Donkey Kong initiates the Final Smash by slamming down a pair of bongos before playing them. During this time, he will create shockwaves that damage the opponent, making them useful for edgeguarding or trapping opponents between hits. DK remains immobile but invulnerable for the duration of the attack.
If no buttons are pressed, the waves will barely cover DK. However, if the player precisely hit the buttons in accordance to the beat, DK will produce a stronger and more forceful, with its range extending slightly beyond Final Destination and dealing 15%. If the player correctly times four hits, DK will clap, producing a much stronger wave with more knockback.The timing in Brawl consists of red circles shrinking on the bongos, with the correct hit being when the rings line up with the drums. In Smash 4, an indicator bar shows up with circular beat symbols passing through, with the correct hit being where the symbol passes the indicator on the left side; the bar will keep track of all the correct hits performed in a row with the message Miss!, Good!, or Great! being displayed based on the attempt to match the beat. In both games, Konga Beat can be alternatively timed by pressing just as DK raises his hands to hit the bongos.
Super Smash Bros. Brawl
DK about to go to town with some bongos! His performance is so magnificent and upbeat that it creates damage-inducing sound waves. Press the buttons in time to the music, and the sound waves may grow stronger. DK's invulnerable when launching this attack, but he's also immobile, so be careful using it on scrolling stages.
Super Smash Bros. for Nintendo 3DS and Wii U
In this Final Smash, DK drums on a set of bongos, just like in the Donkey Konga games. Press the attack button in rhythm with the circles to boost the attack's range and power. Enemy attacks won't affect you, but you can't move, either. Auto-scrolling stages will slow down but won't stop-don't get too carried away in the beat!
Many elements of Konga Beat originate from the Donkey Kong series. Donkey Kong's bongos would first make their appearance as DK's musical attack in Donkey Kong 64, with them being more prominent in the GameCube series Donkey Konga, and serving as the primary controls for Donkey Kong Jungle Beat. DK's attack by hitting the bongos and clapping while the player times in rhythm mimics the gameplay from Donkey Konga. The concept of DK creating shockwaves in the Final Smash calls back to Donkey Kong Jungle Beat, which involves DK doing the same to stun enemies. The timing indicator introduced in Super Smash Bros. for Nintendo 3DS and Wii U comes from the Donkey Konga series.
The name of the Final Smash is a portmanteau of the two games Donkey Konga and Donkey Kong Jungle Beat. The song that plays during the Final Smash is a part from "DK Island Swing," which originated from Donkey Kong Country.
- There are three beats that occur even before the announcer says "Ready? Go!".
- In Brawl, some people believe the announcer's voice during this Final Smash is actually the Melee announcer's voice at the beginning of a battle in said game.
- If used during a stage-wide slow-time effect (such as those caused by Dialga, Slow Brawl, or Training Mode), the shock waves created by a perfect beat will grow to enormous size because the timing will be even more accurate. A high level CPU will perform this perfectly, and the shock waves produced will be stretched, blurry, and semi-transparent. In the same way, a perfect beat is much more difficult to accomplish when time is sped up during a Fast Brawl.
|Donkey Kong's Special Moves|
|Standard Special||Giant Punch|
|Up Special||Spinning Kong|
|Down Special||Hand Slap|
|Final Smash||—||Konga Beat||Jungle Rush|