Donkey Kong (SSB4): Difference between revisions

m
(→‎Changes from Brawl: i added a period where it talks about up throw)
Line 48: Line 48:
Overall, Donkey Kong is a potent character; with speed, power, range, endurance, and easy-to-use combos, there are very few matchups he cannot overcome. As a result, DK is, alongside {{SSB4|Bowser}}, one of the two most effective super heavyweights in the game. This, in turn, is reflected in his presence in the competitive scene, as he has average tournament representation and above average results, the latter of which has been thanks to the likes of {{Sm|HIKARU}}, {{Sm|Tweek}}, {{Sm|Konga}} and {{Sm|DKwill}}.
Overall, Donkey Kong is a potent character; with speed, power, range, endurance, and easy-to-use combos, there are very few matchups he cannot overcome. As a result, DK is, alongside {{SSB4|Bowser}}, one of the two most effective super heavyweights in the game. This, in turn, is reflected in his presence in the competitive scene, as he has average tournament representation and above average results, the latter of which has been thanks to the likes of {{Sm|HIKARU}}, {{Sm|Tweek}}, {{Sm|Konga}} and {{Sm|DKwill}}.


==Changes from ''Brawl''==
==Changes from ''[[Super Smash Bros. Brawl]]''==
Donkey Kong has seen a mix of buffs and nerfs in the transition from ''Brawl'' to ''SSB4''. 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 noticeably 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 benfits 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 has seen a mix of buffs and nerfs in the transition from ''Brawl'' to ''SSB4''. 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 noticeably 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 benfits 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.


Line 78: Line 78:
*{{buff|[[Roll]]s have less landing lag (frame 32 → 30).}}
*{{buff|[[Roll]]s have less landing lag (frame 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 (frame 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|[[Spotdodge]] has less ending lag (frame 31 → 29) although it is still one of the slowest in the game.}}
*{{buff|[[Spotdodge]] has less ending lag (FAF 31 → 29) although it is still one of the slowest in the game.}}
*{{nerf|Spotdodge has more startup lag with a shorter duration (frames 2-23 → 4-19).}}
*{{nerf|Spotdodge has more startup lag with a shorter duration (frames 2-23 → 4-19).}}


===Ground attacks===
===Ground attacks===
*{{buff|Neutral attack's first hit's body hitbox has altered knockback (0 (base), 100 (scaling) → 35/25) and its angle has been altered (140° → 110°/130°). This makes it connect together better with its second hit.}}
*[[Neutral attack]]:
*{{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)).}}
**{{buff|Neutral attack's first hit's body hitbox has altered knockback (0 (base), 100 (scaling) → 35/25) and its angle has been altered (140° → 110°/130°). This makes it connect together better with its second hit.}}
*{{change|Neutral attack's animation has slightly changed. Donkey Kong now turns farther inward when throwing the [[wikipedia:hook (boxing)|hook]].}}
**{{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)).}}
*{{buff|Forward tilt has increased [[intangibility]] (frames 8-11 (all) → 7-11 (up), 1-25 (non angled/down)).}}
**{{change|Neutral attack's animation has slightly changed. Donkey Kong now turns farther inward when throwing the [[wikipedia:hook (boxing)|hook]].}}
*{{nerf|Upward angled forward tilt deals 1% less damage (12% → 11%) and all variants have more startup lag with a shorter duration (frames 8-11 → 9-11) and more ending lag (frame 34 → 38). All variants also have smaller hitboxes (5.5u/5u/4u/3.5u → 5u/4.5u/3.2u).}}
*[[Forward tilt]]:
*{{buff|Up tilt has increased intangibility (frames 5-11 → 5-25) and its sourspot is larger (5u → 5.3u).}}
**{{buff|Forward tilt has increased [[intangibility]] (frames 8-11 (all) → 7-11 (up), 1-25 (non angled/down)).}}
*{{buff|Donkey Kong's arm is now intangible when performing down tilt.}}
**{{nerf|Upward angled forward tilt deals 1% less damage (12% → 11%) and all variants have more startup lag with a shorter duration (frames 8-11 → 9-11) and more ending lag (FAF 34 → 38). All variants also have smaller hitboxes (5.5u/5u/4u/3.5u → 5u/4.5u/3.2u).}}
*{{change|Down tilt deals less damage (8% → 7% (arm)/6% (hand)) and has decreased base knockback (20 → 10). This allows it to [[lock]] and [[trip]] for longer, but hinders its damage racking and spacing potential.}}
*[[Up tilt]]:
*{{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).}}
**{{buff|Up tilt has increased intangibility (frames 5-11 → 5-25) and its sourspot is larger (5u → 5.3u).}}
*{{buff|Donkey Kong has a new dash attack, the {{s|mariowiki|Barrel Roll}} 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 (frame 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).}}
*[[Down tilt]]:
*{{nerf|Dash attack deals 1% less damage (11% (clean)/9% (late) → 10%/8%).}}
**{{buff|Donkey Kong's arm is now intangible when performing down tilt.}}
**{{change|Down tilt deals less damage (8% → 7% (arm)/6% (hand)) and has decreased base knockback (20 → 10). This allows it to [[lock]] and [[trip]] for longer, but hinders its damage racking and spacing potential.}}
**{{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]]:
**{{buff|Donkey Kong has a new dash attack, the {{s|mariowiki|Barrel Roll}} 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%).}}
*{{buff|All smash attacks now have [[transcendent priority]], improving their reliability.}}
*{{buff|All smash attacks now have [[transcendent priority]], improving their reliability.}}
*{{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).}}
*{{change|Sweetspotted forward smash's angle has been altered ([[Sakurai angle|361°]] → 46°).}}
*{{buff|Forward smash now grants [[intangibility]] to Donkey Kong's head and arms on frames 20-26.}}
*{{buff|The 19% damage increase to shields and the increase to [[shieldstun]] significantly improve sweetspotted forward and down smash's shield pressuring potentials.}}
*{{buff|The 19% damage increase to shields and the increase to [[shieldstun]] significantly improve sweetspotted forward and down smash's shield pressuring potentials.}}
*{{nerf|Up smash has decreased knockback (40 (base), 93 (scaling) → 30/83), hindering its KO potential. Its hitbox is also smaller (9.5u → 8.8u/7u).}}
*[[Forward 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|Forward smash now grants [[intangibility]] to Donkey Kong's head and arms on frames 20-26.}}
*{{nerf|Down smash has decreased knockback scaling (100 → 88) and the new sweetspots have lower base knockback to compensate for their higher damage (35 → 30) hindering its KO potential. Its arms and fists' hitboxes are smaller (7u → 4u/6u).}}
**{{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).}}
*{{change|Down smash's angles have been altered (115°/98° → 70°, 55°/82°).}}
**{{change|Sweetspotted forward smash's angle has been altered ([[Sakurai angle|361°]] → 46°).}}
*[[Up smash]]:
**{{nerf|Up smash has decreased knockback (40 (base), 93 (scaling) → 30/83), hindering its KO potential. Its hitbox is also smaller (9.5u → 8.8u/7u).}}
*[[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.}}
**{{nerf|Down smash has decreased knockback scaling (100 → 88) and the new sweetspots have lower base knockback to compensate for their higher damage (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°).}}


===Aerial attacks===
===Aerial attacks===
*{{buff|Forward and down aerial have decreased landing lag (30 frames 29 (forward), 31 frames → 24 (down)).}}
*[[Neutral aerial]]:
*{{nerf|Neutral, back, and up aerial have increased landing lag (15 frames → 17 (neutral), 15 frames → 18 (back), 22 frames → 25 (up)).}}
**{{buff|Neutral aerial [[auto-cancel]]s earlier (frame 39 27).}}
*{{buff|Neutral aerial [[auto-cancel]]s earlier (frame 39 27).}}
**{{nerf|Neutral aerial has increased landing lag (15 frames → 17).}}
*{{nerf|Forward aerial's 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)). Forward aerial also has smaller hitboxes (6u/6u/4u/4u → 5.5u/4.5u (early), 7u/7u/4u/4u → 6u/5u (late)).}}
*[[Forward aerial]]:
*{{buff|Forward aerial has decreased start-up lag (frame 25 → 18) and ending lag (frame 60 → 56). The late sweetspot has higher knockback scaling (85 → 100) improving its KO potential.}}
**{{buff|Forward aerial has decreased start-up lag (frame 25 → 18) and ending lag (FAF 60 → 56). It also has slightly decreased landing lag (30 frames → 29). The late sweetspot has higher knockback scaling (85 100) improving its KO potential.}}
*{{nerf|Back aerial has decreased knockback scaling (100 → 97) and has smaller hitboxes (7.6u/6u/6u → 7u/5u/5u (clean), 7u/5u/5u → 6u/4u/4u (late)), hindering its KO and spacing potential.}}
**{{nerf|Forward aerial's 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)). Forward aerial also has smaller hitboxes (6u/6u/4u/4u → 5.5u/4.5u (early), 7u/7u/4u/4u → 6u/5u (late)).}}
*{{buff|Donkey Kong's head is now intangible while performing up aerial.}}
*[[Back aerial]]:
*{{nerf|Up aerial deals 1% less damage (14% → 13%), hindering its KO potential. It also has a smaller hitbox (8u → 7.5u).}}
**{{nerf|Back aerial has decreased knockback scaling (100 → 97) and has smaller hitboxes (7.6u/6u/6u → 7u/5u/5u (clean), 7u/5u/5u → 6u/4u/4u (late)), hindering its KO and spacing potential. It also has increased landing lag (15 frames → 18).}}
*{{buff|Down aerial has decreased start-up lag (frame 18 → 14).}}
*[[Up aerial]]:
*{{nerf|Down aerial has a shorter duration (frames 18-23 → 14-16) and has smaller hitboxes (8.5u/7.7u/5.7u → 7u/5.8u). Sweetspotted down aerial also has decreased base knockback (38 → 30).}}
**{{buff|Donkey Kong's head is now intangible while performing up aerial.}}
*{{change|Due to its angle being altered (270° → 361°), sourspotted down aerial is no longer a [[meteor smash]].}}
**{{nerf|Up aerial deals 1% less damage (14% → 13%), hindering its KO potential. It also has a smaller hitbox (8u → 7.5u).}}
**{{nerf|Up aerial has increased landing lag (22 frames → 25).}}
*[[Down aerial]]:
**{{buff|Down aerial has decreased start-up lag (frame 18 → 14) and landing lag (31 frames → 24).}}
**{{nerf|Down aerial has a shorter duration (frames 18-23 → 14-16) and has smaller hitboxes (8.5u/7.7u/5.7u → 7u/5.8u). 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]].}}


===Throws/other attacks===
===Throws/other attacks===
*{{buff|All grabs have increased ranges. Standing and dash grabs can also now grab certain characters hanging on an edge.}}<ref>[https://m.youtube.com/watch?v=n1bnkhmTbgI| Video demonstrating Donkey Kong being able to grab ledge-hanging opponents]</ref>
*{{buff|All grabs have increased ranges. Standing and dash grabs can also now grab certain characters hanging on an edge.}}<ref>[https://m.youtube.com/watch?v=n1bnkhmTbgI| Video demonstrating Donkey Kong being able to grab ledge-hanging opponents]</ref>
*{{buff|Dash grab has decreased ending lag (frame 50 → 39).}}
*{{buff|Dash grab has decreased ending lag (FAF 50 → 39).}}
*{{nerf|Standing and pivot grabs have increased ending lag (frame 30 → 31 (standing), frame 36 → 37 (pivot)). Pivot grab also has increased start-up lag (frame 10 → 11).}}
*{{nerf|Standing and pivot grabs have increased ending lag (FAF 30 → 31 (standing), FAF 36 → 37 (pivot)). Pivot grab also has increased start-up lag (frame 10 → 11).}}
*{{change|Grabs' animations have slightly changed. Donkey Kong now grabs with one hand, instead of both.}}
*{{change|Grabs' animations have slightly changed. Donkey Kong now grabs with one hand, instead of both.}}
*{{nerf|Pummel deals 1% less damage (3% → 2%).}}
*[[Pummel]]:
*{{buff|Cargo forward throw deals 2% more damage (8% → 10%).}}
**{{nerf|Pummel deals 1% less damage (3% → 2%).}}
*{{buff|Cargo back throw deals 4% more damage (8% → 12%), and has increased knockback (80 (base), 50 (scaling) → 70/80).}}
*[[Forward throw]]:
*{{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 forward throw deals 2% more damage (8% → 10%).}}
*{{buff|Cargo up throw deals 3% more damage (7% → 10%), with altered knockback (90 (base), 30 (scaling) → 58/52). 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.}}
**{{buff|Cargo back throw deals 4% more damage (8% → 12%), and has increased knockback (80 (base), 50 (scaling) → 70/80).}}
*{{buff|Cargo down throw deals 1% more damage (6% → 7%), although its knockback was somewhat compensated (65 (base), 26 (scaling) → 50/38). Its angle has also been altered (28° → 48°). Altogether, these changes improve 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.}}
*{{change|Down throw's animation has slightly changed.}}
**{{buff|Cargo up throw deals 3% more damage (7% → 10%), with altered knockback (90 (base), 30 (scaling) → 58/52). 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.}}
*{{nerf|The removal of chain grabbing hinders down throw's damage racking potential.}}
**{{buff|Cargo down throw deals 1% more damage (6% → 7%), although its knockback was somewhat compensated (65 (base), 26 (scaling) → 50/38). Its angle has also been altered (28° → 48°). Altogether, these changes improve its stage spike potential.}}
*{{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%+.}}
*[[Down throw]]:
*{{buff|Front and back floor attacks deal 1% more damage (6% → 7%).}}
**{{nerf|The removal of chain grabbing hinders down throw's damage racking potential.}}
**{{change|Down throw's animation has slightly changed.}}
*[[Floor attack]]:
**{{buff|Front and back floor attacks deal 1% more damage (6% → 7%).}}
*[[Edge attack]]:
**{{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%+.}}


===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)).}}
*[[Giant Punch]]:
*{{buff|The 19% damage increase to shields and the increase to shieldstun significantly improve fully charged Giant Punch's shield pressuring potential. However, its extra shield damage was reduced (2 → 0).}}
**{{buff|Uncharged Giant Punch has decreased start-up lag (frame 25 18 (clean grounded/clean aerial)/19 (late grounded/late aerial)) and no longer has a sourspot.}}
*{{buff|Giant Punch now has transcendent priority, improving its reliability.}}
**{{buff|Fully charged Giant Punch's has increased super [[armor]] frames (frames 17-20 11-20).}}
*{{buff|Uncharged Giant Punch has decreased start-up lag (frame 25 18 (clean grounded/clean aerial)/19 (late grounded/late aerial)) and no longer has a sourspot.}}
**{{buff|Giant Punch now has transcendent priority, improving its reliability.}}
*{{buff|Fully charged Giant Punch's has increased super [[armor]] frames (frames 17-20 → 11-20).}}
**{{buff|The 19% damage increase to shields and the increase to shieldstun significantly improve fully charged Giant Punch's shield pressuring potential. However, its extra shield damage was reduced (2 → 0).}}
*{{change|Giant Punch's wind-up is lower pitched.}}
**{{nerf|Giant Punch takes longer to fully charge (127 frames → 144) and has increased ending lag (FAF 45 48 (uncharged), FAF 59 → 63 (fully charged)).}}
*{{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.}}
**{{change|Giant Punch's wind-up is lower pitched.}}
*{{buff|Grounded Headbutt has increased range.}}
*[[Headbutt]]:
*{{nerf|Headbutt has increased ending lag (frame 60 → 64).}}
**{{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).}}
*{{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|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|Grounded Spinning Kong's loop hits deal 1.7% less damage (3% → 1.3%).}}
**{{nerf|Headbutt has increased ending lag (FAF 60 → 64).}}
*{{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. This new animation lengthens its duration (frames 19-56 → 19-62) and improves its vertical range, but increases its ending lag (frame 85 → 94).}}
*[[Spinning Kong]]:
*{{buff|The weakening of [[SDI]] makes Spinning Kong significantly more difficult to escape from.}}
**{{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|Donkey Kong can no longer perform the "Invincicopter". Additionally 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.}}
**{{buff|The weakening of [[SDI]] makes Spinning Kong significantly more difficult to escape from.}}
*{{buff|Hand Slap can now be used in midair, with its second hit being a meteor smash. These changes grant it edge-guarding potential and give Donkey Kong an extra aerial attack.}}
**{{nerf|Grounded Spinning Kong's loop hits deal 1.7% less damage (3% → 1.3%).}}
*{{nerf|Hand Slap has increased ending lag (frame 61 → 75).}}
**{{nerf|Donkey Kong can no longer perform the "Invincicopter". Additionally 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.}}
*{{buff|The 19% damage increase to shields and the increase to shieldstun significantly improve Hand Slap's shield pressuring potential.}}
**{{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. This new animation lengthens its duration (frames 19-56 → 19-62) and improves its vertical range, but increases its ending lag (FAF 85 → 94).}}
*{{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.}}
*[[Hand Slap]]:
*{{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.}}
**{{buff|Hand Slap can now be used in midair, with its second hit being a meteor smash. These changes grant it edge-guarding potential and give Donkey Kong an extra aerial attack.}}
**{{buff|The 19% damage increase to shields and the increase to shieldstun significantly improve Hand Slap's shield pressuring potential.}}
**{{nerf|Hand Slap has increased ending lag (FAF 61 → 75).}}
*[[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.}}
**{{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==
6,830

edits