Editing Donkey Kong (SSB4)
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Custom moves can give Donkey Kong considerable benefits, more so than most other characters. Kong Cyclone is often considered to be Donkey Kong's most valuable move, as well as the best custom in the game: it grants super armor, has a suction effect, can be auto-canceled, and possesses greater power, maneuverability and speed compared to Spinning Kong. Altogether, these traits enable Kong Cyclone to significantly improve DK's [[neutral game]]. | Custom moves can give Donkey Kong considerable benefits, more so than most other characters. Kong Cyclone is often considered to be Donkey Kong's most valuable move, as well as the best custom in the game: it grants super armor, has a suction effect, can be auto-canceled, and possesses greater power, maneuverability and speed compared to Spinning Kong. Altogether, these traits enable Kong Cyclone to significantly improve DK's [[neutral game]]. | ||
Chopper Kong does no damage and grants less horizontal distance, but covers more vertical distance, enabling Donkey Kong to survive meteor smashes more effectively. Storm Punch has a push effect, and is very effective for edge-guarding and spacing. Lightning Punch charges much faster, giving Donkey Kong a more readily available KO option in case his moveset can't get the job done. However, it deals less damage, more so than Storm Punch. Jumping Headbutt has more vertical range and a hitbox during most of its descent, making it a good alternative to [[fast falling]], but at the cost of being unable to properly bury opponents. Stubborn Headbutt eschews its role as a pressure move due to its | Chopper Kong does no damage and grants less horizontal distance, but covers more vertical distance, enabling Donkey Kong to survive meteor smashes more effectively. Storm Punch has a push effect, and is very effective for edge-guarding and spacing. Lightning Punch charges much faster, giving Donkey Kong a more readily available KO option in case his moveset can't get the job done. However, it deals less damage, more so than Storm Punch. Jumping Headbutt has more vertical range and a hitbox during most of its descent, making it a good alternative to [[fast falling]], but at the cost of being unable to properly bury opponents. Stubborn Headbutt eschews its role as a pressure move due to its slow start-up. However, it has higher power and super armor, protecting Donkey Kong from any attack. Focused Slap and Hot Slap sacrifice range for [[Paralyze|paralysis]] and vertical range, respectively. Both are also potent KOing options, with the latter having high diagonal knockback, and the former having extremely high vertical knockback. | ||
Overall, Donkey Kong is a potent character; with speed, power, range, endurance, and easy-to-use combos, there are very few matchups he cannot overcome. As a result, DK is, alongside {{SSB4|Bowser}}, one of the two most effective super heavyweights in the game. This, in turn, is reflected in his presence in the competitive scene, as he has average tournament representation and above average results, the latter of which has been thanks to the likes of {{Sm|HIKARU}}, {{Sm|Tweek}}, {{Sm|Konga}} and {{Sm|DKwill}}. | Overall, Donkey Kong is a potent character; with speed, power, range, endurance, and easy-to-use combos, there are very few matchups he cannot overcome. As a result, DK is, alongside {{SSB4|Bowser}}, one of the two most effective super heavyweights in the game. This, in turn, is reflected in his presence in the competitive scene, as he has average tournament representation and above average results, the latter of which has been thanks to the likes of {{Sm|HIKARU}}, {{Sm|Tweek}}, {{Sm|Konga}} and {{Sm|DKwill}}. |