Donkey Kong (SSB4): Difference between revisions

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|usc2name=Kong Cyclone
|usc2name=Kong Cyclone
|usc2dmg=4% (grounded hit 1), 3% (aerial hit 1), 15% (grounded hit 2), 12% (aerial hit 2)
|usc2dmg=4% (grounded hit 1), 3% (aerial hit 1), 15% (grounded hit 2), 12% (aerial hit 2)
|usc2desc=DOnkey performs an initial spin, pulls in opponents in with a windbox while spinning (as well as additional hitboxes in the air), then launches them upwards with its last hit. The grounded version has an initial hit, some windboxes and then a final hit with decent power. While the grounded version does possess super armor, it lacks proper hitboxes for most of its duration, making it an inferior move on the ground overall compared to Spinning Kong. The final hit also launches opponents at an unfavorable angle, making it very susceptible to DI.  
|usc2desc=Donkey performs an initial spin, pulls in opponents in with a windbox while spinning (as well as additional hitboxes in the air), then launches them upwards with its last hit. The grounded version has an initial hit, some windboxes and then a final hit with decent power. While the grounded version does possess super armor, it lacks proper hitboxes for most of its duration, making it an inferior move on the ground overall compared to Spinning Kong. The final hit also launches opponents at an unfavorable angle, making it very susceptible to DI.  


The aerial version on the other hand is much more potent. The initial hitbox comes out on frame 3 (where DK is also intangible) and has fantastic range. The move does start looping later than Spinning Kong however, the loop hits consist of two weak hitboxes and two very large windboxes with set knockback, to keep the opponent inside of the move, with DK also possessing super armor throughout most of the loop hit's duration. The move then has a final hit with decent damage and vertical knockback, as well as having outstanding range. The large loop hits combined with Donkey Kong having super armor make the move very difficult to challenge, both on stage and in an edgeguarding situation. Opponents can potentially avoid the loop hits and punish DK when his super armor runs out but this will not always work and the timing is strict due to the super armor and the large final hit. The most potent aspect about the move however is that if DK lands before entering free fall (which can be done without too much trouble), the move auto-cancels. This can make the move very difficult to challenge as the move can easily be completely safe when auto-canceled. This also means that DK can potentially follow-up out of the move if it connects. This is especially exploitable on stages with platforms, such as Battlefield, where DK has more opportunities to safely auto-cancel the move.  
The aerial version on the other hand is much more potent. The initial hitbox comes out on frame 3 (where DK is also intangible) and has fantastic range. The move does start looping later than Spinning Kong however, the loop hits consist of two weak hitboxes and two very large windboxes with set knockback, to keep the opponent inside of the move, with DK also possessing super armor throughout most of the loop hit's duration. The move then has a final hit with decent damage and vertical knockback, as well as having outstanding range. The large loop hits combined with Donkey Kong having super armor make the move very difficult to challenge, both on stage and in an edgeguarding situation. Opponents can potentially avoid the loop hits and punish DK when his super armor runs out but this will not always work and the timing is strict due to the super armor and the large final hit. The most potent aspect about the move however is that if DK lands before entering free fall (which can be done without too much trouble), the move auto-cancels. This can make the move very difficult to challenge as the move can easily be completely safe when auto-canceled. This also means that DK can potentially follow-up out of the move if it connects. This is especially exploitable on stages with platforms, such as Battlefield, where DK has more opportunities to safely auto-cancel the move.  
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