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Spinning Kong: Difference between revisions

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The '''Spinning Kong''' ({{ja|スピニングコング|Supiningu Kongu}}, ''Spinning Kong'') is [[Donkey Kong]]'s [[up special move]]. This move gains very little vertical height, but it goes almost as far horizontally as {{SSBB|Meta Knight}}'s [[Mach Tornado]], making it a rather effective [[recovery]] move. When used on the ground, the Spinning Kong can be used in a fashion similar to [[Bowser]]'s [[Whirling Fortress]]; it can be used out of the shield, or as a disruptive tactic. The Spinning Kong's first hit in ''[[Melee]]'' and ''[[Brawl]]'', in which Donkey Kong extends his fist to charge up the spin, has decent knockback and can KO at high percentages. The Spinning Kong can also act as a pseudo shield for some [[projectile]]s which is helpful when recovering.
The '''Spinning Kong''' ({{ja|スピニングコング|Supiningu Kongu}}, ''Spinning Kong'') is [[Donkey Kong]]'s [[up special move]]. This move gains very little vertical height, but it goes almost as far horizontally as {{SSBB|Meta Knight}}'s [[Mach Tornado]], making it a rather effective [[recovery]] move. When used on the ground, the Spinning Kong can be used in a fashion similar to [[Bowser]]'s [[Whirling Fortress]]; it can be used out of the shield, or as a disruptive tactic. The Spinning Kong's first hit in ''[[Melee]]'' and ''[[Brawl]]'', in which Donkey Kong extends his fist to charge up the spin, has decent knockback and can KO at high percentages. The Spinning Kong can also act as a pseudo shield for some [[projectile]]s which is helpful when recovering.


In ''Melee'' and ''Brawl'', the Spinning Kong does up to 36% [[damage]], making it the second most damaging up special in the game if all hits connect, following {{SSBB|Lucas}} in first with [[PK Thunder 2]], which can do 43%. In ''Brawl'', the grounded version of Spinning Kong grants a few frames of [[launch resistance]] just before the hitboxes will come out. The landing lag animation after the helpless animation has also been changed causing Donkey Kong to fall onto his back after finishing the move, leaving him vulnerable for a moment. An oddity will commence if Donkey Kong leaves the ground when using the grounded version of Spinning Kong, the launch resistance will last for the entire move instead of only the few startup frames, but no vertical height will be gained. In ''Melee'', it is the most damaging up special move.
In all the games, the aerial version of Spinning Kong does up to 36% [[damage]], making it the second most damaging up special in the game if all hits connect, following {{SSBB|Lucas}} in first with [[PK Thunder 2]], which can do 43%. In ''Brawl'', the grounded version of Spinning Kong grants a few frames of [[launch resistance]] just before the hitbox will come out. The landing lag animation after the helpless animation has also been changed causing Donkey Kong to fall onto his back after finishing the move, leaving him vulnerable for a moment. An oddity will commence if Donkey Kong leaves the ground when using the grounded version of Spinning Kong, the launch resistance will last for the entire move instead of only the few startup frames, but no vertical height will be gained. In ''Melee'', it is the most damaging up special move when used aerially.


In ''Brawl'', the move gives a fairly long [[landing lag]] animation if DK lands from too high up after using the move (similar to Bowser's Whirling Fortress). This can be avoided by recovering low enough to the ground.
In ''Brawl'', the move gives a fairly long [[landing lag]] animation if DK lands from too high up after using the move (similar to Bowser's Whirling Fortress). This can be avoided by recovering low enough to the ground.


In ''Smash 64'', the move consists of only one hit, unlike in the other games. It has pretty good horizontal knockback, being an effective [[edgeguarding]] move and [[combo]] finisher. Additionally, when DK lands after using the move and he falls off the edge within the first few frames of landing, he will still be in [[helpless]] state.
In the first three games, the grounded move consists of only one hit dealing 10% damage, unlike in ''Smash 4''. It has pretty good horizontal knockback, being an effective [[edgeguarding]] move and [[combo]] finisher. Additionally, when DK lands after using the move and he falls off the edge within the first few frames of landing, he will still be in [[helpless]] state.


==Origin==
==Origin==

Revision as of 19:43, January 31, 2015

Spinning Kong
A gif of a grounded Spinning Kong in Brawl.
Spinning Kong in Super Smash Bros. Brawl.
User Donkey Kong
Universe Donkey Kong
Article on DK Wiki Spinning Kong

The Spinning Kong (スピニングコング, Spinning Kong) is Donkey Kong's up special move. This move gains very little vertical height, but it goes almost as far horizontally as Meta Knight's Mach Tornado, making it a rather effective recovery move. When used on the ground, the Spinning Kong can be used in a fashion similar to Bowser's Whirling Fortress; it can be used out of the shield, or as a disruptive tactic. The Spinning Kong's first hit in Melee and Brawl, in which Donkey Kong extends his fist to charge up the spin, has decent knockback and can KO at high percentages. The Spinning Kong can also act as a pseudo shield for some projectiles which is helpful when recovering.

In all the games, the aerial version of Spinning Kong does up to 36% damage, making it the second most damaging up special in the game if all hits connect, following Lucas in first with PK Thunder 2, which can do 43%. In Brawl, the grounded version of Spinning Kong grants a few frames of launch resistance just before the hitbox will come out. The landing lag animation after the helpless animation has also been changed causing Donkey Kong to fall onto his back after finishing the move, leaving him vulnerable for a moment. An oddity will commence if Donkey Kong leaves the ground when using the grounded version of Spinning Kong, the launch resistance will last for the entire move instead of only the few startup frames, but no vertical height will be gained. In Melee, it is the most damaging up special move when used aerially.

In Brawl, the move gives a fairly long landing lag animation if DK lands from too high up after using the move (similar to Bowser's Whirling Fortress). This can be avoided by recovering low enough to the ground.

In the first three games, the grounded move consists of only one hit dealing 10% damage, unlike in Smash 4. It has pretty good horizontal knockback, being an effective edgeguarding move and combo finisher. Additionally, when DK lands after using the move and he falls off the edge within the first few frames of landing, he will still be in helpless state.

Origin

In Donkey Kong Country 2, Dixie Kong had the ability to spin in midair in order to slow down her descent; this ability also caused her horizontal movement in the air dramatically increase. While Donkey Kong himself was never seen using the move in the series prior to Super Smash Bros., the overall animation for Spinning Kong is similar to that of Dixie Kong's spinning ability, though Donkey Kong uses his arms to hover instead of Dixie Kong's ponytail.

Customization

Special Move customization was added in Super Smash Bros. 4. These are the variations:

  1. Chopper Kong: Better vertical distance, but deals no damage.
  2. Kong Cyclone: Drags opponents in; final hit has moderate knockback.

Manual Descriptions

Melee manual description

"While it doesn't gain much altitude, this move covers a lot of horizontal ground, making it an effective recovery move."

Brawl manual description

"Poor vertical gain but great for horizontal recovery."

Super Smash Bros. for Nintendo 3DS foldout description

"Spin for a combo attack. Can move left or right."

Gallery