Editing Donkey Kong (SSBU)

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His biggest buff, however, comes from a vastly improved forward throw (cargo throw), which is much harder to mash out of and has had its cargo throws' properties improved; this grants him much more options and turns it into his most versatile throw, and arguably the best throw in the game overall. His [[dash attack]] also has less ending lag, giving him another combo starter if the late hit is landed and making it much safer if shielded. Donkey Kong's already impressive KO power has been further increased as well, as most of his moves deal more knockback. Further miscellaneous buffs include [[up smash]]'s previously infamous hitboxes being larger, making the move much easier to land.
His biggest buff, however, comes from a vastly improved forward throw (cargo throw), which is much harder to mash out of and has had its cargo throws' properties improved; this grants him much more options and turns it into his most versatile throw, and arguably the best throw in the game overall. His [[dash attack]] also has less ending lag, giving him another combo starter if the late hit is landed and making it much safer if shielded. Donkey Kong's already impressive KO power has been further increased as well, as most of his moves deal more knockback. Further miscellaneous buffs include [[up smash]]'s previously infamous hitboxes being larger, making the move much easier to land.


Finally, Donkey Kong also benefits from some of the universal changes, as his already great mobility has improved from faster walking and dashing speeds, the universal 3-frame jumpsquat change improves his ground-to-air [[out of shield]] game and allows him for with combo opportunities, and the increased [[shieldstun]] and reduced [[landing lag]] on aerial attacks makes his attacks even safer on shield (despite the reduced shieldstun on aerials).
Finally, Donkey Kong also benefits to some of the universal changes, as his already great mobility has improved from faster walking and dashing speeds, the universal 3-frame jumpsquat change improves his ground-to-air [[out of shield]] game and allows him for with combo opportunities, and the increased [[shieldstun]] and reduced [[landing lag]] on aerial attacks makes his attacks even safer on shield (despite the reduced shieldstun on aerials).


However, the few direct nerfs Donkey Kong received were severe enough to eclipse his buffs. Like {{SSBU|Bowser}}, his biggest nerf is to his previously infamous combo throw — his cargo up throw now has more knockback, which makes its combo potential more strict and noticeably neuters the effectiveness of its infamous "Ding Dong" KO confirm at high percentages unless it's initiated on a platform, often requiring a specific amount of [[rage]] to work. Although his grab game was overall buffed, Donkey Kong is one of the characters who suffers the most from the universal nerfing of grabs, making them less safe for him to use. His pummel was nerfed as well, making it less reliable for racking up damage. Thus, this makes it less feasible for Donkey Kong to rely on his grab as his main way to rack up damage, forcing him to use other methods to do so.
However, the few direct nerfs Donkey Kong received were severe enough to eclipse his buffs. Like {{SSBU|Bowser}}, his biggest nerf is to his previously infamous combo throw — his cargo up throw now has more knockback, which makes its combo potential more strict and noticeably neuters the effectiveness of its infamous "Ding Dong" KO confirm at high percentages unless it's initiated on a platform, often requiring a specific amount of [[rage]] to work. Although his grab game was overall buffed, Donkey Kong is one of the characters who suffers the most from the universal nerfing of grabs, making them less safe for him to use. His pummel was nerfed as well, making it less reliable for racking up damage. Thus, this makes it less feasible for Donkey Kong to rely on his grab as his main way to rack up damage, forcing him to use other methods to do so.

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