Editing Donkey Kong (SSBM)/Edge attack (fast)

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Donkey Kong hoists himself up off the ledge, before rapidly flinging himself backwards, hip first, towards the center of the stage. The move was nerfed in the transition from ''64'' to ''Melee'', getting less [[intangibility]] and [[active frames]]; regardless, it is one of his most used [[ledge recovery]] options, and arguably his best option, as it has a lot of stand-out traits as compared to other [[ledge attack]]s, and his advanced ledge options have issues of their own: namely, his [[ledgedash]] is worse than average, granting him a paltry 7 frames of [[Ledgedash#List_of_characters_ranked_by_GALINT|GALINT]], and his attacks from ledge (not to be confused with his ledge attacks), done by letting go of ledge and immediately [[double jump]]ing, are terrible for attacking opponents on-stage (with the notable exception of his aerial [[Donkey Kong (SSBM)/Up special|Spinning Kong]]).
Donkey Kong hoists himself up off the ledge, before rapidly flinging himself backwards, hip first, towards the center of the stage. The move was nerfed in the transition from ''64'' to ''Melee'', getting less [[intangibility]] and [[active frames]]; regardless, it is one of his most used [[ledge recovery]] options, and arguably his best option, as it has a lot of stand-out traits as compared to other [[ledge attack]]s, and his advanced ledge options have issues of their own: namely, his [[ledgedash]] is worse than average, granting him a paltry 7 frames of [[Ledgedash#List_of_characters_ranked_by_GALINT|GALINT]], and his attacks from ledge (not to be confused with his ledge attacks), done by letting go of ledge and immediately [[double jump]]ing, are terrible for attacking opponents on-stage (with the notable exception of his aerial [[Donkey Kong (SSBM)/Up special|Spinning Kong]]).


Compared to other less-than-100% ledge attacks, DK's is markedly swift; in fact, it's the 2nd-fastest ledge attack in the game, coming out in ³⁄₂₀ of a second, and is only 1 of 3 to be [https://glossary.infil.net/?t=Unreactable unreactable], the others being [[Bowser (SSBM)/Edge attack (fast)|Bowser's]] and [[Peach (SSBM)/Edge attack (fast)|Peach's]]. In addition, the move has incredible range, covering almost ⅓ of [[Yoshi's Story]], and is slightly [[disjointed]]. It even has the possibility to lead to a [[tech chase]], as it will [[tumble]] every character [[Weight#Super_Smash_Bros._Melee_weight_values|lighter than Ganondorf]] at 0%. This is counterbalanced by the move's weaknesses, however. It loses to both [[shield]] and [[crouch cancel]]ling, owing to the move's long [[end lag]]. In addition, if it misses, it leaves him a sitting duck, making [[bait]]ing the move out and standing just outside its range a very strong counter-option.
Compared to other less-than-100% ledge attacks, DK's is markedly swift; in fact, it's the 2nd-fastest ledge attack in the game, coming out in ³⁄₂₀ of a second, and is only 1 of 3 to be [https://glossary.infil.net/?t=Unreactable unreactable], the others being [[Bowser (SSBM)/Edge attack (fast)|Bowser's]] and [[Peach (SSBM)/Edge attack (fast)|Peach's]]. In addition, the move has incredible range, covering almost a ⅓ of [[Yoshi's Story]], and is slightly [[disjointed]]. It even has the possibility to lead to a [[tech chase]], as it will [[tumble]] every character [[Weight#Super_Smash_Bros._Melee_weight_values|lighter than Ganondorf]] at 0%. This is counterbalanced by the move's weaknesses, however. It loses to both [[shield]] and [[crouch cancel]]ling, owing to the move's long [[end lag]]. In addition, if it misses, it leaves him a sitting duck, making [[bait]]ing the move out and standing just outside its range a very strong counter-option.


==Hitboxes==
==Hitboxes==

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