Donkey Kong (SSB4): Difference between revisions
→Changes from Brawl
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*{{nerf|Forward smash has decreased knockback growth (94 → 91), hindering its KO potential. It also has smaller hitboxes (6.4u/6.8u/4.3u/3u → 5.7u/3.7).}} | *{{nerf|Forward smash has decreased knockback growth (94 → 91), hindering its KO potential. It also has smaller hitboxes (6.4u/6.8u/4.3u/3u → 5.7u/3.7).}} | ||
*{{nerf|Sweetspotted forward smash's angle has been altered ([[Sakurai angle|361°]] → 46°), further hindering it's KO potential.}} | *{{nerf|Sweetspotted forward smash's angle has been altered ([[Sakurai angle|361°]] → 46°), further hindering it's KO potential.}} | ||
*{{buff|Forward smash now grants | *{{buff|Forward smash now grants [[intangibility]] to Donkey Kong's head and arms on frames 20-26.}} | ||
*{{nerf|Up smash has decreased knockback (40 (base)/93 (growth) → 30/83), hindering its KO potential. Its hitbox is also smaller (9.5u → 8.8u/7u).}} | *{{nerf|Up smash has decreased knockback (40 (base)/93 (growth) → 30/83), hindering its KO potential. Its hitbox is also smaller (9.5u → 8.8u/7u).}} | ||
*{{buff|Down smash has received hitboxes at the tips of Donkey Kong's fists that deal 18%, improving its safety and slightly increasing its overall duration.}} | *{{buff|Down smash has received hitboxes at the tips of Donkey Kong's fists that deal 18%, improving its safety and slightly increasing its overall duration.}} | ||
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===Special moves=== | ===Special moves=== | ||
*{{nerf|[[Giant Punch]] takes longer to fully charge (127 frames → 144) | *{{nerf|[[Giant Punch]] takes longer to fully charge (127 frames → 144) and has increased ending lag (frame 45 → 48 (uncharged), frame 59 → 63 (fully charged)). It also deals less shield damage (2 → 0).}} | ||
*{{buff|Uncharged Giant Punch has decreased start-up lag (frame 25 → 18 (clean grounded/clean aerial)/19 (late grounded/late aerial)).}} | *{{buff|Uncharged Giant Punch has decreased start-up lag (frame 25 → 18 (clean grounded/clean aerial)/19 (late grounded/late aerial)).}} | ||
*{{buff|Fully charged Giant Punch's pullback hit deals 10% more damage (18% → 28% (grounded), 15% → 25% (aerial)). It also has increased [[ | *{{buff|Fully charged Giant Punch's pullback hit deals 10% more damage (18% → 28% (grounded), 15% → 25% (aerial)). It also has increased super [[armor]] frames (frames 17-20 → 11-20).}} | ||
*{{change|Giant Punch's wind-up is lower pitched.}} | *{{change|Giant Punch's wind-up is lower pitched.}} | ||
*{{nerf|Aerial clean [[Headbutt]] deals 4% less damage (14% → 10%). | *{{nerf|Aerial clean [[Headbutt]] deals 4% less damage (14% → 10%) and is more difficult to land. It also no longer stalls Donkey Kong in the air, removing its recovery potential.}} | ||
*{{buff|Grounded Headbutt has increased range.}} | *{{buff|Grounded Headbutt has increased range.}} | ||
*{{nerf|Headbutt deals less shield damage (30 → 25) and has increased ending lag (frame 60 → 64).}} | *{{nerf|Headbutt deals less shield damage (30 → 25) and has increased ending lag (frame 60 → 64).}} | ||
*{{buff|The 19% damage increase to shields and the increase to [[shieldstun]] | *{{buff|The 19% damage increase to shields and the increase to [[shieldstun]] improve Headbutt and [[Hand Slap]]'s shield breaking potentials.}} | ||
*{{buff|Grounded [[Spinning Kong]]'s first hit deals more damage (5% (arms)/4% (body) → 7%). Additionally, due to their angles being altered (361° → 20°/180°), its loop hits connect together better. Lastly, it has increased super armor frames ( | *{{buff|Grounded [[Spinning Kong]]'s first hit deals more damage (5% (arms)/4% (body) → 7%). Additionally, due to their angles being altered (361° → 20°/180°), its loop hits connect together better. Lastly, it has increased super armor frames (frames 10-16 → 8-17).}} | ||
*{{nerf|Grounded Spinning Kong's loop hits deal 1.7% less damage (3% → 1.3%).}} | *{{nerf|Grounded Spinning Kong's loop hits deal 1.7% less damage (3% → 1.3%).}} | ||
*{{change|Grounded Spinning Kong's animation has changed. Donkey Kong now performs a series of [[wikipedia:Professional wrestling attacks#Clothesline|discus clotheslines]] and [[Wikipedia:Professional wrestling attacks#Spinning back fist|spinning backfists]] before striking a flexing pose upon finishing. This new animation lengthens its duration (frames 19-56 → 19-62) and improves its vertical range, but increases its ending lag (frame 85 → 94).}} | *{{change|Grounded Spinning Kong's animation has changed. Donkey Kong now performs a series of [[wikipedia:Professional wrestling attacks#Clothesline|discus clotheslines]] and [[Wikipedia:Professional wrestling attacks#Spinning back fist|spinning backfists]] before striking a flexing pose upon finishing. This new animation lengthens its duration (frames 19-56 → 19-62) and improves its vertical range, but increases its ending lag (frame 85 → 94).}} | ||
*{{buff|The weakening of [[Smash directional influence|SDI]] makes Spinning Kong significantly more difficult to escape from.}} | *{{buff|The weakening of [[Smash directional influence|SDI]] makes Spinning Kong significantly more difficult to escape from.}} | ||
*{{buff| | *{{buff|Hand Slap has larger hitboxes. It can also now be used in midair, with its second hit being a meteor smash.}} | ||
*{{nerf|Hand Slap has increased ending lag (frame 61 → 75).}} | *{{nerf|Hand Slap has increased ending lag (frame 61 → 75).}} | ||
*{{buff|[[Konga Beat]]'s visual effects have changed. It is now accompanied by a bar that indicates when to press the special button in rhythm with the beat, similarly to the display in ''{{s|dkwiki|Donkey Konga}}''. This significantly improves its reliability.}} | *{{buff|[[Konga Beat]]'s visual effects have changed. It is now accompanied by a bar that indicates when to press the special button in rhythm with the beat, similarly to the display in ''{{s|dkwiki|Donkey Konga}}''. This significantly improves its reliability.}} |