User:Watashinoku1/Possible character changes in Smash for NX
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Introduction[edit]
- Here are a few character changes I'd like to see happen in the (possible) Smash title for NX. (If it happens.)
- Changes are based on Smash 4 v1.0.4, and no future updates.
Mario[edit]
Aesthetic Changes[edit]
Mario's proportions have been slightly altered to match current Mario series titles, such as Super Mario Maker.
Mario leans over more when dashing.
Attributes[edit]
Mario is slightly heavier (98 → 99).
Mario dashes faster (1.6 → 1.66).
Mario walks slightly slower (1.1 → 1.085).
Ground attacks[edit]
Neutral attack improved: all hits come out 1 frame earlier, the hitboxes are slightly larger, and the move has reduced cooldown.
Neutral attack deals less damage (8 → 7.2) and each hit lasts for only 1 frame instead of 2.
Up tilt comes out 1 frame later (5 → 4) and has a better launch angle (96 → 89).
Up tilt has overall reduced knockback (28 base/130 growth → 50 base/85 growth), has decreased hitbox duration (5-11 → 4-8), and the hitboxes are placed slightly lower, which makes the move misleading and slightly less reliable for combos.
Dash attack has reduced hitbox duration (6-25 → 6-11).
Dash attack's reduced hitbox duration has also greatly reduced its cooldown. It also has reduced knockback (100 base/43 growth → 90 base/30 growth), making it better for followups.
Dash attack now deals consistent damage: 6/8 → 7.
Forward smash's sweetspot lasts for 2 more frames: 15-17 → 15-19.
Up smash has slightly increased base knockback (32 → 35) and hits foes at a better angle (83 → 87), which helps the move KO slightly earlier.
Up smash deals slightly less damage (14 → 13) and has reduced intangibility (frames 9-13 → 10-12).
Down smash properties have been reversed, with the front hit being slightly stronger than the back hit.
Aerial attacks[edit]
All aerials have their landing lag reduced by 2 frames.
All aerials (except back) last 1 frame shorter in duration.
Forward aerial has a better autocancel window. Its early hit also deals 2% more damage (10 → 12) and now launches foes at a 64 degree angle with greatly increased knockback (30 base/80 growth → 50 base/100 growth), making it function like Dr. Mario's forward air.
Forward aerial clean deals 1% less damage (14 → 13) and has reduced knockback (32 base/78 growth → 30 base/70 growth).
Back aerial late hit has 2 more active frames: 8-10 → 8.12.
Down aerial looping hits damage: 1 → 1.4. This increases its overall damage potential from 10% to 12%, just how it functioned in Brawl. The launching hit also has 2 more active frames (25 → 25-27).
Grabs/Throws/Other attacks[edit]
Mario has a new grab animation where he hooks more inward with his grabbing arm, and the grab boxes are placed slightly higher.
All throws end 2 frames sooner.
Up throw damage reduced: 7 → 6.25%. However, this also reduces its knockback, allowing for combos.
Down throw angle: 68 → 76. This benefits the move's utility as a combo starter.
Down throw has slightly increased knockback (40 base/90 growth → 50 base/105 growth), making it slightly less reliable for combos at medium to high percentages.
Back throw knockback growth increased (66 → 71).
Special Moves[edit]
Fireball comes out sooner and has a larger hitbox. It also deals 0.75% more damage along with slightly increased base knockback on all stages (35 → 40 (clean), 28 → 34 (mid), 22 → 28 (late)).
Fireball had its cooldown increased again (frame 53 → 56) and travels very slightly slower.
Cape has 1 more active frame (12-14 → 12-15).
Cape deals 1% less damage (7 → 6) and reflects slightly less momentum.
Super Jump Punch covers more distance and deals 1% more damage (10 → 11). Its angle is also more vertical (60 → 70), allowing it to KO earlier towards the upper blast line.
FLUDD charges faster.
FLUDD's pushback remains unchanged, but its range has been slightly decreased.
Luigi[edit]
Aesthetic Changes[edit]
Like Mario, Luigi's proportions have been slightly fixed to be more in line with recent Mario series titles.
Many of Luigi's attacks have improved visual effects.
Attributes[edit]
Luigi's short hop is slightly lower.
Luigi benefits greatly from the re-introduction of wavedashing, as his approach is now almost as good as it was in Melee. The aforementioned buff to his short hop also makes it much easier to perform wavedashing.
Luigi falls faster (1.25 → 1.35). While this is usually a nerf due to making a character more vulnerable to combos, it is a buff in Luigi's case due to making him harder to KO.
Luigi's air speed is moderately faster (0.73418 → 0.922), no longer being considered one of the worst.
Ground attacks[edit]
Jab combo deals 1.5% less damage (10 → 8.5).
Jab combo has reduced cooldown.
Up tilt lasts for 1 more frame (5-10 → 5-11).
Up tilt has increased cooldown.
Up tilt has now been split into 2 different parts with different damage: 6% → 5/8%. This allows the back hit to KO at reliable percentages, but it makes the front hit slightly weaker.
Up tilt's reduced power in front makes it better for comboing.
Forward smash has increased base knockback (20 → 35). Luigi also leans more in the direction he's facing, increasing its range.
Forward smash has increased startup and only 1 active frame instead of 2 (frames 12-13 → 15). It also has slightly reduced knockback growth (116 → 113).
Up smash now produces consistent knockback and damage on all hitboxes: 12/14 → 13%. While this removes the move's sourspot, it means there is no longer a more powerful hitbox.
Down smash has a new animation, where he extends his attacking leg more.
Down smash has a more vertical angle on both hits (120 → 100 (front hit), 60 → 75 (back hit)). Despite retaining its Smash 4 knockback values, the angle change slightly benefits its KO potential. Luigi's leg is also intangible for the first kick.
Down smash has increased cooldown, and each hit lasts for only 1 frame instead of 2.
Aerial attacks[edit]
All aerials (except forward) have slightly decreased aerial cooldown.
All aerials (except down) have increased landing lag.
Neutral aerial deals 2% less damage: 12 → 10. However, this also reduces its knockback, allowing for better followups.
Luigi has a new forward aerial: A corkscrewing drill kick. Compared to the old forward aerial, it deals 1% more damage (9 → 10) and has increased knockback (30 base/80 growth → 40 base/110 growth).
The new forward aerial has 7 more frames of aerial cooldown and can no longer autocancel in a short hop due to Luigi's increased falling speed.
Back aerial sweetspot deals 2% less damage (14 → 12).
Back aerial sourspot deals 1% more damage (8 → 9) and has a better autocancel window.
Down aerial sweetspot deals 1% less damage (10 → 9) and autocancels 1 frame later.
Down aerial sweetspot is larger, lasts one more frame (10 → 10-11) and the sourspot deals increased knockback (20 base/100 growth → 35 base/115 growth).
Grabs/Throws/Other Attacks[edit]
All of Luigi's grabs have slightly increased range.
Back throw deals 1% more damage and has increased base knockback (80 → 93). The collateral hitbox also deals slightly increased knockback.
Down throw collateral hitbox placed slightly more in front of Luigi.
Down throw deals 1% less damage (6 → 5), though its corresponding knockback reduction makes the move better at higher percentages.
Down throw angle: 80 → 105. This removes some followup utility.
Special Moves[edit]
Fireball has faster startup and reduced cooldown.
Green Missile misfire deals increased base knockback (20 → 26). It also travels farther in the air and covers more distance. A non-misfired hit also has decreased cooldown, and both versions have reduced landing lag.
Green Missile charges a bit slower. A misfire also starts up 3 frames slower (5 → 8) and has slightly increased cooldown. Non-misfired hits also deal 1-3% less damage (10-20% → 9-17%).
Green Missile misfire chance: 1/10 → 1/9.
Super Jump Punch sourspot deals 2% more damage (1 → 3). A sweetspotted hit also deals much more shield damage, to the point where it can nearly break a full shield.
Both Super Jump Punch sweetspots deal less damage: 25 → 23 (ground), 20 → 19 (aerial).
Luigi Cyclone is harder to DI out of.
Luigi Cyclone deals 1% less damage: 9 → 8.
Peach[edit]
Aesthetics[edit]
Peach's dress is slightly thinner, and its model is now a combination of her Super Mario 64 and Super Mario 3D World titles.
Peach's magic attacks have improved visual effects.
Attributes[edit]
Peach is slightly lighter (89 → 87).
All of Peach's magic effects have increased hitlag (1.2x → 1.3x), making them safer on shield but easier to DI.
Peach falls slightly faster (1.15 → 1.20).
Ground attacks[edit]
Both jab hits have larger hitboxes.
Forward tilt has faster startup (frame 7 → 5) and reduced cooldown. It also has slightly reduced base knockback (50 → 40), and all of these buffs make it better for starting combos.
Forward tilt has fewer active frames (7-15 → 7-11). It also deals less damage (7/7/8/6 → 6.5%) and its knockback growth was not properly compensated (102 → 105), making it weaker as a KO move.
Forward tilt now has a consistent 89 degree angle, rather than being split into 4 different angles depending on timing.
Up tilt is now a multi-hitting attack. The first 3 hits will drag grounded opponents into the sweetspot, but this only works at low to medium percentages. The move also has reduced cooldown and overall increased damage potential (8/10 → 11). Its finishing hit also has increased base knockback (40 → 65).
Up tilt has 1 more frame of startup (frame 10 → 11).
Down tilt has a larger meteor hitbox.
Down tilt deals less damage (7 → 6/5.5).
Forward smash has reduced cooldown.
Up smash sourspots are stronger.
Up smash sweetspots are slightly weaker, and they have only 2 active frames instead of 3.
Down smash can now hit up to 7 times, and deals 2% more damage (15 → 17).
Down smash starts up 3 frames later (frame 6 → 9) and each hit lasts for only 1 frame.
Aerial attacks[edit]
All aerials (except up) autocancel earlier.
Neutral aerial late hit deals more damage (5/6 → 8).
Neutral aerial angle: 361 → 31.
Forward aerial has one more active frame (16-20 → 16-21).
Forward aerial has 3 more frames of landing lag. Its angle is also slightly higher (361 → 55), making it slightly less effective as a KO move (though it is still her strongest aerial).
Up aerial deals 1% more damage (10 → 11) and has a better launch angle (70 → 74), making it better overall.
Up aerial autocancels 5 frames later and has slightly less disjoint, along with a slightly smaller hitbox.
Back aerial has slightly more disjoint and reduced cooldown, allowing it to Wall of Pain at low percentages.
Down aerial now auto-links, hits 3 more times, has reduced landing lag and has gained a landing hitbox. While it retains its Smash 4 damage value despite having more kicks, it is overall more effective for combos at low percentages and racking up damage more reliably.
Since down aerial has more kicks, it overall has an increased duration that makes the move less safe to use offstage. The final kick also has increased base knockback (60 → 63), which makes the move slightly less effective for comboing at higher percentages without any realistic KO potential.
Grabs/throws/other attacks[edit]
All of Peach's grabs have slightly smaller grab boxes.
Dash grab and pivot grab have slightly reduced cooldown.
Dash grab has moderately reduced range, while pivot grab has significantly reduced range.
Pivot grab comes out faster (frame 10 → 8) and has reduced cooldown.
Standing grab has 1 more active frame (6-7 → 6-8).
All throws (except down) deal 0.5% more damage.
Forward throw has increased cooldown.
Forward throw has increased base knockback (48 → 55).
Up throw deals much more knockback overall (72 base/80 growth → 50 base/150 growth), now being a viable KO option under 160%.
Down throw is now a meteor smash. This makes the move slightly better for edgeguarding and tech-chasing, though it means it can no longer follow up in the air.
Down throw deals 2% less damage (8 → 6).
Back throw is weaker (35 base/95 growth → 30 base/86 growth) and has a slightly higher throw angle (140 → 132), though it can still edgeguard at medium to high percents and KO in the 170-200% range.
Special Moves[edit]
Toad spore hitboxes placed slightly higher.
Peach Bomber is faster and deals more shield damage, to the point where it can almost break a perfect shield. It also has reduced aerial cooldown.
Peach Bomber has increased landing lag, and deals less damage (10 → 9.5 (clean)/8 (late)). A late hit also deals less knockback.
Peach Parasol loop hits adjusted to allow the move to connect better.
Peach Parasol deals 1% less damage (11 → 10).
Vegetable has a slightly higher chance of pulling a Stitchface, but a slightly lower chance of pulling a Mr. Saturn or Bob-Omb.
Vegetable can now pluck out Beam Swords, as it could in Melee.
Vegetables are more susceptible to gravity, and all turnips (except Dot-Eyes and Stitchface turnips) deal 1-4% less damage overall. Additionally, the Turnip Throw Cancel is no longer possible.
Bowser[edit]
Aesthetic Changes[edit]
Bowser's claws attacks have improved visual effects.
Attributes[edit]
Bowser is lighter (125 → 118).
Bowser's air speed is slightly faster (0.98 → 1.04).
Bowser's overall character model is slightly smaller, giving him slightly less range on his attacks but making him harder to hit.
Bowser crouches lower.
Bowser's super armor has been replaced with heavy armor.
The new game physics, including the re-introduction of wavedashing and L-canceling, allow a moderate amount of the game's cast to overcome Bowser's playstyle and approach options while not providing Bowser much benefit with wavedashing. However, the re-introduction of L-canceling means that all of Bowser's aerials are less risky if they miss an opponent.
Ground attacks[edit]
Neutral attack deals 2% less damage (11.5 → 9.5) and each hit lasts for 2 frames instead of 3. The first hit also has slightly increased base knockback (100 → 110), making it harder to follow up on at higher percentages.
Neutral attack second hit has increased knockback (50 base/100 growth → 65 base/125 growth). The first hit has slightly decreased cooldown, making it better for jab cancels/locks, and Bowser's arm is intangible while the hitboxes are out.
Dash attack deals much more knockback (110 base/35 growth → 50 base/95 growth) and is now a reliable KO option under 160%.
Dash attack has fewer active frames (11-20 → 11-16).
Dash attack angle: 80 → 45. This makes the attack better for edgeguarding, though it is easier to DI.
Forward smash has slightly decreased knockback (25 base/98 growth → 20 base/95 growth) and a shorter hitbox duration (22-27 → 22-24).
Forward smash angle: Sakurai angle → 38, allowing the attack to edgeguard better. The attack's startup is faster (22 → 21) and has decreased cooldown.
Up smash deals less knockback.
Up smash has decreased cooldown. Bowser's shell is also intangible while the sweetspot hitbox is active, and the move now has a small hitbox that drags the opponent into the main sweetspot.
Up smash now has 1 sweetspot instead of 3. It deals consistent damage: 15/15/20 → 18, removing the attack's sourspot but making the move slightly less powerful overall.
Down smash angle: 60 → 70. Despite retaining its Brawl knockback values, the angle change allows the move to KO slightly earlier.
Down smash deals less damage (16 → 15) and each hit lasts for 1 frame instead of 2. The base hitbox also has increased startup (frame 10 → 12).
Aerial attacks[edit]
Neutral aerial has decreased landing lag and now auto-links. It also has faster startup (frame 8 → 6) and a better KO angle (75 → 79).
Neutral aerial deals less damage (24 → 14). Each hitbox is also smaller and has decreased hitbox duration.
Neutral aerial now knocks away the opponent with increased knockback (60 base/90 growth → 120 base/100 growth). This makes it a viable KO option at high percentages, but removes some followup potential.
Forward aerial hitbox placements adjusted slightly, very slightly reducing some vertical range but giving more horizontal range. Each hitbox also deals consistent damage: 11/12/13 → 12.2%.
Up aerial landing lag decreased.
Up aerial has slower startup (9 → 11) and a shorter hitbox duration (9-13 → 11-12).
Back aerial base knockback decreased: 20 → 10. However, this allows it to Wall of Pain at very low percentages.
Back aerial has larger hitboxes, increased hitbox duration (9-11 → 9-13) and increased vertical reach.
Back aerial has increased landing lag.
Bowser has a new down aerial: A downward arc swipe, similar to Marth's down air. The center of the attack is a powerful meteor smash that hits foes down at an angle. It is no longer a stall-then-fall, which makes the attack safe to use offstage, and has significantly decreased landing and ending lag. It can also autocancel from a full hop.
The new down aerial is overall less powerful overall, dealing 5% less damage (16 → 11) and less knockback (30 base/100 growth → 20 base/95 growth). Since the attack is no longer a stall-then-fall, it makes defense against juggles less effective. The move also has smaller hitboxes with much less duration (17-49 → 17-23).
Grabs/throws/other attacks[edit]
All of Bowser's grabs have more active frames.
All of Bowser's grabs have moderately reduced range.
Pivot grab has faster startup (frame 11 → 9) and decreased cooldown.
Dash grab comes out 1 frame slower (10 → 11).
Dash grab has reduced cooldown.
Bowser has a new up throw: a jumping shell slam. It has altered knockback (90 base/80 growth → 50 base/100 growth), a faster animation and has a more vertical launch angle (70 → 78), allowing it to KO much earlier.
The new up throw has increased cooldown and reduced damage potential (10 → 9). The former buff, when combined with the altered knockback, makes followups harder overall.
Up throw now has only 1 hit instead of 9 hits.
Down throw has significantly reduced knockback (0 base/100 growth → 10 base/55 growth) and cooldown. It can no longer KO reliably, but this is compensated for with the altered knockback on up throw, and down throw now has a vertical launch angle (50 → 81), allowing it to set up combos.
Down throw deals less damage (12 → 7.5) and no longer has a collateral hitbox.
Special Moves[edit]
Fire Breath recharges faster.
Fire Breath can no longer be angled.
Flying Slam deals more horizontal knockback (60 → 43). Bowser also jumps higher after successfully throwing an opponent.
Flying Slam has decreased base knockback (80 → 72).
Whirling Fortress has increased knockback, to where it can KO starting at 170% on most characters, and the first few hits are much harder to escape from.
Whirling Fortress now deals fixed damage: 11%/35% → 23%. This makes the move less effective for racking up damage, though there is no longer a weak portion in the attack.
Bowser Bomb can now be jump canceled by pressing up right before Bowser descends. This allows Bowser to approach the air more effectively, and potentially allow for varying mixups.
Bowser Bomb deals less shield damage and has increased landing lag, making it much less safe on shield.
Rosalina & Luma[edit]
Aesthetics[edit]
Rosalina now has an alternate costume based on her jumpsuit in Mario Kart Wii.
Rosalina's hair is slightly more pronounced.
Attributes[edit]
Rosalina's hurtbox is slightly shorter, making it harder to hit her.
Rosalina is heavier (77 → 81). When combined with the aforementioned shortening of her hurtbox, her overall endurance is better.
Rosalina jumps higher.
Luma's frame is slightly larger, making it easier to hit.
Air speed is moderately faster (1.0 → 1.12), so it is no longer below average.
Luma's has less HP: 52 → 45.
Luma takes one more second to respawn: 8 → 9.
Ground attacks[edit]
All Luma ground attacks deal less damage, ranging from 0.2%-0.9% decreases.
Conversely, all of Rosalina's ground attacks deal minimally increased damage.
Neutral attack finisher has increased knockback growth (170 → 176).
Neutral attack loop hits transition 1 frame later and have minimally increased base knockback, making it less reliable for damage racking.
Forward and down tilts' hitboxes fixed to match the animation better.
Up tilt has reduced base knockback, making it an effective combo starter. It can also hit grounded opponents easier.
Due to its reduced base knockback, up tilt is no longer a reliable finisher.
Down tilt has 1 more active frame (5-8 → 5-9).
Forward smash hitboxes placed slightly higher.
Up smash has increased range.
Up smash has slower startup (8 → 10) and fewer active frames (8-16 → 10-15).
Down smash's first hit can no longer semi-spike. The move also has slightly increased cooldown.
Down smash's back hit is slightly more powerful (36 base/105 growth → 40 base/115 growth). Both hits also last for 1 more frame.
Aerial attacks[edit]
All aerials (except back) have weaker autocancel windows.
All aerials (except up) have slightly smaller hitboxes.
All aerials (except forward and down) have reduced knockback growth (Neutral: 108 → 103, up: 98 → 88, back: 65 → 64).
Neutral aerial has 1 less frame of landing lag. Combined with its reduced growth, it can potentially Wall of Pain easier.
Forward aerial has increased knockback (50 base/138 growth → 38 base/172 growth) and reduced cooldown, allowing it to Wall of Pain some heavy characters at low percentages and KO at high percentages.
Up aerial comes out 2 frames slower (8 → 10) and has increased landing lag.
Luma up aerial deals much less knockback, though it makes juggling much easier.
Back aerial autocancels 3 frames earlier.
Luma back aerial is slightly more powerful.
Luma down aerial is now a meteor smash. It also deals 1% more damage (5 → 6) and has increased base knockback.
Grabs/throws/Other attacks[edit]
All grabs have slightly increased range.
Standing and pivot grabs have increased cooldown.
Pummel is slightly faster.
All throws deal 1.5% less damage.
Up throw has increased base knockback (50 → 60). This makes it a viable KO option at high percents, though it is less effective for chaingrabs despite the new chaingrab mechanics.
Down throw has altered knockback (90 base/35 growth → 78 base/52 growth).
Down throw angle: 70 → 73.
Special Moves[edit]
Luma Shot travels farther when fully charged.
Luma Shot deals less knockback (50 base/104 growth → 40 base/98 growth) and doesn't travel as far when uncharged or partially charged.
Star Bits deals less damage and has slightly increased startup.
Launch Star comes out faster. Rosalina's body also produces a small hitbox when the travel frames are active.
Launch Star has increased landing lag.
Gravitational Pull has a smaller pull radius.
Bowser Jr.[edit]
Aesthetics[edit]
All of Bowser Jr.'s weapons have slightly improved and refined textures.
Attributes[edit]
Bowser Jr. now takes the same amount of knockback regardless of where he is hit. This worsens his defense and makes him more susceptible to KO's, but it will be less likely to put him in a situation that could prove as fatal.
Bowser Jr. is slightly lighter (108 → 106).
Ground attacks[edit]
Neutral attack hits transition into each other 1 frame earlier.
Neutral attack infinite deals slightly less knockback (170 → 162).
Forward and up tilts have slightly increased range.
Down tilt is harder to escape from, and the last hit has increased base knockback (20 → 29).
Down tilt's 1st and 2nd hits deal 0.5% less damage (overall damage 8 → 7).
Dash attack has been improved: It starts up 1 frame earlier (8 → 7), traps opponents better, no longer whiffs at point-blank range, and has drastically increased knockback (100 base/70 growth → 150 base/95 growth), now being able to KO at high percentages. As a result, it is no longer considered one of the worst dash attacks.
Dash attack has slightly increased cooldown and less damage potential (11.5% → 9%), although the latter nerf is compensated with the knockback increase.
All smash attacks deal 2% less damage.
All smash attacks start up 1 frame earlier and have 8 fewer frames of cooldown.
Up smash has slightly increased knockback growth (175 → 180).
Aerial attacks[edit]
All aerials have better autocancel windows.
All aerials (except neutral) have decreased ending lag.
All aerials have decreased base knockback.
Neutral aerial has slightly increased ending lag.
Forward and back aerials deal 1% less damage. (forward: 11% → 10%, back: 14% → 13%)
Up aerial has decreased landing lag.
Down aerial now auto-links, and the last hit is now a meteor smash if the tip of the drill connects. The landing hitbox also deals less knockback, so it can set up combos.
Down aerial loop hits deal less damage (1.3% → 0.8%).
Grabs/throws/other attacks[edit]
All of Bowser Jr.'s grabs come out 2 frames earlier. They also have slightly increased range.
All throws deal 1% less damage.
Down throw now consists of a single hit instead of multiple hits, giving it a faster animation. It also has altered knockback (80 base/110 growth → 60 base/70 growth), has 5 fewer frames of ending lag and a more vertical launch angle (Sakurai angle → 74), now repurposing it into a combo starter.
Special moves[edit]
Clown Cannon charges faster and covers more distance when fully charged. Bowser Jr. can also charge it past maximum charge, to the point where doing so will launch a very powerful cannonball that can KO under 70%.
Clown Cannon has increased cooldown. Charging it past maximum charge will also cause Bowser Jr. to take 1% recoil damage every second.
After using Clown Kart Dash, Bowser Jr. can now perform an air dodge.
If Bowser Jr. is hit after the ejection portion of Abandon Ship!, he can use the move again.
When a Mechakoopa hits a foe, there is a 12 frame delay before it explodes. This allows an opponent to shield or dodge upon the contact hitbox hits, slightly weakening his projectile game.
Donkey Kong[edit]
Aesthetics[edit]
Donkey Kong stands more upright, giving him an improved posture.
The aforementioned change makes his vertical hurtbox negligibly taller.
Attributes[edit]
Donkey Kong dashes slightly slower (1.7031 → 1.7).
Donkey Kong has a slightly altered dash animation.
Donkey Kong jumps higher.
Ground attacks[edit]
Jab improved: The first hit deals 0.5% more damage (4 → 4.5%), has slightly decreased cooldown, and the second hit has a more horizontal launch angle (70 → 40). This allows the first hit to set up a jab lock, and the second hit to edgeguard more effectively.
Second hit of jab combo lasts for only 1 frame instead of 2 (6-7 → 6).
Donkey Kong has a new forward tilt: a straight punch. Compared to the previous forward tilt, it has decreased cooldown, has slightly larger hitboxes and increased base knockback (10 → 15).
The new forward tilt has increased startup with fewer active frames (9-11 → 13-14). Donkey Kong's bicep also has a sourspot that deals slightly less knockback (10 base/100 growth → 7 base/93 growth).
Up tilt has increased base knockback (40 → 42).
Down tilt has a slightly higher angle (Sakurai angle → 40), which allows it to perform combos much more effectively. It also has significantly increased knockback growth (80 → 110), making it harder to punish.
Due to down tilt's new trajectory, it is slightly less effective for edgeguarding despite the knockback increase. It also has 1 more frame of ending lag and the hitbox duration is a frame shorter (9-11 → 9-10).
Dash attack hits at a lower angle (53/45 → 48/38), and the sweetspot now transitions into the sourspot 2 frames later, effectively increasing the sweetspot's duration by two frames (10-12, clean/13-21, late → 10-14, clean/15-21, late). It also has slightly larger hitboxes, which makes it less likely to whiff at close range.
Dash attack deals less damage (10/8 → 9/7.5), making it slightly weaker despite increased base knockback (85/60 → 88/63). It also has 1 more frame of ending lag.
Forward smash deals 1% less damage (20/19% → 19/18%), but with compensated knockback (25/30 base/91 growth → 20 base/102 growth).
Forward smash has reduced cooldown.
Up smash has an additional hitbox that allows it to KO grounded opponents more effectively. It also deals 2% more damage (18% → 20%) as a result.
Up smash has increased cooldown and does less shield damage.
Down smash now has a consistent 74 degree trajectory regardless of where it hits, instead of maintaning 4 different angles.
Aerial attacks[edit]
Neutral aerial now sends opponents at a 65 degree angle, repurposing it into a combo starter. It also consists of 2 hits instead of 1 (though its total damage output remains unchanged), with the first hit sending foes at the auto-link angle.
Neutral aerial's new trajectory makes it less effective for edgeguarding. It also has increased ending lag, and since the attack has 2 hits instead of 1, its power has been nerfed overall.
Forward aerial is easier to meteor smash with due to now being position based instead of timing based, with the sweetspot being DK's fists. The sourspot is also stronger (20 base/85 growth → 30 base/90 growth).
Forward aerial deals less damage (16/15/13% → 12%) and its knockback was not properly compensated (30 base/100 growth → 29 base/105 growth), making it weaker.
Up aerial deals less damage: 13% → 10%, weakening its utility as a KO move, but allowing it to combo up to higher percentages.
Up aerial has reduced landing lag.
Back aerial has increased ending and landing lag.
Back aerial has faster startup and a longer hitbox duration (7-16 → 6-18), allowing DK to more easily pressure opponents.
Down aerial sourspot is weaker (20 base/90 growth → 10 base/93 growth).
Down aerial sweetspot is slightly stronger (30 base/90 growth → 50 base/83 growth), and it autocancels 3 frames earlier.
Grabs/throws/other attacks[edit]
All of Donkey Kong's grabs have minimally reduced range.
Cargo forward throw deals slightly more knockback growth (50 → 54).
Cargo back throw deals 3% more damage (8 → 11%) along with altered knockback (80 base/50 growth → 60 base/57 growth), now being one of the strongest throws.
Down throw now sends opponents into the air (angle: Sakurai angle → 92), now repurposing it into a combo starter.
Back throw deals slightly less knockback (60 base/65 growth → 65 base/55 growth), though it is still DK's strongest throw and is still able to KO reliably.
Special moves[edit]
Giant Punch now sends DK forward when used in the air, allowing it to function as an alternate recovery method. It also no longer leaves DK helpless.
Giant Punch has fewer super armor frames (4-21 → 6-15), and a fully charged hit deals slightly less knockback growth (80 → 77).
Headbutt can now be charged, with a fully charged hit now being one of the strongest meteor smashes. Uncharged, it also deals increased damage (8/10 → 11% and has higher knockback growth (40 → 50). Its meteor hitbox is also larger.
Headbutt no longer deals any shield damage.
Grounded Spinning Kong deals 3% more damage (17 → 20%).
Aerial Hand Slap has increased range below DK.
Aerial Hand Slap deals 2% less damage (14 → 12%).