Stealing your format again
NOTE:
NOW UPDATED WITH ACTUAL NAMES AND DESCRIPTIONS
This time it's the King of Swing,
DONKEY KONG
Even Mario is impressed!
Note: I am not a DK main, so I won't be going into great detail about percents, etc. Just a general overview/feel of the new moves.
Neutral Special 1 (Giant Punch)
"A mighty punch. Press the button once to wind up, then again to unleash it."
Everyone knows this one, it's the famous donkey punch. Charge it up for a few seconds, store the charge (he flashes and steam comes off his head) and then unleash it for massive damage and KO potential. About as potent as a falcon punch, but the startup can be done separate from the execution of the move itself. Much easier to land.
Neutral Special 2 (Lightning Punch)
"Charges up much faster, but isn't quite as mighty. Deals electrical damage."
This one charges up so quickly, it generates lightning! No, seriously, it charges up in about 1 to 1.5 seconds, it's fast. That said, it does less damage and knockback as a result.
Neutral Special 3 (Storm Punch)
"A punch that's not very strong, but it pushes opponents away with a gust of wind."
The famous storm punch from the picture of the day. Takes about the same time to charge up as the normal Giant Punch, but once it executes, it has a pushback effect similar to fludd or the gust bellows. If you make contact with DK's fist, it does moderate damage and knockback (not as much as the normal giant punch, but more than the lightning fast one). I don't think the Storm effect is worth it, honestly. Maybe you can make it work?
Side Special 1 (Headbutt)
"Headbutt opponents in front of you, and bury them if they're on the ground."
The side-b we all know and love. One of the few specials that can actually bury your opponent in the ground! The higher your percent, the longer you stay buried. Great for using a fully-charged smash attack! I believe this can also be used for a meteor effect if used in the air.
Side Special 2 (Jumping Headbutt)
"Jump up before headbutting. Buries opponents for a shorter time."
Uhhh... for this one, he jumps up into the air, and then headbutts straight to the ground. Not really THAT useful on the ground, but if you use it in the air, it causes you to come down fast, like toon link's down air. Once it hits your opponent, it buries them in the ground. It's hard to show in pictures, but trust me, he's coming down fast!
Side Special 3 (Stubborn Headbutt)
"A slow but powerful headbutt. Being attacked won't interrupt this move."
This one is the one we saw during the smash direct. Basically it takes WAY longer, but it gives him super armor. It's possible it does more damage/buries them longer, but I'm not sure!
Up Special 1 (Spinning Kong)
"A whirlwind of punches. You can move left and right while spinning."
Not sure how different this is from before (I never really played much of DK), but on the ground, it's a multi-hit spin-attack ending in a hit with decent knockback (similar to link's air spin attack, but on the ground). In the air, it gives you more horizontal recovery than it does vertically (which is basically the opposite of Link's up special). It can hit in the air, too, but it doesn't chain hits as well as Link's.
Up Special 2 (Chopper Kong)
"Spins high into the air like a helicopter. Doesn't deal any damage to opponents."
Similar to link's special 3, all this does is recover. It does no damage and has no ground variation (it forces you into the air upon use). While it does no damage, it's faster to complete and has more vertical recovery. Max height is shown in the picture.
Up Special 3 (Kong Cyclone)
"Suck opponents in as you spin, and then launch them with a single punch."
This one has a much much smaller hitbox (similar to jigglypuff's rest?), BUT, it pulls opponents TOWARD you. It sucks them in so that you can hit them. The effect even works in the air. I found this one a bit underwhelming, actually. The vacuum effect was minimal, at best. Probably better in FFA.
Down Special 1 (Hand Slap)
"Slap the ground to cause shock waves that send opponents into the air."
THE trademark donkey kong move. Great for trophy rush. Has a pretty wide hitbox (both in front and behind him), as denoted by the ring in the picture above. Does decent damage, and just enough knockback so you'll likely only hit your opponent once. Not really good for KO, but it has its uses.
OH, and you can finally use it in the air! It hits twice, first does mild damage, but the second hit has a mild meteor effect. Can be useful. Better than not working in the air at all!
Down Special 2 (Focused Slap)
"Smaller shock waves, but opponents will be stunned and sent flying."
Like the hand slap, but the hitbox is DRASTICALLY reduced to only be exactly where the hands are hitting the ground. If it hits, however, it does a decent amount of damage and a lot of knockback. Can be used as a KO move at about 100-120%
Down Special 3 (Hot Slap)
"Creates flame pillars that can hit airborne fighters."
Similar to the lightning slap, in that it loses the giant hitbox, but it's hits them twice for a total of about 16% (4, then 12%) if you hit it. If used in the air, it loses the meteor effect on the second hit, but still does decent damage.
Final Thoughts
I'm not a DK main, but i'm sure someone out there can make better use of his specials. I honestly like most of his classic moves better. I can see the use of the lightning punch if you don't want to use it as a KO move. It's a great damage dealer if you can land it frequently. The lightning slap is a bit hard to hit, but it might have some utility if you can pull it off. His jumping headbutt gives him a 'spike' move that he doesn't normally have, so it gives him some new utility if you can figure out a good way to use it. The standard up special still seems to still be the best one he's got.
My loadout is probably 1213. I like his original moves, but I find the headbutt to be pretty hard to pull off outside of a meteor, so giving it a new 'spiking' mechanic changes up DK's mobility quite a bit, so I like that one. I also like the extra damage the fire slap provides.