Donkey Kong (SSB): Difference between revisions

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m (Undid edit by 152.172.2.23: Fluff and not worded correctly)
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|dashname=Iron Kick ({{ja|アイアンキック|Aian Kikku}})
|dashname=Iron Kick ({{ja|アイアンキック|Aian Kikku}})
|dashdmg=12%
|dashdmg=12%
|dashdesc=Donkey Kong sticks his foot out and slowly advances forward before stopping completely. The move launches opponents up and towards Donkey Kong with set knockback. It comes out very quickly on on frame 3 although this is the only positive with the move.  
|dashdesc=Donkey Kong sticks his foot out and slowly advances forward before stopping completely. Possibly a reference to the ending of the arcade version of ''Donkey Kong Jr.''. The move launches opponents up and towards Donkey Kong with set knockback. It comes out very quickly on on frame 3 although this is the only positive with the move.  


Dash attack has incredibly high ending lag, it covers a short amount of distance and while it technically has a lot of active frames, its hitboxes end before Donkey Kong stops moving, giving it a deceptively short amount of range, especially during the later parts of the animation. These factors make the move difficult to land and incredibly unsafe if it does not connect. It can even be unsafe on hit in some cases, especially if the opponent [[crouch cancel]]s the move and even when it is safe on hit, it is too laggy to lead into anything (although it can lead into followups if it is interrupted by a weaker attack). It can set up tech chases on Dream Land platforms but even in this case, Donkey Kong might not have a significant enough frame advantage to punish the opponent's tech options. It can also be used to [[clang]] with other attacks due to its quick speed but this is overall very risky and not reliable, as a mistimed dash attack can be fatal for Donkey Kong.  
Dash attack has incredibly high ending lag, it covers a short amount of distance and while it technically has a lot of active frames, its hitboxes end before Donkey Kong stops moving, giving it a deceptively short amount of range, especially during the later parts of the animation. These factors make the move difficult to land and incredibly unsafe if it does not connect. It can even be unsafe on hit in some cases, especially if the opponent [[crouch cancel]]s the move and even when it is safe on hit, it is too laggy to lead into anything (although it can lead into followups if it is interrupted by a weaker attack). It can set up tech chases on Dream Land platforms but even in this case, Donkey Kong might not have a significant enough frame advantage to punish the opponent's tech options. It can also be used to [[clang]] with other attacks due to its quick speed but this is overall very risky and not reliable, as a mistimed dash attack can be fatal for Donkey Kong.