Donkey Kong (SSBU)/Side special: Difference between revisions
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==Overview== | ==Overview== | ||
Donkey Kong | Donkey Kong headbutts to the side of himself. Headbutt is a high-risk, high reward option that [[Bury|buries]] opponents who are hit, locking them in place for a smash attack or grounded [[Donkey Kong (SSBU)/Up special|Spinning Kong]]. Headbutt is ideally used at somewhat high percents, as the bury is susceptible to mashing. The move also has [[Armor]] right before Donkey Kong begins to headbutt, which can make the move usable as a landing option. Headbutt is also notable for its tremendous shield damage, with the move being able to break nearly any shield that has been damaged slightly. | ||
However, despite these positives, the move is held back by its sluggish frame data, making the move very committal and leaving Donkey Kong wide open for attack if it misses. Additionally, the armor on the move only lasts for a very specific time in the middle of the animation and isn't very dangerous if it connects in the air, meaning that the move can still be challenged by multi-hit attacks, resulting in the move being used sparingly for landing. Additionally, while the move deals great damage to shields, it isn't a one-hit shield break, and is colossally unsafe at -32 if it doesn't break a shield. | |||
In conclusion, Headbutt is a high-risk, high reward move that can potentially allow Donkey Kong to take a stoke early if the bury or shield break connects, and is a niche landing option thanks to the armor. However, the move is used sparingly in competitive play due to its sluggish frame data and unsafety in whiffed. | |||
==Update History== | ==Update History== |
Revision as of 21:20, September 14, 2024
Overview
Donkey Kong headbutts to the side of himself. Headbutt is a high-risk, high reward option that buries opponents who are hit, locking them in place for a smash attack or grounded Spinning Kong. Headbutt is ideally used at somewhat high percents, as the bury is susceptible to mashing. The move also has Armor right before Donkey Kong begins to headbutt, which can make the move usable as a landing option. Headbutt is also notable for its tremendous shield damage, with the move being able to break nearly any shield that has been damaged slightly.
However, despite these positives, the move is held back by its sluggish frame data, making the move very committal and leaving Donkey Kong wide open for attack if it misses. Additionally, the armor on the move only lasts for a very specific time in the middle of the animation and isn't very dangerous if it connects in the air, meaning that the move can still be challenged by multi-hit attacks, resulting in the move being used sparingly for landing. Additionally, while the move deals great damage to shields, it isn't a one-hit shield break, and is colossally unsafe at -32 if it doesn't break a shield.
In conclusion, Headbutt is a high-risk, high reward move that can potentially allow Donkey Kong to take a stoke early if the bury or shield break connects, and is a niche landing option thanks to the armor. However, the move is used sparingly in competitive play due to its sluggish frame data and unsafety in whiffed.
Update History
- Grounded Headbutt has an additional hitbox against grounded opponents that is placed higher (Y offset: 5u → 13u), increasing its vertical range.
Hitbox Data
Timing
Hitbox | 20-21 |
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Super Armor | 5-14 |
Interruptible | 63 |
Animation length | 69 |
Lag time |
Hitbox |
Vulnerable |
Armour |
Interruptible |
Parameters
Horizontal speed multiplier on startup | 0.5 (grounded) 0.67 (aerial) |
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Vertical speed multiplier on startup | 0 (grounded) 0.5 (aerial) |
Gravity multiplier | 0.5 |
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