Donkey Kong (SSBM)/Up special: Difference between revisions
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[[File:DonkeyKongSpinningKongASSBM.gif|thumb|270px|Hitbox visualization showing Donkey Kong's aerial Spinning Kong.]] | [[File:DonkeyKongSpinningKongASSBM.gif|thumb|270px|Hitbox visualization showing Donkey Kong's aerial Spinning Kong.]] | ||
==Overview== | ==Overview== | ||
Donkey Kong | Donkey Kong pulls his elbow up, then rapidly spins his arms. Similar to the [[Spacie]]'s shine, it is a special move that functions as a jack-of-all-trades option. Due to its initial invincibility frames and quick startup, the grounded version is a common [[out of shield]] option, and a [[frame trap]] option after {{mvsub|Donkey Kong|SSBM|back aerial}} on shield. The first hit has a lot of base knockback and knockback growth, making it a highly usable kill option that can be confirmed from DK's combos and tech chases. The following hits are quite weak, but hit fast enough that it is not always easy to punish on shield or on [[crouch cancel]], and can be made even more difficult to punish by going to the [[Edge]], thereby grabbing it and bypassing the end lag. It can also be used to punish characters attempting to land on top of DK, such as a Fox doing a {{mvsub|Fox|SSBM|down aerial}} from a fullhop or [[Shield drop]]. | ||
The aerial version is DK's primary recovery move. It travels a long distance horizontally, and, coupled with DK's high weight and fall speed, allows him to live a long time and recover high repeatedly. It also gives DK intangibility on his arms as long as the hitboxes are active, unlike the grounded version, making it somewhat difficult to interrupt. However, when recovering below the ledge, it is very vulnerable to disjointed attacks and has very poor vertical distance, which makes it easy to kill DK at low percents with [[spike]]s and even [[meteor smash]]es. As an offensive option, the first hit has somewhat strong knockback, making it an effective edgeguarding tool where DK can jump offstage to an opponents position, hit them with the first hit, then drift back to ledge. | The aerial version is DK's primary recovery move. It travels a long distance horizontally, and, coupled with DK's high weight and fall speed, allows him to live a long time and recover high repeatedly. It also gives DK intangibility on his arms as long as the hitboxes are active, unlike the grounded version, making it somewhat difficult to interrupt. However, when recovering below the ledge, it is very vulnerable to disjointed attacks and has very poor vertical distance, which makes it easy to kill DK at low percents with [[spike]]s and even [[meteor smash]]es. As an offensive option, the first hit has somewhat strong knockback, making it an effective edgeguarding tool where DK can jump offstage to an opponents position, hit them with the first hit, then drift back to ledge. |
Revision as of 12:09, June 26, 2024
Overview
Donkey Kong pulls his elbow up, then rapidly spins his arms. Similar to the Spacie's shine, it is a special move that functions as a jack-of-all-trades option. Due to its initial invincibility frames and quick startup, the grounded version is a common out of shield option, and a frame trap option after back aerial on shield. The first hit has a lot of base knockback and knockback growth, making it a highly usable kill option that can be confirmed from DK's combos and tech chases. The following hits are quite weak, but hit fast enough that it is not always easy to punish on shield or on crouch cancel, and can be made even more difficult to punish by going to the Edge, thereby grabbing it and bypassing the end lag. It can also be used to punish characters attempting to land on top of DK, such as a Fox doing a down aerial from a fullhop or Shield drop.
The aerial version is DK's primary recovery move. It travels a long distance horizontally, and, coupled with DK's high weight and fall speed, allows him to live a long time and recover high repeatedly. It also gives DK intangibility on his arms as long as the hitboxes are active, unlike the grounded version, making it somewhat difficult to interrupt. However, when recovering below the ledge, it is very vulnerable to disjointed attacks and has very poor vertical distance, which makes it easy to kill DK at low percents with spikes and even meteor smashes. As an offensive option, the first hit has somewhat strong knockback, making it an effective edgeguarding tool where DK can jump offstage to an opponents position, hit them with the first hit, then drift back to ledge.
Hitboxes
Ground
Aerial
Timing
Ground
Intangibility | 3-5 |
---|---|
Hit 1 | 3-5 |
Hit 2-3 | 19-34 (Rehit: 8) |
Hit 4-5 | 35-58 (Rehit: 8) |
Animation length | 84 |
Hitboxes | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Intangibility |
Air
Intangibility | 2-5 |
---|---|
Hit 1 | 3-5 |
Arms Intangibility | 11-42 |
Hits 2-5 | 11-42 (Rehit: 8) |
Hits 6-8 | 43-66 (Rehit: 8) |
Animation length | 84 |
Hitboxes | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Body | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Arms |
Lag time |
Hitbox |
Vulnerable |
Intangible |
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