Spinning Kong

Spinning Kong is 's up special move in Super Smash Flash 2.

Overview
When performed, Donkey Kong reels his arms back and then spins around rapidly with his arms stretched out on each side, boosting his horizontal control significantly. When used in the air, it also causes him to rise a very slight vertical distance, which can be drastically increased by rapidly pressing the special input, depending on how fast the player does so. While spinning, the attack can hit opponents multiple times, with the first nine hits dealing 1% damage and the final hit dealing 4% for a grand total of 13% to the opponent if all the hits connect. Opponents can also be hit by Donkey Kong when he initially brings his arms back, which deals 14% damage with very strong knockback. This move also gives Donkey Kong a high degree of knockback resistance in the initial frames of the move.

With the increased horizontal control granted by the move, Spinning Kong is very effective for recovering horizontally, though the relative lack of vertical distance makes for only a modest vertical recovery option, especially given it leaves Donkey Kong helpless afterward. However, if the player uses Spinning Kong out of a jump, the momentum from the jump will give Donkey Kong a slight vertical boost that can help him recover vertically. Additionally, Donkey Kong can grab ledges while using the move.

Origin
In Donkey Kong Country 2: Diddy's Kong Quest, 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 to dramatically increase. While Donkey Kong himself has never used the move in the series prior to Super Smash Bros., the overall animation for Spinning Kong is similar to Dixie Kong's spinning ability, though Donkey Kong uses his arms to hover instead of Dixie Kong's ponytail. Tiny Kong also had a similar spinning ability in Donkey Kong 64; however, Super Smash Bros. was released before Donkey Kong 64.