Donkey Kong (SSBB): Difference between revisions

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===Special moves===
===Special moves===
*{{buff|[[Giant Punch]] now has [[armor]] when fully charged, it charges faster and it can now be reversed, but reversing it does not increase damage or knockback, unlike [[Falcon Punch]] and [[Warlock Punch]]. Additionally, a Giant Punch just under full charge now has significantly more knockback than a fully charged one, being able to KO {{SSBB|Mario}} from the center of {{SSBB|Final Destination}} at 55%.}}
*{{buff|[[Giant Punch]] now has [[armor]] when fully charged, it charges faster and it can now be reversed, but reversing it does not increase damage or knockback, unlike [[Falcon Punch]] and [[Warlock Punch]]. The back hit additionally has more KO potential due to the universally decreased falling speeds with a level 9 back hit being able to KO {{SSBB|King Dedede}} on {{SSBB|Final Destination}} at 50%.}}
*{{change|Fully charged Giant Punch no longer has invincibility frames on frames 17-18 although this is compensated with super armor on frames 17-20.}}
*{{change|Fully charged Giant Punch no longer has invincibility frames on frames 17-18 although this is compensated with super armor on frames 17-20.}}
*{{buff|[[Headbutt]] is faster, deals more damage when on the ground and in the air (5% → 10% for the grounded version, 10% → 14% for the aerial version), and DK can now also [[bury]] his opponents while he is in midair. Since buried characters now can receive knockback when buried, Headbutt can now combo more easily into Giant Punch or other attacks. It can also be used as an inferior version of {{SSBB|Mario}}'s [[cape glide]], giving DK another [[edgeguarding]] option. Its meteor hitbox is also easier to land and is also more powerful.}}
*{{nerf|All variants of Giant Punch's grounded front hit deal 2% less damage (12%-30% → 10%-28%) and fully charged Giant Punch has less knockback scaling (90 → 80) hindering its KO potential and further encouraging Donkey Kong to use a level 9 Giant Punch. Additionally aerial Giant Punch is much weaker dealing less damage (12% → 8% (back uncharged), 6% (front uncharged), 17%/26% → 15%/25% (fully charged). Lastly, all variants of Giant Punch's front hit have a sourspot which has less knockback scaling (100/90 → 60/50).}}
*{{buff|[[Spinning Kong]] goes slightly farther, both horizontally and vertically. It can also be used to completely negate all momentum due to the introduction of [[momentum canceling]], and the grounded version has super armor. The aerial version also does 3% more damage (33% → 36%).}}
*{{buff|[[Headbutt]] is faster, deals more damage when on the ground and in the air (5% → 10%/8% (grounded), 10% → 14%/8% (aerial)) although its knockback was compensated (0 (base), 100 (scaling) → 20/40 (grounded), 30/40 (aerial)), and DK can now also [[bury]] his opponents while he is in midair. Since buried characters now can receive knockback when buried, Headbutt can now combo more easily into Giant Punch or other attacks. It can also be used as an inferior version of {{SSBB|Mario}}'s [[cape glide]], giving DK another [[edgeguarding]] option. Its meteor hitbox is also easier to land.}}
*{{buff|[[Spinning Kong]] goes slightly farther, both horizontally and vertically. It can also be used to completely negate all momentum due to the introduction of [[momentum canceling]], and the grounded version has super armor. The aerial version also deals 3% more damage (33% → 36%).}}
*{{buff|DK now has access to the "[https://youtu.be/O3CmvJM-Rq8 Invincicopter]" allowing him to use grounded Spinning Kong while being completely invincible.}}
*{{buff|DK now has access to the "[https://youtu.be/O3CmvJM-Rq8 Invincicopter]" allowing him to use grounded Spinning Kong while being completely invincible.}}
*{{change|Grounded spinning Kong's loop hitboxes deal less damage (8% → 4-5%) and knockback reducing their damage output but making them connect more reliably.}}
*{{change|Grounded spinning Kong's loop hitboxes deal less damage (8% → 4-5%) and knockback reducing their damage output but making them connect more reliably.}}
*{{nerf|Spinning Kong and Giant Punch now have a landing lag animation with significantly higher lag when DK becomes [[helpless]] after using those in midair (7 frames → 30 (Giant Punch), 40 (Spinning Kong)), leaving him more vulnerable. The latter also has less reach and knockback when fully charged.}}
*{{nerf|Spinning Kong and Giant Punch now have a landing lag animation with significantly higher lag when DK becomes [[helpless]] after using those in midair (7 frames → 30 (Giant Punch), 40 (Spinning Kong)), leaving him more vulnerable. The latter also has less reach and knockback when fully charged.}}
*{{nerf|The grounded version of Spinning Kong no longer has an initial hit with invincibility. This significantly hinders its KO potential as the new first hit comes out much slower (frame 2 → 19) and is significantly weaker dealing less damage (12% → 4/5%) and is incapable of killing opponents until beyond sudden death percents removing one of DK's best kill options. The aerial version also has more startup lag (frame 3 → 4) also meaning that he gains invincibility slightly later.}}
*{{nerf|The grounded version of Spinning Kong no longer has an initial hit with invincibility. This significantly hinders its KO potential as the new first hit comes out much slower (frame 2 → 19) and is significantly weaker dealing less damage (12% → 4/5%) and knockback (60 (base), 100 (scaling) → 50/70) and is incapable of killing opponents until beyond sudden death percents removing one of DK's best kill options. The aerial version also has more startup lag (frame 3 → 4) also meaning that he gains invincibility slightly later.}}
*{{buff|[[Hand Slap]] does 3% more damage (11% → 14%) and has longer range. It also has high base knockback and low knockback scaling, rather than set knockback.}}
*{{buff|[[Hand Slap]] does 3% more damage (11% → 14%) and has longer range (9.216u/9.216u/9.216u/9.216u/10.24u/10.24u/10.24u/10.24u → 13u/13u/13u/13u/13u/13u/13u/13u). It also has high base knockback and low knockback scaling, rather than set knockback (20/30 (base), 100 (scaling), 110 (set) → 82/23).}}


==Moveset==
==Moveset==
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