From StrategyWiki, the video game walkthrough and strategy guide wiki
Jump to navigation Jump to search
stub
stub

This page is a stub. Help us expand it, and you get a cookie.

Tactics

Since Donkey Kong can move while carrying opponents, a good tactic is to carry them off the edge and throw them at the last minute. Donkey Kong loses 1 point for suicide, but then regains it when the opponent dies, who loses a point too upon death but does not regain it. So, Donkey Kong nets 0 points, but his opponent nets -1.

A-attacks

Normal
A button Jab DK punches once, then uppercuts with his opposite hand to launch them a moderate distance upwards. This move won't see much use, as it's too slow for a jab grab.
Left control+A button
Right control+A button
Dash Attack DK awkwardly kicks forward and stops. It's not an exageration to say this was intentionally designed as the worst move in ALL of Smash 64, because one; there's very high end-lag so opponents can punish easily, the knockback is very, very low, and, oddly for a dash attack, set knockback, it's completely immposible to use in combos under any circumstances, it does next to no sheild damage, and is completely unsafe if you somehow connect with it. Overall, NEVER use this move in any scenarios. EVER.
Tilts
Light Up control+A button Upward Tilt DK does a swing as if he's swatting a fly. This is a move you should use often, as it has low base knockback, making it great for comboing at low percents, especially due to the fact that it starts up faster than any other u-tilt, tied with Kirby's in that regard. It can combo into itself three times at 0%, provided the foe dosen't DI. As a final bonus, it's very strong at high damages, able to KO at 130%. It's only significant flaw is that this attack has the most end-lag out of all u-tilts.
Light Down control+A button Downward Tilt Donkey Kong swats with his hand to the ground. On the slow side for a d-tilt. However, at low damage, can earn a free grab, possibly leading to a cargo f-throw, and possibly a KO. It's other use is to gimp foes with poor recovery.
Light Left control+A button
Light Right control+A button
Forward Tilt DK slowly punches forward, inspired by the first two hits in DK's Donkey Kong 64 combo. It has great knockback behind it, and can occasionally space, but not that reccomended due to it's... slowness. But, if you're facing Captain Falcon, you can use this to edgeguard him with great effect!
Smashes
Hard Up control+A button Upward Smash After a bit of charge time, a very forceful clap upwards. This is a very powerful KO move, and can discourage aerial ambushes... provided you can land it. Which brings me to this move's weakness: it's abysmal horizontal range. Even if right next to them, this move rarely ever hits grounded foes, so try something else for KOs in most cases. A platformed-cancelled u-air can tremendously help with connecting, however.
Hard Down control+A button Downward Smash
Hard Left control+A button
Hard Right control+A button
Forward Smash
Aerials (used in the air)
A button Neutral Air Attack
Up control+A button Upward Air Attack
Down control+A button Downward Air Attack
Ssb masterhand.jpg Left control+A button Forward Air Attack
Ssb masterhand.jpg Right control+A button Backward Air Attack

B-attacks

Buttons Attack Explanation
B button
Up control+B button
Down control+B button