Editing Donkey Kong (SSBM)/Back aerial
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DK does a midair kick behind him, which has [[sex kick]] properties. One of DK's best moves, it has a lot of desirable traits, including good range, a slight [[disjoint]] past his foot, low [[landing lag]], an exceptionally generous [[autocancel]] window (both at the start and end of the move), and average (or slightly above average) stats in all other attributes (knockback, active frames, end lag, damage, shield stun, etc...), which makes it an all around good aerial that's a staple of DK's play. | DK does a midair kick behind him, which has [[sex kick]] properties. One of DK's best moves, it has a lot of desirable traits, including good range, a slight [[disjoint]] past his foot, low [[landing lag]], an exceptionally generous [[autocancel]] window (both at the start and end of the move), and average (or slightly above average) stats in all other attributes (knockback, active frames, end lag, damage, shield stun, etc...), which makes it an all around good aerial that's a staple of DK's play. | ||
Arguably the most important use of back air in DK's kit is as a tool in [[neutral]], similar to {{mvsub|Jigglypuff|SSBM|back aerial|poss=y}}. Due to the fact that DK's forward-facing aerials are consistently a lot less useful when approaching ({{mvsub|Donkey Kong|SSBM|forward aerial}} is slow and leaves him open to a whiff punish, and {{mvsub|Donkey Kong|SSBM|neutral aerial}} has limited range and weak knockback), DK players will opt to turn around then back air at their opponents when [[approach]]ing or walling them out; they can accomplish this from a [[dash-dance]] by jumping from a [[pivot]] or turn-around [[shield-stop]], or by using his {{mvsub|Donkey Kong|SSBM|neutral special}} to turnaround before cancelling the first-windup with the [[R button|shield button]], a technique known as [[Giant_Punch#Reverse_Charge_Cancelling|Reverse Charge Cancelling]]. With good timing, it is possible to do a reverse charge cancel and land a back aerial within a shorthop. | |||
Adding to its utility as a neutral option, it's also quite safe on shield, both when [[SHFFL]]d (which makes it +/- 0 on block) and when spaced. In addition, it can be used to set up a [[frame trap]] with his {{mvsub|Donkey Kong|SSBM|up special}}, which, due to its low [[start-up]] and initial [[intangibility]], will beat the majority of most character's [[out of shield]] options, even Fox's infamous OoS [[Fox (SSBM)/Down special|shine]]. When the DK player is the one shielding, it's generally regarded as the best out of shield aerial, especially when the opponent has [[cross-up|crossed-up]] the DK and up special would whiff; {{mvsub|Donkey Kong|SSBM|up aerial}} is slightly faster and is generally better from a [[shield drop]], but will whiff otherwise due to the [[hitbox]] being placed on DK's head. | |||
The move can also be comboed into from [[Donkey Kong (SSBM)/Forward throw#Up|Cargo up-throw]] or {{mvsub|Donkey Kong|SSBM|down aerial}}, but DK generally has better options (namely, his up air), although it can be used as a [[Directional_influence#DI_mixups|DI mixup]]. It can be used to start combos, and the move's weak hit is an occasionally useful combo extender which can allow him to followup with another aerial, including itself, which can send the opponent off-stage and set up for [[edgeguard]]s. The move's edgeguarding potential is incredible, especially considering that DK can do it by letting go of ledge and double-jumping before regrabbing the ledge, and can reasonably kill most opponents off-stage at +100%. He can even perform a pseudo-[[wall of pain]] by double-jumping, hitting the opponent 2-to-3 times while off-stage, before finishing the string with the strong hit of aerial up special and drifting back to the ledge. | |||
The move is | |||
==Hitboxes== | ==Hitboxes== |