Donkey Kong (SSB): Difference between revisions

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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 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.
|bairdesc=Donkey Kong puts his feet together and thrusts them out behind him, his body moving sideways with them. It deals 15% with the clean hitbox but during its later active frames, it deals 10%. It comes out on frame 8 and the hitboxes are fairly large and have a long duration. It has combo potential at lower percents and is highly effective on shield, but is burdened by considerable ending lag and has below average KO potential for a back aerial, making it one of the less effective back aerials overall. 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.  
|uairname=Mid-air Spider Web Clearing
|uairname=Mid-air Spider Web Clearing
|uairdmg=12%
|uairdmg=12%
|uairdesc=Donkey Kong swings his hands in an arch, similarly to his up tilt. The move deals 12% and launches opponents up and towards Donkey Kong with below average vertical knockback for an up aerial. It typically cannot KO and it has very high ending lag and landing lag, which can make it quite unsafe and punishable (although the landing lag can be mostly eliminated with Z-canceling, which also makes the move very safe on landing). It does come out very quickly on frame 3 however, and it has a long hitbox duration, with the move covering both in front and behind Donkey Kong, in addition to above him. When combined with its weak vertical knockback and Z-canceling, this makes the move a useful juggling tool. It can be awkward to utilise in some situations but it can be a strong combo tool when used in the right scenarios/ways, with the move being able to lead into itself multiple times as well as Donkey Kong's up smash, forward aerial and Giant Punch for KOes.
|uairdesc=Donkey Kong swings his hands in an arch, similarly to his up tilt. The move deals 12% and launches opponents up and towards Donkey Kong with below average vertical knockback for an up aerial. It typically cannot KO and has very high ending lag and landing lag, which can make it quite unsafe and punishable (although the landing lag can be mostly eliminated with Z-canceling, which also makes the move very safe on landing). It has extremely low startup on frame 3 however, and it has a long hitbox duration, with the move covering both in front and behind Donkey Kong, in addition to above him. When combined with its weak vertical knockback and Z-canceling, this makes the move a useful juggling tool. It can be awkward to utilize in some situations, but it can be a strong combo tool when used in the right scenarios, with the move being able to lead into itself multiple times as well as Donkey Kong's up smash, forward aerial, and Giant Punch for KOs at certain percentages.
|dairname=Air Stampede
|dairname=Air Stampede
|dairdmg=13% (clean), 10% (late)
|dairdmg=13% (clean), 10% (late)
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