Donkey Kong
Overview
Description here
Moveset
Jab 1
Jab 2
Forward Tilt
Up Tilt
Down Tilt
Dash Attack
- Continues off ledges into the air
- Can be jumped out of after frame 25 in midair
- Has light armor during active frames
- Knockback Threshold: 80
Forward Smash
Up Smash
Down Smash
Neutral Air
Forward Air
Back Air
Up Air
Down Air
Giant Punch (Neutral Special)
Headbutt (Side Special)
- Stalls in the air during frames 1-24 (once per airtime)
- Has super armor for frames 5-16
Spinning Kong (Up Special)
Ground
- Can slip off and grab ledges
- Can travel forwards or backwards
- DK angles his body based on which direction he is moving
Initial Hit
- Has full-body intangibility during active frames
Multihits
- Deals 0.5x + 1.0% damage for each subsequent hit
Air
Initial Hit
- Has full-body intangibility during active frames
Multihits
- Deals 0.75x + 1.0% damage for each subsequent hit
Barrel Pull / Air Cargo (Down Special)
Barrel Pull
- Pulls a barrel from the ground
- DK cannot pull a second barrel while one is still present
- Barrels are unbreakable and bounce off opponents when colliding with them
Air Cargo
- Air Cargo is a command grab that transitions into Cargo Carry upon grabbing an opponent
- Can be B-reversed, and can also fastfall and influence horizontal drift slightly during the move
- Successfully grabbing and throwing an opponent refreshes double jump
- If performed while holding an item, DK will enter heavy item carry
Standing Grab
- Hitbox Duration: F8-10
- FAF: 38
Dash Grab
- Hitbox Duration: F11-13
- FAF: 47
Pivot Grab
- Hitbox Duration: F12-14
- FAF: 42
Heavy Item Carry (Superlift)
- Can drop through platforms and fastfall during superlift
- Added a neutral toss
- Items can be thrown at any point during turnaround
- Has 45KB heavy armor
Heavy Item Down Throw
- Gives DK a burst of vertical momentum
Cargo Forward Throw
Cargo Back Throw
Cargo Up Throw
Cargo Down Throw
Back Throw
Up Throw
Down Throw