Donkey Kong (SSBM)/Up special
Overview[edit]
Donkey Kong pulls his elbow up, then rapidly spins his arms. Similar to the Spacie's shine, it is a special move that functions as a jack-of-all-trades option, being a recovery move, KO option, out-of-shield option, combo-breaker, edgeguarding move, and so on. It has two primary versions: a grounded version and airborn version, both of which have subtle differences and subsequent applications in a match. It's worth noting that DK can technically become airborn while using the grounded version, done by sliding off the edge of the stage or a platform after activating the grounded version. This "aerial" state will inherit most of the properties of the grounded version, providing no upwards lift nor any arm intangibility after the first 5 frames.
Grounded version[edit]
Due to its initial invincibility frames and quick startup, the grounded version is, as mentioned previously, a common out of shield option, and a frame trap option after back aerial on shield. The first hit (located on DK's elbows) deals good damage and knockback scaling, and has a high base knockback of 60. Making this even better is the fact that this first hit comes out extremely fast (frame 3), making it a highly potent kill option that can be confirmed from DK's combos and tech chases. The following hits are quite weak, but hit fast enough that it is not always easy to punish on shield or on crouch cancel, and can be made even more difficult to punish by going to the ledge, thereby grabbing it and bypassing the end lag. It can also be used to punish characters attempting to land on top of DK, such as a Fox doing a down aerial from a fullhop or shield drop.
Additionally, the ability to drop off stage and grab ledge from either direction can be used for more than making the move safe; although it's slower and a bit clunkier, DK can use this manuever to perform a manuever similar to a fortress hog and relatively quickly snag ledge from a recovering opponent. Against the Spacies, DK can perform an option select by doing a Spinning Kong right when they're above the stage, hitting them should they attempt to side special onto stage, and snagging ledge if they fall further and attempt an up special instead.
Aerial version[edit]
The aerial version is DK's primary recovery move. It travels a long distance horizontally, and, coupled with DK's high weight and fall speed, allows him to live a very long time and recover high repeatedly. It also gives DK intangibility on his arms as long as the hitboxes are active, unlike the grounded version, making it somewhat difficult to challenge. However, when recovering below the ledge, it is very vulnerable to disjointed attacks and has very poor upwards lift, making it easy to kill DK at low percents with spikes, semi-spikes and even meteor smashes. As an offensive option, the first hit has somewhat strong knockback, making it an effective edgeguarding tool where DK can jump offstage to an opponents position, hit them with the first hit, then drift back to ledge. As a defensive option, it can be used as a combo breaker, thanks to the aforementioned intangibility and a 2-frame startup, or as a ledge recovery move, done by letting go of the ledge and immediately activating the move, before drifting back onto stage. While it is technically possible to ledgedash with DK, it is extremely risky, self-destructing DK if performed improperly and only rewarding him with 7 frames of GALINT if done frame perfectly, making Spinning Kong from the ledge a much more practical option.
On-stage, the move, while being arguably less useful than its grounded counterpart, still has noteworthy uses. DK, like most heavyweights in Smash, can be combo-fodder for a large portion of the cast. He is arguably doubly-cursed in this regard, as he has the 4th-highest falling speed in Melee, and his aerials have hitboxes that largely cover his limbs instead of his body, making them less than ideal as a reversal option. Aerial Spinning Kong's two attributes of very low startup and full-body intangibility make it the best option for smacking any opponent attempting to juggle him, allowing him to fly up to the top platform on tri-plat stages. Against floaties, such as Jigglypuff, DK's usual route of Cargo up throw -> up aerial can be escaped, even at low-mid percents. Swapping up aerial for aerial Spinning Kong lets DK fly up to chase them & wrack up to 8 hits, dealing good damage to a character who is usually able to escape a lot of the cast's throw followups.
Hitboxes[edit]
Ground[edit]
Aerial[edit]
Timing[edit]
Ground[edit]
| Intangibility | 3-5 |
|---|---|
| Hit 1 | 3-5 |
| Hits 2-3 | 19-26, 27-34 |
| Hits 4-6 | 35-42, 43-50, 51-58 |
| Animation length | 84 |
| Hitboxes | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Intangibility |
Air[edit]
| Intangibility | 2-5 |
|---|---|
| Hit 1 | 3-5 |
| Arms Intangibility | 11-42 |
| Hits 2-5 | 11-18, 19-26, 27-34, 35-42 |
| Hits 6-8 | 43-50, 51-58, 59-66 |
| Animation length | 84 |
| Hitboxes | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Body | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Arms |
Landing lag[edit]
| Animation length | 7 |
|---|
Lag time |
Hitbox |
Hitbox change |
Vulnerable |
Intangible |