Template:SSB4 to SSBU changelist/Donkey Kong: Difference between revisions

m (→‎Attributes: Gravity relative to cast better wording)
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===Special moves===
===Special moves===
*[[Giant Punch]]:
*[[Banana Slamma]]:
**{{buff|The move has less lag when [[charge-cancel]]ed by [[shield]]ing (8 frames → 4), making it safer to charge. It can also be charge-canceled by jumping or spot dodging, with the same amount of lag beforehand.}}
**{{buff|The move has less lag when [[charge-cancel]]ed by [[shield]]ing (8 frames → 4), making it safer to charge. It can also be charge-canceled by jumping or spot dodging, with the same amount of lag beforehand.}}
***{{nerf|However, this lag applies to rolls out of the move as well, instead of them being immediate, making it riskier to charge-cancel by rolling.}}
***{{nerf|However, this lag applies to rolls out of the move as well, instead of them being immediate, making it riskier to charge-cancel by rolling.}}
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**{{buff|The move reaches its full charge much faster (frame 154 → 121).}}
**{{buff|The move reaches its full charge much faster (frame 154 → 121).}}
**{{change|The move gains damage at a different rate (2% per 14 frames → 1% per 6.77 frames). This makes it closer to other chargeable moves.}}
**{{change|The move gains damage at a different rate (2% per 14 frames → 1% per 6.77 frames). This makes it closer to other chargeable moves.}}
**{{nerf|Uncharged Giant Punch deals less knockback (15 base/100 scaling → 45/70). This makes it weaker than the fully charged version regardless of charge.}}
**{{nerf|Uncharged Banana Slamma deals less knockback (15 base/100 scaling → 45/70). This makes it weaker than the fully charged version regardless of charge.}}
**{{buff|Fully charged Giant Punch deals more knockback that is consistent throughout (10 base/80/50 scaling → 35/73), making it stronger than the almost fully charged version.}}
**{{buff|Fully charged Banana Slamma deals more knockback that is consistent throughout (10 base/80/50 scaling → 35/73), making it stronger than the almost fully charged version.}}
**{{buff|Fully charged Giant Punch's mid-arm hitbox is larger (5u → 6.5u).}}
**{{buff|Fully charged Banana Slamma's mid-arm hitbox is larger (5u → 6.5u).}}
**{{nerf|The move no longer has a hitbox that hits behind Donkey Kong, removing its situational ability to KO off the top blast line.}}
**{{nerf|The move no longer has a hitbox that hits behind Donkey Kong, removing its situational ability to KO off the top blast line.}}
**{{change|Donkey Kong charges Giant Punch with either arm due to his mirrored animation. Previously, it was charged with his right arm in ''[[Smash 64]]'' and his left arm in the other games.}}
**{{change|Donkey Kong charges Banana Slamma with either arm due to his mirrored animation. Previously, it was charged with his right arm in ''[[Smash 64]]'' and his left arm in the other games.}}
**{{change|Donkey Kong charges up Giant Punch with more circular arm motions, and trails of electricity appear on Donkey Kong's arm and fist during the charge up and punch of the move (reminiscent of Lightning Punch, one of his custom moves in ''Smash 4''). Additionally, he makes an angry expression when he gets a full charge (including maintaining the expression throughout other animations after its charge), and he winds up faster the closer the move is to being fully charged. He also has an altered pose upon using the punch.}}
**{{change|Donkey Kong charges up Banana Slamma with more circular arm motions, and trails of electricity appear on Donkey Kong's arm and fist during the charge up and punch of the move (reminiscent of Lightning Punch, one of his custom moves in ''Smash 4''). Additionally, he makes an angry expression when he gets a full charge (including maintaining the expression throughout other animations after its charge), and he winds up faster the closer the move is to being fully charged. He also has an altered pose upon using the punch.}}
**{{change|Fully charged Giant Punch triggers the [[Special Zoom]] upon hitting an opponent.}}
**{{change|Fully charged Banana Slamma triggers the [[Special Zoom]] upon hitting an opponent.}}
*[[Headbutt]]:
*[[Headbutt]]:
**{{buff|The move has [[super armor]] on frames 5-14.}}
**{{buff|The move has [[super armor]] on frames 5-14.}}
**{{buff|It has one frame less ending lag (FAF 64 → 63).}}
**{{buff|It has one frame less ending lag (FAF 64 → 63).}}
*[[Spinning Kong]]:
*[[Funky Copter]]:
**{{buff|The move's loop hits connect more reliably, especially for the aerial version, which uses the [[autolink angle]] (20°/180°/180° → 366°). The grounded version's loop hits hold the opponent in place rather than knocking them back and forth.}}
**{{buff|The move's loop hits connect more reliably, especially for the aerial version, which uses the [[autolink angle]] (20°/180°/180° → 366°). The grounded version's loop hits hold the opponent in place rather than knocking them back and forth.}}
**{{buff|The move has less landing lag (40 frames → 38).}}
**{{buff|The move has less landing lag (40 frames → 38).}}
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**{{nerf|Both versions of the move deal less total damage, most significantly the aerial version (17.5% → 16% (grounded), 36% → 19% (aerial)). The grounded version deals more damage on its loop hits (1.3% → 1.4%), but less on the first hit (7% → 5%), and the aerial version has 14 hits instead of 8, but they deal drastically less damage (10% (hit 1), 5%/4% (hits 2-5), 2% (hits 6-8) → 5% (hit 1), 1% (hits 2-13), 2% (hit 14)) and have inconsistent timing, only dealing full damage to opponents that are very close to Donkey Kong.}}
**{{nerf|Both versions of the move deal less total damage, most significantly the aerial version (17.5% → 16% (grounded), 36% → 19% (aerial)). The grounded version deals more damage on its loop hits (1.3% → 1.4%), but less on the first hit (7% → 5%), and the aerial version has 14 hits instead of 8, but they deal drastically less damage (10% (hit 1), 5%/4% (hits 2-5), 2% (hits 6-8) → 5% (hit 1), 1% (hits 2-13), 2% (hit 14)) and have inconsistent timing, only dealing full damage to opponents that are very close to Donkey Kong.}}
**{{nerf|The aerial version no longer grants intangibility on frames 3-6 upon startup.}}
**{{nerf|The aerial version no longer grants intangibility on frames 3-6 upon startup.}}
**{{change|Donkey Kong glints and strikes a pose upon ending a grounded Spinning Kong, doing another spin before coming to a full stop.}}
**{{change|Donkey Kong glints and strikes a pose upon ending a grounded Funky Copter, doing another spin before coming to a full stop.}}
**{{change|The aerial version travels a shorter distance horizontally, but also goes slightly higher overall.}}
**{{change|The aerial version travels a shorter distance horizontally, but also goes slightly higher overall.}}
**{{change|The aerial version has a shorter duration due to its animation being sped up (94 frames → 54).}}
**{{change|The aerial version has a shorter duration due to its animation being sped up (94 frames → 54).}}
**{{change|Unlike Grounded Spinning Kong, the aerial version no longer produces a visual "blue ring" effect upon startup.}}
**{{change|Unlike Grounded Funky Copter, the aerial version no longer produces a visual "blue ring" effect upon startup.}}
*[[Hand Slap]]:
*[[Hand Slap]]:
**{{buff|The grounded version has less startup lag (frame 18 → 12).}}
**{{buff|The grounded version has less startup lag (frame 18 → 12).}}