Donkey Kong (SSB4): Difference between revisions

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===Aesthetics===
===Aesthetics===
*{{change|Due to the aesthetic used in ''SSB4'', Donkey Kong's skin is sleeker, his tie is more vibrant, and his fur is of a significantly higher visual quality than in ''Brawl''. His teeth are also white, instead of straw yellow. Altogether, these changes make Donkey Kong appear virtually identical to his appearance as of ''{{s|mariowiki|Donkey Kong Country Returns}}''.}}
*{{change|Due to the aesthetic used in ''SSB4'', Donkey Kong's skin is sleeker, his tie is more vibrant, and his fur is of a significantly higher visual quality than in ''Brawl''. His teeth are also white, instead of straw yellow. Altogether, these changes make Donkey Kong appear virtually identical to his appearance as of ''{{s|mariowiki|Donkey Kong Country Returns}}''.}}
*{{change|Donkey Kong is significantly more expressive. He now scowls during certain attacks, his up [[taunt]], and while hanging from an edge; he appears confused during his down taunt and while [[teeter]]ing; his irises shrink when he is hit, [[grab]]bed, [[screen KO]]'d, and when an opponent escapes his grab; his eyes comically bulge outward when he is launched; he sports a toothy grin during his side taunt, backflipping and chest-beating [[victory pose]]s, and standing and pivot grabs; and he {{GameIcon|ssb4-u}}smiles with his lips pursed during his self-congratulatory victory pose. The majority of Donkey Kong's animations are also more fluid.}}
*{{change|Donkey Kong is significantly more expressive. He now scowls during certain attacks, his up [[taunt]], and while hanging from an edge; he appears confused during his down taunt and while [[teeter]]ing; his irises shrink when he is hit, [[grab]]bed, [[screen KO]]'d, and when an opponent escapes his grab; his eyes comically bulge outward when he is launched;<ref>[https://miiverse.nintendo.net/posts/AYMHAAACAABnUYnjrQ_heQ Pic of the Day: February 12, 2014]</ref> he sports a toothy grin during his side taunt, backflipping and chest-beating [[victory pose]]s, and standing and pivot grabs; and he {{GameIcon|ssb4-u}}smiles with his lips pursed during his self-congratulatory victory pose. The majority of Donkey Kong's animations are also more fluid.}}
*{{change|[[Idle pose]]'s animation has slightly changed. Donkey Kong now purses his lips, instead of slightly baring his teeth.}}
*{{change|[[Idle pose]]'s animation has slightly changed. Donkey Kong now purses his lips, instead of slightly baring his teeth.}}
*{{change|Aside from his down taunt's voice clip, Donkey Kong's other voice clips have been updated.}}
*{{change|Aside from his down taunt's voice clip, Donkey Kong's other voice clips have been updated.}}


===Attributes===
===Attributes===
*{{change|Like other large characters, such as {{SSB4|Bowser}} and {{SSB4|King Dedede}}, Donkey Kong's general size in proportion to the other playable characters is also greater than in previous installments. This improves his [[range]], but makes his hurtbox larger.}}
*{{change|Like other large characters, such as {{SSB4|Bowser}} and {{SSB4|King Dedede}}, Donkey Kong's general size in proportion to the other playable characters is also greater than in previous installments.<ref>[https://miiverse.nintendo.net/posts/AYMHAAACAADMUKlhFSRn7g Pic of the Day: January 16, 2014]</ref> This improves his [[range]], but makes his hurtbox larger.}}
*{{change|Donkey has two new [[alternate costume]]s.}}
*{{change|Donkey Kong is [[weight|heavier]] (116 → 122). This improves his endurance, but makes him more susceptible to combos.}}
*{{change|Donkey Kong is [[weight|heavier]] (116 → 122). This improves his endurance, but makes him more susceptible to combos.}}
*{{buff|Donkey Kong [[walk]]s faster (1.2 → 1.3).}}
*{{buff|Donkey Kong [[walk]]s faster (1.2 → 1.3).}}
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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|Roll Attack}}. 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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