Donkey Kong (PM): Difference between revisions
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*{{buff|Back throw's knockback has increased.}} | *{{buff|Back throw's knockback has increased.}} | ||
*{{buff|[[Hand Slap]] now has much wider grounded hitboxes that ground-bounce the opponent and only slaps the ground twice per button press (making it optionally much shorter); it functions well for shield [[pressure]] and [[tech-chasing]].}} | *{{buff|[[Hand Slap]] now has much wider grounded hitboxes that ground-bounce the opponent and only slaps the ground twice per button press (making it optionally much shorter); it functions well for shield [[pressure]] and [[tech-chasing]].}} | ||
*{{buff|[[Giant Punch]] no longer causes DK to become [[helpless]] if used while airborne.}} | |||
===Alternate Costume=== | ===Alternate Costume=== |
Revision as of 13:45, October 22, 2014
Donkey Kong in Project M and Project+ | |
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Universe | Donkey Kong |
Base game appearance | Brawl |
Moveset inspiration | Donkey Kong (SSBM) |
Alternate costume | Punch Out!! Outfit |
Donkey Kong is a playable character in the Brawl mod Project M. In Project M, Donkey Kong was remade as a buffed version of his Melee counterpart.
Attributes
Donkey Kong is a heavyweight fighter who hits hard, has decent range, and has incredibly deadly options out of a grab. Donkey Kong has a unique throw that allows him to carry opponents on his back. He is able to walk in either direction, jump, and throw in any direction while he has an opponent in cargo. The up throw out of cargo is notorious for setting up both combos and KOs, especially on fastfallers. Donkey Kong has many moves with decent range like his back air and his Hand Slap, the latter of which is great at tech chasing, as it can cover multiple options at once. With his heavy damage dealing moves and his aerial and grab combos, Donkey Kong doesn't have much trouble setting up a hit with his forward aerial, his Giant Punch, or any of his other finishers.
However, DK suffers from mobility issues. A long jumping animation gives him a slow wavedash, and while his dashing speed is high, he suffers from a low air speed and an incredibly short return. Combined with his large size, this makes him an easy target to combo or kill. As well as this, while he has a great horizontal recovery, his vertical recovery is quite sub-par to the rest of the cast.
Changes from Melee to PM
- Dash attack has been changed. It is now a roll similar to that of the Donkey Kong Country series. It acts much like the original one, but has light armor and can roll off edges and platforms similar to Kirby's Melee dash attack. Can be jumped out of in midair. Overall has more utility than the old dash attack.
- Neutral aerial is now an effective approach option; it was given more range and slight invincibility on his arms during part of the attack.
- Forward aerial comes out faster and has more KO potential.
- Down aerial's ending lag has been shortened.
- Back throw's knockback has increased.
- Hand Slap now has much wider grounded hitboxes that ground-bounce the opponent and only slaps the ground twice per button press (making it optionally much shorter); it functions well for shield pressure and tech-chasing.
- Giant Punch no longer causes DK to become helpless if used while airborne.
Alternate Costume
- Donkey Kong has an alternate costume based on his secret boss fight in the Wii version of Punch-Out!! The costume has no gameplay effects.
Revisions
2.1
- Donkey Kong's cargo drop from platforms glitch has been fixed
- Fixed Donkey Kong's dash attack grabbing the edge bug
- Donkey Kong is now be able to Fastfall his dash attack when it goes offstage
- Donkey Kong's Up-Aerial received an animation adjustment
2.5b
- Donkey Kong's Dash and Run slightly increased in speed
- Donkey Kong's Jab 1 comes out faster and links better into Jab 2
- Donkey Kong's Jab 2 hitbox sends at a higher trajectory than previously
- Donkey Kong's Neutral-Air has better coverage and comes out slightly sooner
- Donkey Kong's Cargo hold mashing formula adjusted, and it is no longer possible to break out by holding up or down on the control stick
- Donkey Kong's Up-B can now be reversed on the ground during startup
- Donkey Kong's Forward-Air reduced slightly in damage and knockback, and a misplaced hitbox was moved from his body to his arm
- Donkey Kong's Down-B knockback has been adjusted, extra shield damage removed, and is slightly less safe on block
- Donkey Kong's hurtboxes adjusted
- Donkey Kong's Forward-Air spike sends slightly outward like other spikes do to be outside meteor trajectory range
- Donkey Kong's Down-Air leg hitbox position adjusted
- Donkey Kong's Up-B multihits hit at the same times as they did in Melee
2.6b
- Back-Aerial's sweetspot damage increased slightly. Duration on weaker hit increased slightly
- Cargo Hold is now fastfallable
- Fixed an issue with dropping through a platform while Cargo Holding an item
- Forward-Aerial damage and knockback reduced slightly
- Dash-Grab distance reduced significantly. Grab boxes adjusted to better match animation
- Pivot Grab range reduced slightly
- Neutral-B shoulder hit damage/knockback decreased significantly
- Down-B range reduced significantly, graphical effects adjusted to match. Damage reduced slightly, knockback mostly compensated. Outer hitboxes send very slightly inward instead of straight up
- Neutral-B graphical effect visible at the appropriate time
- Dash Attack duration reduced slightly. Strong hit damage increased slightly. Armor changed from 6/3% damage to Light Armor throughout. Grounded version can now be Jump Canceled a few frames after the hitbox terminates
3.0
- Jab1 links more reliably into Jab2
- Grounded Dash Attack Jump-Cancel removed
- Neutral-Air bone invincibility duration reduced significantly
- Dash Attack (ground & air) sweet/sourspot roles reversed from previously. Sweetspot now sends upward and has slightly less duration, sourspot sends outward
- Up-B travels less horizontal distance, but gains more height. SDI multipliers on grounded multi-hits reduced to be normalized
Moveset
Up to date as of version 3.0.
Name | Damage | Description | |
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Neutral attack | Double Punch | 4% First Punch, 6% Second Punch | Donkey Kong punches the opponent twice. |
Forward tilt | Backhand Slap | 11% | Donkey Kong slaps the opponent with a wide-ranged back-hand. |
Up tilt | Spider Web Swipe | 9% Start and End, 11% Middle | Donkey Kong swipes at the air. Can hit at the sides. |
Down tilt | Slouch Slap | 9% | Donkey Kong swipes at the ground. |
Dash attack | Roll Attack | 10% Inital Frames. 7% Last Frame | A roll similar to that of the Donkey Kong Country series. It has light armor and can roll off edges and platforms . |
Forward smash | Kong Klap | 20% | Donkey Kong slaps both his hands together to smash the opponent. |
Up smash | Ape Applause | 16% | Donkey Kong does a clap to the air. |
Down smash | Twin Beat | 16% Close, 17% | Donkey Kong smashes the ground with both fists. |
Neutral aerial | Kong Whirl | 15% First Spin, 10% Subsequent spins | Donkey Kong spins in the air to hit opponents with his twirling arms. |
Forward aerial | Hammer Knuckle | 18% | A meteor smash. Donkey Kong hammers the opponent with large knockback. |
Back aerial | Back Kick | 14% Inital Frames, dropping to 9% | A short-ranged kick to the back. |
Up aerial | Flying Headbutt | 14% | Donkey Kong does a mid-air headbutt. |
Down aerial | Flying Stomp | 16% | Donkey Kong steps on the opponent for a meteor smash. |
Grab | Grab | Grabs the opponent. | |
Pummel | Jungle Chop | 3% | A fairly quick slap. |
Forward throw | Kong Karry | 9% Forward, 7% Upwards, 9% Backwards | Donkey Kong carries the opponent like a barrel and can throw him/her up, forwards, or backwards. |
Back throw | Donkey Fling | 11% | Donkey Kong flings the opponent with stunning force. |
Up throw | Coconut Toss | 9% | The opponent is tossed upwards. |
Down throw | Simian Slam | 7% | Donkey Kong slams the opponent into the ground. |
Floor attack (front) | Double Swat | 6% | Donkey Kong swats at the opponent. |
Floor attack (back) | Double Clap | 6% | Donkey Kong tries to clasp the opponent. |
Floor attack (trip) | Ground Spin | 5% | Donkey Kong does a wind-up spin to the opponent. |
Edge attack (fast) | Butt Fling | 8% | Donkey Kong rams into the opponent back first. |
Edge attack (slow) | Slow Swipe | 10% | Donkey Kong slowly gets up and swats at the opponent. |
Neutral special | Giant Punch | 1(10%), 2(12%), 3(14%), 4(16%), 5(18%), 6(20%), 7(22%), 8(24%), 9(26%), 10(28%), 10Sweetspot(31%), 11(Full)(30%) | An 11 staged punch, each more strong than the last. The Stage 10 sweetspot occurs when you are facing behind the opponent, and you charge to level 1. A slightly raised hitbox in the back of Donkey Kong becomes powerful. |
Side special | Headbutt | 8% | The opponent is headbutted into the ground so hard, that they become stuck for a few seconds. |
Up special | Spinning Kong | Ground: 8% Each Hit, Air: 5% Each Hit | Donkey Kong spins in the air, getting great horizontal distance, but little vertical distance. |
Down special | Hand Slap | 12% Per Hit | Donkey Kong slaps the ground twice with each press of the down-special. |
Final Smash | Konga Beat | 4% Off Beat, 10% On Beat | Donkey Kong takes out his congo drums and plays a tune. By hitting the A button with a certain rhythm, the attack becomes much more powerful, along with having Donkey Kong clapping added. |
In competitive play
Notable players
Palette swaps
His Punch-Out costume is set to get team recolors in future versions of Project M.
External links
Playable characters in Project M and Project+ | |
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Playable characters | Bowser (Giga Bowser) · Captain Falcon · Charizard · Diddy Kong · Donkey Kong · Falco · Fox · Ganondorf · Ice Climbers · Ike · Ivysaur · Jigglypuff · King Dedede · Kirby · Knuckles · Link · Lucario · Lucas · Luigi · Mario · Marth · Meta Knight · Mewtwo · Mr. Game & Watch · Ness · Olimar · Peach · Pikachu · Pit · R.O.B. · Roy · Samus · Sheik · Snake · Sonic · Squirtle · Toon Link · Wario (Wario-Man) · Wolf · Yoshi · Zelda · Zero Suit Samus |