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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 pull his elbow up, then quickly spins. Due to its initial invincibility frames and high speed, it is a common [[out of shield]] option, and a[[frame trap]] option after {{mvsub|Donkey Kong|SSBM|back aerial}} on shield. The first hit a lot of base knockback and knockback growth, making it is a highly usable kill option that can be confirmed from DK's combos and tech chases. The following hits on the grounded version are quite weak, but hit fast enough that it is not always easy to punish on shield or on [[crouch cancel]]. | Donkey Kong pull his elbow up, then quickly spins. Due to its initial invincibility frames and high speed, it is a common [[out of shield]] option, and a [[frame trap]] option after {{mvsub|Donkey Kong|SSBM|back aerial}} on shield. The first hit a lot of base knockback and knockback growth, making it is a highly usable kill option that can be confirmed from DK's combos and tech chases. The following hits on the grounded version are quite weak, but hit fast enough that it is not always easy to punish on shield or on [[crouch cancel]]. | ||
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 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. |
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