Editing Donkey Kong (SSB4)

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{{MovesetTable
{{MovesetTable
|game=SSB4
|game=SSB4
|neutralname=Jab ({{ja|ジャブ|Jabu}})<br>Upper ({{ja|アッパー|Appā}})
|neutralname=Jab ({{ja|ジャブ|Jyabu}}) / Upper ({{ja|アッパー|Appā}})
|neutralcount=2
|neutralcount=2
|neutral1dmg=4%
|neutral1dmg=4%
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|ftiltdowndmg=9%
|ftiltdowndmg=9%
|ftiltdesc=A backhanded slap. Can be angled, with the upward angle dealing the most amount of damage and the downward angle dealing the least.
|ftiltdesc=A backhanded slap. Can be angled, with the upward angle dealing the most amount of damage and the downward angle dealing the least.
|utiltname=Spiderweb Clearing ({{ja|くもの巣はらい|Kumo no Su Harai}})
|utiltname=Spiderweb Sweep ({{ja|くもの巣はらい|Kumo no Su Harai}})
|utiltdmg=11% (arm), 10% (elbow), 9% (hand)
|utiltdmg=11% (arm), 10% (elbow), 9% (hand)
|utiltdesc=An overhead arcing swipe. It has a very reliable range and deals more damage and knockback if the target is hit near DK's shoulder.
|utiltdesc=An overhead arcing swipe. It has a very reliable range and deals more damage and knockback if the target is hit near DK's shoulder.
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|fsmashname=Dyna Clap ({{ja|ダイナクラップ|Daina Kurappu}})
|fsmashname=Dyna Clap ({{ja|ダイナクラップ|Daina Kurappu}})
|fsmashdmg={{ChargedSmashDmgSSB4|20}} (hands), {{ChargedSmashDmgSSB4|19}} (arms)
|fsmashdmg={{ChargedSmashDmgSSB4|20}} (hands), {{ChargedSmashDmgSSB4|19}} (arms)
|fsmashdesc=A frontward {{s|mariowiki|clap}}. It deals slightly less damage if it hits with Donkey Kong's arms. KOs at 92% uncharged and at 54% fully charged without rage.
|fsmashdesc=A lunging {{s|mariowiki|clap}}. It deals slightly less damage if it hits with Donkey Kong's arms. KOs at 92% uncharged and at 54% fully charged without rage.
|usmashname=Jumbo Press ({{ja|ジャンボプレス|Janbo Puresu}})
|usmashname=Jumbo Press ({{ja|ジャンボプレス|Janbo Puresu}})
|usmashdmg={{ChargedSmashDmgSSB4|18}}
|usmashdmg={{ChargedSmashDmgSSB4|18}}
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When the opponent is too damaged to escape in time, all of these throws allow for easy [[stage spike]]s. Donkey Kong can simply walk off the edge, pull back and throw them against the underside. However, this carries significant risk, as the opponent can [[tech]] it and thus result in DK ending up too far below the edge to recover if his timing is off.
When the opponent is too damaged to escape in time, all of these throws allow for easy [[stage spike]]s. Donkey Kong can simply walk off the edge, pull back and throw them against the underside. However, this carries significant risk, as the opponent can [[tech]] it and thus result in DK ending up too far below the edge to recover if his timing is off.
|bthrowname=Reverse Throw ({{ja|反転投げ|Hanten Nage}}, ''Inversion Throw'')
|bthrowname=Reverse Throw ({{ja|反転投げ|Hanten Nage}})
|bthrowdmg=11%
|bthrowdmg=11%
|bthrowdesc=Flings the opponent backward. DK's most damaging throw, it KOs even the heaviest characters in the game below 170% near the edge without [[rage]].
|bthrowdesc=Flings the opponent backward. DK's most damaging throw, it KOs even the heaviest characters in the game below 170% near the edge without [[rage]].

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