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*{{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)).}} | *{{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|As with all returning veterans, DK now has a pummel, up throw and down throw giving him more options out of a grab.}} | *{{buff|As with all returning veterans, DK now has a pummel, up throw and down throw giving him more options out of a grab.}} | ||
*[[Forward | *[[Forward throw]]: | ||
**{{buff|Cargo forward throw can now throw up and down, giving DK more options to combo or KO.}} | **{{buff|Cargo 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.}} | ||
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**{{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|Cargo forward and back throw deal less knockback (70 (base), 80 (scaling) → 80/50).}} | **{{nerf|Cargo forward and back throw deal less knockback (70 (base), 80 (scaling) → 80/50).}} | ||
**{{nerf|Back throw | *[[Back throw]]: | ||
*[[ | **{{nerf|Back throw deals less damage (18% → 10%) and knockback (80 (base), 70 (scaling) → 60/65) drastically hindering its KO potential (no longer being the strongest back throw).}} | ||
**{{buff|Under 100% edge attack | *[[Edge attack]]s: | ||
**{{buff|Under 100% edge attack has a new animation. This animation decreases its ending lag (frame 60 → 55) and allows the move to hit opponents that are standing directly near the ledge.}} | |||
**{{buff|Under 100% edge attack deals 2% more damage (6% → 8%).}} | |||
**{{nerf|Under 100% edge attack has less intangibility (frames 1-10 → 1-5), a shorter duration (frames 9-18 → 9-16) and slightly less range.}} | **{{nerf|Under 100% edge attack has less intangibility (frames 1-10 → 1-5), a shorter duration (frames 9-18 → 9-16) and slightly less range.}} | ||
**{{buff|Over 100% edge attack has less startup lag with a longer duration (frames 49-54 → 37-50), more range and deals 4% more damage (6% → 10%).}} | **{{buff|Over 100% edge attack has less startup lag with a longer duration (frames 49-54 → 37-50), less ending lag (frame 90 → 70), more range and deals 4% more damage (6% → 10%).}} | ||
**{{nerf|Over 100% edge attack has less intangibility (frames 1-50 → 1-34).}} | **{{nerf|Over 100% edge attack has less intangibility (frames 1-50 → 1-34).}} | ||
edits