Donkey Kong (SSB4): Difference between revisions

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*{{Buff|Forward smash hitbox size increased (5.0u → 5.7u).}}
*{{Buff|Forward smash hitbox size increased (5.0u → 5.7u).}}
*{{buff|Dash attack hitbox duration and start up altered from 10-21 → 9-24.}}
*{{buff|Dash attack hitbox duration and start up altered from 10-21 → 9-24.}}
*{{buff|Cargo Up throw has much less base knockback, allowing better combos and mixups}}
*{{buff|Cargo Up throw has much less base knockback, allowing better combos and mixups.}}


==Moveset==
==Moveset==
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|dtiltname= 
|dtiltname= 
|dtiltdmg=7% (sweet); 6% (sour)
|dtiltdmg=7% (sweet); 6% (sour)
|dtiltdesc=Donkey Kong does a quick swat across the ground. Slightly less powerful around his fingers. Superior speed and range, and has a chance to trip opponents, allowing for guaranteed followups such as a grab or Headbutt.
|dtiltdesc=Donkey Kong does a quick swat across the ground. Slightly less powerful around his fingers. Great speed and range, and has a chance to trip opponents, allowing for guaranteed followups such as a grab or Headbutt.
|dashname= 
|dashname= 
|dashdmg=10% (sweet); 8% (sour)
|dashdmg=10% (sweet); 8% (sour)
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|pummeldesc=A fairly quick slap.
|pummeldesc=A fairly quick slap.
|fthrowname= 
|fthrowname= 
|fthrowdmg=8% (forward); 7% (upward); 6% (downward)
|fthrowdmg=10% (forward); 12% (backward); 10% (upward); 7% (downward)
|fthrowdesc=Donkey Kong cradles the opponent on his back, allowing him to move and jump around while still holding the victim. This gives him access to forward, up, and down throws that are distinct from his normal grab.
|fthrowdesc=Donkey Kong cradles the opponent on his back, allowing him to move and jump around while still holding the victim. This gives him access to forward, up, and down throws (as well as a back throw that can only be performed in the air) that are distinct from his normal grab.
Forward throw -- Throws the opponent diagonally up.
Forward throw -- Throws the opponent diagonally up.


Up throw -- Hurls the opponent over his head. Has very low base knockback, allowing for followups such as an up-air.
Back throw -- Same as forward throw, but sends at a slightly higher trajectory and can only be done in the air.


Down throw -- Slams the opponent down on his knee, knocking them sideways.
Up throw  -- Hurls the opponent over his head. Has very low base knockback, allowing for followups such as an up aerial.
 
Down throw -- Slams the opponent down on his knee, knocking them sideways. At surprisingly low percentages, it can be used offstage on opponents with poor recoveries to potentially send them too far away to recover.


When the opponent is too damaged to escape in time, all of these throws allow for easy stage spikes - Donkey Kong can simply walk off the ledge, pull back and throw them against the underside. However this carries significant risk, as the opponent can tech it, and Donkey Kong will end up too low to recover if the timing is off.
When the opponent is too damaged to escape in time, all of these throws allow for easy stage spikes - Donkey Kong can simply walk off the ledge, pull back and throw them against the underside. However this carries significant risk, as the opponent can tech it, and Donkey Kong will end up too low to recover if the timing is off.
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|ssc2name=Stubborn Headbutt
|ssc2name=Stubborn Headbutt
|ssc2dmg=13%
|ssc2dmg=13%
|ssc2desc=Donkey Kong launches a Headbutt with a longer startup time, but it deals more damage and gives him high knockback resistance. Grants super armor.
|ssc2desc=Donkey Kong launches a Headbutt with a longer startup time, but it deals more damage (and subsequently even more shield damage) and gives him high knockback resistance. Grants super armor.
|usdefname=Spinning Kong
|usdefname=Spinning Kong
|usdefdmg=7% (1st hit, ground), 1% (hits 2-6, ground), 4% (7th hit, ground), 10% (1st hit, aerial), 2% (subsequent hits, aerial)
|usdefdmg=7% (1st hit, ground), 1% (hits 2-6, ground), 4% (7th hit, ground), 10% (1st hit, aerial), 2% (subsequent hits, aerial)
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|usc2name=Kong Cyclone
|usc2name=Kong Cyclone
|usc2dmg=4% (1st hit, ground), 3% (1st hit, aerial), 15% (2nd hit, ground), 12% (2nd hit, aerial)
|usc2dmg=4% (1st hit, ground), 3% (1st hit, aerial), 15% (2nd hit, ground), 12% (2nd hit, aerial)
|usc2desc=Donkey Kong pulls in opponents in with a windbox as you spin, then launches them with the final hit. On the ground, has no hitboxes except for the first and last hits. In the air, deals no damage except for the first and last hits, but does deal hitstun. Does not go as high as Spinning Kong.
|usc2desc=Donkey Kong pulls in opponents in with a windbox while spinning, then launches them with the final hit. On the ground, has no hitboxes except for the first and last hits. In the air, deals no damage except for the first and last hits, but does deal hitstun. Does not go as high as Spinning Kong.
|dsdefname=Hand Slap
|dsdefname=Hand Slap
|dsdefdmg=14%
|dsdefdmg=14%
|dsdefdesc=Donkey Kong repeatedly slaps his hands against the ground, causing earth-shaking vibrations in the process. The attack gives him some protection from opponents while grounded and has good range. The attack originates from '''Donkey Kong Country''. Donkey Kong can now use the move while in midair, although only twice in a row. The second hit meteor smashes foes.
|dsdefdesc=Donkey Kong repeatedly slaps his hands against the ground, causing earth-shaking vibrations in the process. The attack gives him some protection from opponents while grounded and has good range. The attack originates from '''Donkey Kong Country''. Donkey Kong can now use the move while in midair, although only twice in a row. The second hit meteor smashes foes.
|dsc1name=Focused Slap
|dsc1name=Focused Slap
|dsc1dmg=7% (1st hit) 14% (2nd hit)
|dsc1dmg=7% (1st hit) 14% (2nd hit)
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