Smashtopia Wiki
Donkey Kong
Home Stage Kongo Falls
Standard Special Giant Punch
Side Special Headbutt
Up Special Spinning Kong
Down Special Hand Slap
Final Smash DK Crew
Extra Skill Jungle Blow
Franchise Donkey Kong
Game of Origin Donkey Kong Country
Release Date of Origin November 18th, 1994
Other Appearances Donkey Kong Land
Mario vs. Donkey Kong
Donkey Kong Barrel Blast
Submitted By: Zantok

Character Info[]

While his grandfather Cranky Kong kidnapped Mario’s at-the-time girlfriend and held her hostage atop a construction building, the younger Donkey Kong is on much better terms with the mustachioed plumber. Donkey Kong lives on DK Isle along with the other Kongs who make up his family and friends. Together they share a great horde of bananas and rotate shifts in who stands guard over them. Despite this, DK and friends have had their bananas stolen on multiple occasions which leaves DK and whoever else is available at the time to go on a journey around the island to get their bananas back.

General Information[]

Entrance[]

A DK Barrel will briefly be on screen before it bursts open as Donkey Kong leaps out of it.

Kirby Hat[]

Kirby will have fur covering most of his body leaving his face, ends of his arms, and feet clear of fur. The top of Kirby’s head will mimic DK’s tuft of fur.

Taunts[]

Up Taunt: Donkey Kong will snarl as he beats his chest quickly and grunts.

Down Taunt: Donkey Kong will turn towards the camera and shrug his shoulders with his hands held out in a kind of “I dunno” motion as he makes confused monkey sounds.

Side Taunt: Donkey Kong will shake his fur around as if it were wet.

Victory Poses[]

  1. Donkey Kong will perform a backflip and upon landing will flex his arms showing off his muscles.
  2. Donkey Kong will put his hands together above his head and shake them around in his victory.
  3. Donkey Kong will lean up against a giant mound of bananas as he eats one of them as a prize for his victory.

Moveset[]

Standard Special[]

Giant Punch: With just a tap, Donkey Kong will throw a heavy punch forwards to smack into opponents. When charged up however, Donkey Kong will begin to wind up his punch and once fully charged (after Donkey Kong winds up 10 times) the punch will do even greater damage and knockback, grant DK super armor, and comes out faster than it would if it wasn’t charged at all.

Side Special[]

Headbutt: Leaning forwards, Donkey Kong will slam his head forwards like he was trying to knock his skull right into the opponent’s. This move has a larger range than one might expect from a simple headbutt, and if it hits the opponent will be buried into the ground, or meteor smashed if it hits an aerial opponent. Donkey Kong gains Super Armor during the startup of this move and is capable of doing heavy damage to shields, nearly being able to take out a full shield entirely.

Up Special[]

Spinning Kong: With his arms outstretched, Donkey Kong will spin around in place and trap opponents in a circle of death as his fists beat into them and draw them into him. For a final hit, the characters are hit with a spinning back fist that knocks them away from Donkey Kong. When used on the ground, DK is capable of moving a small amount around the stage which allows DK to attempt to carry opponents towards the edge of the stage before knocking them away. When in the air Donkey Kong uses the power of his own swinging limbs to lift himself higher in the air a short distance. Opponents are still trapped in the attack until it’s conclusion, but the good news for them is that the aerial version of this attack is weaker overall.

Down Special[]

Hand Slap: Donkey Kong will seem to lose his mind as he starts slapping the ground with furious abandon, but in a shocking twist this actually causes damage to anyone nearby. This creates a very isolated earthquake-like effect near Donkey Kong which damages opponents who are on the ground next to him. Opponents who are hit are then sent up slightly into the air and if they aren’t able to get away they’ll fall back to the ground where DK is channeling his rage only to get damaged and sent flying back up again. If DK were to use this attack in the air, he would merely slap the air below him 2 times dealing a small amount of damage which each hit. That said, the second midair slap carries with it a meteor smash effect.

Final Smash[]

DK Crew: Donkey Kong’s Final Smash begins with him rolling forwards a barrel emblazoned with large letters spelling “DK”. If this barrel hits an opponent it will break on contact and seem to explode as it carries the unfortunate victim into a cinematic cutscene. The cinematic will then begin with this Final Smash’s victim looking dazed and confused in a jungle clearing until they feel the ground start to shake. As the victim looks up they’ll spy Donkey Kong riding on Rambi surrounded by other members of the DK Crew riding atop (mostly) their own Animal Buddies as they charge forward towards the victim and run them over in a coordinated DK Stampede. If one of the members of the DK Crew are present in the match, they will be absent from the cinematic of this Final Smash. The members of the DK Crew and their Animal Buddies that can appear in this Final Smash are as follows:

Extra Skill[]

Jungle Blow: For Donkey Kong’s Extra Skill he’ll get low to the ground and glow out a quick puff of air. Alternatively, you can keep holding down the extra skill to have Donkey Kong blow out air indefinitely. This move may not seem like much at first, but it has a variety of small effects. For starters it is capable of just barely pushing an opponent away from DK without dealing any damage which can be useful if they were trying to hit DK with a short-ranged melee attack. It can knock weak physical projectiles back such as an uncharged arrow from Link. Small items (and rolling Barrels) can be pushed around with this small gust of wind and DK is even capable of extinguishing flames with it when timed right. There are even some stage elements that can be affected by this such as the Checkpoint on Green Hill Zone or the Pookas and Fygars on Deep Underground.

Unique Traits[]

Donkey Kong is capable of moving and jumping around like normal when carrying a heavy item like the Barrel or Crate. Comparatively, most other characters move very slowly when carrying such an item and can only perform the barest of hops.

Alternate Costumes[]

  1. Default
  2. Gorilla - Donkey Kong’s fur will become black referencing real life gorillas. Donkey Kong’s tie will be yellow.
  3. Classic DK - Donkey Kong’s fur will become a faint red referencing the DK sprite from the original Donkey Kong. Donkey Kong’s tie will be blue.
  4. Mario Golf Alt - Donkey Kong’s fur will become blue referencing one of his alts from Mario Golf. Donkey Kong’s tie will be pink.
  5. King of Swing Green Alt - Donkey Kong’s fur will become bright green referencing one of his alts from DK: King of Swing. Donkey Kong’s tie will be a brighter red.
  6. Eddie the Mean Old Yeti - Donkey Kong’s fur will become white referencing Eddie the Mean Old Yeti from the Donkey Kong Country tv show. Donkey Kong’s tie will be a darker red.
  7. King of Swing Yellow Alt - Donkey Kong’s fur will become yellow referencing one of his alts from DK: King of Swing. Donkey Kong’s tie will be turquoise.
  8. Junior (II) - Donkey Kong’s fur will become pink referencing Junior (II) from Donkey Kong Jr. Math. Donkey Kong’s tie will be tan.
  9. Lanky Kong - Donkey Kong’s fur will become orange referencing Lanky Kong. Donkey Kong’s tie will be white.
  10. Donkey Kong Land - Donkey Kong’s fur, tie, and skin will all become varying shades of gray referencing the monochrome sprites from Donkey Kong Land.