Donkey Kong (SSB4): Difference between revisions

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*{{buff|Donkey Kong has a new dash attack, the {{s|dkwiki|Barrel Roll}}. Compared to the previous dash attack, it has less start-up (frame 10 → frame 9) and ending lag (frame 55 → 42), and a longer duration (frames 10-21 → 9-24), making it safer.}}
*{{buff|Donkey Kong has a new dash attack, the {{s|dkwiki|Barrel Roll}}. Compared to the previous dash attack, it has less start-up (frame 10 → frame 9) and ending lag (frame 55 → 42), and a longer duration (frames 10-21 → 9-24), making it safer.}}
*{{change|Dash attack deals 1% less damage (11% (clean)/9% (late) → 10%/8%) compared to the previous dash attack. This makes it more effective for combos, but less effective at spacing.}}
*{{change|Dash attack deals 1% less damage (11% (clean)/9% (late) → 10%/8%) compared to the previous dash attack. This makes it more effective for combos, but less effective at spacing.}}
*{{buff|All smash attacks have [[transcendent priority]].}}
*{{nerf|Forward smash deals 1% less damage (21% → 20% (hands), 18% → 19% (body)) and has decreased knockback growth (94 → 91), hindering its KO potential. It also has smaller hitboxes (6.4u/6.8u/4.3u/3u → 5.7u/3.7).}}
*{{nerf|Forward smash deals 1% less damage (21% → 20% (hands), 18% → 19% (body)) and has decreased knockback growth (94 → 91), hindering its KO potential. It also has smaller hitboxes (6.4u/6.8u/4.3u/3u → 5.7u/3.7).}}
*{{change|Sweetspotted forward smash's angle has been altered ([[Sakurai angle|361°]] → 46°).}}
*{{change|Sweetspotted forward smash's angle has been altered ([[Sakurai angle|361°]] → 46°).}}
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*{{nerf|[[Giant Punch]] takes longer to fully charge (127 frames → 144) and has increased ending lag (frame 45 → 48 (uncharged), frame 59 → 63 (fully charged)).}}
*{{nerf|[[Giant Punch]] takes longer to fully charge (127 frames → 144) and has increased ending lag (frame 45 → 48 (uncharged), frame 59 → 63 (fully charged)).}}
*{{buff|The 19% damage increase to shields and the increase to shieldstun improve fully charged Giant Punch's shield pressuring potential, although its shield damage was compensated (2 → 0).}}
*{{buff|The 19% damage increase to shields and the increase to shieldstun improve fully charged Giant Punch's shield pressuring potential, although its shield damage was compensated (2 → 0).}}
*{{buff|Giant Punch now has transcendent priority.}}
*{{buff|Uncharged Giant Punch has decreased start-up lag (frame 25 → 18 (clean grounded/clean aerial)/19 (late grounded/late aerial)).}}
*{{buff|Uncharged Giant Punch has decreased start-up lag (frame 25 → 18 (clean grounded/clean aerial)/19 (late grounded/late aerial)).}}
*{{buff|Fully charged Giant Punch's has increased super [[armor]] frames (frames 17-20 → 11-20).}}
*{{buff|Fully charged Giant Punch's has increased super [[armor]] frames (frames 17-20 → 11-20).}}
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