Editing Donkey Kong (SSB4)

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==Changes from ''[[Super Smash Bros. Brawl]]''==
==Changes from ''[[Super Smash Bros. Brawl]]''==
Donkey Kong has seen a mix of buffs and nerfs in the transition from ''Brawl'' to ''SSB4'', but was noticeably buffed overall. As for his buffs, the most noticeable improvement has been to his overall speed. His already solid movement speed has also been greatly increased, although this is the case for a majority of returning veterans. Donkey Kong has received some new attacks which help him out overall, including a new dash attack which covers much more distance and has much less ending lag, and an aerial variant of [[Hand Slap]] which gives him a new landing option and edgeguarding tool. He also has additional [[intangibility]] on a variety of his moves. His grab game is significantly more effective as his grabs have more range, and his dash grab is less laggy. All variants of his Cargo Throw have been altered and improved, but the most significant variant of Cargo Throw, which was improved, was his up throw. His Cargo up throw has altered knockback, which, when combined with the removal of [[hitstun canceling]] and the changes to [[DI]], gives it much better combo potential, and at certain percents, it can lead into an up aerial for a guaranteed kill at very low percents, especially with [[rage]]. Donkey Kong has received many benefits from the game's new mechanics. Donkey Kong heavily benefits from the introduction of [[rage]] as his increased [[weight]] enables him to live for a long period of time and build up rage, which makes his already solid power become even more effective and allows his "Ding Dong" (Cargo up throw up aerial) to kill opponents at obscenely early percents. Donkey Kong also benefits from the removal of [[chain grab]]bing as it improves his endurance against certain characters, although he lost a couple of chain grabs of his own. Finally, DK benefits considerably from the removal of edge hogging and the introduction of edge stealing, which prevents his poor vertical recovery from being edge-hogged.
Donkey Kong has seen a mix of buffs and nerfs in the transition from ''Brawl'' to ''SSB4'', but was noticeably buffed overall. As for his buffs, the most noticeable improvement has been to his overall speed. His already solid movement speed has also been greatly increased although this is the case for a majority of returning veterans. Donkey Kong has received some new attacks which help him out overall including a new dash attack which covers much more distance and has much less ending lag and an aerial variant of [[Hand Slap]] which gives him a new landing option and edgeguarding tool. He also has additional [[intangibility]] on a variety of his moves. His grab game is significantly more effective as his grabs have more range and his dash grab is less laggy. All variants of his Cargo Throw have been altered and improved but the most significant variant of Cargo Throw which was improved was his up throw. His Cargo up throw has altered knockback which when combined with the removal of [[hitstun canceling]] and the changes to [[DI]], gives it much better combo potential and at certain percents, it can lead into an up aerial for a guaranteed kill at very low percents especially with [[rage]]. Donkey Kong has received many benefits from the game's new mechanics. Donkey Kong heavily benefits from the introduction of [[rage]] as his increased [[weight]] enables him to live for a long period of time and build up rage, which makes his already solid power becoming even more effective and allows his "Ding Dong" (Cargo up throw up aerial) to kill opponents at obscenely early percents. Donkey Kong also benefits from the removal of [[chain grab]]bing as it improves his endurance against certain characters although he lost a couple of chain grabs of his own. Finally, DK benefits considerably from the removal of edge hogging and the introduction of edge stealing, which prevents his poor vertical recovery from being edge-hogged.


Donkey Kong did receive a few noticeable nerfs, both direct and indirect. As for indirect nerfs, the weakening of hitstun canceling does not benefit him as much as other characters. It does not grant him much better combo ability, and it makes him much easier to combo combined with his higher weight, falling speed and gravity and it significantly hinders his endurance, especially horizontally although it combined with his altered Cargo up throw gives him incredible followup potential including his "Ding Dong" (which greatly makes up for the removal of hitstun canceling). The removal of [[glide toss]]ing and [[edge momentum shifting]] also hinders his mobility in certain situations. As for his direct nerfs, his overall damage output and KO power outside of his "Ding Dong" and rage have been reduced, and he has less range, especially when compared to the cast hindering his ability to wall out opponents and making it easier for his opponents to approach him.
Donkey Kong did receive a few noticeable nerfs both direct and indirect. As for indirect nerfs, the weakening to hitstun canceling does not benefit him as much as other characters. It does not grant him much better combo ability and it makes him much easier to combo combined with his higher weight, falling speed and gravity and it significantly hinders his endurance especially horizontally although it combined with his altered Cargo up throw gives him incredible followup potential including his "Ding Dong" (which greatly makes up for the removal of hitstun canceling). The removal of [[glide toss]]ing and [[edge momentum shifting]] also hinder his mobility in certain situations. As for his direct nerfs, his overall damage output and KO power outside of his "Ding Dong" and rage have been reduced and he has less range especially when relative to the cast hindering his ability to wall out opponents and making it easier for his opponents to approach him.


Overall, the general changes to ''Smash 4''{{'}}s mechanics benefit him more than they hinder, and some of his buffs benefit him quite a bit, resulting in him being considered to be more viable than he was in ''Brawl'' despite the various downgrades his ground moves and aerials received. He was initially considered to be much worse in earlier versions of the game, although update [[1.1.0]] gave him multiple beneficial changes, most notably his "Ding Dong", resulting in players having a much higher opinion of him, with most professionals considering him to be a high-tier character.
Overall, the general changes to ''Smash 4''{{'}}s mechanics benefit him more than they hinder and some of his buffs benefit him quite a bit resulting in him being considered to be more viable than he was in ''Brawl'' despite the various downgrades his ground moves and aerials received. He was initially considered to be much worse in earlier versions of the game although update [[1.1.0]] gave him multiple beneficial changes most notably his "Ding Dong" resulting in players having a much higher opinion of him with most professionals considering him being a high tier character.


===Aesthetics===
===Aesthetics===
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*{{buff|Donkey Kong's [[shield]] is larger (11.6u → 12.9u), with it now fully covering Donkey Kong while it is at full health.}}
*{{buff|Donkey Kong's [[shield]] is larger (11.6u → 12.9u), with it now fully covering Donkey Kong while it is at full health.}}
*{{nerf|Donkey Kong's [[Grab release#Ground release|ground release]] animation is considerably longer (FAF 21 → 30), now matching the rest of the cast. This means that Donkey Kong can no longer get a guaranteed punish on his opponent if he breaks out of their grab.}}
*{{nerf|Donkey Kong's [[Grab release#Ground release|ground release]] animation is considerably longer (FAF 21 → 30), now matching the rest of the cast. This means that Donkey Kong can no longer get a guaranteed punish on his opponent if he breaks out of their grab.}}
*{{change|The changes to [[hitstun canceling]] both help and hinder Donkey Kong. They significantly improve his own combo potential, but drastically worsen his survivability (considering his strong momentum canceling previously) and make him more susceptible to combos.}}
*{{change|The changes to [[hitstun canceling]] both help and hinder Donkey Kong. They significantly improve his own combo potential, but drastically worsens his survivavility(considering his strong momentum canceling previously) and makes him more susceptible to combos.}}
*{{buff|The removal of [[chain grab]]bing significantly improves Donkey Kong's endurance in certain matchups, while not significantly impacting his own grab game.}}
*{{buff|The removal of [[chain grab]]bing significantly improves Donkey Kong's endurance in certain matchups, while not significantly impacting his own grab game.}}
*{{change|The removal of [[meteor canceling]] serves as a double-edged sword for Donkey Kong. It significantly improves the reliability of his own [[meteor smash]] moves, but makes him significantly more vulnerable to opposing meteor smashes, considering his large size and poor vertical recovery.}}
*{{change|The removal of [[meteor canceling]] serves as a double edged sword for Donkey Kong. It significantly improves the reliability of his own [[meteor smash]] moves, but makes him significantly more vulnerable to opposing meteor smashes considering his large size and poor vertical recovery.}}
*{{nerf|The removal of [[glide toss]]ing significantly hinders Donkey Kong's approach with [[item]]s.}}
*{{nerf|The removal of [[glide toss]]ing significantly hinders Donkey Kong's approach with [[item]]s.}}
*{{buff|[[Roll]]s have less landing lag (FAF 32 → 30).}}
*{{buff|[[Roll]]s have less landing lag (FAF 32 → 30).}}
*{{nerf|Rolls have a shorter duration (frames 4-19 → 4-16).}}
*{{nerf|Rolls have a shorter duration (frames 4-19 → 4-16).}}
*{{buff|[[Air dodge]] has less ending lag (FAF 50 → 35), although it is still slower compared to other air dodges.}}
*{{buff|[[Air dodge]] has less ending lag (FAF 50 → 35) although it is still slower compared to other air dodges.}}
*{{buff|[[Spot dodge]] has less ending lag (FAF 31 → 29), although it is still one of the slowest in the game.}}
*{{buff|[[Spot dodge]] has less ending lag (FAF 31 → 29) although it is still one of the slowest in the game.}}
*{{nerf|Spot dodge has more startup lag with a shorter duration (frames 2-23 → 4-19).}}
*{{nerf|Spot dodge has more startup lag with a shorter duration (frames 2-23 → 4-19).}}


===Ground attacks===
===Ground attacks===
*[[Neutral attack]]:
*[[Neutral attack]]:
**{{change|One of neutral attack's first hit's body hitboxes has altered knockback (0 (base), 100 (scaling) → 35/25) and its angle has been altered ([[Sakurai angle|361°]] → 110°). This makes it connect better with its second hit, but removes its ability to lock.}}
**{{change|One of neutral attack's first hit's body hitboxes has altered knockback (0 (base), 100 (scaling) → 35/25) and its angle has been altered ([[Sakurai angle|361°]] → 110°). This makes it connect together better with its second hit but removes its ability to lock.}}
**{{change|The far hit's knockback (0 (base), 100 (scaling) → 45/25) and angle (140° → 130°) have also been altered.}}
**{{change|The far hit's knockback (0 (base), 100 (scaling) → 45/25) and angle (140° → 130°) have also been altered.}}
***{{buff|This makes it connect better with the second hit and improves its [[jab cancel]]ing potential at lower percents.}}
***{{buff|This makes it connect better with the second hit and improves its [[jab cancel]]ing potential at lower percents.}}
***{{nerf|However, this hinders its jab canceling potential at higher percents, no longer being able to reliably lead into a down smash at realistic percents.}}
***{{nerf|However, this hinders its jab canceling potential at higher percents no longer being able to reliably lead into a down smash at realistic percents.}}
**{{nerf|Neutral attack's first and second hit have shorter durations (frames 5-7 → 5-6 (first hit), frames 6-11 → 6-7 (second hit)).}}
**{{nerf|Neutral attack's first and second hit have shorter durations (frames 5-7 → 5-6 (first hit), frames 6-11 → 6-7 (second hit)).}}
**{{change|Neutral attack's animation has slightly changed. Donkey Kong now turns farther inward when throwing the [[wikipedia:hook (boxing)|hook]].}}
**{{change|Neutral attack's animation has slightly changed. Donkey Kong now turns farther inward when throwing the [[wikipedia:hook (boxing)|hook]].}}
*[[Forward tilt]]:
*[[Forward tilt]]:
**{{buff|Forward tilt has increased [[intangibility]] on its non-angled and angled down versions (frames 8-11→ 1-25). The up-angled version also gains intangibility earlier (frame 8 → 7).}}
**{{buff|Forward tilt has increased [[intangibility]] on its non angled and angled down versions (frames 8-11→ 1-25). The up angled version also gains intangibility earlier (frame 8 → 7).}}
**{{nerf|Upward angled forward tilt deals 1% less damage (12% → 11%) and has less intangibility (frames 8-37 → 7-11).}}
**{{nerf|Upward angled forward tilt deals 1% less damage (12% → 11%) and has less intangibility (frames 8-37 → 7-11).}}
**{{nerf|All variants have more startup lag with a shorter duration (frames 8-11 → 9-11), more ending lag (FAF 34 → 38), and have smaller hitboxes (5.5u/5u/4u/3.5u → 5u/4.5u/3.2u).}}
**{{nerf|All variants have more startup lag with a shorter duration (frames 8-11 → 9-11), more ending lag (FAF 34 → 38) and have smaller hitboxes (5.5u/5u/4u/3.5u → 5u/4.5u/3.2u).}}
*[[Up tilt]]:
*[[Up tilt]]:
**{{buff|Up tilt has increased intangibility (frames 5-11 → 5-25) and its sourspot is larger (5u → 5.3u).}}
**{{buff|Up tilt has increased intangibility (frames 5-11 → 5-25) and its sourspot is larger (5u → 5.3u).}}
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**{{nerf|Down tilt has more startup lag with a shorter duration (frames 6-9 → 7-9). It also has smaller hitboxes (4.8u/4.8u/5.28u/6.4u → 4.4u/4.4u/5.5u).}}
**{{nerf|Down tilt has more startup lag with a shorter duration (frames 6-9 → 7-9). It also has smaller hitboxes (4.8u/4.8u/5.28u/6.4u → 4.4u/4.4u/5.5u).}}
*[[Dash attack]]:
*[[Dash attack]]:
**{{buff|Donkey Kong has a new dash attack, the {{s|mariowiki|Roll Attack}} based on his main attack from "Donkey Kong Country". Compared to the previous dash attack, it covers much more distance, has a longer duration (frames 9-20 → 9-24), and less ending lag (FAF 55 → 42), making it safer and greatly improving its approach potential. The clean hit also deals more knockback (100 (base), 20 (scaling) → 85/53), and the late hit no longer has set knockback (120 (set), 100 (scaling) → 60 (base)/65).}}
**{{buff|Donkey Kong has a new dash attack, the {{s|mariowiki|Roll Attack}} based on his main attack from "Donkey Kong Country". Compared to the previous dash attack, it covers much more distance, has a longer duration (frames 9-20 → 9-24), and less ending lag (FAF 55 → 42) making it safer and greatly improving its approach potential. The clean hit also deals more knockback (100 (base), 20 (scaling) → 85/53) and the late hit no longer has set knockback (120 (set), 100 (scaling) → 60 (base)/65).}}
**{{nerf|Dash attack deals 1% less damage (11% (clean)/9% (late) → 10%/8%).}}
**{{nerf|Dash attack deals 1% less damage (11% (clean)/9% (late) → 10%/8%).}}
*{{buff|All smash attacks now have [[transcendent priority]], improving their reliability.}}
*{{buff|All smash attacks now have [[transcendent priority]], improving their reliability.}}
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*[[Forward smash]]:
*[[Forward smash]]:
**{{buff|Forward smash now grants [[intangibility]] to Donkey Kong's head and arms on frames 20-26.}}
**{{buff|Forward smash now grants [[intangibility]] to Donkey Kong's head and arms on frames 20-26.}}
**{{nerf|Forward smash's hitboxes deal consistent damage (21%/20% → 20% (hands), 19%/18% → 19% (body)) and have decreased knockback (30 (base), 94 (scaling) → 30/91 (hands), 18/100 → 25/91 (body)), hindering its KO potential. It also has smaller hitboxes (6.4u/6.8u/4.3u/3u → 5.7u/3.7u).}}
**{{nerf|Forward smash's hitboxes deal consistent damage (21%/20% → 20% (hands), 19%/18% → 19% (body)) and has decreased knockback (30 (base), 94 (scaling) → 30/91 (hands), 18/100 → 25/91 (body)), hindering its KO potential. It also has smaller hitboxes (6.4u/6.8u/4.3u/3u → 5.7u/3.7u).}}
**{{nerf|Sweetspotted forward smash sends opponents at a less favorable angle (361° → 46°).}}
**{{nerf|Sweetspotted forward smash sends opponents at a less favorable angle (361° → 46°).}}
*[[Up smash]]:
*[[Up smash]]:
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*[[Down smash]]:
*[[Down smash]]:
**{{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.}}
**{{nerf|Down smash has decreased knockback scaling (100 → 88) and the new sweetspots also have lower base knockback (35 → 30), hindering its KO potential. Its arms and fists' hitboxes are smaller (7u → 4u/6u).}}
**{{nerf|Down smash has decreased knockback scaling (100 → 88) and the new sweetspots also have lower base knockback (35 → 30) hindering its KO potential. Its arms and fists' hitboxes are smaller (7u → 4u/6u).}}
**{{change|Down smash's angles have been altered (115°/98° → 70°, 55°/82°).}}
**{{change|Down smash's angles have been altered (115°/98° → 70°, 55°/82°).}}


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**{{buff|It has slightly decreased landing lag (30 frames → 29).}}
**{{buff|It has slightly decreased landing lag (30 frames → 29).}}
**{{buff|The late sweetspot has higher knockback scaling (85 → 100) improving its KO potential.}}
**{{buff|The late sweetspot has higher knockback scaling (85 → 100) improving its KO potential.}}
**{{change|The early hit has a longer duration (frames 25-26 → 18-20), but the late hit has a shorter duration (frames 27-29 → 21-22).}}
**{{change|The early hit has a longer duration (frames 25-26 → 18-20) but the late hit has a shorter duration (frames 27-29 → 21-22).}}
**{{nerf|Its late hit deals less damage (16% → 15% (clean)/13% (late)), and the early hit and late sourspot deal less knockback (30 (base), 100 (scaling) → 30/85 (early), 50/85 → 30/100 (late)).}}
**{{nerf|Its late hit deals less damage (16% → 15% (clean)/13% (late)), and the early hit and late sourspot deal less knockback (30 (base), 100 (scaling) → 30/85 (early), 50/85 → 30/100 (late)).}}
**{{nerf|It has smaller hitboxes (6u/6u/4u/4u → 5.5u/4.5u (early), 7u/7u/4u/4u → 6u/5u (late)).}}
**{{nerf|It has smaller hitboxes (6u/6u/4u/4u → 5.5u/4.5u (early), 7u/7u/4u/4u → 6u/5u (late)).}}
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===Throws/other attacks===
===Throws/other attacks===
*{{change| Grabs have new animations. Instead of clenching both of his hands to grab his opponent, Donkey Kong now reaches out with one hand and grabs.}}
*{{change|Grabs' have new animations. Instead of clenching both of his hands to grab his opponent, Donkey Kong now reaches out with one hand and grabs.}}
**{{nerf|In the case of pivot grab, this results in it losing its disjoint, despite having more lateral range.}}
**{{nerf|In the case of pivot grab, this results in it losing its disjoint, despite having more lateral range.}}
*{{nerf|Standing grab has more ending lag (FAF 30 → 31).}}
*{{nerf|Standing grab has more ending lag (FAF 30 → 31).}}
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*{{nerf|Pivot grab has more startup lag (frame 10 → 11) with its total duration subsequently increased (FAF 36 → 37).}}
*{{nerf|Pivot grab has more startup lag (frame 10 → 11) with its total duration subsequently increased (FAF 36 → 37).}}
*{{nerf|Grabs have smaller grabboxes (6.24u/5.376u → 5.8u (standing/pivot), 6.24u/5.28u/4.32u → 4.6u (dash)),}}
*{{nerf|Grabs have smaller grabboxes (6.24u/5.376u → 5.8u (standing/pivot), 6.24u/5.28u/4.32u → 4.6u (dash)),}}
*{{nerf|Standing grab does not extend as far away from Donkey Kong (z offset: 15u → 13.7u), which, along with its smaller size, gives it less range.}}
*{{nerf|Standing grab does not extend as far away from Donkey Kong (z offset: 15u → 13.7u) which along with its smaller size, gives it less range.}}
**{{buff|However, it does overall have slightly more range close to Donkey Kong due to its larger size in comparison to its previous near grabbox.}}
**{{buff|However, it does overall have slightly more range close to Donkey Kong due to its larger size in comparison to its previous near grabbox.}}
*{{buff|Dash and Pivot grab extend further away from Donkey Kong (z offset: 9 (dash)/-19 (pivot) → z stretch: 17/-24.5), giving them significantly more range.}}  
*{{buff|Dash and Pivot grab extend further away from Donkey Kong (z offset: 9 (dash)/-19 (pivot) → z stretch: 17/-24.5), giving them significantly more range.}}  
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*[[Forward throw]]:
*[[Forward throw]]:
**{{change|All variants of Cargo throw have new animations.}}
**{{change|All variants of Cargo throw have new animations.}}
**{{change|Cargo throws ignore the new 1-second timer to prevent grabbed opponents from being regrabbed. Because of this, cargo down throw is now the only throw in the game that can still chain grab opponents.}}
**{{change|Cargo throws ignore the new 1 second timer to prevent grabbed opponents from being regrabbed. Because of this, cargo down throw is now the only throw in the game which can still chain grab opponents.}}
**{{nerf|The knockback-based [[armor]] while holding an opponent with Kong Karry has been significantly reduced (80 KB → 16 KB).}}
**{{nerf|The knockback-based [[armor]] while holding an opponent with Kong Karry has been significantly reduced (80 KB → 16 KB).}}
**Cargo forward throw:
**Cargo forward throw:
***{{buff|Cargo forward throw deals 2% more damage (8% → 10%).}}
***{{buff|Cargo forward throw deals 2% more damage (8% → 10%).}}
***{{nerf|Donkey Kong releases opponents from cargo forward throw later (frame 13 → 15), but it has more ending lag (FAF 40 → 46).}}
***{{nerf|Donkey Kong releases opponents from cargo forward throw later (frame 13 → 15) but it has more ending lag (FAF 40 → 46).}}
**Cargo back throw:
**Cargo back throw:
***{{buff|Cargo back throw deals 4% more damage (8% → 12%), and has increased knockback (80 (base), 50 (scaling) → 70/80).}}
***{{buff|Cargo back throw deals 4% more damage (8% → 12%), and has increased knockback (80 (base), 50 (scaling) → 70/80).}}
***{{change|Cargo back throw's angle has been altered (55° → 72°). This improves its KO potential near the upper blast line, but significantly hinders its [[stage spike]] potential.}}
***{{change|Cargo back throw's angle has been altered (55° → 72°). This improves its KO potential near the upper blast line, but significantly hinders its [[stage spike]] potential.}}
***{{nerf|Donkey Kong releases opponents from cargo back throw later (frame 15 → 16), but it has more ending lag (FAF 40 → 43).}}
***{{nerf|Donkey Kong releases opponents from cargo back throw later (frame 15 → 16) but it has more ending lag (FAF 40 → 43).}}
**Cargo up throw:
**Cargo up throw:
**{{buff|Cargo up throw deals 3% more damage (7% → 10%), with altered knockback (90 (base), 30 (scaling) → 58/52) and Donkey releases opponents slightly later (frame 14 → 15). These changes, combined with the removal of hitstun canceling, grant it combo potential at low to high percentages, with it leading into an up aerial at certain percentages for a kill confirm.}}
**{{buff|Cargo up throw deals 3% more damage (7% → 10%), with altered knockback (90 (base), 30 (scaling) → 58/52) and Donkey releases opponents slightly later (frame 14 → 15). These changes combined with the removal of hitstun canceling grant it combo potential at low to high percentages with it leading into an up aerial at certain percents for a kill confirm.}}
**Cargo down throw:
**Cargo down throw:
***{{buff|Cargo down throw deals 1% more damage (6% → 7%), and knockback (65 (base), 26 (scaling) → 50/80), improving its KO and stage spike potential.}}
***{{buff|Cargo down throw deals 1% more damage (6% → 7%), and knockback (65 (base), 26 (scaling) → 50/80) improving its KO and stage spike potential.}}
***{{change|Cargo down throw's angle has also been altered (28° → 48°).}}
***{{change|Cargo down throw's angle has also been altered (28° → 48°).}}
****{{buff|This allows it to chain grab opponents on moving platforms.}}
****{{buff|This allows it to chain grab opponents on moving platforms.}}
****{{nerf|However, this hinders its edgeguarding potential.}}
****{{nerf|However, this hinders its edgeguarding potential.}}
***{{nerf|Donkey Kong releases opponents from cargo down throw later (frame 16 → 17), but it has more ending lag (FAF 40 → 45). When combined with its increased knockback, this significantly hinders its chain-grabbing potential at a wall.}}
***{{nerf|Donkey Kong releases opponents from cargo down throw later (frame 16 → 17) but it has more ending lag (FAF 40 → 45). When combined with its increased knockback, this significantly hinders its chain grabbing potential at a wall.}}
*[[Down throw]]:
*[[Down throw]]:
**{{change|Down throw's animation has changed.}}
**{{change|Down throw's animation has changed.}}
**{{nerf|Down throw releases the opponent much sooner (frame 41 → 24) without compensation on its interruptibility. While this makes down throw harder to DI at higher percents, this significantly hinders its follow-up potential at lower percents, which is further exacerbated by the removal of chain grabbing, hindering down throw's damage-racking potential.}}
**{{nerf|Down throw releases the opponent much sooner (frame 41 → 24) without compensation on its interruptibility. While this makes down throw harder to DI at higher percents, this significantly hinders its followup potential at lower percents which is further exacerbated by the removal of chain grabbing hindering down throw's damage racking potential.}}
*[[Floor attack]]:
*[[Floor attack]]:
**{{buff|Front and back floor attacks deal 1% more damage (6% → 7%) and have less ending lag (FAF 50 (front), 52 (back) → 46 (both)).}}
**{{buff|Front and back floor attacks deal 1% more damage (6% → 7%) and have less ending lag (FAF 50 (front), 52 (back) → 46 (both)).}}
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**{{nerf|Back floor attack has more startup lag (frame 9 → 18).}}
**{{nerf|Back floor attack has more startup lag (frame 9 → 18).}}
*[[Edge attack]]:
*[[Edge attack]]:
**{{nerf|Donkey Kong has a new edge attack, a [[wikipedia:Professional wrestling attacks#Forearm club|forearm club]]. Compared to the previous fast edge attack, it has much more startup lag with a shorter duration (frames 9-16 → 23-25) and has less range.}}
**{{nerf|Donkey Kong has a new edge attack, a [[wikipedia:Professional wrestling attacks#Forearm club|forearm club]]. Compared to the previous fast edge attack, It has much more startup lag with a shorter duration (frames 9-16 → 23-25) and has less range.}}
***{{buff|However, its total duration was only increased by one frame (FAF 55 → 56), giving it less ending lag.}}
***{{buff|However, its total duration was only increased by one frame (FAF 55 → 56) giving it less ending lag.}}


===Special moves===
===Special moves===
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**{{buff|The 19% damage increase to shields and the increase to shieldstun significantly improve fully charged Giant Punch's shield pressuring potential despite no longer dealing extra shield damage (2 → 0).}}
**{{buff|The 19% damage increase to shields and the increase to shieldstun significantly improve fully charged Giant Punch's shield pressuring potential despite no longer dealing extra shield damage (2 → 0).}}
**{{nerf|Giant Punch takes longer to fully charge (127 frames → 144) and has increased ending lag (FAF 53 (ground), 46 (air) → 63 (both) (uncharged), FAF 46 (both) → 48 (ground), 63 (aerial) (fully charged)).}}
**{{nerf|Giant Punch takes longer to fully charge (127 frames → 144) and has increased ending lag (FAF 53 (ground), 46 (air) → 63 (both) (uncharged), FAF 46 (both) → 48 (ground), 63 (aerial) (fully charged)).}}
**{{nerf|The early hit was removed for grounded fully charged Giant Punch, increasing its startup lag (frame 18 → 19).}}
**{{nerf|The early hit was removed for grounded fully charged Giant Punch increasing its startup lag (frame 18 → 19).}}
**{{nerf|Giant Punch has a shorter duration (frames 18-22 → 18-20 (uncharged/aerial fully charged), 19-20 (grounded fully charged)).}}
**{{nerf|Giant Punch has a shorter duration (frames 18-22 → 18-20 (uncharged/aerial fully charged), 19-20 (grounded fully charged)).}}
**{{nerf|Giant Punch grants less intangibility to DK's arm (frames 4-22 → 4-20).}}
**{{nerf|Giant Punch grants less intangibility to DK's arm (frames 4-22 → 4-20).}}
**{{change|Giant Punch's wind-up is lower-pitched.}}
**{{change|Giant Punch's wind-up is lower pitched.}}
*[[Headbutt]]:
*[[Headbutt]]:
**{{buff|Grounded Headbutt has increased range.}}
**{{buff|Grounded Headbutt has increased range.}}
**{{buff|The 19% damage increase to shields and the increase to shieldstun significantly improve Headbutt's shield pressuring potential despite its reduced shield damage (30 → 25).}}
**{{buff|The 19% damage increase to shields and the increase to shieldstun significantly improve Headbutt's shield pressuring potential despite its reduced shield damage (30 → 25).}}
**{{nerf|Aerial clean Headbutt deals 4% less damage (14% → 10%), its meteor smash hitbox is more difficult to land, and it barely stalls Donkey Kong's descent, significantly hindering its recovery potential. The removal of [[edge momentum shifting]] also hinders its utility.}}
**{{nerf|Aerial clean Headbutt deals 4% less damage (14% → 10%), its meteor smash hitbox is more difficult to land and it barely stalls Donkey Kong's descent, significantly hindering its recovery potential. The removal of [[edge momentum shifting]] also hinders its utility.}}
**{{nerf|Headbutt has increased ending lag (FAF 60 → 64).}}
**{{nerf|Headbutt has increased ending lag (FAF 60 → 64).}}
*[[Spinning Kong]]:
*[[Spinning Kong]]:
**{{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 better. Lastly, it has increased super armor frames (frames 10-16 → 8-17).}}
**{{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).}}
**{{buff|The weakening of [[SDI]] makes Spinning Kong significantly more difficult to escape from.}}
**{{buff|The weakening of [[SDI]] makes Spinning Kong significantly more difficult to escape from.}}
**{{buff|Aerial Spinning Kong has increased intangibility (frames 4-6 → 3-6).}}
**{{buff|Aerial Spinning Kong has increased intangibility (frames 4-6 → 3-6).}}
**{{nerf|Grounded Spinning Kong's loop hits deal 1.7% less damage (3% → 1.3%), significantly reducing its maximum damage potential (35% → 18%).}}
**{{nerf|Grounded Spinning Kong's loop hits deal 1.7% less damage (3% → 1.3%) significantly reducing its maximum damage potential (35% → 18%).}}
**{{nerf|Donkey Kong's "Invincicopter" can now only be performed by transitioning from the aerial version to the grounded version on frame 6.}}
**{{nerf|Donkey Kong's "Invincicopter" can now only be performed by transitioning from the aerial version to the grounded version on frame 6.}}
**{{nerf|If DK lands with aerial Spinning Kong before he goes into free fall, it will no longer auto-cancel on landing, but instead, DK will go through his grounded Spinning Kong ending lag animation, making it significantly easier to punish on landing.}}
**{{nerf|If DK lands with aerial Spinning Kong before he goes into free fall, it will no longer auto-cancel on landing but instead, DK will go through his grounded Spinning Kong ending lag animation making it significantly easier to punish on landing.}}
**{{nerf|While aerial Spinning Kong can still be used for momentum canceling, its effect is significantly weaker as Donkey Kong can no longer use hitstun canceling to reduce his launch speed and make greater use of Spinning Kong.}}
**{{nerf|While aerial Spinning Kong can still be used for momentum canceling, its effect is significantly weaker as Donkey Kong can no longer use hitstun canceling to reduce his launch speed and make greater use of Spinning Kong.}}
**{{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.}}
**{{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.}}
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*[[Konga Beat]]:
*[[Konga Beat]]:
**{{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|mariowiki|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|mariowiki|Donkey Konga}}''. This significantly improves its reliability.}}
**{{change|Konga Beat's animation has slightly changed. If Donkey Kong performs all of the button presses with the correct timing, he will strike a thumbs-up pose at its conclusion.}}
**{{change|Konga Beat's animation has slightly changed. If Donkey Kong performs all of its button presses with the correct timing, he will strike a thumbs up pose at its conclusion.}}


==Update history==
==Update history==

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