In terms of vertical recovery, this move goes a very short distance, but it goes almost as far horizontally as Meta Knight's Mach Tornado, making it a fairly 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 which Donkey Kong extends his fist to charge up the spin, has decent knockback. The Spinning Kong can also act as a pseudo shield for some projectiles, which is helpful when recovering.
The Spinning Kong does up to 36% damage, making it the second strongest 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 grants Super Armor just before hitting the opponent, but after using the aerial version, Donkey Kong falls on his back after landing, leaving him vulnerable for a moment.
|Donkey Kong's Special Moves|
|Standard Special Move:||Giant Punch|
|Side Special Move1:||Headbutt|
|Up Special Move:||Spinning Kong|
|Down Special Move:||Hand Slap|
|Final Smash2:||Konga Beat|
| 1: In Super Smash Bros. Melee and Super Smash Bros. Brawl only.|
2: In Super Smash Bros. Brawl only.
There is also a glitch which if he leaves the ground when using the grounded version, the Super Armor lasts for the entire move.