Editing Spinning Kong
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==Description== | ==Description== | ||
Donkey Kong rapidly spins with his arms outstretched, dealing multiple clothesline attacks. This move gains very little vertical height, but it goes almost as far horizontally as {{SSBB|Meta Knight}}'s [[Mach Tornado]], making it a rather effective [[recovery]] move. When used on the ground, Spinning Kong can be used in a fashion similar to [[Bowser]]'s [[Whirling Fortress]]; it can be used out of the shield, or as a disruptive tactic. Spinning Kong can also act as a pseudo shield for some [[projectile]]s, or out of shield in ''Ultimate'' or ''Melee'' due to its well-defended nature (Super armor in | Donkey Kong rapidly spins with his arms outstretched, dealing multiple clothesline attacks. This move gains very little vertical height, but it goes almost as far horizontally as {{SSBB|Meta Knight}}'s [[Mach Tornado]], making it a rather effective [[recovery]] move. When used on the ground, Spinning Kong can be used in a fashion similar to [[Bowser]]'s [[Whirling Fortress]]; it can be used out of the shield, or as a disruptive tactic. Spinning Kong can also act as a pseudo shield for some [[projectile]]s, or out of shield in ''Ultimate'' or ''Melee'' due to its well-defended nature (Super armor in Ultimate, intangibility in Melee). The protection the move provides overall also makes it useful for recovery. | ||
In all games, the aerial version of Spinning Kong does high amounts of [[damage]] if all hits connect (which is quite difficult to do). It does 12% in ''SSB'', 33% in ''Melee'', 36% in ''Brawl'' and ''SSB4'', and 19% in ''Ultimate'', making it the second most damaging up special in the series following {{SSBB|Lucas}} in first with [[PK Thunder 2]], which can do 43%. In ''Brawl'', ''Smash 4'', and ''Ultimate'' the grounded version of Spinning Kong grants [[super armor]] on frames 5-17 as of 6.0.0; just before the hitbox comes out. The landing lag animation after the helpless animation has also been changed, causing Donkey Kong to fall onto his back after finishing the move high up in the air, leaving him vulnerable for a moment - but this can be avoided if the move ends close to the ground. | In all games, the aerial version of Spinning Kong does high amounts of [[damage]] if all hits connect (which is quite difficult to do). It does 12% in ''SSB'', 33% in ''Melee'', 36% in ''Brawl'' and ''SSB4'', and 19% in ''Ultimate'', making it the second most damaging up special in the series following {{SSBB|Lucas}} in first with [[PK Thunder 2]], which can do 43%. In ''Brawl'', ''Smash 4'', and ''Ultimate'' the grounded version of Spinning Kong grants [[super armor]] on frames 5-17 as of 6.0.0; just before the hitbox comes out. The landing lag animation after the helpless animation has also been changed, causing Donkey Kong to fall onto his back after finishing the move high up in the air, leaving him vulnerable for a moment - but this can be avoided if the move ends close to the ground. |