Template:SSB4 to SSBU changelist/Donkey Kong
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Aesthetics
- Due to the aesthetic used in Ultimate, Donkey Kong's model features a more subdued color scheme. His fur appears flatter overall, while his tie features subtle detailing. His facial proportions have also been tweaked.
- Donkey Kong faces the foreground at an angle, instead of facing directly forward. In addition, he now faces the screen regardless of whether he's facing left or right, resulting in all of his animations being mirrored and many of them being tweaked.
- Like most of the returning roster, Donkey Kong has become much more expressive than in the previous games. For example, he scowls during multiple attacks, he also appears furious when he fully charges Giant Punch, with his face turning red and veins being visible.
- Up taunt has a new animation where he moves his body much less, more closely resembling how real-life gorillas beat their chests.
- Ledge-hanging animation has changed.
- Two of Donkey Kong's victory poses have been tweaked:
- His up-inputted victory pose now has him looking at the camera at the freeze frame and shaking his hands as opposed to his whole body afterward.
- His right-inputted victory pose has him strike a different pose while maintaining an angrier expression.
Attributes
- Like all characters, Donkey Kong's jumpsquat animation takes 3 frames to complete (down from 6).
- Donkey Kong is heavier (122 → 127). However, he is no longer the second heaviest character in the game (claimed by King K. Rool) but instead tied with King Dedede for the third heaviest. Nevertheless, this noticeably improves his survivability.
- Donkey Kong walks faster (1.3 → 1.365).
- Donkey Kong dashes faster (1.7031 → 1.873).
- Donkey Kong's initial dash is much faster (1.6 → 2.09).
- Donkey Kong's air speed is faster (1.15 → 1.208).
- Donkey Kong's traction is much higher (0.0529 → 0.123), going from the 37th highest to the 15th highest.
- Donkey Kong's gravity is very slightly lower (0.08505 → 0.085). It is also lower relative to the cast, going from the 35th highest to the 53rd highest.
- Forward roll grants less intangibility (frames 4-16 → 4-15) and has more ending lag (FAF 30 → 31).
- Back roll has has more startup (frame 4 → 5) and ending lag (FAF 30 → 36).
- Spot dodge has less startup (frame 4 → 3) and ending lag (FAF 29 → 27).
- Spot dodge grants less intangibility (frames 4-19 → 3-17).
- Air dodge grant more intangibility (frames 4-29 → 4-32).
- Air dodge has significantly more ending lag (FAF 35 → 49).
Ground attacks
- Neutral attack:
- The first hit transitions into the second hit faster (frame 11 → 8).
- The second hit comes out faster (frame 6 → 4), which alongside the previous change allows it to connect better from the first hit. It also has less ending lag (FAF 35 → 32), and a longer hitbox duration (2 frames → 3 frames).
- Both hits have a higher hitlag multiplier (1× → 1.5× (hit 1), 1.8× (hit 2)), giving opponents more time to SDI the first hit and DI the second hit.
- The first hit deals less knockback (0/35/45 base/100/25/25 scaling → 25/20/20 base/35/20/20 scaling) and its outermost hitbox launches opponents closer to Donkey Kong (110° → 180°), allowing it to connect better, but hindering its jab cancel setups.
- Forward tilt:
- The move has less startup (frame 8 → 6) and ending lag (FAF 38 → 35).
- Its hitboxes are larger (4.5u/5u/3.2u → 5.5u/5u/3.5u).
- It deals less damage when angled up (11% → 9%) and not angled (10% → 8%).
- It grants much less intangibility on Donkey Kong's arm (frames 7-11 (up), 1-25 (forward, down) → 6-9 (all)), being in line with the duration of the hitboxes.
- For all angles, it has higher base knockback, but lower knockback scaling (10 base/100 scaling → 50/78). This makes it much safer on hit at low percents, but weakens its KO potential.
- It has an altered animation where Donkey Kong keeps his other arm planted on the ground rather than it twisting with the rest of his body.
- This new animation shifts his body backwards a considerable distance as soon as it begins; combined with the changes to jostling, this allows him to dodge many close-range attacks as early as frame 1.
- Up tilt:
- The move deals less damage (11%/10%/9% → 10%/9%/8%) without compensation on knockback, hindering its KO potential.
- The sweetspot is on the hand instead of the shoulder, making it easier to land overall.
- The move now has a medium punch sound effect.
- Down tilt:
- The move has less startup lag (frame 7 → 6).
- It has a hitstun modifier of +5, improving its combo potential.
- The hitbox duration is shorter (3 frames → 2 frames).
- It has more ending lag (FAF 23 → 25).
- It grants much less intangibility on Donkey Kong's arm (frames 1-9 → 5-7), being more in line with the duration of the hitboxes.
- The hitboxes on Donkey Kong's arm deal less damage (7% → 6%), matching the sourspot.
- However, their knockback was not compensated, allowing them to trip opponents for longer.
- Dash attack:
- The move has less ending lag (FAF 42 → 35).
- It deals more damage (10% → 12% (clean), 8% → 9% (late)), with knockback scaling compensated (53 → 46 (clean), 65 → 60 (late)).
- Its hitboxes are larger (6u → 7u (clean), 4u → 5.5u (late)) and further out (Z offset: 7 (clean)/4.2 (late) → 8/5.2), improving its range.
- It deals more hitlag (1x → 1.25x), making it easier to DI.
- Forward smash:
- The move deals more damage (20%/19% → 22%/21%) without proper compensation on knockback (30/25 base/91 scaling → 21/18 base/88/86 scaling), improving its KO power.
- Its animation has been altered: Donkey Kong no longer brings his arms behind him as much when charging the move, doing so before releasing the move.
- Up smash:
- The move deals more damage (18% → 19%) and has increased knockback (30 base/83 scaling → 40/84), improving its KO potential.
- Up smash's hand hitbox is higher up (Y offset: 26 → 28) and the arm hitbox is lower down (Y offset: 20 → 18) and extends further outwards (Z offset: -3—3 → -5—5). This improves the move's range above and next to Donkey Kong, allowing it to hit larger fighters on the ground.
- Down smash:
- The fist hitboxes exchange IDs between the early hit and the clean hit, causing interpolation to cover the floor below Donkey Kong.
Aerial attacks
- All aerials have less landing lag (17 frames → 10 (neutral), 29 → 17 (forward), 18 → 11 (back), 25 → 15 (up), 24 → 14 (down)).
- The removal of teching for grounded meteor smashes improves the combo potential of Donkey Kong's forward and down aerials onstage, compounded further by their reduced landing lag.
- Neutral aerial:
- It deals more damage (11% → 12% (clean), 8% → 9% (late)) with no compensation on knockback, improving its KO potential.
- It has larger hitboxes (5u/4u → 5u/5u/5.7u), and the clean hit has received an additional hitbox during its first active frame that is placed further vertically (Y offset: 8u) and horizontally (Z offset: 15u), greatly improving the move's range.
- Forward aerial:
- The late hit lasts one frame longer (frames 21-22 → 21-23), allowing it to reach farther below Donkey Kong.
- It has a slightly altered animation, with Donkey Kong spinning at an angle after performing a downwards punch. This new animation is longer (55 frames → 62) increasing the amount of time DK cannot grab the ledge after using it.
- Up aerial:
- The move grants less intangibility on Donkey Kong's head (frames 1-10 → 5-10), being more in line with the duration of the hitboxes.
- The move has an altered animation where Donkey Kong doesn't bring his head as far backwards as before, reducing its coverage behind him.
Throws and other attacks
- Grabs:
- All grabs have increased ending lag (FAF 31 → 39 (standing), 39 → 47 (dash), 37 → 42 (pivot)).
- Dash and pivot grab have slightly more startup lag (frame 10 → 11 (dash), 11 → 12 (pivot)).
- Dash and pivot grab have less range (Z2 offset: 17 → 15.9 (dash), -24.5 → -21.5 (pivot)).
- Pummel:
- Pummel deals less damage (2.1% → 1.6%).
- It has much less startup (frame 9 → 2) and ending lag (FAF 16 → 8), but deals considerably more hitlag (4 frames → 15), increasing its effective duration.
- Relative to the rest of the cast, Donkey Kong's pummel is among the slowest but most damaging, rather than average on both accounts.
- Its animation has been slightly changed. Donkey Kong chops the opponent's body rather than their head.
- Donkey Kong's throws are no longer weight-dependent. This improves their combo potential on heavyweights, but reduces it on lightweights.
- Forward throw (cargo throw):
- Cargo throw involves Donkey Kong hauling the opponent over his shoulder, similarly to his grandfather in the Donkey Kong arcade game and his own carrying animation in Donkey Kong Country Returns and Donkey Kong Country: Tropical Freeze.
- Cargo forward throw:
- The move deals more damage (10% → 12%) without proper compensation on knockback (80 base/50 scaling → 90/46), slightly improving its KO potential.
- Cargo back throw:
- Donkey Kong has a new cargo back throw: he holds the opponent with both hands by the legs and hurls them behind himself. This new throw deals more damage (12% → 13%) and knockback (70 base/50 scaling → 85/52), improving its KO potential to the point it can KO middleweights under 150% in the air.
- Cargo up throw:
- The move deals more damage (10% → 12%).
- The move has increased knockback (58 base/52 scaling → 65/53). While this slightly improves its combo potential at low to mid-percentages due to Donkey Kong's faster jumpsquat, it also limits its combo potential into only up aerial. It also noticeably worsens its combo potential past mid-percentages, no longer leading into guaranteed KOs off the top blast line except if initiated on platforms.
- However, this grants the move KO potential, especially when combined with a jump.
- Cargo down throw:
- Donkey Kong has a new cargo down throw: he performs a bearhug instead of throwing the opponent downward.
- This new throw deals more damage (7% → 11%).
- It grants Donkey Kong a slight boost upwards if used in the air, giving it more offstage utility.
- It has altered knockback (50 base/80 scaling → 70/45). Combined with its upward boost, this makes it safer to use at low percentages and keeps its KO potential at high ones if used offstage, but removes its ability to chain grab opponents on moving platforms (such as Smashville's) or against walls, while still lacking KO ability if not used offstage.
- Down throw:
- Down throw releases the opponent earlier (frame 24 → 19), with its total duration reduced as well (FAF 60 → 55), making it harder to DI in time.
- Edge attack:
- Edge attack deals more damage (8% → 10%).
Special moves
- Giant Punch:
- The move has less lag when charge-canceled by shielding (8 frames → 4), making it safer to charge.
- Additionally, it can now be charge-cancelled by shielding at any point, rather than only when DK's arm is behind him at a certain point.
- It can also now be charge-canceled by jumping or spot dodging, with the same amount of lag beforehand.
- However, this lag applies to rolls out of the move as well, instead of them being immediate, making it riskier to charge-cancel by rolling.
- It no longer causes helplessness when used in the air, much like in Smash 64.
- The move reaches its full charge much faster (frame 154 → 121).
- The move gains damage at a different rate (2% per 14 frames → 1% per 6.77 frames). This makes it closer to other chargeable moves.
- Uncharged Giant Punch deals less knockback (15 base/100 scaling → 45/70). This makes it weaker than the fully charged version regardless of charge.
- Fully charged Giant Punch deals more knockback that is consistent throughout (10 base/80/50 scaling → 35/73), making it stronger than the almost fully charged version.
- Fully charged Giant Punch's mid-arm hitbox is larger (5u → 6.5u).
- The move no longer has a hitbox that hits behind Donkey Kong, removing its situational ability to KO off the top blast line.
- Donkey Kong charges Giant Punch with either arm due to his mirrored animation. Previously, it was charged with his right arm in Smash 64 and his left arm in the other games.
- Donkey Kong charges up Giant Punch with more circular arm motions, and trails of electricity appear on Donkey Kong's arm and fist during the charge up and punch of the move (reminiscent of Lightning Punch, one of his custom moves in Smash 4). Additionally, he makes an angry expression when he gets a full charge (including maintaining the expression throughout other animations after its charge), and he winds up faster the closer the move is to being fully charged. He also has an altered pose upon using the punch.
- Fully charged Giant Punch triggers the Special Zoom upon hitting an opponent.
- The move has less lag when charge-canceled by shielding (8 frames → 4), making it safer to charge.
- Headbutt:
- The move has super armor on frames 5-14.
- The grounded version has an additional hitbox against grounded opponents that is placed higher (Y offset: 5u → 13u), increasing its vertical range.
- It has one frame less ending lag (FAF 64 → 63).
- The aerial version stalls less (gravity multiplier: 0.3 → 0.5).
- Spinning Kong:
- The move's loop hits connect more reliably, especially for the aerial version, which uses the autolink angle (20°/180°/180° → 366°). The grounded version's loop hits hold the opponent in place rather than knocking them back and forth.
- The move has less landing lag (40 frames → 38).
- The grounded version's super armor starts earlier and has a longer duration (frames 8-17 → 5-17).
- The grounded version's last hit has more base knockback (40 → 60), but less knockback scaling (170 → 157), slightly improving its KO potential overall.
- The aerial version has a final hit that launches opponents away with more knockback (0 base/100 scaling → 72/80), improving its utility.
- The grounded version has more ending lag (FAF 93 → 105).
- Both versions of the move deal less total damage, most significantly the aerial version (17.5% → 16% (grounded), 36% → 19% (aerial)). The grounded version deals more damage on its loop hits (1.3% → 1.4%), but less on the first hit (7% → 5%), and the aerial version has 14 hits instead of 8, but they deal drastically less damage (10% (hit 1), 5%/4% (hits 2-5), 2% (hits 6-8) → 5% (hit 1), 1% (hits 2-13), 2% (hit 14)) and have inconsistent timing, only dealing full damage to opponents that are very close to Donkey Kong.
- The aerial version no longer grants intangibility on frames 3-6 upon startup.
- Donkey Kong glints and strikes a pose upon ending a grounded Spinning Kong, doing another spin before coming to a full stop.
- The aerial version travels a shorter distance horizontally, but also goes slightly higher overall.
- The aerial version has a shorter duration due to its animation being sped up (94 frames → 54).
- Unlike Grounded Spinning Kong, the aerial version no longer produces a visual "blue ring" effect upon startup.
- Hand Slap:
- The grounded version has less startup lag (frame 18 → 12).
- Both the grounded and aerial versions have drastically less ending lag (FAF 75 → 47 (grounded), 62 → 50 (aerial)).
- The aerial version has significantly less landing lag (30 frames → 10), greatly improving its ability to set up combos and tech-chases.
- The aerial animation is longer (61 frames → 69), increasing the amount of time mobility is restricted if the move is not interrupted.
- The grounded version's hitboxes are smaller (13u → 10.3u).
- The grounded version has gained a shieldstun multiplier of 0.58×, thus dealing less shieldstun than in Smash 4 despite it being increased for moves other than smash attacks and aerials. This allows shielding opponents to escape between hits more easily, worsening the move's shield breaking ability.
- Final Smash:
- Donkey Kong has a new Final Smash called Jungle Rush, which replaces Konga Beat. It consists of a single punch that, if successfully landed, leads to a barrage of rapid punches that traps the opponent, concluding with an uppercut that launches them. The move, alongside the comical bongo noises it produces, are based off Donkey Kong's attacks in Donkey Kong Jungle Beat.
- Since the move's first hit only hits in front of Donkey Kong, Jungle Rush can no longer hit opponents behind, above and below him as Konga Beat could, giving it significantly less range.
- Jungle Rush's hits deals less damage than a perfectly inputted Konga Beat (7% initial shockwave/1% "miss" shockwave/7% "good" shockwave/12% "great" shockwave/15% fourth "great" shockwave → 12% hit 1/1.2% hits 2-19/1.1% hits 20-32/14% hit 33). This makes the Final Smash deal potentially deal less damage than Konga Beat (150~% → 61.9%), but makes it more consistent.
- Jungle Rush's last hit has stronger knockback than a fourth "great" shockwave from Konga Beat (55 base/90 scaling → 90/96), making it much more powerful and consistent at KOing.
- Jungle Rush's last hit sends at a vertical angle compared to Konga Beat's horizontal one for the fourth "great" shockwave (361° → 70°).