Donkey Kong (SSBM)/Up special: Difference between revisions
Mariogeek2 (talk | contribs) (→Overview: Changed the 1st letter in shield drop to lowercase) |
Mariogeek2 (talk | contribs) (→Overview: Added to the list of uses for the aerial version) |
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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 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]]. | 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|ledge]], 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, [[semi-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. As a defensive option, it can be used as a combo breaker, thanks to the aforementioned intangibility and a 2-frame startup, or as a [[Edge_getup#Types of recovery moves|ledge recovery move]], done by letting go of the ledge and immediately activating the move, before drifting back onto stage. While it is technically possible to [[ledgedash]] with DK, it is extremely risky, [[self-destruct]]ing DK if performed improperly and only rewarding him with 7 frames of [[Edge#Grounded_actionable_ledge_intangibility|GALINT]] if done '''frame perfectly''', making ''Spinning Kong'' from the ledge a much more practical option. | ||
==Hitboxes== | ==Hitboxes== |
Latest revision as of 15:49, July 9, 2024
Overview[edit]
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 ledge, 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, semi-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. As a defensive option, it can be used as a combo breaker, thanks to the aforementioned intangibility and a 2-frame startup, or as a ledge recovery move, done by letting go of the ledge and immediately activating the move, before drifting back onto stage. While it is technically possible to ledgedash with DK, it is extremely risky, self-destructing DK if performed improperly and only rewarding him with 7 frames of GALINT if done frame perfectly, making Spinning Kong from the ledge a much more practical option.
Hitboxes[edit]
Ground[edit]
Aerial[edit]
Timing[edit]
Ground[edit]
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[edit]
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 |
|