Spinning Kong: Difference between revisions

From SmashWiki, the Super Smash Bros. wiki
Jump to navigationJump to search
(Not much to document here. I've spent most of the day putting your discovery to the test and there doesn't seem to be any kind of special conditions that dictate whether or not this works other than having the move active.)
Line 21: Line 21:
In ''Melee'', Spinning Kong was especially notable for hitting on Frame 3, while having [[intangibility]] on Frames 3-5. In the air it became only stronger, hitting on Frame 2 while still retaining the invincibility frames (2-5 specifically). Thanks to its large range, this made it among the most powerful ways to break combos in the game. The knockback on the grounded version was also quite staggering for its speed, KOing Mario from around 130% on Battlefield center stage with DI.
In ''Melee'', Spinning Kong was especially notable for hitting on Frame 3, while having [[intangibility]] on Frames 3-5. In the air it became only stronger, hitting on Frame 2 while still retaining the invincibility frames (2-5 specifically). Thanks to its large range, this made it among the most powerful ways to break combos in the game. The knockback on the grounded version was also quite staggering for its speed, KOing Mario from around 130% on Battlefield center stage with DI.


In ''Brawl'', Spinning Kong also has the extremely rare ability to completely negate all momentum, both horizontally and vertically upon its first frame of activation. If used correctly (combined with good DI and use of his fast back aerial), Spinning Kong can prevent DK from getting KO'd and can survive longer than any character in the game, including Bowser. [[bucket braking|Bucket brakes]]'s [[momentum canceling]] is only considered superior because it does not put {{SSBB|Mr. Game & Watch}} in a helpless state.
In ''Brawl'', Spinning Kong also has the extremely rare ability to completely negate all momentum, both horizontally and vertically upon its first frame of activation. If used correctly (combined with good DI and use of his fast back aerial), Spinning Kong can prevent DK from getting KO'd and can survive longer than any character in the game, including Bowser. [[bucket braking|Bucket brakes]]'s [[momentum canceling]] is only considered superior because it does not put {{SSBB|Mr. Game & Watch}} in a helpless state. Additionally, Donkey Kong is completely unaffected by [[wind]] for the duration of the move, and even during the helplessness that follows. This also affects [[windboxes]]. This carries over into future games, although no longer affecting the helpless animation, making the move useful in Spirit Battles with strong winds.


In the first three games, the grounded move consists of only one hit dealing 10% damage. It has decent horizontal knockback, being an effective [[edgeguarding]] move, [[out of shield]] move and [[combo]] finisher. Additionally, when DK lands after using the move and he falls off the edge within the first few frames of landing, he will still be in [[helpless]] state.  
In the first three games, the grounded move consists of only one hit dealing 10% damage. It has decent horizontal knockback, being an effective [[edgeguarding]] move, [[out of shield]] move and [[combo]] finisher. Additionally, when DK lands after using the move and he falls off the edge within the first few frames of landing, he will still be in [[helpless]] state.  


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 or the [[Gust Bellows]]. This factor lasts for the entire animation of the move, and makes it useful for Spirit Battles involving heavy wind.


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