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(Redirected from Donkey Kong)


Overview

Donkey Kong
Weight:127
Spotdodge:The duration and intangibility of this character's on-spot dodges.26F (3~17F intangible)
Air Dodge:The intangibility of this character's air dodges, both neutral and directional.4~32F intangible (Neutral)
4~22F intangible (Directional)
Fastest OOS:Air Spinning Kong (7F)
Overview
Donkey Kong (DK) gains and maintains space with large, rewarding hitboxes, relatively quick movement, and whiff punishes with his large, quick burst options and tilt attacks in order to set up for potent RPS situations.

Grounded Hand Slap’s (gHS) range and safety on block when spaced make it excel at catching grounded opponents with a launch. BAir’s large hitbox and low startup make it a strong air-to-air normal; catching opponents attempting to jump over gHS. Mixing in grounded burst optionsburst option
A fast, unreactable attack often with good distance
like Dash Attack or Grab gives DK strong presence in neutral.

dTilt and fTilt are safe, large moves that are great at challenging grounded opponents, while reverse UTilt and fadebackfadeback
Moving away from an opponentfadeback
Moving away from an opponent
BAir do the same for aerial opponents. When DK gets any hit, he can leverage that into strong combos and a strong advantage state.

One who wants to control space with explosive rewards would need to look no further than the leader of the bunch.

Summary
Donkey Kong (DK) is a bait and punish superheavyweight fighter that uses his big body to grapple and wall out opponents leading into an explosive advantage state once he finds the right moment.
Pros Cons
  • Versatile: Donkey Kong is above average with just about everything, and can perform any style necessary for the situation or matchup.
  • Explosive Advantage State: If Donkey Kong gets his hands on his opponent, his potent juggling, combo trees, and edgeguarding can absolutely obliterate stocks.
  • Great Burst Options: Donkey Kong’s DA is incredibly large, so DK can call out grounded movement very easily. Aggressive RARRAR
    A tech that allows for approaching your opponent with your back turned, out of a forward run.
    BAirs can catch aerial movement as well.
  • High Range for Startup: Donkey Kong’s moves have impressive range, but what’s more impressive is that unlike other characters, DK doesn’t sacrifice startup and can reasonably box out sword characters like Marth, Corrin, Ike, and many others.
  • Quick Mobility: Donkey Kong is above average in terms of mobility, which allows him to position himself better than most. He has a top 10 walk speed in particular, which complements his ability to space.
  • Armor: Donkey Kong's Giant Punch, Grounded Spinning Kong, and Headbutt all have armor propertiesarmor
    A state where a character takes damage but not knockbackarmor
    A state where a character takes damage but not knockback
    . This allows DK to deal with certain moves well and deal devastating punishes to opponents that aren't careful!
  • Easy to combo: While Donkey Kong is very heavy, his large size and poor options out of disadvantage means that he will die in very few neutral interactions.
  • Exploitable Recovery: Donkey Kong is very prone to being edgeguarded in a rinse-repeat fashion until death if he doesn’t mix up properly. Spinning Kong does not have particularly great vertical distance either, and lacks hitbox placements above and below him. This makes him very prone to dying off of meteorsspike
    An attack that sends down at an angle outside of the meteor smash range, and thus cannot be meteor canceledspike
    An attack that sends down at an angle outside of the meteor smash range, and thus cannot be meteor canceled
    , which can kill Donkey Kong incredibly early if he doesn't have his double jump.
  • Poor Out of Shield Options: If Donkey Kong is forced to shield, his options are slower than most of the cast. He has niche options with armor in Grounded Spinning Kong, but they are not very reliable outside of hard reads.
  • Poor Diagonal Presence: If the opponent approaches DK at an angle, they will find it much easier to exploit DK's blindspots.
  • Gets Whiff Punished Easily: If Donkey Kong misses an attack, he will often be in ending lagending lag
    The time after a move before a character can act
    for a rather long time. Furthermore, his whiffs massively extend his hurtboxhurtbox extension
    An animation causing a character's hurtbox to become more vulnerable
    , making moving around Donkey Kong for a whiff punish very effective.



Normal Attacks

Jab

Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
Jab 1 4.0 5~6 24 361/180 -14 N/A
Jab 2 6.0 4~6 31 70 -21 N/A

Quick, weak launcher that allows for pressure with aerials. Very niche, but not completely useless.

  • Tied for DK’s fastest normal at frame 5.
  • Jab 2 can cover blindspots after launches where DK cannot get a grab or up air, and has better reward than up tilt due to its frame advantage.
  • Generally unrewarding at low percents.
  • On hit, DK can frame trapframe trap
    String that allows an escape option while also catching that escape option's lagframe trap
    String that allows an escape option while also catching that escape option's lag
    or force jumps with UAir or BAir at middle and high percents.


Hit / Hitbox Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
Jab 1 25/20 35/30/20 N/A 5
Jab 2 40 100 N/A 6


Forward Tilt

/ + (angleable)

Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
Forward Tilt 8.0 7~9 34 361 -19 arml intangible 6-9
Up Angled 9.0 7~9 35 361 -19 arml intangible 6-9
Down Angled 9.0 7~9 35 361 -19 arml intangible 6-9

One of DK’s best neutral buttons as a result of its massive reach. Risky if it misses, but unlikely to do so.

  • Frame 1 backwards hurtbox shifthurtbox shift
    An animation causing a character's hurtbox to move a significant amount
    combined with its long range causes this move to out space most attacks, even those coming from sword characters.
  • On Frame 6, DK’s hurtbox shift ends, but the hitbox is not out yet, so long lasting moves can beat it.
  • Against low lag whiffs, forward tilt is often DK’s most reliable punish.
  • Angling FTilt up makes for a good anti-air against shorthops.
  • On hit, gives DK a small positional advantage, but generally just tacks on some extra damage. At mid percents, this can set up tech-chasetech-chase
    Punishing the opponent's tech options
    / jab lockjab lock
    Being hit by a low-knockback move after missing a tech, locking you in place
    situations.
  • When angled downward, it can hit ledgehangs and two-frametwo-frame
    Hitting someone during the two frames it takes to grab ledge
    recoveries, but DK’s hurtbox extends downward, leaving him vulnerable to recoveries with hitboxes.
  • Very easy to use in grounded combos, but is generally outclassed in terms of combo potential and damage.


Hit / Hitbox Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
Forward Tilt 50 78 N/A 8
Up Angled 50 78 N/A 9
Down Angled 50 78 N/A 9


Up Tilt

+

DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
8.0/9.0/10.0 5~11 38 100 -25/-24/-19 armr intangible 5-11

Anti-air normal with some good combo potential. However, it is relatively unsafe on hit, making it difficult to use at low percents. Reversing is almost necessary for the move to be useful.

  • When reversed, it is less unsafe on hit at lower percents, and allows combos on hit at middle percents. Reversing also makes up tilt a better anti-air, as the intangible hitbox reaches out farther behind him
  • Covers most types of jumps. Works well out of a pivot cancelPC
    Pivot Cancel; performs a sliding ground move out of a full run
    against characters such as Mario, Yoshi, and Pichu.


Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
40 105/110/115 N/A 8/9/10


Down Tilt

+

DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
6.0 6~7 24 361 -12 arm intangible 5~7

Low poke with a 40% bonus trip chance. Very large, and is safe when spaced well. One of DK’s best moves out of a parryparry
Releasing shield right as an attack connects in ''Ultimate'' only
. Good at safely covering grounded approaches.

  • Until higher mid percents, has an approximately 47% trip chance (2 or 12% base chance + 40% bonus from down tilt).
    • Without a trip, resets to neutral at lower percent, or combos into another down tilt at middle percents.
    • With a trip, DK is +20, and DK can combo into grab (notably DKO; see Cargo Up Throw), dash attack, Giant Punch, grounded Spinning Kong (grounded up special; gSK), or even Headbutt depending on the situation.
    • Even without a trip, at mid percents, dTilt can combo into itself or standing grab (if dTilt is unspaced).
    • When DTilt stops tripping (around 70% against a mid-weight), forward tilt will always combo. As percents rise from here, DA, Dash Grab, and Grounded Hand Slap will start comboing from DTilt.
    • At very high percents, causes a tech-chasetech-chase
      Punishing the opponent's tech options
      that is very favorable for DK.
  • Followups are spacing dependent. Some moves like Giant Punch won’t combo at max range, even with a trip.
  • Any move that is -3 or worse on block can be punished by a DTilt on parry, which can be devastating if luck is on DK’s side.
  • Safe on block when spaced.


Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
10 80 N/A 6


Dash Attack

while dashing or running

Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
Early Hit 12.0 9~12 53 -14~-11 N/A
Late Hit 9.0 13~24 34 45 -12~-1 N/A

Excellent burst option. Will catch any kind of grounded movement, even late shorthops or dashes backward. Poor size and strength means it will lose to good hitboxes.

  • Combined with DK’s movement, he can threaten a large amount of space with this move.
  • Gives DK’s Dash Grab more range if used immediately before (See also: DACBGDACBG
    Dash Attack Cancel Boost Grab; adds extra distance to a dash or pivot grab.
    ).
  • One of DK’s most useful whiff punishwhiff punish
    Punishing a missed attack
    options.
  • On clean hit, leads to UAir (starting at 0%) and BAir (starting ~10%) at low percents. Otherwise, puts the opponent into a jugglejuggle
    Vertical advantage state (aka keeping them above you)
    or edgeguardedgeguard
    Using various means to prevent an opponent from recovering to the stage
    situation.
  • On late hit, leads to grabs or another DA at lower percents, and back airs at mid percents. Otherwise, leads to a potential kill with BAir on a read of the opponent’s escape option.
  • Unsafe on block if done at most ranges.
  • If done at max range, is safe enough (at best, -1 on block) for DK to punish an opponent’s out of shield option.


Hit / Hitbox Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
Early Hit 85 46 N/A 11
Late Hit 60 60 N/A 9


Smash Attacks

Forward Smash

/ +

DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
22.0/21.0 30.8/29.4 charged 22~23 54 46/361 -25-22/-23 to -21/-22 charged arms and head intangible 20~26

Niche option with good range and reward. Generally outclassed by Giant Punch if it is already charged.

  • Generally safe on block if max spaced.
  • Its very long range and the fact that it rarely rarely clanks, due to high damage, means that this can occasionally be used to read certain aerial approaches.
  • Fully charged, is DK’s strongest shield break punish, outside of DAir > Giant Punch. However, choosing to use FSmash avoids staling Giant Punch, so it is better to use FSmash when it does kill.


Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
21/18 88/86 N/A 7 10/9 charged


Up Smash

+

DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
19.026.6 charged 14~15 49 90 -22-18 charged arms and head intangible 12~15

Great move to confirm into a kill. Can be used on a read for early kills in advantage.

  • Most commonly used after a landing Aerial Hand SlapAerial Down special, shortened to aHS (when it launches) for a kill.
  • Can be used against opponents attempting to escape to a side platform. The charging animation can dodge many attacks that would normally go through the platform and hit DK.
  • In neutral, dash forward into USmash can be used as a highly committal read against jump forward for a kill. This is more reliable against fullhops, but possible against shorthops, but the high endlag makes this risky regardless.
  • Can be used to read specific ledge options with a kill, though generally this is unreliable due to the strict timing and high endlag on whiff.
  • Its poor safety on shield allows opponents to drop shield and then drop through platforms to punish DK.
  • Very niche out of shield option. Can catch big bodies on the ground, especially behind DK where USmash has a bit more horizontal reach.


Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
40 84 N/A 13 17 charged


Down Smash

+

Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
Early Hit 17.0/14.023.8/19.6 11~12 70/82 -33/-34-29/-31 charged arms intangible 11~14
Late Hit 18.0/14.0 25.2/19.6 charged 13~14 55 55/98 -30/-32-26/-29 charged arms intangible 11-14

Almost always outclassed. Very rarely has a real niche that cannot be done by another move with better coverage and risk-reward.

  • Can be used to two-frametwo-frame
    Hitting someone during the two frames it takes to grab ledge
    better with slopes, but too risky and not quick enough to be reliable.
  • Can be used after Headbutt if the opponent has too good of a mash to get hit by FSmash. Can also be used if the opponent does not get caught by USmash when buried, and they have good mashing mix-up timings to escape from bury.


Hit / Hitbox Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
Early Hit 35 88 N/A 11/1015/13 charged
Late Hit 30/35 88 N/A 12/1016/13 charged


Aerials

Neutral Aerial

Airborne

Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
Early Hit 12.0 10~13 361 -5 N/A
Late Hit 9.0 14~26 38Landing Lag: 10 361 -6 N/A

Long-lasting aerial whiff punish tool. One of DK’s better aerials to whiff punish with an autocancel on a SHFF, but its low priority makes for a poor option otherwise. Capable of frame trapping airdodges. Many combos require DK to drift in as neutral air hits.

  • Rising SHFF neutral air leads to DTilt, DA, Grab, and even Giant Punch on hit.
  • Good for edgeguarding recoveries without a hitbox, but is not advised against any other recovery.
  • Excels at covering tech options if the opponent techs on a platform.
  • Can catch higher jump arcs than back air, but still note the bad hitbox.
  • As a combo extender (especially combined with a turnaround) or ender, can lead to frame traps into back air or up air.
  • Autocancels on every frame it is not active.


Hit / Hitbox Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
Early Hit 20 100 ? 5
Late Hit 10 100 ? 4


Forward Aerial

Airborne +

Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
Early Hit 16.0 18~20 361 -11 N/A
Late Hit 15.0/13.0 21~23 55Landing Lag: 17 270/361 -12 N/A

Large arc with bad horizontal priority. Outclassed outside of specific matchups and situations. DK’s strongest spike, but too unreliable to matter.

  • The raw strength of the spike means it can occasionally kill onstage.
  • Decent air coverage option where its hitboxes and slow startup can complement the rest of his air tools. The arc makes this good against characters that struggle against diagonal hitboxes, such as Jigglypuff.
  • Worse combo potential (with the spike hitbox) than all of DK’s other launchers.


Hit / Hitbox Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
Early Hit 20 85 ? 6
Late Hit 30 100 ? 5


Back Aerial

Airborne +

Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
Early Hit 13.0 7~8 361 -6 N/A
Late Hit 8.0 9~16 31Landing Lag: 11 361 -7 N/A

DK’s bread. Will beat most characters air-to-air. Creates rewarding situations for DK when used in both as a rising and falling aerial.

  • Must be moving forward to combo when rising.
  • When rising, it can combo into itself around low-mid percents. At higher percents, it can set up for tech chases and jump reads.
    • At lower percents (up until ~25%), rising BAir -> falling BAir is not a true combo; the second can be shielded.
  • Fadebackfadeback
    Moving away from an opponentfadeback
    Moving away from an opponent
    rising BAir can catch many aerial approaches very safely, though it will not give DK any followup options.
  • Poor vertical range means that many characters can pancake under it when done rising.
  • On hit, landing BAir leads to FTilt most consistently, and occasionally Grab or DTilt depending on spacing.
  • DK’s safest aerial due to the ability to space very far.
  • When done landing on block , it can be followed up with DK’s long-reaching attacks, such as another BAir.
  • When unstaled, it kills very well. However, this move is often so useful that it will likely be staled by the time the opponent is at kill percent, unless DK dies first.


Hit / Hitbox Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
Early Hit 20 97 11 ? 5
Late Hit 10 100 11 ? 4


Up Aerial

Airborne +

DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
13.0 6~10 37Landing Lag: 15 90 -10 head intangible 5-10

Premier juggling tool due to its hitbox, frame data, and high jump. Often useful even in neutral to catch jumps.

  • If the opponent jumps at DK, it can situationally be better than UTilt due to the fact it sends the opponent upwards as well as the intangibility on DK’s head.
  • Beats many combo breakers outright, and will beat most on a read with the intangibility on DK’s head.
  • If the opponent airdodges without a fastfall, SHFF UAir will frame trap into a grounded move.
  • Can be used to read jumps in advantage and neutral.
  • Used in kill confirms at percents where USmash or Giant Punch are not available.
  • Almost always outclassed when used as a jump-in due to landing lag, but can lead to itself on hit.


Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
32 90 ? 5


Down Aerial

Airborne +

DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
16.0/13.0 14~16 54Landing Lag: 14 270/361 -8/-9 N/A

Incredible combo starter if it connects, and a powerful edgeguarding tool. Non-existent horizontal range relegates this move to being a whiff punish.

  • Offstage, the large downward reach will beat many recoveries, and two-frame reliably and safely if timed well.
  • In neutral, if the opponent whiffs as DK is jumping, he can DAir if in range.
  • In tech situations, down air is DK’s strongest option if it connects.
  • On hit, can lead to Grab, UAir, USmash, and Giant Punch depending on the percent.
  • Due to the lack of horizontal range, DK needs to be on top of the opponent, and the sourspot is not very strong.
  • Excellent tool for punishing “safe” aerials as DK full hop DAir against a blocked aerial -> spot dodge


Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
30/20 90 ? 6/5


Specials

Giant Punch

Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
Ground, No Charge 10.0 19-20 62 361 -33 arml intangible 4~20
Ground, Max Charge 28.0/18.0 19-20 47 361 -4/-12 all armor 9~20
Aerial, No Charge 6.0 19-20 62 361 -37 to -36 arml intangible 4~20
Aerial, Max Charge 25.0 19-20 47 361 -6 to -5 all armor 15~20

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.


Hit / Hitbox Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
Ground, No Charge 45 70 N/A 10
Ground, Max Charge 35 73 N/A N/A 24/16
Aerial, No Charge 60 65 N/A N/A 6
Aerial, Max Charge 40 72 N/A N/A 22


Headbutt

/ +

Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
Ground 10.0/8.0 20~21 62 270/70 -32/-34 all armor 5~14
Aerial 10.0/8.0 20~21 62 270/70 -32/-34 all armor 5~14

Has one good niche, but is normally not a very reliable move.

  • Has super armor, not heavy armor, allowing him to tank any move.
  • Has a significant vulnerable gap in between his super armor and the active hitbox (5 frames).
  • DK can grab the ledge on every frame of this move’s animation. If DK can grab the ledge with Headbutt, he always should. Headbutt's armor allows DK to grab the ledge with less risk of getting hit.
  • If Headbutt hits the opponent as DK grabs the ledge, its ending lag is cut significantly, increasing the amount of potential followups.
  • On hit, forward smash or Giant Punch are the go-to options at higher percents. If the opponent can mash, down smash is often good too. With good mashing, the opponent can typically escape out of bury against Giant Punch until ~120%. *With an average mash, these moves can connect around 80%. A subpar mash can catch people as early as 60%.
  • Some characters can be hit by up smash after a headbutt. This is most useful if DK headbutts while right on top of his opponent.
    • If the opponent cannot be hit by up smash during the bury, DK can react to them popping out of bury (when their animation flashes yellow indicating they’re almost out). With good timing, this up smash is still inescapable.
  • Always negative on hit against airborne opponents (< 300%), including the spiking hitbox, making jump reliable counterplay.
  • When recovering, can be used facing away from the stage to give him access to bair. This is much slower than RCC (which typically doesn’t matter when launched across the stage), but does not cost a recovery resource.


Hit / Hitbox Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
Ground 40/15 40 N/A N/A 10/8
Aerial 30/15 40 N/A N/A 10/8


Spinning Kong

+

Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
Ground Initial Hit 5.0 19 104 95/80/366 -79 armr intangible 19~24/all armor 5~17
Ground Spinning Hits 1.4/3.5 25-58 104 367/20/60 -76/-75 armr intangible 19~24/all armor 5~17
Ground Final Hit 4.0 62 104 361 -37 armr intangible 19~24/all armor 5~17
Aerial Initial Hit 5.0 4~6 64 85 -54 arms intangible 10~38
Aerial Spinning Hits 1.0 10~38 64 367 -52 arms intangible 10~38
Aerial Final Hit 2.0 39~43 64 361 -22 arms intangible 10~38

Grounded Spinning Kong (gSK)

A move with very niche use. Can kill at very low percents, but is very unsafe and reactable. If used near ledge, always hold in to avoid the opponent falling out of the move.

  • Has super armor, not heavy armor, allowing him to tank any move.
  • Has a vulnerable gap in between his super armor and the active hitbox (2 frames).
  • The reactable startup combined with poor safety means this move is reserved for reads.
  • Armoring through projectiles is a good idea on a read, but unreliable on reaction, as the opponent may be able to shield as a result of DK being frozen in hitlag.
  • Can occasionally catch landings, but extremely punishable on whiff, which can often lose DK his turn.
  • There’s an ejection hitbox behind DK that, if the opponent is hit by it, will leave DK very vulnerable.
  • Grounded Spinning Kong scales very well with rage, as it is mostly base knockback.
  • Against laggy moves on shield, serves as a great punish that works at many ranges.
  • Has significant pullback hurtbox shifting on startup, which can induce whiffs targeted to stuff out gSK before super armor frames, or against grabs on all startup frames.

Aerial Spinning Kong (aSK)

Some gimmicky use cases, but normally is relegated as DK’s recovery move.

  • Decent horizontal recovery and bad vertical recovery makes DK susceptible to spikes.
  • The poor vertical hitboxes means that DK is able to be edgeguarded in a rinse-repeat fashion very easily.
  • Makes a decent combo breaker, as it’s frame 4, as fast as his air dodge. It is quite unsafe on hit at low percents, however.
    • The unsafety on hit can be mitigated if DK can launch his opponent onto a platform, or if he can land on or under it.
  • Can be used to edgeguard characters with unpredictable timings because it lasts a very long time.
  • Technically DK’s fastest out of shield option, but doesn’t hit most of the cast at all.
  • Can almost guarantee a shield poke against opponents shielding at ledge or on a platform.
  • Holding down/snapping to ledge immediately for the stage spike 50/50 is a decent mixup if DK catches them with it offstage. Holding down while they're behind DK can potentially send them offstage and DK back to ledge.


Hit / Hitbox Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
Ground Initial Hit 0 BKB + 30 FKB 90 N/A 6
Ground Spinning Hits 0 BKB + 90 FKB/ 0 BKB + 65 FKB/35 BKB + 0 FKB 55/100 N/A 3/4
Ground Final Hit 60 157 N/A 5
Aerial Initial Hit 50 10 N/A 6
Aerial Spinning Hits 55 20 N/A 2
Aerial Final Hit 72 80 N/A 3


Hand Slap

+

Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
Ground First Hit 14.0 12-13 22 78/84 -2 to -1 N/A
Ground Second Hit 14.0 23~24 46 78/84 -15 N/A
Air First Hit 5.0 19~21 49Landing Lag: 10 90 -24, -4 on landing N/A
Air Second Hit 6.0 28~30 49Landing Lag: 10 270 -15; -4 on landing N/A

Grounded Hand Slap (gHS)

DK’s butter. Will beat most grounded approaches if done preemptively. Rewarding, especially if DK gets the second hit. Safe on block when spaced.

  • Each additional rep (e.g. between hits 2 and 3) takes another 26 frames. Maximum reps is indefinite.
  • On hit, the first hit will lead into a juggle scenario where DK is either even or slightly advantageous. DK can often use up air or back air to frame trap or force a jump.
  • On block, despite DK being highly negative, the pushback and spacing of the move will often render DK unpunishable. Beware of maximum spacing, however, as getting only the first hit on block makes DK punishable.
  • The opponent cannot jump out in between the first and second hit, but only when the move is fresh. It will catch their jump squat.
  • Certain characters can escape the second hit on block:
    • Mythra with her Foresight.
    • Bayonetta with her Bats Within.
  • Only hits grounded opponents, so this will lose to any opponent jumping over it.
  • Can still activate counters of aerial opponents.
  • Dashing back with b-reverse Grounded Hand Slap excels at catching landings.
  • If Grounded Hand Slap catches spotdodges, rolls, and techs, it will often get the second hit. Catching landings can also get the second hit.
  • On hit, the second hit will true combo into either up air or back air depending on DK’s orientation, the hitbox that connects (inner hitboxes launch more vertically), and the opponent’s DI.
    • Typically if DK is facing the opponent, up air. Away, and it’s back air. At some higher percents, this can lead to a kill.

Aerial Hand Slap (aHS)

Great movement option. Has the potential to be DK’s best combo starter, and has good range.

  • B-Reversals and Wavebounces allow Aerial Hand Slap to bait out and avoid many options in neutral and disadvantage.
  • The low landing lag and long range make Aerial Hand Slap very safe on block and whiff.
  • Can edgecancel, which when combined with b-reversals and wavebounces, makes for tricky movement.
  • On hit, leads to grabs, down tilts, and up smashes.
  • Will combo into Giant Punch or Grounded Spinning Kong if only the second hit connects on a grounded opponent.
  • Being -3 on block at best (for either hit) means that Aerial Hand Slap can often lead to pressure situations on shield.
  • The first hit has fixed knockback. If DK lands onto the ground with only the first hit, this can always combo into a grab or jab depending on spacing.
  • The second hit punishes two-frames and ledgehangs with a spike that has a high potential to outright kill the opponent if timed right. This is often the safest way of 2-framing and hitting ledgehangs as DK.
  • Long startup means the opponent can pre-emptively stuff this attack.


Hit / Hitbox Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
Ground First Hit 85 30 N/A 8
Ground Second Hit 85 30 N/A 8
Air First Hit 0 BKB + 36 FKB 100 N/A 6
Air Second Hit 30 100 N/A 6


Grabs and Throws

Grab

Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
Standing N/A 8~10 38 N/A N/A N/A
Dash Grab N/A 11~13 46 N/A N/A N/A
Pivot Grab N/A 12~14 41 N/A N/A N/A
Pummel 1.6 2 7 361 -2 N/A

Standing Grab

DK’s best out of shield option overall. Long range makes for a good punish tool.

  • Third largest non-tether grab makes this a very strong out of shield option if the opponent does something unsafe.
  • Generally not great outside of punishing unsafe moves.

Dash Grab or >

Strong burst option to beat an opponent shielding.

  • Slightly lower range and speed than strong hit Dash Attack.
  • Forces opponents at mid range to shield less, allowing DK to push his other mixups better.
  • DK’s least useful grab, as it does not accomplish anything his other tools do not other than outright punishing shields.

Pivot Grab > + Great whiff punishing tool against approaching players.

  • Long range combined with DK’s mobility means this can whiff punish most burst options on a good read.
  • Catches landings fantastically.

Pummel After grabbing, Pummel is rarely a favorable option due to grab escape carrying over from pummel into cargo. Even if you're going for a regular back throw, the instant throw with likely worse DI is pretty much always worth more than just a few percent.


Hit / Hitbox Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
Standing N/A N/A N/A N/A
Dash Grab N/A N/A N/A N/A
Pivot Grab N/A N/A N/A N/A
Pummel 0 BKB + 30 FKB 100 N/A 3


Back Throw

After grabbing,

DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
11.0 15 39 40 N/A all invincible 1~15

DK’s main kill throw if his back is to the ledge. Kills very early on bad DI.

  • The quick animation of this move means that it is very difficult to DI on reaction. As such, this throw will kill much earlier than expected.
  • Pummeling betrays the quickness of this throw, and is often inadvisable unless the pummel will guarantee a kill.


Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
60 65 N/A N/A


Up Throw

After grabbing,

DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
9.0 14 43 90 N/A all invincible 1~14

Virtually useless. Can be used to create a juggle situation, but is completely outclassed by CUT. Likely done as a misinput when attempting CUT.

  • Can be better in doubles to launch them vertically faster than CUT.


Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
70 50 N/A N/A


Down Throw

After grabbing,

DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
7.0 19 54 361 N/A all invincible 1~19

Only able to set up niche tech situations, which are usually only worthwhile when near the corner.

  • Can lead to a DKO with the right percents, or a Giant Punch at ledge (when they can’t roll away).


Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
60 50 N/A N/A


Cargo (Forward Throw)

After grabbing,

DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
N/A N/A 15 N/A N/A full invincibility 1~15/full body knockback armor 16+

Puts DK into a cargo state with his opponent. DK can move around, and has access to four different throws from this. They are often abbreviated as C_T. For example, Cargo Down Throw would be called CDT.

  • Mashing transfers over to cargo hold. I.E. if the opponent is nearly done mashing out of normal grab, they will likely mash out of cargo hold before the animation is finished.
  • Pummeling before putting the opponent in cargo hold is unadvised as a result of mashing transferring over.
  • The transition into cargo has invulnerability when most throws would. The actual cargo throws do not have invulnerability.
  • After the invulnerable frames, DK has knockback-based heavy armor until he initiates a throw. DK is able to tank up to 80 total knockback units (i.e. any move that induces tumble).


Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
N/A N/A N/A N/A


Cargo Forward Throw (CFT)

After Cargo,

DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
N/A 8~10 38 N/A N/A N/A

Cargo Forward Throw When offstage, DK’s earliest kill throw. If it does not kill, this is suboptimal for extending advantage.

  • Kills earlier than CDT in the event that you will go offstage with cargo hold.
  • Leads to worse edgeguards, and is not ideal for setting up juggles.
  • When going offstage for CFT, it is best to jump off as to not incidentally SD.


Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
N/A N/A N/A N/A


Cargo Back Throw (CBT)

After Cargo,

DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
13.0 16 42 72 N/A N/A

Outclassed until extreme percents, and still requires poor DI to get a kill.

  • When used to throw the opponent into the stage, if the opponent techs, they can footstool DK and kill him.


Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
85 52 N/A N/A N/A


Cargo Up Throw (CUT)

After Cargo,

DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
12.0 15 29 92 N/A N/A

The reason DK goes for grabs. This leads to DK’s main combos, as well as allows for one of his premier kill confirms, DKO.

  • Leads to up air from zero up until killing percents. [pDKO chart in DKcord]
  • Most combo starters that lead to grab will go into this throw.


Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
65 53 N/A N/A


Cargo Down Throw (CDT)

After Cargo,

DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
11.0 17 44 46 N/A N/A

DK’s best throw at setting up horizontal advantage. Is never a bad option, especially when DKO is not available.

  • Can set up for tech situations at low percents, though they can often be jumped out of.
  • When offstage, CDT sends at a much better angle for edgeguards.
  • Can be turned around when offstage to throw into the stage, and is safer than CBT.
  • Occasionally chosen over CUT for corner positioning.


Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
70 45 N/A N/A


Misc. Attacks

Ledge Attack

while holding the ledge

DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
10.0 23~25 55 45 -22 all intangible 1~25

One of the best getup attacks in the game. Very good against overextensions.

  • High range means the opponent must space further out if they are not shielding.
  • Still incredibly risky, generally only useful against opponents misspacing or overextending.


Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
90 20 N/A 10


Getup Attack

after getting knocked down

Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
Face-Up 7.0 18~19, 23~24 45 48 -20 all intangible 1~24
Face-Down 7.0 18~19, 23~24 45 48 -20 all intangible 1~24

Add a description to this move using the |description= field

Describe what the move is used for.

Explain the basics of why the initial purpose of the move is worth knowing or worth doing. Mention downsides that are important to know. If the move is particularly important it might have a spot on the strategy page—an important anti-air will likely be mentioned in the neutral section, or an important combo move will be mentioned in the combo theory.


Hit / Hitbox Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
Face-Up 80 48 N/A 7
Face-Down 80 48 N/A 7


Trip Attack

after tripping

DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
5.0 19~25 49 361 -24 all intangible 1~7

Add a description to this move using the |description= field

Describe what the move is used for.

Explain the basics of why the initial purpose of the move is worth knowing or worth doing. Mention downsides that are important to know. If the move is particularly important it might have a spot on the strategy page—an important anti-air will likely be mentioned in the neutral section, or an important combo move will be mentioned in the combo theory.


Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
60 50 N/A 6


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