Donkey Kong (SSB4): Difference between revisions

Tag: Mobile edit
Tag: Mobile edit
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==Attributes==
==Attributes==
As the second heaviest character in the game, Donkey Kong is unsurprisingly a [[Weight|super heavyweight]]. However, he is also one of the fastest heavyweights in the game in terms of both movement and attack speed, to the point that he defies the typical heavyweight archetype. He has the 9th fastest [[walk]]ing speed and the 22nd fastest [[dash]]ing speed, above average [[falling speed]] and [[gravity]], and very fast [[air speed]], but below average [[air acceleration]]. His large size also gives his attacks great physical [[range]].
As the second heaviest character in the game, Donkey Kong is a [[Weight|super heavyweight]], as expected. However, despite his weight, he sports surprisingly excellent mobility and frame data, making him a non-traditional heavy character. He has the 9th fastest [[walk]]ing speed, the 22nd fastest [[dash]]ing speed, above average [[falling speed]] and [[gravity]], and the 9th fastest [[air speed]], but in contrast has average jumps and below average [[traction]] and [[air acceleration]]. His large size also gives his attacks a respectable amount of physical [[range]].


As expected, Donkey Kong's greatest asset is his power. In typical heavyweight fashion, Donkey Kong has a plethora of reliable KOing options ([[sweetspot]]ted up tilt, all of his smash attacks, his forward, back, up and down aerials, his back throw, [[Giant Punch]], and grounded [[Spinning Kong]]) and high endurance thanks to his high weight and fast falling speed. However, his aforementioned mobility and frame data (almost all of his attacks are faster than any other super heavyweight) gives him an effective approach and makes it easier to land his attacks, further complemented by his large reach. Conversely, his moves that lack KO potential are effective for set-ups, thanks to their high speed, low knockback, and favorable launch angles. Thanks to these attributes, Donkey Kong can rack up damage and KO his opponents not only quickly, but safely, compared to most heavyweights. Donkey Kong also has the second best vertical and horizontal endurance in the game, being surpassed by only {{SSB4|King Dedede}} vertically and {{SSB4|Bowser}} horizontally.
As expected, Donkey Kong's greatest asset is his power. In typical heavyweight fashion, Donkey Kong has a plethora of reliable KOing options (his [[sweetspot]]ted up tilt, all of his smash attacks, all of his aerials excluding neutral aerial, his regular back throw, [[Giant Punch]], and grounded [[Spinning Kong]] being the best examples) and excellent endurance thanks to his extremely high weight and above average falling speed. However, his fast mobility and frame data gives him an effective approach and makes it easier to land his attacks, which is further complemented by his above average reach. Conversely, his moves that lack KO potential are effective for set-ups, thanks to their high speed, low knockback, and favorable launch angles. Thanks to these attributes, Donkey Kong can rack up damage and KO his opponents not only quickly, but safely compared to most heavyweights. Donkey Kong also has the second best vertical and horizontal endurance in the game, being surpassed by only {{SSB4|King Dedede}} vertically and {{SSB4|Bowser}} horizontally.


Donkey Kong's grounded moveset is very useful; his neutral attack can be [[jab cancel]]ed for follow-ups, and can jab lock, as well as being able to set up into grab, his forward tilt is great for spacing, as it has long range and is intangible, his up tilt is a decent combo starter at low percentages, and his down tilt has incredible speed and can trip opponents, making it ideal for starting or extending combos. All of his smash attacks pack incredible power and have very long ranges, while not being particularly slow either. To complement his ground game, Donkey Kong's aerial game is extremely effective. His forward and down aerials can [[meteor smash]] and can effectively finish off his combos or his opponents, thanks to their high power. His neutral aerial is very quick and can lead into follow-ups, or it can be used to give Donkey Kong some space. His up aerial launches opponents upwards, making it great for combos and KOing. His back aerial is long-ranged, has a long-lasting hitbox, and can be used to [[edge-guard]] opponents. The last three aerials can also [[auto-cancel]] in a [[short hop]], further demonstrating their utility. Finally, Donkey Kong's fast air speed allows him to easily pursue opponents in the air.
Donkey Kong's grounded moveset is very useful; his neutral attack can be [[jab cancel]]ed for follow-ups, and can jab lock, as well as being able to set up into grab, his forward tilt is great for spacing, as it has long range and is intangible, his up tilt is a decent combo starter at low percentages, and his down tilt has incredible speed and can trip opponents, making it ideal for starting or extending combos. All of his smash attacks pack incredible power and have very long ranges, while not being particularly slow either. To complement his ground game, Donkey Kong's aerial game is extremely effective. His forward and down aerials can [[meteor smash]] and can effectively finish off his combos or his opponents, thanks to their high power. His neutral aerial is very quick and can lead into follow-ups, or it can be used to give Donkey Kong some space. His up aerial launches opponents upwards, making it great for combos and KOing. His back aerial is long-ranged, has a long-lasting hitbox, and can be used to [[edge-guard]] opponents. The last three aerials can also [[auto-cancel]] in a [[short hop]], further demonstrating their utility. Finally, Donkey Kong's fast air speed allows him to easily pursue opponents in the air.