32,050
edits
mNo edit summary |
(Converting to t:Trophy/Fighter) |
||
Line 25: | Line 25: | ||
==Changes from ''[[Super Smash Bros. Melee]]''== | ==Changes from ''[[Super Smash Bros. Melee]]''== | ||
In the transition from ''Melee'' to ''Brawl'', Donkey Kong was heavily buffed overall. He has been improved in several aspects, including his mobility, endurance potential, power, recovery, and range. | In the transition from ''Melee'' to ''Brawl'', Donkey Kong was heavily buffed overall. He has been improved in several aspects, including his mobility, endurance potential, power, recovery, and range. | ||
One noticeable nerf he received was to his grounded [[Spinning Kong]]. The hitbox grounded Spinning Kong once possessed which came out on frame 2-5, had invincibility and could kill opponents under 100% was completely removed completely hindering grounded Spinning Kong's utility (although he does now have the "[https://youtu.be/O3CmvJM-Rq8 Invincicopter]" to give his grounded Spinning Kong some new utility). Besides the change to his grounded Spinning Kong, Donkey Kong did not receive any other significant nerfs to his moveset. | One noticeable nerf he received was to his grounded [[Spinning Kong]]. The hitbox grounded Spinning Kong once possessed which came out on frame 2-5, had invincibility and could kill opponents under 100% was completely removed completely hindering grounded Spinning Kong's utility (although he does now have the "[https://youtu.be/O3CmvJM-Rq8 Invincicopter]" to give his grounded Spinning Kong some new utility). Besides the change to his grounded Spinning Kong, Donkey Kong did not receive any other significant nerfs to his moveset. | ||
Overall, DK is a stronger character than he was in ''Melee'' although he still struggles against much of the cast. | Overall, DK is a stronger character than he was in ''Melee'' although he still struggles against much of the cast. | ||
Line 89: | Line 89: | ||
*[[Back aerial]]: | *[[Back aerial]]: | ||
**{{buff|Back aerial can now be performed twice in a single short hop. It also has increased base knockback (10 → 20 (clean), 0 → 10 (late)), a longer duration (frames 7-15 → 7-16) and slightly more range. It also greatly benefits from the introduction of [[reverse aerial rush]] significantly improving its approach potential.}} | **{{buff|Back aerial can now be performed twice in a single short hop. It also has increased base knockback (10 → 20 (clean), 0 → 10 (late)), a longer duration (frames 7-15 → 7-16) and slightly more range. It also greatly benefits from the introduction of [[reverse aerial rush]] significantly improving its approach potential.}} | ||
**{{nerf|Its late hit deals slightly less damage (9% → 8%).}} | **{{nerf|Its late hit deals slightly less damage (9% → 8%).}} | ||
**{{nerf|It autocancels later (frame 20 → 31).}} | **{{nerf|It autocancels later (frame 20 → 31).}} | ||
*[[Up aerial]]: | *[[Up aerial]]: | ||
Line 120: | Line 120: | ||
*[[Giant Punch]]: | *[[Giant Punch]]: | ||
**{{buff|Giant Punch now has [[armor]] when fully charged, it charges faster and it can now be reversed, but reversing it does not increase damage or knockback, unlike [[Falcon Punch]] and [[Warlock Punch]]. The back hit additionally has more KO potential due to the universally decreased falling speeds with a level 10 back hit being able to KO {{SSBB|King Dedede}} on {{SSBB|Final Destination}} at 50%.}} | **{{buff|Giant Punch now has [[armor]] when fully charged, it charges faster and it can now be reversed, but reversing it does not increase damage or knockback, unlike [[Falcon Punch]] and [[Warlock Punch]]. The back hit additionally has more KO potential due to the universally decreased falling speeds with a level 10 back hit being able to KO {{SSBB|King Dedede}} on {{SSBB|Final Destination}} at 50%.}} | ||
**{{nerf|All variants of the grounded front hit deals 2% less damage (12%-30% → 10%-28%) and the fully charged version for both variants has less knockback scaling (90 → 80) hindering its KO potential and further encouraging Donkey Kong to use a level 10 Giant Punch. Additionally, the aerial variant deals less damage (12% → 8% (back uncharged), 6% (front uncharged), 17%/26% → 15%/25% (fully charged). Lastly, all variants of the front hit have a sourspot which has less knockback scaling (100/90 → 60/50).}} | **{{nerf|All variants of the grounded front hit deals 2% less damage (12%-30% → 10%-28%) and the fully charged version for both variants has less knockback scaling (90 → 80) hindering its KO potential and further encouraging Donkey Kong to use a level 10 Giant Punch. Additionally, the aerial variant deals less damage (12% → 8% (back uncharged), 6% (front uncharged), 17%/26% → 15%/25% (fully charged). Lastly, all variants of the front hit have a sourspot which has less knockback scaling (100/90 → 60/50).}} | ||
**{{nerf|It has increased landing lag (7 frames → 30) due to Donkey Kong now having a landing animation while landing while helpless.}} | **{{nerf|It has increased landing lag (7 frames → 30) due to Donkey Kong now having a landing animation while landing while helpless.}} | ||
**{{change|A fully charged Giant Punch no longer has invincibility frames on frames 17-18, although this is compensated with super armor on frames 17-20.}} | **{{change|A fully charged Giant Punch no longer has invincibility frames on frames 17-18, although this is compensated with super armor on frames 17-20.}} | ||
Line 152: | Line 152: | ||
|ftiltsidedmg=10% | |ftiltsidedmg=10% | ||
|ftiltdowndmg=9% | |ftiltdowndmg=9% | ||
|ftiltdesc=Donkey Kong quickly swats his outstretched hand. Donkey Kong's arm is intangible while the hitboxes are out, allowing it to be used safely against most other attacks. This can be aimed up or down. KOs at 148% when angled up from the center of Final Destination. | |ftiltdesc=Donkey Kong quickly swats his outstretched hand. Donkey Kong's arm is intangible while the hitboxes are out, allowing it to be used safely against most other attacks. This can be aimed up or down. KOs at 148% when angled up from the center of Final Destination. | ||
|utiltname= | |utiltname= | ||
|utiltdmg=9% (hand), 10% (elbow), 11% (arm) | |utiltdmg=9% (hand), 10% (elbow), 11% (arm) | ||
Line 170: | Line 170: | ||
|dsmashname= | |dsmashname= | ||
|dsmashdmg={{ChargedSmashDmgSSBB|17}} (hands), {{ChargedSmashDmgSSBB|14}} (arms) | |dsmashdmg={{ChargedSmashDmgSSBB|17}} (hands), {{ChargedSmashDmgSSBB|14}} (arms) | ||
|dsmashdesc=Does a double back-handed punch by bringing his closed fists down 90˚ at both sides. Very fast, great vertical knockback and is the 3rd strongest down smash in the game, KOing at 91% when uncharged and 57% when fully charged. | |dsmashdesc=Does a double back-handed punch by bringing his closed fists down 90˚ at both sides. Very fast, great vertical knockback and is the 3rd strongest down smash in the game, KOing at 91% when uncharged and 57% when fully charged. | ||
|nairname= | |nairname= | ||
|nairdmg=11% (clean), 8% (late) | |nairdmg=11% (clean), 8% (late) | ||
|nairdesc=Donkey Kong quickly spins with arms extended. Similar to the Spinning Kong, but much faster to execute. KOs middleweights at around 150% from the center of Final Destination. | |nairdesc=Donkey Kong quickly spins with arms extended. Similar to the Spinning Kong, but much faster to execute. KOs middleweights at around 150% from the center of Final Destination. | ||
|fairname= | |fairname= | ||
|fairdmg=16% | |fairdmg=16% | ||
Line 179: | Line 179: | ||
|bairname= | |bairname= | ||
|bairdmg=13% (clean), 8% (late) | |bairdmg=13% (clean), 8% (late) | ||
|bairdesc=Donkey Kong performs a quick kick directed behind him that lingers briefly. Very fast, long ranged and strong, is an effective [[wall of pain]]. KOs Mario at 126% from the center of Final Destination. | |bairdesc=Donkey Kong performs a quick kick directed behind him that lingers briefly. Very fast, long ranged and strong, is an effective [[wall of pain]]. KOs Mario at 126% from the center of Final Destination. | ||
|uairname= | |uairname= | ||
|uairdmg=14% | |uairdmg=14% | ||
Line 359: | Line 359: | ||
Donkey Kong's main and [[Final Smash]] trophies can be obtained by clearing {{SSBB|Classic Mode}} and [[All-Star]] mode respectively with Donkey Kong. | Donkey Kong's main and [[Final Smash]] trophies can be obtained by clearing {{SSBB|Classic Mode}} and [[All-Star]] mode respectively with Donkey Kong. | ||
{{Trophy/Fighter | |||
|name=Donkey Kong | |||
|image=Donkey Kong - Brawl Trophy.png | |||
|mode=Classic | |||
|desc=A carefree jungle dweller with the charisma of a natural leader. He keeps busy by foiling the plans of the Kremlings and their boss, King K. Rool. As his physique suggests, this ape is a powerhouse. He's got speed to match too, and his love for bananas is second to none. His famous necktie is adorned with his initials, DK. | |||
|gamelist={{Trophy games|console1=SNES|game1={{iw|mariowiki|Donkey Kong Country}}|console2=N64|game2={{iw|mariowiki|Donkey Kong 64}}}} | |||
|game=Brawl | |||
}} | |||
{{clrl}} | |||
{{Trophy | {{Trophy/Fighter | ||
|name=Konga Beat | |||
|image=Konga Beat - Brawl Trophy.png | |||
|desc=DK about to go to town with some bongos! His performance is so magnificent and upbeat that it creates damage-inducing sound waves. Press the buttons in time to the music, and the sound waves may grow stronger. DK's invulnerable when launching this attack, but he's also immobile, so be careful using it on scrolling stages. | |||
|gamelist={{Trophy games|console1=Wii|game1=Super Smash Bros. Brawl}} | |||
{{Trophy games|console1=Wii|game1=Super Smash Bros. Brawl}} | |game=Brawl | ||
}} | |||
{{clrl}} | |||
==[[Alternate costume (SSBB)#Donkey Kong|Alternate costumes]]== | ==[[Alternate costume (SSBB)#Donkey Kong|Alternate costumes]]== |
edits