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| [[Diddy Kong]] || [[Rocketbarrel Boost]] || This move can be charged, but holding it too long will cause it to come off and land on the stage. If Diddy gets hit while using this move, the barrel can possibly fly off and hit any enemies in the way. He takes 5% damage when using this move under a floor. The move can also meteor smash opponents in Brawl. In Smash 4, the move can be aimed. | | [[Diddy Kong]] || [[Rocketbarrel Boost]] || This move can be charged, but holding it too long will cause it to come off and land on the stage. If Diddy gets hit while using this move, the barrel can possibly fly off and hit any enemies in the way. He takes 5% damage when using this move under a floor. The move can also meteor smash opponents in Brawl. In Smash 4, the move can be aimed. | ||
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| [[Donkey Kong]] || [[Spinning Kong]] || Donkey Kong extends both of his arms out, hands balled into fists, and spins quickly horizontally. Like Bowser's Whirling Fortress, this attack has very good horizontal recovery, decent damage and knockback, but poor vertical recovery distance. It is worth noting that the most damaging [[hitbox]]es are in Donkey Kong's fists, and his legs vulnerable to projectiles while he is recovering. Has [[ | | [[Donkey Kong]] || [[Spinning Kong]] || Donkey Kong extends both of his arms out, hands balled into fists, and spins quickly horizontally. Like Bowser's Whirling Fortress, this attack has very good horizontal recovery, decent damage and knockback, but poor vertical recovery distance. It is worth noting that the most damaging [[hitbox]]es are in Donkey Kong's fists, and his legs vulnerable to projectiles while he is recovering. Has [[invincibility frame]]s at the beginning in ''Smash 64''. Useful gimp move in ''Smash 64'', high power KO move in Melee, approach move in ''Brawl''. | ||
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| [[Dr. Mario]] || {{h1|Super Jump Punch|Dr. Mario}} || Functionally identical to Mario's. The only difference is that Dr. Mario's punch hits hard, whereas Mario's variation is more of a spring punch. It can be cancelled (extremely difficult, known as Coin Cancelling or up special cancelling). | | [[Dr. Mario]] || {{h1|Super Jump Punch|Dr. Mario}} || Functionally identical to Mario's. The only difference is that Dr. Mario's punch hits hard (Smash 4 only), whereas Mario's variation is more of a spring punch. It can be cancelled in Melee (extremely difficult, known as Coin Cancelling or up special cancelling). | ||
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| [[Duck Hunt]] || [[Duck Jump]] || The duck grabs the dog, and starts to fly upwards. | | [[Duck Hunt]] || [[Duck Jump]] || The duck grabs the dog, and starts to fly upwards. |
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