Donkey Kong (SSB4): Difference between revisions

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Donkey Kong's forward throw is an all-purpose throw, as well as an excellent damage racker. Using it will open up four different throws, commonly known as the "cargo throws". Cargo down throw is a [[semi-spike]] and is great for edge-guarding. Cargo back throw deals 12% and can KO at very high percentages near the upper blast line. His most notable throw, however, is his cargo up throw, which can lead into any aerial at lower percents. Since it connects directly into his powerful up aerial at most percentages, this combo can be used to KO opponents at specific percentages, and has since been nicknamed the "Ding Dong".
Donkey Kong's forward throw is an all-purpose throw, as well as an excellent damage racker. Using it will open up four different throws, commonly known as the "cargo throws". Cargo down throw is a [[semi-spike]] and is great for edge-guarding. Cargo back throw deals 12% and can KO at very high percentages near the upper blast line. His most notable throw, however, is his cargo up throw, which can lead into any aerial at lower percents. Since it connects directly into his powerful up aerial at most percentages, this combo can be used to KO opponents at specific percentages, and has since been nicknamed the "Ding Dong".


Donkey Kong's special moveset has a lot of utility. [[Giant Punch]] is a deadly KO move, and a fully charged one has [[super armor]], making it difficult to interrupt. [[Headbutt]] can [[bury]] opponents, leaving them exposed to any move. It also does strong [[shield damage]], threatening attempts to block the move. [[Hand Slap]] has very long range and allows for stage control, but since it is a [[quake]] move, it has no effect on aerial opponents when it is performed on the ground. However, an aerial Hand Slap is now capable of meteor smashing and is not only fairly easy to land, but it is an effective one as well.
Donkey Kong's special moveset has a lot of utility. [[Giant Punch]] is a deadly KO move, and a fully charged one has [[super armor]], making it difficult to interrupt. [[Headbutt]] can [[bury]] opponents, leaving them exposed to any move. It also does strong [[shield damage]], threatening attempts to block the move. [[Hand Slap]] has very long range and allows for stage control, but since it is a quake move, it has no effect on aerial opponents when it is performed on the ground. However, an aerial Hand Slap is now capable of meteor smashing and is not only fairly easy to land, but it is an effective one as well.


Finally, [[Spinning Kong]] can be used as an [[out of shield]] option, thanks to its super armor and high damage output. As a recovery, it lets Donkey Kong move horizontally quickly and for a long time, giving him a very long horizontal [[recovery]]. Spinning Kong also retains its ability from ''Brawl'' to completely negate all momentum, against both horizontal and vertical knockback however, this is considered impractical and nearly impossible to utilize due to the changes to [[hitstun canceling]].
Finally, [[Spinning Kong]] can be used as an [[out of shield]] option, thanks to its super armor and high damage output. As a recovery, it lets Donkey Kong move horizontally quickly and for a long time, giving him a very long horizontal [[recovery]]. Spinning Kong also retains its ability from ''Brawl'' to completely negate all momentum, against both horizontal and vertical knockback however, this is considered impractical and nearly impossible to utilize due to the changes to [[hitstun canceling]].