Template:SSB4 to SSBU changelist/Donkey Kong: Difference between revisions

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===Aesthetics===
===Aesthetics===
*{{change|Due to the aesthetic used in ''Ultimate'', Donkey Kong's model features a more subdued color scheme. His fur is less detailed and appears flatter, while his tie features subtle detailing. His facial proportions have been tweaked, with his nose specifically being updated to match its appearance in ''{{s|supermariowiki|Mario Party 10}}'' onwards.}}
*{{change|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.}}
*{{change|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.}}
*{{change|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.}}
*{{change|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 charged the [[Giant Punch]], with his face turning red and veins being visible.}}
*{{change|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.}}
*{{change|Up taunt has a new animation where he moves his body much less, more closely resembling how real-life {{s|wikipedia|gorillas}} beat their chests.}}
*{{change|Up taunt has a new animation where he moves his body much less, more closely resembling how real-life {{s|wikipedia|gorillas}} beat their chests.}}
*{{change|Ledge-hanging animation has changed.}}
*{{change|Ledge-hanging animation has changed.}}
*{{change|Two of Donkey Kong's [[victory pose]]s have been tweaked:}}
*{{change|Two of Donkey Kong's [[victory pose]]s have been tweaked:}}
**{{change|His up-inputted victory pose now has him look at the camera at the freeze frame and shakes his hands as opposed to his whole body afterwards.}}
**{{change|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.}}
**{{change|His right-inputted victory pose has him strike a different pose while maintaining an angrier expression.}}
**{{change|His right-inputted victory pose has him strike a different pose while maintaining an angrier expression.}}


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*{{buff|Like all characters, Donkey Kong's [[jumpsquat]] animation takes 3 frames to complete (down from 6).}}
*{{buff|Like all characters, Donkey Kong's [[jumpsquat]] animation takes 3 frames to complete (down from 6).}}
*{{buff|Donkey Kong is [[Weight|heavier]] (122 → 127). However, he is no longer the second heaviest character in the game (claimed by {{SSBU|King K. Rool}}) but instead tied with {{SSBU|King Dedede}} for the third heaviest. Nevertheless, this noticeably improves his survivability.}}
*{{buff|Donkey Kong is [[Weight|heavier]] (122 → 127). However, he is no longer the second heaviest character in the game (claimed by {{SSBU|King K. Rool}}) but instead tied with {{SSBU|King Dedede}} for the third heaviest. Nevertheless, this noticeably improves his survivability.}}
*{{buff|Donkey Kong [[walk|walks]] slightly faster (1.3 → 1.365).}}
*{{buff|Donkey Kong [[walk]]s faster (1.3 → 1.365).}}
*{{buff|Donkey Kong [[run|runs]] faster (1.7031 → 1.873).}}
*{{buff|Donkey Kong [[dash]]es faster (1.7031 → 1.873).}}
**{{buff|Donkey Kong's initial [[dash]] speed is much faster (1.6 → 2.09).}}
**{{buff|Donkey Kong's [[initial dash]] is much faster (1.6 → 2.09).}}
*{{buff|Donkey Kong's [[air speed]] is slightly higher (1.15 → 1.208).}}
*{{buff|Donkey Kong's [[air speed]] is faster (1.15 → 1.208).}}
*{{buff|Donkey Kong's [[traction]] is much higher (0.0529 → 0.123).}}
*{{buff|Donkey Kong's [[traction]] is much higher (0.0529 → 0.123), going from the 37th highest to the 15th highest.}}
*{{change|Donkey Kong's [[gravity]] is slightly lower (0.08505 → 0.085).}}
*{{change|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.}}
*{{nerf|Forward [[roll]] grants less [[intangibility]] (frames 4-16 → 4-15) and has more ending lag ([[FAF]] 30 → 31).}}
*{{nerf|Forward [[roll]] grants less [[intangibility]] (frames 4-16 → 4-15) and has more ending lag ([[FAF]] 30 → 31).}}
*{{nerf|Back roll has has more startup (frame 4 → 5) and ending lag (FAF 30 → 36).}}
*{{nerf|Back roll has has more startup (frame 4 → 5) and ending lag (FAF 30 → 36).}}
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*[[Neutral attack]]:
*[[Neutral attack]]:
**{{buff|The first hit transitions into the second hit faster (frame 11 → 8).}}
**{{buff|The first hit transitions into the second hit faster (frame 11 → 8).}}
**{{buff|The second hit comes out faster (frame 6 → 4), which alongside the previous change allows it to connect better from the first hit.}}
**{{buff|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).}}
***{{nerf|However, its total duration remains unchanged, giving it more ending lag.}}
**{{nerf|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.}}
**{{nerf|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.}}
**{{change|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.}}
**{{change|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.}}
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***{{nerf|Due to its higher base knockback, it can no longer [[lock]] opponents, and the down angled variant can no longer cause [[tripping]].}}
***{{nerf|Due to its higher base knockback, it can no longer [[lock]] opponents, and the down angled variant can no longer cause [[tripping]].}}
**{{change|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.}}
**{{change|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.}}
***{{buff|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]]:
*[[Up tilt]]:
**{{nerf|The move deals less damage (11%/10%/9% → 10%/9%/8%) without compensation on knockback, hindering its KO potential.}}
**{{nerf|The move deals less damage (11%/10%/9% → 10%/9%/8%) without compensation on knockback, hindering its KO potential.}}
**{{buff|The sweetspot is on the hand instead of the shoulder, making it easier to land overall.}}
**{{buff|The sweetspot is on the hand instead of the shoulder, making it easier to land overall.}}
**{{change|The move now has a medium punch sound effect.}}
*[[Down tilt]]:
*[[Down tilt]]:
**{{buff|The move has less startup lag (frame 7 → 6).}}
**{{buff|The move has less startup lag (frame 7 → 6).}}
**{{buff|It has a hitstun modifier of +5, improving its combo potential.}}
**{{nerf|The hitbox duration is shorter (3 frames → 2 frames).}}
**{{nerf|The hitbox duration is shorter (3 frames → 2 frames).}}
**{{nerf|It has more ending lag (FAF 23 → 25).}}
**{{nerf|It has more ending lag (FAF 23 → 25).}}
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**{{buff|The move deals more damage (18% → 19%) and has increased knockback (30 base/83 scaling → 40/84), improving its KO potential.}}
**{{buff|The move deals more damage (18% → 19%) and has increased knockback (30 base/83 scaling → 40/84), improving its KO potential.}}
**{{buff|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.}}
**{{buff|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]]:
**{{buff|The fist hitboxes exchange IDs between the early hit and the clean hit, causing interpolation to cover the floor below Donkey Kong.}}


===Aerial attacks===
===Aerial attacks===
*{{buff|All aerials have less landing lag (17 frames → 11 (neutral), 29 → 17 (forward), 18 → 11 (back), 25 → 15 (up), 24 → 14 (down)).}}
*{{buff|All aerials have less landing lag (17 frames → 10 (neutral), 29 → 17 (forward), 18 → 11 (back), 25 → 15 (up), 24 → 14 (down)).}}
*{{buff|The removal of [[tech]]ing for grounded [[meteor smash]]es improves the combo potential of Donkey Kong's forward and down aerials onstage, compounded further by their reduced landing lag.}}
*{{buff|The removal of [[tech]]ing for grounded [[meteor smash]]es improves the combo potential of Donkey Kong's forward and down aerials onstage, compounded further by their reduced landing lag.}}
*[[Neutral aerial]]:
*[[Neutral aerial]]:
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*[[Forward aerial]]:
*[[Forward aerial]]:
**{{buff|The late hit lasts one frame longer (frames 21-22 → 21-23), allowing it to reach farther below Donkey Kong.}}
**{{buff|The late hit lasts one frame longer (frames 21-22 → 21-23), allowing it to reach farther below Donkey Kong.}}
**{{nerf|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, although its [[interruptibility]] and late [[auto-cancel]] window were compensated.}}
**{{nerf|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]]:
*[[Up aerial]]:
**{{nerf|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.}}
**{{nerf|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.}}
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===Special moves===
===Special moves===
*[[Giant Punch]]:
*[[Giant Punch]]:
**{{buff|The move has less lag when [[charge-cancel]]ed by [[shield]]ing (8 frames → 4), making it safer to charge. It can also be charge-canceled by jumping or spot dodging, with the same amount of lag beforehand.}}
**{{buff|The move has less lag when [[charge-cancel]]ed by [[shield]]ing (8 frames → 4), making it safer to charge.}}
***{{buff|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.}}
***{{buff|It can also now be charge-canceled by jumping or spot dodging, with the same amount of lag beforehand.}}
***{{nerf|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.}}
***{{nerf|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.}}
**{{buff|It no longer causes [[helplessness]] when used in the air, much like in ''Smash 64''.}}
**{{buff|It no longer causes [[helplessness]] when used in the air, much like in ''Smash 64''.}}
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*[[Headbutt]]:
*[[Headbutt]]:
**{{buff|The move has [[super armor]] on frames 5-14.}}
**{{buff|The move has [[super armor]] on frames 5-14.}}
**{{buff|The grounded version has an additional hitbox against grounded opponents that is placed higher (Y offset: 5u → 13u), increasing its vertical range.}}
**{{buff|It has one frame less ending lag (FAF 64 → 63).}}
**{{buff|It has one frame less ending lag (FAF 64 → 63).}}
**{{change|The aerial version stalls less (gravity multiplier: 0.3 → 0.5).}}
*[[Spinning Kong]]:
*[[Spinning Kong]]:
**{{buff|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.}}
**{{buff|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.}}
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**{{buff|Both the grounded and aerial versions have drastically less ending lag (FAF 75 → 47 (grounded), 62 → 50 (aerial)).}}
**{{buff|Both the grounded and aerial versions have drastically less ending lag (FAF 75 → 47 (grounded), 62 → 50 (aerial)).}}
**{{buff|The aerial version has significantly less landing lag (30 frames → 10), greatly improving its ability to set up combos and tech-chases.}}
**{{buff|The aerial version has significantly less landing lag (30 frames → 10), greatly improving its ability to set up combos and tech-chases.}}
**{{nerf|The grounded version's hitboxes are smaller (13u → 10.3u).}}
**{{buff|The grounded version deals more knockback (82 (base)/23 (scaling) → 85/30).}}
**{{nerf|The aerial animation is longer (61 frames → 69), increasing the amount of time mobility is restricted if the move is not interrupted.}}
**{{nerf|The grounded version's hitboxes are smaller (13u → 10.3u), and spaced closer together (16u → 15u), reducing the move's range.}}
**{{nerf|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 break]]ing ability.}}
**{{nerf|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 break]]ing ability.}}
*[[Final Smash]]:
*[[Final Smash]]: