Donkey Kong (SSB): Difference between revisions

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(→‎Most historically significant players: This fits the player limit so I'm rubber stamping it for now, but it might be still too many players for a low tier character.)
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|bairname=Kong Rocket
|bairname=Kong Rocket
|bairdmg=15% (clean), 10% (late)
|bairdmg=15% (clean), 10% (late)
|bairdesc=Donkey Kong puts his feet together and thrusts them out behind him, his body moving sideways with them. It starts off dealing 15% but during its later active frames, it deals 10%. It comes out on frame 8 and the hitboxes are fairly large and last for a very long time. It does have followup potential at lower percents and it is naturally hgihly effective on shield but it has very high ending lag and it has below average KO potential for a back aerial, making it one of the less effective back aerials. Nevertheless, it is still a solid and useful move overall.
|bairdesc=Donkey Kong puts his feet together and thrusts them out behind him, his body moving sideways with them. It starts off dealing 15% but during its later active frames, it deals 10%. It comes out on frame 8 and the hitboxes are fairly large and last for a very long time. It does have followup potential at lower percents and it is naturally highly effective on shield but it has very high ending lag and it has below average KO potential for a back aerial, making it one of the less effective back aerials. Nevertheless, it is still a solid and useful move overall.


In the Japanese version, back aerial dealt less knockback, having the same power as neutral aerial. This made it a worse KO move but this did also allow it to combo into other moves for longer.  
In the Japanese version, back aerial dealt less knockback, having the same power as neutral aerial. This made it a worse KO move but this did also allow it to combo into other moves for longer.