DK charges up a giant punch. If he swings his arm around ten times, he returns to a neutral state and his head begins smoking. Tapping B after this, or while charging, releases a giant punch. However, if he is hit while charging or punching, he loses the charge. Faster, longer ranged, and more powerful than his forward smash, this is DK's low-% killing weapon of choice.
Up + B
Spinning Kong
DK spins rapidly for a few seconds. This allows for a large horizontal gain, but little vertical gain. The initial hit is much stronger than subsequent hits.
Down + B
Hand Slap
On the ground, DK slaps his hands on the ground, damaging enemies on the ground nearby. Great for dealing with pesky wireframes, not so good for human enemies; it's easily punishible by the newly-airborne foes. It is only one of two moves (the other being Peach's down+B) that has no effect in the air.
Forward + B
Headbutt
DK slams his head down. Enemies hit by it will be stuck in the ground temporarily, and then pop out. It can also be used as an ineffective spike against airborne foes. Very slow, bad range, and easily punishible.
He throws the opponent on the ground, who then bounces forward.
Forward
The famous DK Grab-carry. After grabbing you, DK can move as if he was carrying a crate; he can walk and jump, and throw the opponent in any direction. A typical setup is to grab, grab-carry, jump, throw the enemy up, double-jump, and hit the enemy with an up-air. Or you can jump off the edge and hope your opponent doesn't break out and recover before you both fall to your doom.
Up
DK simply throws the enemy up.
Back
DK throws the enemy behind him. A respectable kill move at mid-upper percentages.
Start with a Forward throw (grab-carry) and walk up to a ledge on the stage. Execute a down + throw. This will cause the opponent to be thrown horizontal to DK like a bowling ball. As the opponent tries to jump back up to hang on the ledge, do a quick B + forward. If done correctly, this is an easy spike and a great KO.