Donkey Kong (SSBU): Difference between revisions

Tag: Mobile edit
Line 53: Line 53:
**{{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.}}
Line 64: Line 65:
*[[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%), with its knockback scaling somewhat compensated.}}
**{{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 increased base knockback, 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.}}
***{{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.}}