From SmashWiki, the Super Smash Bros. wiki
|
You aren't logged in. While it's not a requirement to create an account, doing so makes it a lot easier to keep track of your edits and a lot harder to confuse you with someone else. If you edit without being logged in, your IP address will be recorded in the page's edit history.
|
Log in
|
Create account
|
The edit can be undone.
Please check the comparison below to verify that this is what you want to do, and then publish the changes below to finish undoing the edit.
Latest revision |
Your text |
Line 3: |
Line 3: |
| {{competitive expertise}} | | {{competitive expertise}} |
| ==Overview== | | ==Overview== |
| Donkey Kong winds back, before slamming downwards with both hands in an axe-chop. It has two knockback [[angle]]s, depending upon when DK hits the opponent. The early hit, despite technically having the [[Sakurai angle]], will always launch the opponent diagonally up and away because of its incredibly high knockback (dealing 56.58 units of knockback to Bowser at 0%). The late hit is a [[meteor smash]]. The move is a very slow aerial that is very risky to use in neutral, though it does see niche use as a whiff punish due to its long range and wind up. It's also not wise to use it off-stage to [[Edgeguarding|edgeguard]] opponents, since the move's [[Lag#Ending lag|end lag]] is a full half of a second, risking a [[self-destruct]]. Where it really shines in DK's kit, however, is as a combo finisher.
| | DK slams downwards with both hands. It has two hitboxes, one which hits horizontally and one that [[meteor smash]]es, both with high knockback. A very slow aerial that has very little use in neutral, but can combo from his {{mvsub|Donkey Kong|SSBM|up throw}} and {{mvsub|Donkey Kong|SSBM|down aerial}} at high percents against some characters like {{SSBM|Sheik}} and {{SSBM|Marth}}, and will barely not combo against many other characters, such that their only escape option is to airdodge out. This makes it a common kill option against a lot of the cast. |
| | |
| The move can [[Combo|true combo]] from his {{mvsub|Donkey Kong|SSBM|up throw}} and {{mvsub|Donkey Kong|SSBM|down aerial}} at high percents against some characters like {{SSBM|Sheik}} and {{SSBM|Marth}}, and will ''false combo'' against many other characters, such that their only escape option is to airdodge out. This makes it a common kill option against a lot of the cast. It's also an extremely common combo-ender for his [[Donkey Kong (SSBM)/Up aerial|up air]] juggles when his [[Donkey Kong (SSBM)/Neutral special|giant punch]] is uncharged. In both of these situations, the desirable hit is the early one, since the meteor smash hitboxes can be meteor cancelled, potentially allowing the opponent to [[Punishment|punish]] DK or get back to stage for free.
| |
|
| |
|
| ==Hitboxes== | | ==Hitboxes== |