Super move

Super moves are special abilities used by certain Animal Friends. The moves need to be charged up and can be used to help the Kongs reach hidden areas. These moves appear in Donkey Kong Country 2: Diddy's Kong Quest, Donkey Kong Land 2, and Donkey Kong Country 3: Dixie Kong's Double Trouble! To perform this on the Super Nintendo, the player must hold down and release when ready, whereas on the Game Boy Advance, the player must hold down, and in Donkey Kong Land 2, the player must hold down.

Three of the Animal Friends have a super move:
 * Rambi the Rhino's "Supercharge" makes him run continuously until he hits an unbreakable wall. During his run, he can defeat numerous enemies at once. It also allows him to break through walls, allowing him to access Bonus Areas.
 * Enguarde the Swordfish's "Superstab" is very similar to Rambi's; like Rambi, the move allows him to access break through underwater walls to access Bonus Areas and swim continuously (even through enemies) until he hits an unbreakable wall.
 * Rattly the Rattlesnake's "Superjump" (or Super Jump ) is quite different; instead of dashing like Rambi or Enguarde, he jumps much higher than usual, allowing to reach areas and take objects located at greater heights.