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{{competitive expertise}} | {{competitive expertise}} | ||
==Overview== | ==Overview== | ||
Donkey Kong winds back, before slamming downwards with both hands in an axe-chop. It has two knockback [[angle]]s, depending upon when DK hits the opponent. The early hit, despite technically having the [[Sakurai angle]], will always launch the opponent diagonally up and away because of its incredibly high knockback (dealing 56.58 units of knockback to Bowser at 0%). The late hit is a [[meteor smash]]. The move is a very slow aerial that is very risky to use in neutral, though it does see niche use as a whiff punish due to its long range and wind up. It's also not wise to use it off-stage to [[Edgeguarding|edgeguard]] opponents, since the move's [[Lag#Ending lag|end lag]] is a full half of a second, risking a [[self-destruct]]. Where it really shines in DK's kit, however, is as a combo finisher. | |||
The move can [[Combo|true combo]] from his {{mvsub|Donkey Kong|SSBM|up throw}} and {{mvsub|Donkey Kong|SSBM|down aerial}} at high percents against some characters like {{SSBM|Sheik}} and {{SSBM|Marth}}, and will ''false combo'' against many other characters, such that their only escape option is to airdodge out. This makes it a common kill option against a lot of the cast. It's also an extremely common combo-ender for his [[Donkey Kong (SSBM)/Up aerial|up air]] juggles when his [[Donkey Kong (SSBM)/Neutral special|giant punch]] is uncharged. In both of these situations, the desirable hit is the early one, since the meteor smash hitboxes can be meteor cancelled, potentially allowing the opponent to [[Punishment|punish]] DK or get back to stage for free. | |||
==Hitboxes== | ==Hitboxes== |
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