS
Up WS
13%
N/A
N/A
Down
Down SS
Down WS
13% (Leg)
16% (Foot)
N/A
Forward
Forward SS
Forward WS
15% (Late: Hands)
16%
13% (Late: Arms)
Back
Back SS
Back WS
13%
N/A
8%
Tilt Attacks
Up
Up SS
Up WS
9% (Arm)
10% (Hand)
8% (Elbow)
Down
Down SS
Down WS
6%
N/A
N/A
Side
Side SS
Side WS
8%
9% (Angled)
N/A
Other
Pummel
Up Throw
Down Throw
Forward Throw
Back Throw
1.6%
9%
7%
11-13%
11%
Air Grab
Air Grab SS
Air Grab WS
N/A
N/A
N/A
Dash
Dash SS
Dash WS
12%
N/A
9%
Floor Forward
Floor Back
Floor Trip
Edge
7%
7%
5%
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.