SSBU/Donkey Kong

Forward Tilt
/ +  (angleable)

Up Tilt
+

Down Tilt
+

Dash Attack
>

Forward Smash
/

Neutral Aerial
Airborne

Forward Aerial
Airborne +

Back Aerial
Airborne +

Up Aerial
Airborne +

Down Aerial
Airborne +

Giant Punch
DK’s best move if he has it charged. Charging this move is how DK spends most of his time if he has any to kill. If he spends too much time charging, DK might give up his pressure. Once charged, makes a fantastic mid-range poke with its armor, range, and safety.
 * Has super armor, not heavy armor, allowing him to tank any move.
 * Has few armor frames in the air.
 * Is DK’s only armored move where the armor overlaps his active frames.
 * If DK starts the move in the air, then lands on the ground, the grounded super armor window will take over.
 * E.g. if he’s in the air on frame 10, then lands on frame 11, he will not have armor on frame 10 but will on frame 11.
 * After dying, DK has enough invulnerability to get a fully charged Giant Punch if he decides to get off the respawn platform immediately.
 * If the opponent does anything in response to Giant Punch other than a full hop or spotdodge, punishing is nearly impossible if DK spaces the move well.
 * On block, point blank Giant Punch is completely unpunishable by everyone. In fact, DK will be able to punish most options the opponent can do out of shield with a followup attack. If they attempt to shield the followup attack, their shield will likely break. On parry, Giant Punch is still safe when spaced.
 * Extremely high shield damage allows for shield breaks with minimal shield damage.
 * Can be comboed into from most of DK’s kit. Notable confirms include a down tilt trip, a down air, and the second hit of Aerial Hand Slap.
 * Can be used as an occasional ledge option to armor through an opponent’s ledgetrapping and potentially even kill them.
 * Can be turned around, b-reversed, and wavebounced, giving DK flexibility in using this move in the air, such as a fake out jump back -> wavebounce forward Giant Punch.
 * The charge cannot be b-reversed, but can be turned around. Turnaround charge is often paired with jump cancelling into back air, referred to as RCC (reverse charge cancel) bAir.
 * This gives DK an additional ledge option, with ledge drop -> RCC -> bAir. This entire sequence is rather reactable, but can catch non-disjointed ledge trap mashing options.
 * Ledge drop -> RCC empty land -> grab is a useful mixup when most are ready to shield a bAir instead.
 * When recovering, RCC can be used to give him access to bAir, at the cost of a jump or airdodge.
 * Has significant pullback hurtbox shifting on startup, which can induce whiffs targeted to stuff out Punch before super armor frames, or against grabs on all startup frames.

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Headbutt
+

Spinning Kong
+

Hand Slap
+

Dash Grab
or >

Pivot Grab
> +

Pummel
After grabbing,

Back Throw
After grabbing,

Up Throw
After grabbing,

Down Throw
After grabbing,

Cargo (Forward Throw)
After grabbing,

Cargo Forward Throw (CFT)
After Cargo,

Cargo Back Throw (CBT)
After Cargo,

Cargo Up Throw (CUT)
After Cargo,

Cargo Down Throw (CDT)
After Cargo,