Donkey Kong (SSB4): Difference between revisions

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*{{buff|Donkey Kong's [[air speed]] is faster (1.081 → 1.15).}}
*{{buff|Donkey Kong's [[air speed]] is faster (1.081 → 1.15).}}
*{{change|Donkey Kong [[Falling speed|falls]] faster (1.58 → 1.63). This slightly improves his vertical endurance, but makes him slightly more susceptible to combos.}}
*{{change|Donkey Kong [[Falling speed|falls]] faster (1.58 → 1.63). This slightly improves his vertical endurance, but makes him slightly more susceptible to combos.}}
*{{buff|[[Shield]] is larger, as it now fully covers Donkey Kong while at full health.}}
*{{buff|[[Shield]] is larger, as it now fully covers Donkey Kong while it is at full health.}}
*{{nerf|Donkey Kong's [[Grab release#Ground release|ground release]] animation has received 10 more frames, now matching the rest of the cast. This gives him less time to counterattack.}}
*{{nerf|Donkey Kong's [[Grab release#Ground release|ground release]] animation has received 10 more frames, now matching the rest of the cast. This gives him less time to counterattack.}}
*{{change|The changes to [[hitstun canceling]] both help and hinder Donkey Kong. They significantly improve his combo potential, but make him more susceptible to combos.}}
*{{change|The changes to [[hitstun canceling]] both help and hinder Donkey Kong. They significantly improve his combo potential, but make him more susceptible to combos.}}
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*{{nerf|Upward angled forward tilt deals 1% less damage (12% → 11%).}}
*{{nerf|Upward angled forward tilt deals 1% less damage (12% → 11%).}}
*{{change|Down tilt deals less damage (8% → 7% (arm)/6% (hand)) and has decreased base knockback (20 → 10). This improves its combo potential, but hinders its spacing potential.}}
*{{change|Down tilt deals less damage (8% → 7% (arm)/6% (hand)) and has decreased base knockback (20 → 10). This improves its combo potential, but hinders its spacing potential.}}
*{{buff|Donkey Kong has a new dash attack, the {{s|mariowiki|Barrel Roll}}. Compared to the previous dash attack, it has less startup (frame 10 → frame 9) and ending lag (frame 55 → 42) and a longer duration (frames 10-21 → 9-24), making it safer.}}
*{{buff|Donkey Kong has a new dash attack, the {{s|mariowiki|Barrel Roll}}. Compared to the previous dash attack, it has less start-up (frame 10 → frame 9), ending lag (frame 55 → 42), and a longer duration (frames 10-21 → 9-24), making it safer.}}
*{{change|Dash attack deals 1% less damage (11% (clean)/9% (late) → 10%/8%) compared to the previous dash attack. This makes it more effective for combos, but less effective at spacing.}}
*{{change|Dash attack deals 1% less damage (11% (clean)/9% (late) → 10%/8%) compared to the previous dash attack. This makes it more effective for combos, but less effective at spacing.}}
*{{change|All smash attacks now have [[transcendent priority]].}}
*{{buff|All smash attacks now have [[transcendent priority]], improving their reliability.}}
*{{nerf|Forward smash deals 1% less damage (21% → 20% (hands), 18% → 19% (body)) and has decreased knockback growth (94 → 91), hindering its KO potential. It also has smaller hitboxes (6.4u/6.8u/4.3u/3u → 5.7u/3.7).}}
*{{nerf|Forward smash deals 1% less damage (21% → 20% (hands), 18% → 19% (body)) and has decreased knockback growth (94 → 91), hindering its KO potential. It also has smaller hitboxes (6.4u/6.8u/4.3u/3u → 5.7u/3.7).}}
*{{change|Sweetspotted forward smash's angle has been altered ([[Sakurai angle|361°]] → 46°).}}
*{{change|Sweetspotted forward smash's angle has been altered ([[Sakurai angle|361°]] → 46°).}}
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*{{nerf|Up smash has decreased knockback (40 (base)/93 (growth) → 30/83), hindering its KO potential. Its hitbox is also smaller (9.5u → 8.8u/7u).}}
*{{nerf|Up smash has decreased knockback (40 (base)/93 (growth) → 30/83), hindering its KO potential. Its hitbox is also smaller (9.5u → 8.8u/7u).}}
*{{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 growth (100 → 88), hindering its KO potential. Additionally, its new hitboxes also do not compensate for its decreased knockback growth because of their lower base knockback (35 → 30). Lastly, arms and fists have smaller hitboxes (7u → 4u/6u)}}
*{{nerf|Down smash has decreased knockback growth (100 → 88), hindering its KO potential. Additionally, its new hitboxes also do not compensate for its decreased knockback growth because of their lower base knockback (35 → 30). Lastly, 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°).}}


===Aerial attacks===
===Aerial attacks===
*{{nerf|Neutral, back, and up aerial have increased landing lag (15 frames → 17 (neutral), 15 frames → 18 (back), 22 frames → 25 (up)).}}
*{{nerf|Neutral, back, and up aerial have increased landing lag (15 frames → 17 (neutral), 15 frames → 18 (back), 22 frames → 25 (up)).}}
*{{nerf|Forward aerial no longer deals consistent damage (16% → 16% (early)/15% (clean)/13% (late)). It also has altered knockback growth (100 → 85 (early), 85 → 100 (clean/late)).}}
*{{nerf|Forward aerial no longer deals consistent damage (16% → 16% (early)/15% (clean)/13% (late)), although its knockback growth was somewhat compensated (100 → 85 (early), 85 → 100 (clean/late)).}}
*{{nerf|Forward aerial's late hitbox has less base knockback compared to its previous hitbox (50 → 30).}}
*{{nerf|Forward aerial's late hitbox has less base knockback compared to its previous hitbox (50 → 30).}}
*{{buff|Forward aerial has decreased start-up lag (frame 25 → 18).}}
*{{buff|Forward aerial has decreased start-up lag (frame 25 → 18).}}
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*{{nerf|Back aerial has decreased knockback growth (100 → 97), hindering its KO and spacing potential.}}
*{{nerf|Back aerial has decreased knockback growth (100 → 97), hindering its KO and spacing potential.}}
*{{nerf|Up aerial deals 1% less damage (14% → 13%), hindering its KO potential.}}
*{{nerf|Up aerial deals 1% less damage (14% → 13%), hindering its KO potential.}}
*{{buff|Down aerial has decreased startup lag (frame 18 → 14).}}
*{{buff|Down aerial has decreased start-up lag (frame 18 → 14).}}
*{{nerf|Down aerial has a shorter duration (frames 18-23 → 14-16) and sweetspotted down aerial has decreased base knockback (38 → 30).}}
*{{nerf|Down aerial has a shorter duration (frames 18-23 → 14-16). Sweetspotted down aerial also has decreased base knockback (38 → 30).}}
*{{change|Due to its angle being altered (270° → 361°), sourspotted down aerial is no longer a [[meteor smash]].}}
*{{change|Due to its angle being altered (270° → 361°), sourspotted down aerial is no longer a [[meteor smash]].}}


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*{{nerf|Pummel deals 1% less damage (3% → 2%).}}
*{{nerf|Pummel deals 1% less damage (3% → 2%).}}
*{{buff|Cargo forward throw deals 2% more damage (8% → 10%).}}
*{{buff|Cargo forward throw deals 2% more damage (8% → 10%).}}
*{{buff|Cargo back throw deals 4% more damage (8% → 12%) and has altered knockback (80 (base)/50 (growth) → 70/80).}}
*{{buff|Cargo back throw deals 4% more damage (8% → 12%), although its knockback was somewhat compensated (80 (base)/50 (growth) → 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.}}
*{{buff|Cargo up throw deals 3% more damage (7% → 10%) and has altered knockback (90 (base)/30 (growth) → 58/52), granting it combo potential at low to high percentages.}}
*{{buff|Cargo up throw deals 3% more damage (7% → 10%), although its knockback was somewhat compensated (90 (base)/30 (growth) → 58/52). These changes grant it combo potential at low to high percentages.}}
*{{buff|Cargo down throw deals 1% more damage (6% → 7%), has altered knockback (65 (base)/26 (growth) → 50/38), and its angle has been altered (28° → 48°). Altogether, these changes improve its [[stage spike]] potential.}}
*{{buff|Cargo down throw deals 1% more damage (6% → 7%), although its knockback was somewhat compensated (65 (base)/26 (growth) → 50/38). Its angle has also been altered (28° → 48°). Altogether, these changes improve its stage spike potential.}}
*{{change|Down throw's animation has slightly changed.}}
*{{change|Down throw's animation has slightly changed.}}
*{{change|Donkey Kong has a new edge attack, a [[wikipedia:Professional wrestling attacks#Forearm club|forearm club]]. Compared to the previous edge attacks, it is slower and has less range than the one used below 100%, but is slightly faster than the one used at 100%+.}}
*{{change|Donkey Kong has a new edge attack, a [[wikipedia:Professional wrestling attacks#Forearm club|forearm club]]. Compared to the previous edge attacks, it is slower and has less range than the one used below 100%, but is slightly faster than the one used at 100%+.}}
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===Special moves===
===Special moves===
*{{nerf|[[Giant Punch]] takes longer to fully charge (127 frames → 144) and has increased ending lag (frame 45 → 48 (uncharged), frame 59 → 63 (fully charged)).}}
*{{nerf|[[Giant Punch]] takes longer to fully charge (127 frames → 144) and has increased ending lag (frame 45 → 48 (uncharged), frame 59 → 63 (fully charged)).}}
*{{buff|The 19% damage increase to shields and the increase to shieldstun improve fully charged Giant Punch's shield pressuring potential, although its shield damage was compensated (2 → 0).}}
*{{buff|The 19% damage increase to shields and the increase to shieldstun significantly improve fully charged Giant Punch's shield pressuring potential. However, its shield damage was compensated (2 → 0).}}
*{{buff|Giant Punch now has transcendent priority.}}
*{{buff|Giant Punch now has transcendent priority, improving its reliability.}}
*{{buff|Uncharged Giant Punch has decreased start-up lag (frame 25 → 18 (clean grounded/clean aerial)/19 (late grounded/late aerial)).}}
*{{buff|Uncharged Giant Punch has decreased start-up lag (frame 25 → 18 (clean grounded/clean aerial)/19 (late grounded/late aerial)).}}
*{{buff|Fully charged Giant Punch's has increased super [[armor]] frames (frames 17-20 → 11-20).}}
*{{buff|Fully charged Giant Punch's has increased super [[armor]] frames (frames 17-20 → 11-20).}}
*{{change|Giant Punch's wind-up is lower pitched.}}
*{{change|Giant Punch's wind-up is lower pitched.}}
*{{nerf|Aerial clean [[Headbutt]] deals 4% less damage (14% → 10%) and its meteor smash hitbox is more difficult to land. It also now hardly stalls Donkey Kong in the air at all, removing its recovery potential.}}
*{{nerf|Aerial clean [[Headbutt]] deals 4% less damage (14% → 10%) and its meteor smash hitbox is more difficult to land. It also barely stalls Donkey Kong's descent, removing its recovery potential.}}
*{{buff|Grounded Headbutt has increased range.}}
*{{buff|Grounded Headbutt has increased range.}}
*{{nerf|Headbutt has increased ending lag (frame 60 → 64).}}
*{{nerf|Headbutt has increased ending lag (frame 60 → 64).}}
*{{buff|The 19% damage increase to shields and the increase to shieldstun improve Headbutt's shield pressuring potential, although its shield damage was compensated (30 → 25).}}
*{{buff|The 19% damage increase to shields and the increase to shieldstun significantly improve Headbutt's shield pressuring potential. However, its shield damage was compensated (30 → 25).}}
*{{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|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).}}
*{{nerf|Grounded Spinning Kong's loop hits deal 1.7% less damage (3% → 1.3%).}}
*{{nerf|Grounded Spinning Kong's loop hits deal 1.7% less damage (3% → 1.3%).}}
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