Editing Donkey Kong (SSBU)/Down special

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Due to hitting such a large area so quickly, gHS can be used in many situations. Using gHS allows DK to safely cover multiple options in tech chase and ledge trapping scenarios. It can be used to safely and quickly destroy explosives, traps, or pretty much anything created by an opponent. Taller characters can be hit below DK even while the latter is on a platform depending on how high the platform is. This can start combos if the last possible hitbox connects. Even if it doesn't start a combo, putting anyone above DK is very good.
Due to hitting such a large area so quickly, gHS can be used in many situations. Using gHS allows DK to safely cover multiple options in tech chase and ledge trapping scenarios. It can be used to safely and quickly destroy explosives, traps, or pretty much anything created by an opponent. Taller characters can be hit below DK even while the latter is on a platform depending on how high the platform is. This can start combos if the last possible hitbox connects. Even if it doesn't start a combo, putting anyone above DK is very good.


Since the ground control of gHS is so dominant, the main counterplay is to jump and approach from the air. Despite being countered by jump-ins, Donkey Kong can counter by running back and catching a landing with gHS. This is especially effective to condition an opponent to jump, allowing DK to use his amazing [[Donkey Kong (SSBU)/Back aerial|back aerial]] or [[Donkey Kong (SSBU)/Up aerial|up aerial]]. Using gHS against characters with low air speed and range like [[Luigi (SSBU)|Luigi]] or characters that stay grounded like [[Little Mac (SSBU)|Little Mac]] is game changing.
Since the ground control of gHS is so dominant, the main counterplay is to jump and approach from the air. Despite being countered by jump-ins, Donkey Kong can counter by running back and catching a landing with gHS. Using gHS against characters with low air speed and range like [[Luigi (SSBU)|Luigi]] or characters that stay grounded like [[Little Mac (SSBU)|Little Mac]] is game changing.
An important quirk of gHS is that it will trigger every counter except [[Tetrakarn|Joker's]] and [[Revenge|Incineroar's]] even if they do it in the air. For some reason, gHS will also destroy [[Diddy Kong (SSBU)|Diddy Kong]]'s [[Peanut Popgun|Peanuts]] midair (not really useful, but pretty cool). Against Luma specifically, gHS whiffs unless [[Luma]] is detethered via [[Rosalina & Luma (SSBU)|Rosalina]]'s neutral special or after getting knocked away.
An important quirk of gHS is that it will trigger every counter except [[Tetrakarn|Joker's]] and [[Revenge|Incineroar's]] even if they do it in the air. For some reason, gHS will also destroy [[Diddy Kong (SSBU)|Diddy Kong]]'s [[Peanut Popgun|Peanuts]] midair (not really useful, but pretty cool). Against Luma specifically, gHS whiffs unless [[Luma]] is detethered via [[Rosalina & Luma (SSBU)|Rosalina]]'s neutral special or after getting knocked away.


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B-reversed aHS is a key mixup in DK's arsenal. Since DK's air speed is relatively high, the sudden shift of B-reversed aHS can confuse the opponent and let DK land unscathed while in disadvantage. It can also be used to attack unexpectedly while retreating if wavebounced or B-reversed. The attack itself can be as safe as -3 on block. As such, it's also DK's safest air move on block.
B-reversed aHS is a key mixup in DK's arsenal. Since DK's air speed is relatively high, the sudden shift of B-reversed aHS can confuse the opponent and let DK land unscathed while in disadvantage. It can also be used to attack unexpectedly while retreating if wavebounced or B-reversed. The attack itself can be as safe as -3 on block. As such, it's also DK's safest air move on block.


Due to the hitboxes being transcendent, they can't clang with other hitboxes. This means aHS will lose against most projectiles, but will beat/trade with Luma. In addition, the first hit's 90° angle can cause hit 2 to miss if Donkey Kong is moving backwards.
Due to the hitboxes being transcendent, they can't clang with other hitboxes. This means aHS will lose against most projectiles, but will beat/trade with Luma.


==Hitboxes==
==Hitboxes==

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