Donkey Kong (SSB): Difference between revisions

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|neutralcount=2
|neutralcount=2
|neutralname= 
|neutralname= 
|neutral1dmg=3-4%
|neutral1dmg=4%
|neutral2dmg=3-4%
|neutral2dmg=4%
|neutraldesc=A jab followed by an uppercut. Comes out fast, but short range. It also does not give DK the ability to jab grab due to its slow speed.
|neutraldesc=A jab followed by an uppercut. Comes out fast, but short range. It also does not give DK the ability to jab grab due to its slow speed.
|ftiltangles=3
|ftiltangles=3
|ftiltname= 
|ftiltname= 
|ftiltupdmg=10-13%
|ftiltupdmg=13%
|ftiltsidedmg=9-12%
|ftiltsidedmg=12%
|ftiltdowndmg=9-11%
|ftiltdowndmg=11%
|ftiltdesc=A somewhat slow punch forward with decent range and good knockback. It is considered to be semi-useless due to its slow startup but it can be used in certain situations vs. Falcon's recovery. It appears to be based off the first two hits in his attack combo in ''Donkey Kong 64''.
|ftiltdesc=A somewhat slow punch forward with decent range and good knockback. It is considered to be semi-useless due to its slow startup but it can be used in certain situations vs. Falcon's recovery. It appears to be based off the first two hits in his attack combo in ''Donkey Kong 64''.
|utiltname= 
|utiltname= 
|utiltdmg=10-13%
|utiltdmg=13%
|utiltdesc=Swings his hands in an arch above him. Hitbox is the arch above him and foes standing on the ground close to him. Can chain into itself, but opponent can DI. Sets up aerial combos. KOs at around 130%. Good anti-air move if timed right. Some ending lag (highest amount of ending lag in the game of an u-tilt). Can also lead into a d-smash at lower damage percentages. In terms of start-up, it is the fastest u-tilt in the game, along with {{SSB|Kirby}}'s.
|utiltdesc=Swings his hands in an arch above him. Hitbox is the arch above him and foes standing on the ground close to him. Can chain into itself, but opponent can DI. Sets up aerial combos. KOs at around 130%. Good anti-air move if timed right. Some ending lag (highest amount of ending lag in the game of an u-tilt). Can also lead into a d-smash at lower damage percentages. In terms of start-up, it is the fastest u-tilt in the game, along with {{SSB|Kirby}}'s.
|dtiltname= 
|dtiltname= 
|dtiltdmg=6-8%
|dtiltdmg=8%
|dtiltdesc=A quick hand swipe aimed downwards with a little start-up. Spacing move, combos into grab at lower percents and can help with gimping low recoveries.
|dtiltdesc=A quick hand swipe aimed downwards with a little start-up. Spacing move, combos into grab at lower percents and can help with gimping low recoveries.
|dashname= 
|dashname= 
|dashdmg=9-12%
|dashdmg=12%
|dashdesc=A very awkward move where DK sticks his foot out and stops. Bad range and duration, high amount of lag, and easily [[Shield|shielded]]. Has very low [[set knockback]]. Will not hit foes that are floored. Competitively, this is considered to be the '''worst move in the game''' as it is ''unsafe'' even on hit vs. the majority of the cast. It is also impossible to combo into and out of.
|dashdesc=A very awkward move where DK sticks his foot out and stops. Bad range and duration, high amount of lag, and easily [[Shield|shielded]]. Has very low [[set knockback]]. Will not hit foes that are floored. Competitively, this is considered to be the '''worst move in the game''' as it is ''unsafe'' even on hit vs. the majority of the cast. It is also impossible to combo into and out of.
|fsmashangles=3
|fsmashangles=3
|fsmashname= 
|fsmashname= 
|fsmashupdmg=16-21%
|fsmashupdmg=21%
|fsmashsidedmg=15-20%
|fsmashsidedmg=20%
|fsmashdowndmg=15-19%
|fsmashdowndmg=19%
|fsmashdesc=Reels his hand back and thrusts it forward. Very noticeable start-up, but good range and excellent knockback. Can be angled. Useful vs. Falcon/Fox's recovery when Up B isn't possible. Possible to combo into using n-air.
|fsmashdesc=Reels his hand back and thrusts it forward. Very noticeable start-up, but good range and excellent knockback. Can be angled. Useful vs. Falcon/Fox's recovery when Up B isn't possible. Possible to combo into using n-air.
|usmashname= 
|usmashname= 
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|usmashdesc=Claps directly above him, with some start-up lag. Very large hitbox. Grounded enemies are occasionally affected. Best used under a platform where an opponent is standing or a well timed anti-air attack. Very powerful. Can be comboed into using a platform cancelled up air.
|usmashdesc=Claps directly above him, with some start-up lag. Very large hitbox. Grounded enemies are occasionally affected. Best used under a platform where an opponent is standing or a well timed anti-air attack. Very powerful. Can be comboed into using a platform cancelled up air.
|dsmashname= 
|dsmashname= 
|dsmashdmg=15-19%
|dsmashdmg=19%
|dsmashdesc=He does a 360° spin while doing a split, which comes out surprisingly fast, for a move of Donkey Kong, and hits on both sides at the same time. However, it does have some ending lag. Useful for catching [[roll]]s.
|dsmashdesc=He does a 360° spin while doing a split, which comes out surprisingly fast, for a move of Donkey Kong, and hits on both sides at the same time. However, it does have some ending lag. Useful for catching [[roll]]s.
|nairname= 
|nairname= 
|nairdmg=12-15% (clean), 9-12% (late)
|nairdmg=15% (clean), 12% (late)
|nairdesc=Spins around with his arms out. Somewhat long duration, decent defensive move. Can combo into giant punch at mid percents as well as f-air. Is safe on shield and leads to a free grab.
|nairdesc=Spins around with his arms out. Somewhat long duration, decent defensive move. Can combo into giant punch at mid percents as well as f-air. Is safe on shield and leads to a free grab.
|fairname= 
|fairname= 
|fairdmg=12-16%
|fairdmg=16%
|fairdesc=Does a front flip with his fists clasped together, smashing them into opponents. A powerful [[meteor smash]] if the foe is hit near the end of the animation. Comes straight from ''Donkey Kong 64''.: Can be comboed into out of a cargo throw or n-air. Possible to link out of if it hits a grounded opponent into a Grab, another f-air to spike, or even a giant punch depending on percent. Semi-safe on shield (except vs. characters with 3 [[frame]]s or less grounded moves such as Fox's shine or Pikachu's Up B.)
|fairdesc=Does a front flip with his fists clasped together, smashing them into opponents. A powerful [[meteor smash]] if the foe is hit near the end of the animation. Comes straight from ''Donkey Kong 64''.: Can be comboed into out of a cargo throw or n-air. Possible to link out of if it hits a grounded opponent into a Grab, another f-air to spike, or even a giant punch depending on percent. Semi-safe on shield (except vs. characters with 3 [[frame]]s or less grounded moves such as Fox's shine or Pikachu's Up B.)
|bairname= 
|bairname= 
|bairdmg=12-15% (clean), 8-10% (late)
|bairdmg=15% (clean), 10% (late)
|bairdesc=Puts his feet together and thrusts them out behind him, his body moving sideways with them. Some long duration, but good range. This attack is Donkey Kong's [[sex kick]], since it not only has long duration, but gets weaker as it stays out. Donkey Kong's nair is the only one in the game that isn't a sex kick, and him and {{SSB|Fox}} being the only characters to have a bair sex kick. Weak hit combos into d-smash awkwardly, strong hit has no combo potential but is quite powerful as a spacing move. Safe on shield.
|bairdesc=Puts his feet together and thrusts them out behind him, his body moving sideways with them. Some long duration, but good range. This attack is Donkey Kong's [[sex kick]], since it not only has long duration, but gets weaker as it stays out. Donkey Kong's nair is the only one in the game that isn't a sex kick, and him and {{SSB|Fox}} being the only characters to have a bair sex kick. Weak hit combos into d-smash awkwardly, strong hit has no combo potential but is quite powerful as a spacing move. Safe on shield.
|uairname= 
|uairname= 
|uairdmg=9-12%
|uairdmg=12%
|uairdesc=Swings his hands in an arch almost exactly like his up tilt. However, it is weaker than his up tilt, in fact barely KO'ing above 150% in most cases. Its main use is for [[juggling]]. Also has some ending lag. It is also possible to platform cancel this move into up smash and giant punch which is quite powerful on Dreamland and Hyrule.
|uairdesc=Swings his hands in an arch almost exactly like his up tilt. However, it is weaker than his up tilt, in fact barely KO'ing above 150% in most cases. Its main use is for [[juggling]]. Also has some ending lag. It is also possible to platform cancel this move into up smash and giant punch which is quite powerful on Dreamland and Hyrule.
|dairname= 
|dairname= 
|dairdmg=10-13% (clean), 8-10% (late)
|dairdmg=13% (clean), 10% (late)
|dairdesc=A simple near-instantaneous [[meteor smash]] where Donkey Kong thrusts his feet down. His feet grow slightly as he's doing so, and slightly longer hitbox than most spikes. A grounded hit freely combos into up smash and throw. Safe on most characters shield and leads to a grab outside of Pikachu (who can up b out of it.)
|dairdesc=A simple near-instantaneous [[meteor smash]] where Donkey Kong thrusts his feet down. His feet grow slightly as he's doing so, and slightly longer hitbox than most spikes. A grounded hit freely combos into up smash and throw. Safe on most characters shield and leads to a grab outside of Pikachu (who can up b out of it.)
|grabname=
|grabname=
|grabdesc=
|grabdesc=
|fthrowname= 
|fthrowname= 
|fthrowdmg=6-8% (carry), 6-8% (throw)
|fthrowdmg=8% (carry), 8% (throw)
|fthrowdesc=Trap throw; holds his opponent on his back. He can then move around before throwing them forward. This throw is based on his ability in Donkey Kong Country to effortlessly carry barrels on his back. However, foes will eventually automatically escape from his grasp. The throw has good knockback, although it can be DI'd. Can be used to perform the [[infinite throw trap]] (covered below). It is possible to combo it into a f-air or giant punch.
|fthrowdesc=Trap throw; holds his opponent on his back. He can then move around before throwing them forward. This throw is based on his ability in Donkey Kong Country to effortlessly carry barrels on his back. However, foes will eventually automatically escape from his grasp. The throw has good knockback, although it can be DI'd. Can be used to perform the [[infinite throw trap]] (covered below). It is possible to combo it into a f-air or giant punch.
|bthrowname= 
|bthrowname= 
|bthrowdmg=14-18%
|bthrowdmg=18%
|bthrowdesc=Turns around and tosses the opponent. Powerful in terms of both damage and knockback. Effective for both gimping and KO'ing.
|bthrowdesc=Turns around and tosses the opponent. Powerful in terms of both damage and knockback. Effective for both gimping and KO'ing.
|floorbname=
|floorbname=
|floorbdmg=5-6%
|floorbdmg=6%
|floorbdesc=Kicks while on his back, forcing his body down, then picks himself up and kicks on the other side.
|floorbdesc=Kicks while on his back, forcing his body down, then picks himself up and kicks on the other side.
|floorfname=
|floorfname=
|floorfdmg=5-6%
|floorfdmg=6%
|floorfdesc=Kicks while on his back, forcing his body down, then picks himself up and kicks on the other side.
|floorfdesc=Kicks while on his back, forcing his body down, then picks himself up and kicks on the other side.
|edgefname=
|edgefname=
|edgefdmg=5-6%
|edgefdmg=6%
|edgefdesc=Hoists himself onto the stage back-first, ramming into opponents. Long range, low knockback but very fast. Considered to be a useful edge attack
|edgefdesc=Hoists himself onto the stage back-first, ramming into opponents. Long range, low knockback but very fast. Considered to be a useful edge attack
|edgesname=
|edgesname=
|edgesdmg=5-6%
|edgesdmg=6%
|edgesdesc=Climbs back onto the stage slowly, slapping opponents in front of him. Very short range, low knockback. Mostly useless and unsafe on shields or hit at low percent.
|edgesdesc=Climbs back onto the stage slowly, slapping opponents in front of him. Very short range, low knockback. Mostly useless and unsafe on shields or hit at low percent.
|nsname=Giant Punch
|nsname=Giant Punch
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|nsdesc=When B if pressed, he starts charging up a punch. Pressing Z stores the charge, and it can then be continued by pressing B. The longer the move is charged, the more powerful it is. When fully charged or close to fully charged, it is a very powerful KO move.
|nsdesc=When B if pressed, he starts charging up a punch. Pressing Z stores the charge, and it can then be continued by pressing B. The longer the move is charged, the more powerful it is. When fully charged or close to fully charged, it is a very powerful KO move.
|usname=Spinning Kong
|usname=Spinning Kong
|usdmg=9-12% (startup), 6-8% (loop), 3% (final hit)
|usdmg=12% (startup), 8% (loop), 3% (final hit)
|usdesc=A recovery move that gains very little vertical recovery height, but gives quite a large amount of horizontal distance. Contains many hits that can do high damage, but it is very difficult to land all the hits. Has very high set knockback at the edge of the fists as well as invincibility in the same region which makes it quite useful at gimping.
|usdesc=A recovery move that gains very little vertical recovery height, but gives quite a large amount of horizontal distance. Contains many hits that can do high damage, but it is very difficult to land all the hits. Has very high set knockback at the edge of the fists as well as invincibility in the same region which makes it quite useful at gimping.
|dsname=Hand Slap
|dsname=Hand Slap
|dsdmg=8-10% (one slap)
|dsdmg=10% (one slap)
|dsdesc=Delivers an earth-shaking blow to the ground, sending nearby enemies skyward. It has considerable power, consistent and repetitive damage, and a large [[quake]] hitbox. Cannot be used in midair. It is possible to combo this move by only using one hit of it (and then moving the stick back to [[neutral]]) into a giant punch vs. everyone other than fast fallers.
|dsdesc=Delivers an earth-shaking blow to the ground, sending nearby enemies skyward. It has considerable power, consistent and repetitive damage, and a large [[quake]] hitbox. Cannot be used in midair. It is possible to combo this move by only using one hit of it (and then moving the stick back to [[neutral]]) into a giant punch vs. everyone other than fast fallers.
}}
}}