Donkey Kong (SSBM): Difference between revisions

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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 throw]]/[[Back throw]]:
*[[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 does 8% less damage (18% → 10%) and knockback (80 (base), 70 (scaling) → 60/65) hindering its KO potential.}}
*[[Back throw]]:
*[[Floor attack]]:
**{{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 deals 2% more damage (6% 8%) and can now hit opponents that are standing directly near the ledge.}}
*[[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).}}


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