Editing Donkey Kong (SSB4)

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|edgedesc=Performs a forearm club while climbing up.
|edgedesc=Performs a forearm club while climbing up.
|nsdefname=Giant Punch
|nsdefname=Giant Punch
|nsdefdmg=10% (uncharged/one wind-up), +2% (per wind-up), 28% (tenth wind-up/fully charged grounded), 25% (tenth wind-up/fully charged aerial)
|nsdefdmg=10% (uncharged), +2% (per wind-up), 28% (tenth wind-up/fully charged grounded), 25% (tenth wind-up/fully charged aerial)
|nsdefdesc=A wind-up punch which fully charges after ten wind-ups, with an eleventh wind-up letting DK store the maxed charge. A fully-charged punch deals excellent damage, grants super armor, and is overall faster than if used uncharged. Its charge can [[charge cancel]]ed and saved sooner, and chosen when to be released. DK will be rendered [[helpless]] if he uses it in midair.
|nsdefdesc=A wind-up punch which fully charges after ten wind-ups. When fully-charged, the punch deals excellent damage, grants super armor, and is overall faster than if used uncharged. Its charge can [[charge cancel]]ed and saved, and chosen when to be released after being fully charged. DK will be rendered [[helpless]] if he uses it in midair.
|nsc1name=Lightning Punch
|nsc1name=Lightning Punch
|nsc1dmg=12% (uncharged), 16% (five wind-ups), 15% (fully charged, six wind-ups), 8% (uncharged aerial) (all punches become 2% weaker from farther away)
|nsc1dmg=10% (uncharged), +1% (per wind-up), 16% (five wind-ups), 15% (fully charged)
|nsc1desc=An [[electric]]al version that takes less time to fully charge (six wind-ups at significantly increased speed), but deals much less damage and lacks super armor at full wind-ups.
|nsc1desc=An [[electric]]al version that takes less time to fully charge (six wind-ups at significantly increased speed), but deals much less damage and lacks super armor at full wind-ups.
|nsc2name=Storm Punch
|nsc2name=Storm Punch
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|ssdefname=Headbutt
|ssdefname=Headbutt
|ssdefdmg=10% (grounded/sweetspot aerial), 8% (sourspot aerial)
|ssdefdmg=10% (grounded/sweetspot aerial), 8% (sourspot aerial)
|ssdefdesc=A headbutt. The move [[Bury|buries]] the opponent, who will remain submerged longer the more damage they’ve taken. The aerial version will [[meteor smash]] the opponent if they are hit by its [[sweetspot]]. Unlike in ''Brawl'', it will not stall DK in the air. It has a deceptively large range and high shield damage, so full power shields will barely manage to avoid breaking against this move.
|ssdefdesc=A headbutt. The move [[Bury|buries]] the opponent, who will remain submerged longer if the opponent has already dealt a fair amount of damage. The aerial version will [[meteor smash]] the opponent if they are hit by its [[sweetspot]]. Unlike in ''Brawl'', it will not stall DK in the air. It has a deceptively large range and high shield damage, so full power shields will barely manage to avoid breaking against this move.
|ssc1name=Jumping Headbutt
|ssc1name=Jumping Headbutt
|ssc1dmg=5% (aerial), 10% (grounded)
|ssc1dmg=5% (aerial), 10% (grounded)
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|dsc1desc=[[Paralyze]]s opponents and launches with high vertical knockback from the second hit, reliably KOing around 100% without rage, but decreased range and is unable to meteor smash.
|dsc1desc=[[Paralyze]]s opponents and launches with high vertical knockback from the second hit, reliably KOing around 100% without rage, but decreased range and is unable to meteor smash.
|dsc2name=Hot Slap
|dsc2name=Hot Slap
|dsc2dmg=4% (hit 1), 12% (hit 2), 5% (aerial hit 1), 5% (aerial hit 2)
|dsc2dmg=4% (hit 1), 12% (hit 2)
|dsc2desc=Flaming pillars erupt in front of DK instead of earth-shaking vibrations in both directions. It only generates hitboxes in front which doesn't reach out far, but has decent vertical range, much less start-up and much more knockback growth than Hand Slap, giving it better KO potential. However, it does not meteor smash if used in the air.
|dsc2desc=Flaming pillars erupt in front of DK instead of earth-shaking vibrations in both directions. It only generates hitboxes in front which doesn't reach out far, but has decent vertical range, much less start-up and much more knockback growth than Hand Slap, giving it better KO potential. However, it does not meteor smash if used in the air.
|fsname=Konga Beat
|fsname=Konga Beat

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