Fantendo - Game Ideas & More
Fantendo - Game Ideas & More
Donkey Kong (SSBV)DKHeadSSBV.png
Donkey KongSSBVFullUpdated.png
Donkey Kong
Universe Donkey Kong
Other Super Smash Bros. Appearances SSB/SSBM/SSBB/SSB4
Availability Starter
Final Smash Konga Beat

Donkey Kong (ドンキーコング, Donkī Kongu) returns as a playable character in Super Smash Bros. V. He was confirmed along with Pikachu, Link, Fox, Kirby, Yoshi, Samus, and Inkling in the Official SSBV trailer + Inkling Reveal Trailer shown at E3 in 2018. His appearance is pretty much the same.

Donkey Kong’s alternate costume is confirmed to be a Boxer costume in which he has a 1% decrease in damage for ground attacks (smash attacks excluded). Attack sound effects involving his hands are also changed.

Donkey Kong is voice by Takashi Nagasako.

Changes from Smash 4


Like every other veteran, DK now appears much more vibrant and his appearance is more based off his appearance in his games with a small realistic touch.


Slightly faster ground speed.

Ground Attacks

All tilt damage increased.

Aerial Attacks

Up Air comes out faster.

Back Air comes out faster.

Grabs and Throws

No Changes

Special Moves

No Changes

Special Moves

Name Damage Description
Neutral Special Giant Punch 10% (uncharged), +2% per windup, 28% (10th windup/Fully Charged), 30% (10th windup at sweetspot) 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. The punch deals more knockback but has less launch resistance at ten windups. The punch can be saved and chosen when to be released after being fully charged.
Alternate 1 Lightning Punch 10% (uncharged), +1% per windup, 16% (five windups), 15% (fully charged) An electrical version of the Giant Punch. Takes less time to fully charge (six windups at increased speed), but deals less damage.
Alternate 2 Storm Punch 8% (uncharged), +2% per windup, 18% (fully charged) Does less damage, but produces a powerful windbox that will push back opponents.
Side Special Headbutt 10% (ground target/sweetspotted aerial), 8% (sourspotted aerial) Donkey Kong slams his head downward. When performed in the air, the struck opponent is meteor smashed if hit by the sweetspot. 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.
Alternate 1 Stubborn Headbutt 13% Donkey Kong launches a Headbutt with a longer startup time, but it deals more damage and gives him high knockback resistance.
Alternate 2 Kong Slam 2% (grab), 17% (throw), 15% (by bystanders) Similar to Bowser’s flying slam. The difference being Donkey Kong takes the opponent in the opposite direction slamming them into the ground with one hand. Has high knockback and power.
Up Special Spinning Kong 7% (1st hit, ground), 1% (hits 2-6, ground), 4% (7th hit, ground), 10% (1st hit, air), 2% (subsequent hits, air) Donkey Kong spins with his arms outstretched. DK has launch resistance when using this move. Strong horizontal recovery, weak vertical recovery. If used on the ground, Donkey Kong spins at an angle, increasing the move's vertical range.
Alternate 1 Shocking Spin 14%/9%/7%/5% (ground), 4% (air hit 1), 1% (air hits 2-4), 6% (air hit 5) A much more powerful version of the Spin Attack, where Link is able to deal much more knockback with an electric effect and can charge the move more quickly. The downside however is the fact that Link's recovery is much shorter and has poor horizontal motion. The aerial version can semi-spike, but cannot hit backwards.
Alternate 2 Whirling Leap A special type of Spin Attack that can only be used as a recovery move. It produces no hits and thus, no damage whatsoever, but actually travels much higher and much further than the normal recovery, even to the point of not relying on momentum and performing multiple left and right movements.
Down Special Hand Slap 6% (bolt meteor), 8% (bolt non-meteor), 15% (blast) 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 and has good range. Donkey Kong can now use the move while in midair, although only twice in a row. The second hit meteor smashes foes.
Alternate 1 Hot Slap 4% (1st hit), 12% (2nd hit) Donkey Kong slaps his hands against the ground, causing flaming pillars to erupt on impact. Sacrifices horizontal range and damage for increased vertical range.
Alternate 2 Barrel Direct Hit (15%), Roll Hit (11%) Pull out the barrel and press B to throw. After it hits the ground it begins to roll. High knockback and greater damage on a direct hit. Can very well be reflected as it is a projectile.
Final Smash Konga Beat Varies Donkey Kong will take 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 greatest range and power. While this was difficult in Brawl, the Final Smash now is accompanied by an indicative bar that will appear above DK. It will let the player know when to press the attack button.

Animations and Misc.


SIDE - Shakes himself, as if his fur was wet.

UP - Beats his chest.

DOWN - Faces the camera and shrugs his shoulders, making a confused noise.

Character Selection Screen Animation

Beats his chest.

On Screen Appearance

Breaks out of a DK Barrel, making a pose.

Victory Animations

Holds his hands above his head and shakes them.

Does a backflip and holds up his arms.

Beats his chest.

Losing Animation

DK is seen clapping quite sluggishly.

Crowd Cheer

“D-K! --- Donkey - Kong!”

Victory Theme

A remix of the various drums and trumpets featured in the “End of Stage".

Fighting Stance

Retains his fighting stance from SSB4.

Idle Poses

Leans forward and crosses his eyes.

Bumps his fist together and uppercuts the air.


Retains his walking animation from SSB4.


Retains his dashing animation from SSB4.

Palette Swaps and Alternate Costume w/Palette Swap


Color Origin/Description
Default Brown Donkey Kong’s Regular appearance
Second Green Resembles an alternate costume in Donkey Kong: King of Swing
Third Yellow Resembles Donkey Kong under the effects of Banana Juice from Donkey Kong Country Returns
Fourth Black Resembles a rainforest gorilla
Fifth White Based on the Fire Mini Donkey Kong from the Mario vs. Donkey Kong series
Sixth Pink Resembles Junior (II) from Donkey Kong Jr. Math.
Locked First Red Boxer DK’s regular appearance
Locked Second Blue Based off King Krusha K. Rool’s appearance