Spinning Kong: Difference between revisions

I'm dumb and can't research this myself so I'm leaving this here in the hopes that someone will actually document this ability properly.
(→‎Names in other languages: Adding specific EU French and/or Spanish names. All names taken from Smash Ultimate.)
(I'm dumb and can't research this myself so I'm leaving this here in the hopes that someone will actually document this ability properly.)
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In ''Smash 4'', the grounded Spinning Kong no longer spins horizontally, instead spinning in a slight angle dependent on the direction he starts the move, increasing the attack's vertical range. It also hits multiple times and deals much less damage as opposed to ''Brawl'', doing 7% on the first hit, five 1% hits, and a moderate knockback finisher that does 4% for a total of 17%, making the grounded version a better out of shield move. The aerial Spinning Kong still has its extremely effective horizontal recovery and its weak vertical gain. However, opposed to the reduced damage on the grounded version, the aerial version still does up to 36% damage if all hits connect successfully. Spinning Kong also seems to keep ''Brawl'''s very powerful [[momentum canceling]], still being able to negate all momentum to prevent potential KO's and many fatal blows; however, since ''Smash 4'' had changed [[hitstun canceling]], Spinning Kong's momentum canceling is much harder to utilise because if the hitstun is too much, DK will get KO'd before he can even use Spinning Kong to prevent the KO, therefore making it a less effective survival technique than in ''Brawl''.
In ''Smash 4'', the grounded Spinning Kong no longer spins horizontally, instead spinning in a slight angle dependent on the direction he starts the move, increasing the attack's vertical range. It also hits multiple times and deals much less damage as opposed to ''Brawl'', doing 7% on the first hit, five 1% hits, and a moderate knockback finisher that does 4% for a total of 17%, making the grounded version a better out of shield move. The aerial Spinning Kong still has its extremely effective horizontal recovery and its weak vertical gain. However, opposed to the reduced damage on the grounded version, the aerial version still does up to 36% damage if all hits connect successfully. Spinning Kong also seems to keep ''Brawl'''s very powerful [[momentum canceling]], still being able to negate all momentum to prevent potential KO's and many fatal blows; however, since ''Smash 4'' had changed [[hitstun canceling]], Spinning Kong's momentum canceling is much harder to utilise because if the hitstun is too much, DK will get KO'd before he can even use Spinning Kong to prevent the KO, therefore making it a less effective survival technique than in ''Brawl''.
In ''Ultimate'', this move provides an innate push resistance effect, negating environmental hazards such as running water, as well as moves such as Mario's FLUDD. This factor makes it useful for Spirit Battles involving heavy wind.


==Instructional quotes==
==Instructional quotes==
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