Donkey Kong (SSBB): Difference between revisions

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==Moveset==
==Moveset==
''For a visual representation of Donkey Kong's attack hitboxes, see [[Donkey Kong (SSBB)/Hitboxes|this page]].''
''For a visual representation of Donkey Kong's attack hitboxes, see [[Donkey Kong (SSBB)/Hitboxes|this page]].''<br/>''For a more detailed information regarding Donkey Kong's moveset and attack hitboxes, see [[Donkey Kong (SSBB)/Moveset|this page]].''
{|class="wikitable" align="center" style="text-align:center;background:#dfbfbf;border:solid #ef7f7f 2px;"
{{MovesetTable
|-style="background:#bf7f7f;border-bottom:solid #ef7f7f 2px;"
|game=SSBBB
|&nbsp;
|neutralcount=2
|'''Move'''
|neutralname=&nbsp;
|'''Description'''
|neutral1dmg=4%
|colspan="2"|'''Segment'''
|neutral2dmg=6%
|'''Damage'''
|neutraldesc=Donkey Kong performs a quick cross punch followed by an uppercut. The tip of the first punch's hitbox will knock targets towards Donkey Kong instead of away.
|<span class="explain" title="90=straight up, 180=behind">'''Angle'''</span>
|ftiltname=&nbsp;
|colspan="2"|'''Hit Frames'''
|ftiltangles=3
|<span class="explain" title="Base knockback">'''BKB'''</span>
|ftiltupdmg=12%
|<span class="explain" title="Knockback growth">'''KBG'''</span>
|ftiltsidedmg=10%
|<span class="explain" title="Weight-based knockback">'''WBKB'''</span>
|ftiltdowndmg=9%
|colspan="2"|<span class="explain" title="For applying stickers">'''Type'''</span>
|ftiltdesc=Donkey Kong quickly swats his outstretched hand. Donkey Kong's arm is intangible while the hitboxes are out, allowing it to be used safely against most other attacks. This can be aimed up or down.
|-
|utiltname=&nbsp;
|rowspan="3"|[[Neutral attack]]||rowspan="3"|&nbsp;||rowspan="3"|Does a quick cross punch and follows up with an uppercut. Certain hitboxes can jab lock.||rowspan="2"|Hit 1||Arm||rowspan="2"|4%||*||rowspan="2"|5||rowspan="2"|7||rowspan="2"|0||rowspan="3"|100||rowspan="3"|0||rowspan="3"|{{AttackType|type=Hand|effect=Normal|t=3}}
|utiltdmg=9% (hand), 10% (elbow), 11% (arm)
|-
|utiltdesc=Donkey Kong quickly swipes his hand in the air. Fast with a good arch range. Again, DK's arm cannot be injured while the hitboxes are out.
|Body||140
|dtiltname=&nbsp;
|-
|dtiltdmg=8%
|colspan="2"|Hit 2||6%||70||16||21||40
|dtiltdesc=Donkey Kong quickly swats towards the opponents feet. A great lock move at low percentages and a trip can be combined with his Hand Slap.
|-
|dashname=&nbsp;
|rowspan="3"|[[Forward tilt]]||rowspan="3"|&nbsp;||rowspan="3"|Swats in front. Large range and fast but low knockback. DK's arm is intangible while the hitboxes are out, allowing it to be used safely against most other attacks. Has a 15% chance of tripping when angled down. Great for [[spacing]].||colspan="2"|Angled up||12%||rowspan="3"|*||rowspan="3"|8||rowspan="3"|11||rowspan="3"|10||rowspan="3"|100||rowspan="3"|0||rowspan="3"|{{AttackType|type=Hand|effect=Normal|t=3}}
|dashdmg=11% (clean), 9% (late)
|-
|dashdesc=Donkey Kong skids to a halt doing a side-kick. High lag and poor shieldstun.
|colspan="2"|Angled side||10%
|fsmashname=&nbsp;
|-
|fsmashdmg={{ChargedSmashDmgSSBB|20}} (fingers), {{ChargedSmashDmgSSBB|21}} (hands), {{ChargedSmashDmgSSBB|19}} (arms), {{ChargedSmashDmgSSBB|18}} (body)
|colspan="2"|Angled down||9%
|fsmashdesc=Donkey Kong performs a very forceful clap.
|-
|usmashname=&nbsp;
|rowspan="3"|[[Up tilt]]||rowspan="3"|&nbsp;||rowspan="3"|Swats above his head. Fast with a good arch range. Again, DK's arm cannot be injured while the hitboxes are out.||colspan="2"|Hand||9%||rowspan="3"|100||rowspan="3"|5||rowspan="3"|11||rowspan="3"|40||105||rowspan="3"|0||rowspan="3"|{{AttackType|type=Hand|effect=Normal|t=3}}
|usmashdmg={{ChargedSmashDmgSSBB|18}}
|-
|usmashdesc=Donkey Kong claps hands above his head. Good for hitting from below a [[platform]] and a great running up smash. Both DK's arms and head cannot be hit during the middle of the attack.
|colspan="2"|Elbow||10%||110
|dsmashname=&nbsp;
|-
|dsmashdmg={{ChargedSmashDmgSSBB|17}} (hands), {{ChargedSmashDmgSSBB|14}} (arms)
|colspan="2"|Arm||11%||115
|dsmashdesc=Does a double back-handed punch by bringing his closed fists down 90˚ at both sides. Very fast, great vertical knockback, and the 3rd strongest down smash in the game.
|-
|nairname=&nbsp;
|[[Down tilt]]||&nbsp;||colspan="3"|Swats at his opponent's feet. This move causes opponents to trip 40% of the time. Slightly less range and similar start-up than his forward tilt, but barely any ending lag and still has long range. A great lock move at low percentages and a trip can be combined with his Hand Slap.||8%||*||6||9||10||80||0||{{AttackType|type=Hand|effect=Normal|t=1}}
|nairdmg=11% (clean), 8% (late)
|-
|nairdesc=Donkey Kong quickly spins with arms extended. Similar to the Spinning Kong, but much faster to execute.
|rowspan="2"|[[Dash attack]]||rowspan="2"|&nbsp;||rowspan="2"|Skids to a halt doing a side-kick. High lag and poor shieldstun. Similar to a move from ''Donkey Kong 64''.||colspan="2"|Clean||11%||50||9||11||100||20||0||rowspan="2"|{{AttackType|type=Foot|effect=Normal|t=2}}
|fairname=&nbsp;
|-
|fairdmg=16%
|colspan="2"|Late||9%||100||12||20||0||0||120
|fairdesc=Donkey Kong puts his fists together above his head, and then does a powerful ax-handle smash. A powerful [[meteor smash]] when [[sweet spot (hitbox)|sweet spotted]], which also causes a significant hitlag increase. Great for catching edge guarders while recovering.
|-
|bairname=&nbsp;
|[[Up smash]]||&nbsp;||colspan="3"|Claps hands above his head. Good for hitting from below a [[platform]] and a great running up smash. Both DK's arms and head cannot be hit during the middle of the attack.||{{ChargedSmashDmgSSBB|18}}||90||14||16||40||93||0||{{AttackType|type=Hand|effect=Normal|t=1}}
|bairdmg=13% (clean), 8% (late)
|-
|bairdesc=Donkey Kong performs a quick kick directed behind him that lingers briefly. Very fast, long ranged and strong, is an effective [[wall of pain]].
|rowspan="2"|[[Down smash]]||rowspan="2"|&nbsp;||rowspan="2"|Does a double back-handed punch by bringing his closed fists down 90 degrees at both sides. Very fast, great vertical knockback, and the 3rd strongest down smash in the game, after {{SSBB|Lucario}} and {{SSBB|Mr. Game & Watch}}.||colspan="2"|Hands||{{ChargedSmashDmgSSBB|17}}||115||rowspan="2"|10||rowspan="2"|14||rowspan="2"|35||rowspan="2"|100||rowspan="2"|0||rowspan="2"|{{AttackType|type=Hand|effect=Normal|t=2}}
|uairname=&nbsp;
|-
|uairdmg=14%
|colspan="2"|Arms||{{ChargedSmashDmgSSBB|14}}||98
|uairdesc=Donkey Kong performs a quick headbutt upwards. Extremely quick, can be used to [[juggle]] at low percentages and [[star KO]] at high percentages.
|-
|dairname=&nbsp;
|rowspan="4"|[[Forward smash]]||rowspan="4"|&nbsp;||rowspan="4"|Claps hands together in front of him. The two stronger hitboxes have increased hitlag, making it easy to tell which one has connected.||colspan="2"|Fingers||{{ChargedSmashDmgSSBB|20}}||rowspan="4"|*||rowspan="4"|22||rowspan="4"|23||rowspan="2"|30||rowspan="2"|94||rowspan="4"|0||rowspan="4"|{{AttackType|type=Hand|effect=Normal|t=4}}
|dairdmg=16% (foot), 13% (body)
|-
|dairdesc=Donkey Kong performs a downward stomp whilst holding his arms up in a macho pose. Always treated as a [[meteor smash]] when it hits.
|colspan="2"|Hands||{{ChargedSmashDmgSSBB|21}}
|grabname=&nbsp;
|-
|grabdesc=&nbsp;
|colspan="2"|Arms||{{ChargedSmashDmgSSBB|19}}||rowspan="2"|18||rowspan="2"|100
|pummelname=&nbsp;
|-
|pummeldmg=3%
|colspan="2"|Body||{{ChargedSmashDmgSSBB|18}}
|pummeldesc=Does a slight karate chop at the enemy's neck. A fairly fast pummel.
|-
|fthrowname=&nbsp;
|rowspan="2"|[[Neutral aerial]]||rowspan="2"|&nbsp;||rowspan="2"|Spins with arms extended. Similar to the Spinning Kong, but much faster to execute.||colspan="2"|Clean||11%||rowspan="2"|*||10||13||20||rowspan="2"|100||rowspan="2"|0||rowspan="2"|{{AttackType|type=Spin|effect=Normal|t=2}}
|fthrowdmg=6% (breakout), 8% (forward & back throw), 7% (up throw), 6% (down throw)
|-
|fthrowdesc=Regardless of the opponent's size, DK heaves the opponent onto his back, just like carrying a crate or a barrel. Can be released and regrabbed if he can react quicker, being an infinite on {{SSBB|Lucas}} and {{SSBB|Ness}} when turn releasing and turn grabbing. Both players gain knockback-based [[super armor]], similar to {{SSBB|Yoshi}}'s double jump.
|colspan="2"|Late||8%||14||26||10
|bthrowname=&nbsp;
|-
|bthrowdmg=11%
|rowspan="3"|[[Forward aerial]]||rowspan="3"|&nbsp;||rowspan="3"|Puts fists together above his head, then does a powerful ax-handle smash. A powerful [[meteor smash]] when [[sweet spot (hitbox)|sweet spotted]], which also causes a significant hitlag increase. Great for catching edge guarders while recovering. Looks almost exactly like a move from ''Donkey Kong 64''. The second most powerful forward aerial meteor, only surpassed by {{SSBB|Snake}}'s.||colspan="2"|Windup||rowspan="3"|16%||*||25||26||20||100||rowspan="3"|0||rowspan="3"|{{AttackType|type=Hand|effect=Normal|t=3}}
|bthrowdesc=Swings his arm back and throws the opponent. A very good KO throw with fast start-up.
|-
|uthrowname=&nbsp;
|rowspan="2"|Clean||Hands||270||rowspan="2"|27||rowspan="2"|29||30||rowspan="2"|85
|uthrowdmg=9%
|-
|uthrowdesc=Swings his arm back and throws the opponent upwards.
|Arms||*||50
|dthrowname=&nbsp;
|-
|dthrowdmg=7%
|rowspan="2"|[[Back aerial]]||rowspan="2"|&nbsp;||rowspan="2"|Back-kicks behind him. Very fast, long ranged and strong, is an effective [[wall of pain]]||colspan="2"|Clean||13%||rowspan="2"|*||7||8||20||rowspan="2"|100||rowspan="2"|0||rowspan="2"|{{AttackType|type=Foot|effect=Normal|t=2}}
|dthrowdesc=Slams the opponent into the ground with his hand. Can chain grab characters like {{SSBB|Snake}} or {{SSBB|Kirby}}.
|-
|floorfname=&nbsp;
|colspan="2"|Late||8%||9||16||10
|floorfdmg=6%
|-
|floorfdesc=Gets up and swats both sides of himself.
|[[Up aerial]]||&nbsp;||colspan="3"|Headbutts above. Extremely quick, can be used to [[juggle]] at low percentages and [[Star KO]] at high percentages.||14%||90||6||9||32||90||0||{{AttackType|type=Head|effect=Normal|t=1}}
|floorbname=&nbsp;
|-
|floorbdmg=6%
|rowspan="2"|[[Down aerial]]||rowspan="2"|&nbsp;||rowspan="2"|[[Stomp]]s down whilst holding his arms up in a macho pose. When this move hits, it will always meteor smash, and it is his strongest meteor smash. Has [[Star KO]] potential. Can be used on many characters by cargo down throwing, then jumping and down aerial.||colspan="2"|Foot||16%||rowspan="2"|270||rowspan="2"|18||rowspan="2"|23||38||rowspan="2"|90||rowspan="2"|0||rowspan="2"|{{AttackType|type=Foot|effect=Normal|t=2}}
|floorbdesc=Gets up and claps once both sides of himself.
|-
|floortname=&nbsp;
|colspan="2"|Body||13%||20
|floortdmg=5%
|-
|floortdesc=Gets does a wind-up spin around the floor.
|[[Pummel]]||&nbsp;||colspan="3"|Does a slight karate chop at the enemy's neck. A fairly fast pummel.||3%||80||9||10||0||100||30||{{AttackType|type=Hand|effect=Normal|t=1}}
|edgefname=&nbsp;
|-
|edgefdmg=8%
|rowspan="5"|[[Forward throw]]||rowspan="5"|&nbsp;||rowspan="5"|Regardless of the opponent's size, DK heaves the opponent onto his back, just like carrying a crate or a barrel. Can be released and regrabbed if he can react quicker, being an infinite on Lucas and Ness when turn releasing and turn grabbing. Both players gain knockback-based [[super armor]], similar to {{SSBB|Yoshi}}'s double jump. Donkey Kong is unable to use his forward throw on enemies in the [[Subspace Emissary]], making him the only character unable to use one of his standard throws for said reason. If the input for the forward throw is used, he will use his up throw instead.||colspan="2"|Breakout||6%||*||colspan="2"|&nbsp;||0||100||30||rowspan="5"|{{AttackType|type=Throwing|effect=Normal|t=5}}
|edgefdesc=Throws his rear at the opponent. Good range for an edge attack.
|-
|edgesname=&nbsp;
|colspan="2"|Forward throw||rowspan="2"|8%||60||colspan="2"|13||rowspan="2"|80||rowspan="2"|50||rowspan="4"|0
|edgesdmg=10%
|-
|edgesdesc=Climbs onto the stage and swats forward.
|colspan="2"|Back throw||55||colspan="2"|15
|nsname=Giant Punch
|-
|nsdmg=Ground: 12% (uncharged elbow), 10% (uncharged punch), 18% (fully charged elbow & body), 28% (fully charged punch)<br/>Air: 8% (uncharged elbow), 6% (uncharged punch), 15% (fully charged elbow), 20% (fully charged body), 28% (fully charged punch)
|colspan="2"|Up throw||7%||90||colspan="2"|14||90||30
|nsdesc=Donkey Kong winds up and thrusts out his arm as a potentially powerful attack. The attack is at fully charged after eleven windups and gains super armor right before DK unleashes the punch. A fully charged punch deals more knockback but has less launch resistance. The punch can be saved and chosen when to be released after being fully charged.
|-
|ssname=Headbutt
|colspan="2"|Down throw||6%||28||colspan="2"|16||65||26
|ssdmg=Ground: 10% (grounded), 8% (air)<br/>Air: 14% (sweetspot), 8% (sourspot)
|-
|ssdesc=Donkey Kong slams his head downward.When performed on the ground, the opponent is [[buried]] and will remain submerged longer if the opponent has already dealt a fair amount of damage. When performed in the air, the struck opponent is [[meteor smash]]ed if hit by the [[sweetspot]]. Can be used to "stall" Donkey Kong in the air.
|[[Back throw]]||&nbsp;||colspan="3"|Swings his arm back and throws the opponent. A very good KO throw and it has fast start-up.||11%||40||colspan="2"|15||60||65||0||{{AttackType|type=Throwing|effect=Normal|t=1}}
|usname=Spinning Kong
|-
|usdmg=Ground: 5-4% (loop  early), 3% (loop late), 4% (final hit)<br/>Air: 10% (startup), 5-4% (loop early), 2% (loop late)
|[[Up throw]]||&nbsp;||colspan="3"|Swings his arm back and throws the opponent. A very good KO throw and it has fast start-up. Can combo into an up smash or up aerials at low percentages.||9%||90||colspan="2"|14||70||50||0||{{AttackType|type=Throwing|effect=Normal|t=1}}
|usdesc=Donkey Kong spins around with his arms extended. Has [[super armor]] on the ground and arms are intangible in the air.
|-
|dsname=Hand Slap
|[[Down throw]]||&nbsp;||colspan="3"|Slams the opponent into the ground with his hand. Can [[chain grab]] characters like Snake or Kirby. At low percentages, this can combo into Hand Slap and can start aerial juggles from there.||7%||*||colspan="2"|41||60||50||0||{{AttackType|type=Throwing|effect=Normal|t=1}}
|dsdmg=14%
|-
|dsdesc=Donkey Kong repeatedly slaps his hands against the ground, causing earth-shaking vibrations in the process. The attack gives him some protection from opponents while grounded due to its good range. This move cannot be use din the air.
|rowspan="2"|Floor (back)||rowspan="2"|&nbsp;||rowspan="2"|Claps once to each side.||colspan="2"|Hit 1||rowspan="2"|6%||rowspan="2"|*||9||10||rowspan="2"|80||rowspan="2"|50||rowspan="2"|0||rowspan="2"|{{AttackType|type=Hand|effect=Normal|t=2}}
|fsname=Konga Beat
|-
|fsdmg=Varies
|colspan="2"|Hit 2||20||21
|fsdesc=Donkey Kong takes out a pair of bongos and begin to play them to the beat of "DK Island Swing", sending out shock-waves in the process. The attacks range and power is determined by the player's input. The player must push the attack button in succession with the song's beat in order have the greater range and power.
|-
}}
|rowspan="2"|Floor (front)||rowspan="2"|&nbsp;||rowspan="2"|Swats with his hand in a wide arch.||colspan="2"|Hit 1||rowspan="2"|6%||rowspan="2"|*||20||21||rowspan="2"|80||rowspan="2"|50||rowspan="2"|0||rowspan="2"|{{AttackType|type=Hand|effect=Normal|t=2}}
|-
|colspan="2"|Hit 2||24||25
|-
|rowspan="2"|Floor (trip)||rowspan="2"|&nbsp;||rowspan="2"|Spins with his fists as he stands.||colspan="2"|Hit 1||rowspan="2"|5%||rowspan="2"|*||19||20||rowspan="2"|60||rowspan="2"|50||rowspan="2"|0||rowspan="2"|{{AttackType|type=Hand|effect=Normal|t=2}}
|-
|colspan="2"|Hit 2||23||24
|-
|Edge (<100%)||&nbsp;||colspan="3"|Throws his rear at the opponent. Good range for an edge attack.||8%||*||9||16||0||100||110||{{AttackType|type=Butt|effect=Normal|t=1}}
|-
|Edge (100%+)||&nbsp;||colspan="3"|Climbs onto the stage and swats forward.||10%||*||38||41||0||100||110||{{AttackType|type=Hand|effect=Normal|t=1}}
|-
|rowspan="12"|[[Neutral special move]]||rowspan="12"|[[Giant Punch]]||rowspan="12"|DK winds up a punch which is released once the button is pressed again. Damage increases by 2% for each arm swing he pulls off before punching (with the first having no effect); if he stops charging and his head starts smoking, it'll be fully charged. The sweetspot is located at DK's elbow and is slightly more powerful than the main hitbox. When fully charged and sweetspotted on the ground, Giant Punch can KO at 46%.||rowspan="3"|Uncharged (ground)||Elbow (pullback)||12%||80||colspan="2"|18||rowspan="3"|15||rowspan="2"|100||rowspan="12"|0||rowspan="12"|{{AttackType|type=Hand|effect=Normal|t=12}}
|-
|Arm||rowspan="2"|10%||rowspan="2"|*||rowspan="2"|19||rowspan="2"|22
|-
|Body||60
|-
|rowspan="3"|Uncharged (air)||Elbow (pullback)||8%||80||colspan="2"|18||rowspan="3"|15||rowspan="2"|100
|-
|Arm||rowspan="2"|6%||rowspan="2"|*||rowspan="2"|19||rowspan="2"|22
|-
|Body||60
|-
|rowspan="3"|Fully charged (ground)||Elbow (pullback)||18%||80||colspan="2"|18||40||rowspan="2"|80
|-
|Arm||28%||rowspan="2"|*||rowspan="2"|19||rowspan="2"|22||rowspan="2"|10
|-
|Body||18%||50
|-
|rowspan="3"|Fully charged (air)||Arm (pullback)||15%||80||colspan="2"|18||40||rowspan="2"|80
|-
|Arm||25%||rowspan="2"|*||rowspan="2"|19||rowspan="2"|22||rowspan="2"|10
|-
|Body||20%||50
|-
|rowspan="4"|[[Side special move]]||rowspan="4"|[[Headbutt]]||rowspan="4"|A sideways headbutt that sends the opponent straight down into the ground.||rowspan="2"|Ground||Grounded opponents||10%||270||rowspan="4"|20||rowspan="4"|21||20||rowspan="4"|40||rowspan="4"|0||rowspan="4"|{{AttackType|type=Head|effect=Bury|t=4}}
|-
|Aerial opponents||8%||70||15
|-
|rowspan="2"|Air||Clean||14%||270||30
|-
|Midswing (aerial opponents only)||8%||70||15
|-
|rowspan="8"|[[Up special move]]||rowspan="8"|[[Spinning Kong]]||rowspan="8"|DK spins around with arms extended. Has super armour on the ground and intangibility frames in the air.||rowspan="2"|Hit 1 (ground)||Arms||5%||*||rowspan="2" colspan="2"|19-23, 24-28, 29-33, 34-38||rowspan="2"|50||rowspan="2"|70||rowspan="8"|0||rowspan="8"|{{AttackType|type=Spin|effect=Normal|t=8}}
|-
|Body||4%||140
|-
|colspan="2"|Hit 2 (ground)||3%||rowspan="6"|*||colspan="2"|39-42, 43-46, 47-50, 51-54||5||50
|-
|colspan="2"|Hit 3 (ground)||4%||55||56||40||90
|-
|colspan="2"|Hit 1 (air)||10%||4||6||40||80
|-
|rowspan="2"|Hit 2 (air)||Arms||5%||rowspan="2" colspan="2"|12-19, 20-27, 28-35, 36-43||rowspan="2"|20||rowspan="2"|70
|-
|Body||4%
|-
|colspan="2"|Hit 3 (air)||2%||colspan="2"|44-51, 52-59, 60-77, 78-85||0||100
|-
|rowspan="4"|[[Down special move]]||rowspan="4"|[[Hand Slap]]||rowspan="4"|An earth-shaking attack with okay range, but cannot hit opponents that aren't on the ground.||rowspan="2"|Hit 1||Center||rowspan="4"|14%||84||rowspan="2"|6||rowspan="2"|7||rowspan="4"|82||rowspan="4"|23||rowspan="4"|0||rowspan="4"|{{AttackType|type=Typeless|effect=Normal|t=4}}
|-
|Sides||78
|-
|rowspan="2"|Hit 2||Center||84||rowspan="2"|17||rowspan="2"|18
|-
|Sides||78
|-
|rowspan="5"|[[Final Smash]]||rowspan="5"|[[Konga Beat]]||rowspan="5"|DK breaks out the bongos and launches waves of sound at opponents. The waves increase in size and power based on music-matching button presses; the exact mechanics of this are unknown.||rowspan="3"|Startup||Unknown||3%||150||rowspan="3"|1||rowspan="3" style="background:#ffffff"|&nbsp;||rowspan="2"|30||100||rowspan="3"|0||rowspan="5"|{{AttackType|type=Typeless|effect=Normal|t=5}}
|-
|Unknown||12%||rowspan="2"|*||80
|-
|Unknown||11%||100||110
|-
|colspan="2"|Weak wave||2%||150||rowspan="2" colspan="2"|&nbsp;||40||100||rowspan="2"|0
|-
|colspan="2"|Strong wave||7%||*||30||70
|}


===[[Taunts]]===
===[[Taunts]]===
*'''Up''': Beats his chest.
*'''Up:''' Beats his chest.
*'''Side''': Shakes himself, as if his fur was wet.
*'''Side:''' Shakes himself, as if his fur was wet.
*'''Down''': Faces the camera and shrugs his shoulders, making a confused noise.  
*'''Down:''' Faces the camera and shrugs his shoulders, making a confused noise.  


===[[On-screen appearance]]===
===[[On-screen appearance]]===
*Breaks out of a DK barrel, grunts and makes a strongman pose.
*Breaks out of a DK barrel, grunts and makes a strongman pose.
===[[Idle pose]]s===
*Bares his teeth and crosses his eyes.
*Bumps his fists together, then performs an uppercut punch.


===[[Cheer]]===
===[[Cheer]]===
Line 246: Line 164:
* Holds his hands above his head and shakes them.
* Holds his hands above his head and shakes them.
* Backflips and holds his arms in a strongman pose.
* Backflips and holds his arms in a strongman pose.
===[[Idle pose]]s===
*Bares his teeth and crosses his eyes while leaning forward.
*Bumps his fists together, then performs an uppercut punch.


==In [[competitive play]]==
==In [[competitive play]]==