Donkey Kong (SSBU)/Down special: Difference between revisions

→‎Overview: additions by Big O
(→‎Overview: additions by Big O)
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Since the ground control of gHS is so dominant, the main counterplay is to jump and approach from the air. Despite being countered by jump-ins, Donkey Kong can counter by running back and catching a landing with gHS. This is especially effective to condition an opponent to jump, allowing DK to use his amazing [[Donkey Kong (SSBU)/Back aerial|back aerial]] or [[Donkey Kong (SSBU)/Up aerial|up aerial]]. Using gHS against characters with low air speed and range like [[Luigi (SSBU)|Luigi]] or characters that stay grounded like [[Little Mac (SSBU)|Little Mac]] is game changing.
Since the ground control of gHS is so dominant, the main counterplay is to jump and approach from the air. Despite being countered by jump-ins, Donkey Kong can counter by running back and catching a landing with gHS. This is especially effective to condition an opponent to jump, allowing DK to use his amazing [[Donkey Kong (SSBU)/Back aerial|back aerial]] or [[Donkey Kong (SSBU)/Up aerial|up aerial]]. Using gHS against characters with low air speed and range like [[Luigi (SSBU)|Luigi]] or characters that stay grounded like [[Little Mac (SSBU)|Little Mac]] is game changing.
An important quirk of gHS is that it will trigger every counter except [[Tetrakarn|Joker's]] and [[Revenge|Incineroar's]] even if they do it in the air. For some reason, gHS will also destroy [[Diddy Kong (SSBU)|Diddy Kong]]'s [[Peanut Popgun|Peanuts]] midair (not really useful, but pretty cool). Against Luma specifically, gHS whiffs unless [[Luma]] is detethered via [[Rosalina & Luma (SSBU)|Rosalina]]'s neutral special or after getting knocked away.
An important quirk of gHS is that it will trigger every counter except [[Tetrakarn|Joker's]] and [[Revenge|Incineroar's]] even if they do it in the air. For some reason, gHS will also destroy [[Diddy Kong (SSBU)|Diddy Kong]]'s [[Peanut Popgun|Peanuts]] midair (not really useful, but pretty cool). Against Luma specifically, gHS whiffs unless [[Luma]] is detethered via [[Rosalina & Luma (SSBU)|Rosalina]]'s neutral special or after getting knocked away.
DK's gHS can be edge canceled (also referred to as slap slip) by holding forward with sufficient momentum near an edge<ref>{{cite web|url=https://www.twitch.tv/videos/601216110|title=Donkey Kong's slap slip}}</ref>. Doing so allows you to slip off much closer to the ledge/platform than running off normally. With very good timing, a B-reverse gHS enables DK to slip off backwards<ref>{{cite web|url=https://clips.twitch.tv/AbstemiousPrettyCockroachOptimizePrime|title=Donkey Kong's b-reversed slap slip}}</ref>.




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The entire swing of the second hit is a spike, unlike most other spikes with arcs. This makes aHS a reliable spiking option from various heights and angles. That combined with it's low cooldown also makes it his least committal spike offstage.  aHS can also be [[b-reverse]]d or [[wavebounce]]d to cover different recovery options. Usually the first hit combos into the second, but it does fail to link sometimes.
The entire swing of the second hit is a spike, unlike most other spikes with arcs. This makes aHS a reliable spiking option from various heights and angles. That combined with it's low cooldown also makes it his least committal spike offstage.  aHS can also be [[b-reverse]]d or [[wavebounce]]d to cover different recovery options. Usually the first hit combos into the second, but it does fail to link sometimes.


Due to it's low 10 frame landing lag, it can combo into pretty much anything at the right percentss. Hit 1's weight based knockback means it will combo into jab, tilts, and grab at all percents if done as low to the ground as possible. Hit 2 has a 20% chance to trip if they are grounded (only possible if hit 1 missed). If both hits of aHS connect at mid percents, beware that aHS can be teched.
Due to it's low 10 frame [[landing lag]], it can combo into pretty much anything at the right percents. Hit 1's weight based knockback means it will combo into jab, tilts, and grab at all percents if done as low to the ground as possible. Hit 2 has a 20% chance to trip if they are grounded (only possible if hit 1 missed). If both hits of aHS connect at mid percents, beware that aHS can be teched. The landing lag can be cut short if edge canceled by holding forward when you have enough momentum to slide off.
 
B-reversed aHS is a key mixup in DK's arsenal. Since DK's air speed is relatively high, the sudden shift of B-reversed aHS can confuse the opponent and let DK land unscathed while in disadvantage. It can also be used to attack unexpectedly while retreating if wavebounced or B-reversed. The attack itself can be as safe as -3 on block. As such, it's also DK's safest air move on block.
B-reversed aHS is a key mixup in DK's arsenal. Since DK's air speed is relatively high, the sudden shift of B-reversed aHS can confuse the opponent and let DK land unscathed while in disadvantage. It can also be used to attack unexpectedly while retreating if wavebounced or B-reversed. The attack itself can be as safe as -3 on block. As such, it's also DK's safest air move on block.


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