Editing Donkey Kong (SSBM)

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==Changes from ''[[Super Smash Bros.]]''==
==Changes from ''[[Super Smash Bros.]]''==
Donkey Kong has received a large mix of buffs and nerfs in his transition from ''Smash 64'' to ''Melee''. However, whether he was buffed or nerfed overall is debatable since the nerfs and buffs he received were both significant. While he has lost his previously abusable grab release, the generally faster falling speeds have given DK a new type of chaingrab against fast-falling opponents, particularly with his newly buffed cargo throw, and his new up and down throws. However, his reach has been reduced (though it remains among the best) and his power is lower as well, but many of his attacks are faster to execute. He is also more vulnerable to combos due to his faster falling speed and his overall endurance is much worse due to him being much lighter.
Donkey Kong has received a large mix of buffs and nerfs in his transition from ''Smash 64'' to ''Melee''. However, whether he was buffed or nerfed overall is debatable since the nerfs and buffs he receieved were both significant. While he has lost his previously abusable grab release, the generally faster falling speeds have given DK a new type of chaingrab against fast-falling opponents, particularly with his newly buffed cargo throw, and his new up and down throws. However, his reach has been reduced (though it remains among the best) and his power is lower as well, but many of his attacks are faster to execute. He is also more vulnerable to combos due to his faster falling speed and his overall endurance is much worse due to him being much lighter.


Regardless, Donkey Kong ranks better relative to the cast in ''Melee'' than he does in ''SSB64'', now ranking 16th out of 26 characters rather than 9th out of 12. Due to the faster mechanics, however, other characters have been given buffs in varying degrees, which results in Donkey Kong still struggling to make a presence in high-level tournaments.
Regardless, Donkey Kong ranks better relative to the cast in ''Melee'' than he does in ''SSB64'', now ranking 16th out of 26 characters rather than 9th out of 12. Due to the faster mechanics, however, other characters have been given buffs in varying degrees, which results in Donkey Kong still struggling to make a presence in high-level tournaments.
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*[[Down smash]]:
*[[Down smash]]:
**{{buff|Donkey Kong has a new down smash: He holds up his arms and punches downwards in a 90° angle, with a sweetspot hitbox located in his hands. It has less startup (frame 12 → 10) and ending lag (FAF 70 → 56) compared to his old down smash.}}
**{{buff|Donkey Kong has a new down smash: He holds up his arms and punches downwards in a 90° angle, with a sweetspot hitbox located in his hands. It has less startup (frame 12 → 10) and ending lag (FAF 70 → 56) compared to his old down smash.}}
**{{buff|Down smash sends opponents at a more favorable angle (60° → 115° (hands)/98° (arms)).}}
**{{buff|Down smash sends opponents at a more favourable angle (60° → 115° (hands)/98° (arms)).}}
**{{nerf|Down smash has a much shorter duration (frames 12-31 → 10-13).}}
**{{nerf|Down smash has a much shorter duration (frames 12-31 → 10-13).}}
**{{nerf|Down smash deals less damage (19% → 16% (hands)/14% (arms) with only a slight increase to its base knockback (30 → 35).}}
**{{nerf|Down smash deals less damage (19% → 16% (hands)/14% (arms) with only a slight increase to its base knockback (30 → 35).}}
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**{{nerf|Forward aerial no longer has an initial or a late auto-cancel window. As a result, the move will not auto-cancel until its animation has finished which removes the move's ability to auto-cancel while the hitboxes are out and generally makes the move much worse upon landing when combined with its higher landing lag.}}
**{{nerf|Forward aerial no longer has an initial or a late auto-cancel window. As a result, the move will not auto-cancel until its animation has finished which removes the move's ability to auto-cancel while the hitboxes are out and generally makes the move much worse upon landing when combined with its higher landing lag.}}
**{{nerf|Forward aerial has less range.}}
**{{nerf|Forward aerial has less range.}}
**{{nerf|The late hit's angle has been altered, now sending opponents straight down (-70° → 270°). When combined with the aforementioned changes to its landing lag as well as the weakening of L-canceling and the introduction of [[meteor canceling]]; this significantly hinders the move's utility on stage as well as its reliability off stage.}}
**{{nerf|The late hit's angle has been altered, now sending opponents straight down (-70° → 270°). When combined with the afforementioned changes to its landing lag as well as the weakening of L-canceling and the introduction of [[meteor canceling]]; this significantly hinders the move's utility on stage as well as its reliability off stage.}}
*[[Back aerial]]:
*[[Back aerial]]:
**{{buff|Donkey Kong has a new back aerial, he kicks backwards with his right foot. It has slightly reduced startup lag (frame 8 → 7), and much less ending lag (FAF 60 → 32).}}
**{{buff|Donkey Kong has a new back aerial, he kicks backwards with his right foot. It has slightly reduced startup lag (frame 8 → 7), and much less ending lag (FAF 60 → 32).}}
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**Cargo forward throw:
**Cargo forward throw:
***{{change|DK releases opponents earlier from Cargo forward throw (frame 18 → 15).}}
***{{change|DK releases opponents earlier from Cargo forward throw (frame 18 → 15).}}
***{{nerf|Cargo forward throw deals less knockback (70 (base), 80 (scaling) → 80/50) and sends opponents at a less favorable angle (45° → 55°).}}
***{{nerf|Cargo forward throw deals less knockback (70 (base), 80 (scaling) → 80/50) and sends opponents at a less favourable angle (45° → 55°).}}
*[[Back throw]]:
*[[Back throw]]:
**{{change|Back throw is now weight dependent.}}
**{{change|Back throw is now weight dependent.}}

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