Donkey Kong (SSBM): Difference between revisions

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*{{buff|Donkey Kong's new [[ground release]] animation is 9 frames shorter compared to the rest of the cast, giving him more time to counterattack.}}
*{{buff|Donkey Kong's new [[ground release]] animation is 9 frames shorter compared to the rest of the cast, giving him more time to counterattack.}}
*{{change|Donkey Kong's [[short hop]] is lower.}}
*{{change|Donkey Kong's [[short hop]] is lower.}}
*{{buff|Donkey Kong can now [[glide toss]] although his glide toss is fairly short.}}


===Ground attacks===
===Ground attacks===
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*{{nerf|Neutral, forward and down aerials all [[auto-cancel]] later (frame 29 → 39 (neutral), frame 35 → N/A (forward), frame 29 → 50 (down)) and can no longer auto-cancel in a short hop.}}
*{{nerf|Neutral, forward and down aerials all [[auto-cancel]] later (frame 29 → 39 (neutral), frame 35 → N/A (forward), frame 29 → 50 (down)) and can no longer auto-cancel in a short hop.}}
*{{buff|Back and up aerials auto-cancel earlier (frame 35 → 20 (back), frame 20 → 13 (up)).}}
*{{buff|Back and up aerials auto-cancel earlier (frame 35 → 20 (back), frame 20 → 13 (up)).}}
*{{buff|Neutral aerial has less ending lag.}}
*{{buff|Neutral aerial has less ending lag (frame 60 → 39).}}
*{{change|Damage output in the early and late hits of neutral aerial are changed (15% → 12 for the early hit, 9% → 10% for the late hit).}}
*{{change|Damage output in the early and late hits of neutral aerial are changed (15% → 12 for the early hit, 9% → 10% for the late hit).}}
*{{nerf|Neutral aerial has more startup lag and a shorter duration (frames 4-29 → 10-26).}}
*{{buff|Forward aerial has much better KO potential, regardless if it sweetspots or not. It also deals 1% more damage (15% → 16%).}}
*{{buff|Forward aerial has much better KO potential, regardless if it sweetspots or not. It also deals 1% more damage (15% → 16%).}}
*{{nerf|His forward aerial and down aerial have much slower start-up and the former move only meteor smashes when his hands are in front of him. Additionally, the latter's hitbox length was shortened. Forward aerial also has much more ending and landing lag.}}
*{{nerf|His forward aerial and down aerial have much slower start-up (frame 8 → 25 (forward), frame 6 → 18 (down)) and the former move only meteor smashes when his hands are in front of him. Additionally, the latter's hitbox length was shortened. Forward aerial also has much more ending (frame 50 → 60) and landing lag which is exacerbated by the weakening of [[L-canceling]]. Lastly, both aerials suffer from the introduction of [[meteor canceling]] hindering their reliability.}}
*{{buff|Back aerial has slightly faster startup, and much less ending lag. It also deals more damage on both the clean and late hits (12% → 13% (clean hit), 8% → 9% (late hit).}}
*{{buff|Donkey Kong has a new back aerial, he kicks backwards with his right foot. It has slightly faster startup (frame 8 → 7), and much less ending lag (frame 60 → 32). It also deals more damage on both the clean and late hits (12% → 13% (clean hit), 8% → 9% (late hit).}}
*{{nerf|Back aerial's hitbox length has been slightly shortened.}}
*{{nerf|Back aerial's hitbox length has been slightly shortened. It also has a much shorter duration (frames 8-35 → 7-15).}}
*{{change|Donkey Kong now kicks with one foot during his back aerial instead of both.}}
*{{buff|Donkey Kong has a new up aerial: a swinging headbutt similar to {{SSBM|Ness}}' up aerial. This new up aerial has less ending lag (frame 60 → 38) and has better comboing and KO ability due to hitting above him sooner and deals 2% more damage (12% → 14%).}}
*{{buff|New up aerial: a swinging headbutt similar to Ness' up aerial. This new up aerial is faster and has better comboing and KO ability and deals 2% more damage (12% → 14%).}}
*{{nerf|His new up aerial has less reach, more startup lag and a much shorter hitbox duration than his old up aerial (frames 3-20 → 6-8).}}
*{{nerf|His new up aerial has less reach and a shorter hitbox duration than his old up aerial.}}
*{{buff|Donkey Kong has a new down aerial: he slams down his right foot. Down aerial deals 3% more damage (13% → 16%), has more range and power and has a consistently powerful hitbox, due to the removal of the late hit. It also has less ending lag (frame 60 → 55).}}
*{{buff|Down aerial deals 3% more damage (13% → 16%), has more range and power and has a consistently powerful hitbox, due to the removal of the late hit.}}
*{{nerf|Down aerial has a much shorter duration due to no longer having a late hit (frames 6-29 → 18-23).}}


===Throws/other attacks===
===Throws/other attacks===
*{{nerf|His grab range was reduced, going from the longest non-tether grab in ''Smash 64'' to below average in ''Melee''. His grab is also slightly slower.}}
*{{buff|As with all returning veterans, DK now has a pummel, up throw and down throw giving him more options out of a grab.}}
*{{nerf|His grab range was reduced, going from the longest non-tether grab in ''Smash 64'' to below average in ''Melee''. His grabs have more startup lag (frame 6 → 8 (standing), 10 (dash)) and ending lag (frame 16 → 31 (standing), 41 (dash)).}}
*{{buff|Forward throw can now throw up and down, giving DK more options to combo or KO.}}
*{{buff|Forward throw can now throw up and down, giving DK more options to combo or KO.}}
*{{nerf|Donkey Kong will take 10% damage if the opponent escapes from his forward throw.}}
*{{nerf|Donkey Kong will take 10% damage if the opponent escapes from his forward throw.}}
*{{change|Forward throw no longer deals damage when lifting the opponent, but the opponent will take 4% more damage if they break free from Donkey Kong's forward throw (6% → 10%).}}
*{{change|Forward throw no longer deals damage when lifting the opponent, but the opponent will take 4% more damage if they break free from Donkey Kong's forward throw (6% → 10%).}}
*{{buff|Cargo forward and back throw deal more damage (6% → 8% for (Cargo forward throw), 7% → 8% for (Cargo back throw).}}
*{{buff|Cargo forward and back throw deal more damage (6% → 8% for (Cargo forward throw), 7% → 8% for (Cargo back throw).}}
*{{nerf|Back throw does 8% less damage (18% → 10%).}}
*{{nerf|Back throw does 8% less damage (18% → 10%) and has KO potential.}}
*{{buff|Edge attack when below 100% deals 2% more damage (6% → 8%) and can now hit opponents that are standing directly near the ledge.}}
*{{buff|Edge attack when below 100% deals 2% more damage (6% → 8%) and can now hit opponents that are standing directly near the ledge.}}
*{{nerf|Edge attack when below 100% has slightly less range.}}
*{{nerf|Edge attack when below 100% has slightly less range.}}
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===Special moves===
===Special moves===
*{{buff|[[Giant Punch]] charges faster and has less startup and ending lag.}}
*{{buff|[[Giant Punch]] charges faster and has less startup and much less ending lag.}}
*{{nerf|Giant Punch has less reach, deals 6% less damage (36% → 30%), and lower knockback. It now also leaves him [[helpless]] when used in the air, which, combined with his poor vertical recovery and the move's lower power, weakens its offstage utility.}}
*{{nerf|Giant Punch has less reach, deals 6% less damage (36% → 30%), and lower knockback. It now also leaves him [[helpless]] when used in the air, which, combined with his poor vertical recovery and the move's lower power, weakens its offstage utility.}}
*{{change|Giant Punch now has a new animation: Donkey Kong winds up his fist back instead of merely behind himself, and now performs the attack with his left arm.}}
*{{change|Giant Punch now has a new animation: Donkey Kong winds up his fist back instead of merely behind himself, and now performs the attack with his left arm.}}
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