Donkey Kong (SSBM)/Forward aerial: Difference between revisions
Mariogeek2 (talk | contribs) (→Overview: Description improved, basically rewrote half or more of it..) |
|||
Line 3: | Line 3: | ||
{{competitive expertise}} | {{competitive expertise}} | ||
==Overview== | ==Overview== | ||
Donkey Kong winds back, before slamming downwards with both hands in an axe-chop. It has two knockback [[angle]]s, depending upon when DK hits the opponent. The early hit, despite technically having the [[Sakurai angle]], will always launch the opponent diagonally up and away because of its incredibly high knockback (dealing 56.58 units of knockback to Bowser at 0%). The late hit is a [[meteor smash]]. The move is a very slow aerial that is very risky to use in neutral, though it does see niche use as a whiff punish due to its long range and wind up. It's also not wise to use it off-stage to [[Edgeguarding|edgeguard]] opponents, since the move's [[Lag#Ending lag|end lag]] is a full half of a second, risking a [[self-destruct]]. Where it really shines in DK's kit, however, is as a combo finisher. | |||
The move can [[Combo|true combo]] from his {{mvsub|Donkey Kong|SSBM|up throw}} and {{mvsub|Donkey Kong|SSBM|down aerial}} at high percents against some characters like {{SSBM|Sheik}} and {{SSBM|Marth}}, and will ''false combo'' against many other characters, such that their only escape option is to airdodge out. This makes it a common kill option against a lot of the cast. It's also an extremely common combo-ender for his [[Donkey Kong (SSBM)/Up aerial|up air]] juggles when his [[Donkey Kong (SSBM)/Neutral special|giant punch]] is uncharged. In both of these situations, the desirable hit is the early one, since the meteor smash hitboxes can be meteor cancelled, potentially allowing the opponent to [[Punishment|punish]] DK or get back to stage for free. | |||
==Hitboxes== | ==Hitboxes== |
Latest revision as of 18:28, July 8, 2024
Overview[edit]
Donkey Kong winds back, before slamming downwards with both hands in an axe-chop. It has two knockback angles, depending upon when DK hits the opponent. The early hit, despite technically having the Sakurai angle, will always launch the opponent diagonally up and away because of its incredibly high knockback (dealing 56.58 units of knockback to Bowser at 0%). The late hit is a meteor smash. The move is a very slow aerial that is very risky to use in neutral, though it does see niche use as a whiff punish due to its long range and wind up. It's also not wise to use it off-stage to edgeguard opponents, since the move's end lag is a full half of a second, risking a self-destruct. Where it really shines in DK's kit, however, is as a combo finisher.
The move can true combo from his up throw and down aerial at high percents against some characters like Sheik and Marth, and will false combo against many other characters, such that their only escape option is to airdodge out. This makes it a common kill option against a lot of the cast. It's also an extremely common combo-ender for his up air juggles when his giant punch is uncharged. In both of these situations, the desirable hit is the early one, since the meteor smash hitboxes can be meteor cancelled, potentially allowing the opponent to punish DK or get back to stage for free.
Hitboxes[edit]
Timing[edit]
Clean hit | 25-26 |
---|---|
Late hit | 27-29 |
Ending autocancel | 85- |
Animation length | 59 |
Interruptible* | 85 |
Landing lag[edit]
Animation length | 30 |
---|---|
L-cancelled animation length | 15 |
Normal | ||||||||||||||||||||||||||||||
L-cancelled |
Lag time |
Hitbox |
Hitbox change |
Trivia[edit]
- The move should become interruptible on frame 60 but due to the late auto-cancel window, the move is programmed to not be interruptible until frame 85. Despite this, the move still has an FAF of 60 due to its animation length. The developers most likely intended the move to be auto-cancellable from frame 56 but due to a timing error, it cannot be auto-cancelled until frame 85. This auto-cancel window would not be fixed until Ultimate version 2.0.0.
|