6,532
edits
SuperSqank (talk | contribs) |
SuperSqank (talk | contribs) |
||
Line 84: | Line 84: | ||
===Ground attacks=== | ===Ground attacks=== | ||
*[[Neutral attack]]: | *[[Neutral attack]]: | ||
**{{change|One of neutral attack's first hit's body hitboxes has altered knockback (0 (base), 100 (scaling) → 35/25) and its angle has been altered (361° → 110°). This makes it connect together better with its second hit but removes its ability to lock. The far hit's knockback (0 (base), 100 (scaling) → 45/25) and angle (140° → 130°) have also been altered | **{{change|One of neutral attack's first hit's body hitboxes has altered knockback (0 (base), 100 (scaling) → 35/25) and its angle has been altered ([[Sakurai angle|361°]] → 110°). This makes it connect together better with its second hit but removes its ability to lock.}} | ||
**{{change|The far hit's knockback (0 (base), 100 (scaling) → 45/25) and angle (140° → 130°) have also been altered.}} | |||
***{{buff|This makes it connect better with the second hit and improves its [[jab cancel]]ing potential at lower percents.}} | |||
***{{nerf|However, this hinders its jab canceling potential at higher percents no longer being able to reliably lead into a down smash at realistic percents.}} | |||
**{{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)).}} | **{{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)).}} | ||
**{{change|Neutral attack's animation has slightly changed. Donkey Kong now turns farther inward when throwing the [[wikipedia:hook (boxing)|hook]].}} | **{{change|Neutral attack's animation has slightly changed. Donkey Kong now turns farther inward when throwing the [[wikipedia:hook (boxing)|hook]].}} | ||
*[[Forward tilt]]: | *[[Forward tilt]]: | ||
**{{buff|Forward tilt has increased [[intangibility]] (frames 8- | **{{buff|Forward tilt has increased [[intangibility]] on its non angled and angled down versions (frames 8-11→ 1-25). The up angled version also gains intangibility earlier (frame 8 → 7).}} | ||
**{{nerf|Upward angled forward tilt deals 1% less damage (12% → 11%) and | **{{nerf|Upward angled forward tilt deals 1% less damage (12% → 11%) and has less intangibility (frames 8-37 → 7-11).}} | ||
**{{nerf|All variants have more startup lag with a shorter duration (frames 8-11 → 9-11), more ending lag (FAF 34 → 38) and have smaller hitboxes (5.5u/5u/4u/3.5u → 5u/4.5u/3.2u).}} | |||
*[[Up tilt]]: | *[[Up tilt]]: | ||
**{{buff|Up tilt has increased intangibility (frames 5-11 → 5-25) and its sourspot is larger (5u → 5.3u).}} | **{{buff|Up tilt has increased intangibility (frames 5-11 → 5-25) and its sourspot is larger (5u → 5.3u).}} | ||
*[[Down tilt]]: | *[[Down tilt]]: | ||
**{{buff|Donkey Kong's arm is now intangible when performing down tilt.}} | **{{buff|Donkey Kong's arm is now intangible when performing down tilt.}} | ||
**{{change|Down tilt deals less damage (8% → 7% (arm)/6% (hand) | **{{change|Down tilt deals less damage (8% → 7% (arm)/6% (hand)). 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).}} | **{{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]]: | *[[Dash attack]]: | ||
Line 100: | Line 104: | ||
**{{nerf|Dash attack deals 1% less damage (11% (clean)/9% (late) → 10%/8%).}} | **{{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|However, this also prevents them from cancelling out projectiles.}} | |||
*{{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.}} | ||
*[[Forward smash]]: | *[[Forward smash]]: | ||
**{{buff|Forward smash now grants [[intangibility]] to Donkey Kong's head and arms on frames 20-26.}} | **{{buff|Forward smash now grants [[intangibility]] to Donkey Kong's head and arms on frames 20-26.}} | ||
**{{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).}} | **{{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).}} | ||
**{{nerf|Sweetspotted forward smash sends opponents at a less favorable angle ( | **{{nerf|Sweetspotted forward smash sends opponents at a less favorable angle (361° → 46°).}} | ||
*[[Up smash]]: | *[[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).}} | **{{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]]: | *[[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.}} | **{{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 | **{{nerf|Down smash has decreased knockback scaling (100 → 88) and the new sweetspots also have lower base knockback (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°).}} | **{{change|Down smash's angles have been altered (115°/98° → 70°, 55°/82°).}} | ||
edits