Donkey Kong (SSBM): Difference between revisions

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*{{buff|Donkey Kong [[dash]]es faster (1.44 (48) → 1.6).}}
*{{buff|Donkey Kong [[dash]]es faster (1.44 (48) → 1.6).}}
**{{nerf|However, Donkey Kong's initial dash is slower (1.8 (60) → 1.6) and covers less distance.}}
**{{nerf|However, Donkey Kong's initial dash is slower (1.8 (60) → 1.6) and covers less distance.}}
*{{buff|As with most of the returning veterans, Donkey Kong's [[traction]] is much higher (0.051 (1.7) → 0.08), making it easier for him to punish [[out of shield]].}}
*{{buff|Donkey Kong's [[traction]] is much higher (0.051 (1.7) → 0.08), making it easier for him to punish [[out of shield]].}}
*{{buff|Donkey Kong's [[jumpsquat]] is shorter (6 frames → 5).}}
*{{buff|Donkey Kong's [[jumpsquat]] is shorter (6 frames → 5).}}
*{{buff|Donkey Kong's [[air speed]] is faster (0.9 (30) → 1), going from the 7th highest out of 12 characters to the 6th highest out of 26.}}
*{{buff|Donkey Kong's [[air speed]] is faster (0.9 (30) → 1), going from the 7th highest out of 12 characters to the 6th highest out of 26.}}
*{{nerf|As with most of the returning veterans, Donkey Kong's [[air acceleration]] is much lower (0.075 (2.5) → 0.04), although no longer being the slowest.}}
*{{nerf|Donkey Kong's [[air acceleration]] is much lower (0.075 (2.5) → 0.04), although no longer being the slowest.}}
*{{change|Donkey Kong [[jump]]s lower (41.496050 (1383.201667) → 35.1125). Compared with the returning veterans, however, his jump height decrease is slight.}}
*{{buff|Donkey Kong [[jump]]s lower (41.4848 (1382.826667) → 37.8). Compared with the returning veterans, however, he jumps higher, going from the 5th highest out of 12 characters to the 4th highest out of 26.}}
*{{change|As with the returning veterans, Donkey Kong's [[gravity]] is higher (0.09 (3) → 0.1).}}
**{{change|Donkey Kong's [[short hop]] is catastrophically lower (30.729391 (1024.313017) → 13.6), improves his ability to hit opponents low on the ground with short hop aerials, as well as his ability to quickly land and continue aerial pressure, but also hinders his ability to [[auto-cancel]] his aerials and performing two aerials in a short hop.}}
*{{change|Donkey Kong's [[gravity]] is higher (0.09 (3) → 0.1).}}
*{{change|Donkey Kong [[falling speed|fall]]s significantly faster (1.68 (56) → 2.4). This improves his vertical endurance and with the introduction of the SHFFL technique, he can make strong use of the technique due to his falling speed however, it also makes him considerably more vulnerable to combos and worsens his already poor vertical recovery.}}  
*{{change|Donkey Kong [[falling speed|fall]]s significantly faster (1.68 (56) → 2.4). This improves his vertical endurance and with the introduction of the SHFFL technique, he can make strong use of the technique due to his falling speed however, it also makes him considerably more vulnerable to combos and worsens his already poor vertical recovery.}}  
**{{nerf|Donkey Kong's [[fast fall]]ing speed is also faster (2.67 (89) → 2.96). However, the difference between his falling speed and fast falling speed is much lower (increase: 58.9% → 23.3%), which makes it more predictable when landing and gives him fewer options in the air.}}
**{{nerf|Donkey Kong's [[fast fall]]ing speed is also faster (2.67 (89) → 2.96). However, the difference between his falling speed and fast falling speed is much lower (increase: 58.9% → 23.3%), which makes it more predictable when landing and gives him fewer options in the air.}}
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