Donkey Kong (SSB4): Difference between revisions

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===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 making it connect better with the second hit and improving its [[jab cancel]]ing potential at lower percents but hindering its jab canceling potential at higher percents.}}
**{{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 8-11 (all) → 7-11 (up), 1-25 (non angled/down)).}}
**{{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 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).}}
**{{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)) and has decreased base knockback (20 → 10). This allows it to [[lock]] and [[trip]] for longer, but hinders its damage racking and spacing potential.}}
**{{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]]:
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**{{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 ([[Sakurai angle|361°]] → 46°).}}
**{{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 to compensate for their higher damage (35 → 30) hindering its KO potential. Its arms and fists' hitboxes are smaller (7u → 4u/6u).}}
**{{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°).}}


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