8,923
edits
Tag: Mobile edit |
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**{{nerf|It deals less damage when angled up (11% → 9%) and not angled (10% → 8%).}} | **{{nerf|It deals less damage when angled up (11% → 9%) and not angled (10% → 8%).}} | ||
**{{nerf|It grants much less intangibility on Donkey Kong's arm (frames 7-11 (up), 1-25 (forward, down) → 6-9 (all)), being in line with the duration of the hitboxes.}} | **{{nerf|It grants much less intangibility on Donkey Kong's arm (frames 7-11 (up), 1-25 (forward, down) → 6-9 (all)), being in line with the duration of the hitboxes.}} | ||
**{{change|For all angles, forward tilt has higher base knockback, but lower knockback scaling. This makes it safer on hit at low percents, but hinders its KO potential.}} | **{{change|For all angles, forward tilt has higher base knockback, but lower knockback scaling (10 (base)/100 (scaling) → 50/55). This makes it safer on hit at low percents, but hinders its KO potential.}} | ||
***{{nerf|Due to its higher base knockback, downward angled forward tilt can no longer cause [[tripping]].}} | |||
*[[Up tilt]]: | *[[Up tilt]]: | ||
**{{nerf|Up tilt deals less damage (11%/10%/9% → 10%/9%/8%) without compensation on knockback, hindering its KO potential.}} | **{{nerf|Up tilt deals less damage (11%/10%/9% → 10%/9%/8%) without compensation on knockback, hindering its KO potential.}} | ||
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*[[Dash attack]]: | *[[Dash attack]]: | ||
**{{buff|Dash attack has less ending lag (FAF 42 → 35).}} | **{{buff|Dash attack has less ending lag (FAF 42 → 35).}} | ||
**{{buff|It deals more damage (10% → 12% (clean), 8% → 9% (late)), with knockback compensated.}} | **{{buff|It deals more damage (10% → 12% (clean), 8% → 9% (late)), with knockback scaling compensated (53 → 46 (clean), 65 → 60 (late)).}} | ||
*[[Forward smash]]: | *[[Forward smash]]: | ||
**{{buff|Forward smash deals more damage (20%/19% → 22%/21%), with knockback partly compensated (30, 25 base/91 scaling → 21, 18/88).}} | **{{buff|Forward smash deals more damage (20%/19% → 22%/21%), with knockback partly compensated (30, 25 base/91 scaling → 21, 18/88).}} | ||
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*[[Forward throw]] (cargo throw): | *[[Forward throw]] (cargo throw): | ||
**{{change|Cargo throw involves Donkey Kong hauling the opponent over his shoulder, similar to his appearance in the arcade ''[[supermariowiki:Donkey Kong (game)|Donkey Kong]]'' game. It also more closely resembles his carrying animation from ''[[supermariowiki:Donkey Kong Country Returns|Donkey Kong Country Returns]]'' and ''[[supermariowiki:Donkey Kong Country: Tropical Freeze|Donkey Kong Country: Tropical Freeze]]''.}} | **{{change|Cargo throw involves Donkey Kong hauling the opponent over his shoulder, similar to his appearance in the arcade ''[[supermariowiki:Donkey Kong (game)|Donkey Kong]]'' game. It also more closely resembles his carrying animation from ''[[supermariowiki:Donkey Kong Country Returns|Donkey Kong Country Returns]]'' and ''[[supermariowiki:Donkey Kong Country: Tropical Freeze|Donkey Kong Country: Tropical Freeze]]''.}} | ||
**{{buff|Cargo forward throw deals more damage (10% → 12%) without compensation on knockback, improving its KO potential.}} | **{{buff|Cargo forward throw deals more damage (10% → 12%) without proper compensation on knockback (80 (base)/50 (scaling) → 90/46), improving its KO potential.}} | ||
**{{buff|Cargo back throw deals more damage (12% → 13%) and knockback, allowing it to KO middleweights under 175% from the ground.}} | **{{buff|Cargo back throw deals more damage (12% → 13%) and knockback (70 (base)/50 (scaling) → 85/52), allowing it to KO middleweights under 175% from the ground.}} | ||
**{{change|Cargo back throw has a new animation: Donkey Kong holds the opponent with both hands by the legs and hurls them behind himself.}} | **{{change|Cargo back throw has a new animation: Donkey Kong holds the opponent with both hands by the legs and hurls them behind himself.}} | ||
**{{buff|Cargo up throw deals more damage (10% → 12%) and knockback, allowing it to KO middleweights under 200% from the ground. It also has increased combo potential at low to mid percents when used on the ground, due to Donkey Kong's faster jumpsquat and jump speed.}} | **{{buff|Cargo up throw deals more damage (10% → 12%) and knockback (58 (base)/52 (scaling) → 65/53), allowing it to KO middleweights under 200% from the ground. It also has increased combo potential at low to mid percents when used on the ground, due to Donkey Kong's faster jumpsquat and jump speed.}} | ||
***{{nerf|Its increased knockback noticeably worsens its combo potential, especially into up aerial, no longer leading into guaranteed KOs off the top blast line except if initiated on platforms.}} | ***{{nerf|Its increased knockback noticeably worsens its combo potential, especially into up aerial, no longer leading into guaranteed KOs off the top blast line except if initiated on platforms.}} | ||
*[[Down throw]] (cargo throw): | *[[Down throw]] (cargo throw): | ||
**{{change|Cargo down throw has a new animation: Donkey Kong performs a bearhug instead of throwing the opponent downward.}} | **{{change|Cargo down throw has a new animation: Donkey Kong performs a bearhug instead of throwing the opponent downward.}} | ||
**{{buff|Cargo down throw deals more damage (7% → 11%) | **{{buff|Cargo down throw deals more damage (7% → 11%).}} | ||
***{{buff|It grants Donkey Kong a slight boost upwards if used in the air, increasing its offstage utility.}} | ***{{buff|It grants Donkey Kong a slight boost upwards if used in the air, increasing its offstage utility.}} | ||
***{{nerf|It has | ***{{nerf|It has altered knockback (50 (base)/80 (scaling) → 70/45), removing its ability to [[chain grab]] opponents on moving platforms (such as [[Smashville]]'s) or against walls, while still lacking KO ability at realistic percents.}} | ||
*[[Down throw]]: | *[[Down throw]]: | ||
**{{buff|Down throw releases the opponent earlier (frame 24 → 19), with its total duration reduced as well (FAF 60 → 55), making it harder to DI in time.}} | **{{buff|Down throw releases the opponent earlier (frame 24 → 19), with its total duration reduced as well (FAF 60 → 55), making it harder to DI in time.}} |