Donkey Kong (SSB4): Difference between revisions

m
Line 25: Line 25:
Donkey Kong's grounded moveset is very useful; his neutral attack can be [[jab cancel]]ed for follow ups, his forward tilt is great for spacing, his up tilt is a decent combo starter at low percents, and his down tilt has incredible speed and can trip opponents, making it ideal for starting or extending combos. All of his smash attacks pack incredible power and have very long ranges, while not being particularly slow either. To complement his ground game, Donkey Kong's aerial game is extremely effective. His forward and down aerials can [[meteor smash]] and can effectively finish off his combos or his opponents, thanks to their high power. His neutral aerial is very quick and can lead into followups, or it can be used to give Donkey Kong some space. His up aerial launches opponents upwards, making it great for combos and KOing. His back aerial is long-ranged, has a long-lasting hitbox, and can be used to [[edgeguard]] opponents. The last three aerials can also [[autocancel]] in a [[short hop]], further demonstrating their utility. Finally, Donkey Kong's fast air speed allows him to easily chase opponents in the air.
Donkey Kong's grounded moveset is very useful; his neutral attack can be [[jab cancel]]ed for follow ups, his forward tilt is great for spacing, his up tilt is a decent combo starter at low percents, and his down tilt has incredible speed and can trip opponents, making it ideal for starting or extending combos. All of his smash attacks pack incredible power and have very long ranges, while not being particularly slow either. To complement his ground game, Donkey Kong's aerial game is extremely effective. His forward and down aerials can [[meteor smash]] and can effectively finish off his combos or his opponents, thanks to their high power. His neutral aerial is very quick and can lead into followups, or it can be used to give Donkey Kong some space. His up aerial launches opponents upwards, making it great for combos and KOing. His back aerial is long-ranged, has a long-lasting hitbox, and can be used to [[edgeguard]] opponents. The last three aerials can also [[autocancel]] in a [[short hop]], further demonstrating their utility. Finally, Donkey Kong's fast air speed allows him to easily chase opponents in the air.


In addition, the aforementioned combo abilities pair well with his grab game. Donkey Kong's grab range is the second largest non-tether grab in the game (being surpassed only by {{SSB4|Greninja}}'s), while his grabs are decently fast, making them very easy to land. His [[pummel]] is decently quick, making it great for racking up damage. While his up and down throws are rarely used because of their limited utility, his forward and back throws make up for that. His back throw is among the strongest in the game, being surpassed only by {{SSB4|Ness}}, {{SSB4|Toon Link}}, {{SSB4|Mewtwo}} and {{SSB4|Villager}}'s making it one of his safest KO moves. His forward throw is an all-purpose throw, as well as an excellent damage racker. Using it will open up four different throws, commonly known as the "cargo throws". Cargo down throw is a [[semi-spike]] and is great for edgeguarding. Cargo back throw deals 12% and can KO at higher percents. His most notable throw, however, is his cargo up throw, which can lead into any aerial at lower percents. Since it connects directly into his powerful up aerial at most percents, this combo can be used to KO opponents at specific percents, and has since been nicknamed the "Ding Dong".
In addition, the aforementioned combo abilities pair well with his grab game. Donkey Kong's grab range is the second largest non-tether grab in the game (being surpassed only by {{SSB4|Greninja}}'s), while his grabs are decently fast, making them very easy to land. His [[pummel]] is decently quick, making it great for racking up damage. While his up and down throws are rarely used because of their limited utility, his forward and back throws make up for that. His back throw is the 10th strongest in the game, making it one of his safest KO moves. His forward throw is an all-purpose throw, as well as an excellent damage racker. Using it will open up four different throws, commonly known as the "cargo throws". Cargo down throw is a [[semi-spike]] and is great for edgeguarding. Cargo back throw deals 12% and can KO at higher percents. His most notable throw, however, is his cargo up throw, which can lead into any aerial at lower percents. Since it connects directly into his powerful up aerial at most percents, this combo can be used to KO opponents at specific percents, and has since been nicknamed the "Ding Dong".


Finally, Donkey Kong's special moveset has a lot of utility. [[Giant Punch]] is a deadly KO move, and a fully charged one has [[super armor]], making it difficult to interrupt. [[Headbutt]] can [[bury]] opponents, leaving them exposed to any move. It also does a lot of [[shield damage]], threatening attempts to block the move. [[Hand Slap]] has very long range and allows for stage control, but since it is a [[quake]] move, it has no effect on aerial opponents when it is performed on the ground. However, an aerial Hand Slap is now capable of meteor smashing and is not only fairly easy to land, but it is an effective one as well. Finally, [[Spinning Kong]] can be used as an [[out of shield]] option, thanks to its super armor and high damage output. As a recovery, it lets Donkey Kong move horizontally quickly and for a long time, giving him a very long horizontal [[recovery]]. Spinning Kong also seems to retain its ability from ''Brawl'' to completely negate all momentum, against both horizontal and vertical knockback however, this is considered impractical and nearly impossible to utilise due to the changes to hitstun canceling.
Finally, Donkey Kong's special moveset has a lot of utility. [[Giant Punch]] is a deadly KO move, and a fully charged one has [[super armor]], making it difficult to interrupt. [[Headbutt]] can [[bury]] opponents, leaving them exposed to any move. It also does a lot of [[shield damage]], threatening attempts to block the move. [[Hand Slap]] has very long range and allows for stage control, but since it is a [[quake]] move, it has no effect on aerial opponents when it is performed on the ground. However, an aerial Hand Slap is now capable of meteor smashing and is not only fairly easy to land, but it is an effective one as well. Finally, [[Spinning Kong]] can be used as an [[out of shield]] option, thanks to its super armor and high damage output. As a recovery, it lets Donkey Kong move horizontally quickly and for a long time, giving him a very long horizontal [[recovery]]. Spinning Kong also seems to retain its ability from ''Brawl'' to completely negate all momentum, against both horizontal and vertical knockback however, this is considered impractical and nearly impossible to utilise due to the changes to hitstun canceling.
269

edits