Spinning Kong: Difference between revisions

Tag: Mobile edit
Tag: Mobile edit
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Donkey Kong rapidly spins with his arms outstretched, dealing multiple clothesline attacks. This move gains very little vertical height, but it goes almost as far horizontally as {{SSBB|Meta Knight}}'s [[Mach Tornado]], making it a rather effective [[recovery]] move. When used on the ground, Spinning Kong can be used in a fashion similar to [[Bowser]]'s [[Whirling Fortress]]; it can be used out of the shield, or as a disruptive tactic. Spinning Kong can also act as a pseudo shield for some [[projectile]]s which is helpful when recovering.
Donkey Kong rapidly spins with his arms outstretched, dealing multiple clothesline attacks. This move gains very little vertical height, but it goes almost as far horizontally as {{SSBB|Meta Knight}}'s [[Mach Tornado]], making it a rather effective [[recovery]] move. When used on the ground, Spinning Kong can be used in a fashion similar to [[Bowser]]'s [[Whirling Fortress]]; it can be used out of the shield, or as a disruptive tactic. Spinning Kong can also act as a pseudo shield for some [[projectile]]s which is helpful when recovering.


In all games, the aerial version of Spinning Kong does high amounts of [[damage]] all hits connect (which is quite difficult to do). It does 12% in ''SSB'', 33% in ''Melee'' and 36% in ''Brawl'' and ''SSB4'', making it the second most damaging up special in the series following {{SSBB|Lucas}} in first with [[PK Thunder 2]], which can do 43%. In ''Brawl'' and ''Smash 4'', the grounded version of Spinning Kong grants a few frames of [[super armor]] just before the hitbox will come out. The landing lag animation after the helpless animation has also been changed causing Donkey Kong to fall onto his back after finishing the move high up in the air leaving him vulnerable for a moment, but this can be avoided if the move ends close to the ground. An oddity in ''Brawl'' will occur if Donkey Kong leaves the ground when using the grounded version of Spinning Kong, the launch resistance will last for the entire move instead of only the few startup frames, but no vertical height will be gained. In ''SSB4'', Donkey Kong can no longer go offstage at the ledge when using the move on the ground.  In ''Melee'', it is the most damaging up special move when used aerially.  
In all games, the aerial version of Spinning Kong does high amounts of [[damage]] all hits connect (which is quite difficult to do). It does 12% in ''SSB'', 33% in ''Melee'', 36% in ''Brawl'' and ''SSB4'', and 19% in ''Ultimate'', making it the second most damaging up special in the series following {{SSBB|Lucas}} in first with [[PK Thunder 2]], which can do 43%. In ''Brawl'' and ''Smash 4'', the grounded version of Spinning Kong grants a few frames of [[super armor]] just before the hitbox will come out. The landing lag animation after the helpless animation has also been changed causing Donkey Kong to fall onto his back after finishing the move high up in the air leaving him vulnerable for a moment, but this can be avoided if the move ends close to the ground. An oddity in ''Brawl'' will occur if Donkey Kong leaves the ground when using the grounded version of Spinning Kong, the launch resistance will last for the entire move instead of only the few startup frames, but no vertical height will be gained. In ''SSB4'', Donkey Kong can no longer go offstage at the ledge when using the move on the ground.  In ''Melee'', it is the most damaging up special move when used aerially.  


In ''Brawl'', Spinning Kong also has the extremely rare ability to completely negate all momentum, both horizontally and vertically upon its first frame of activation. If used correctly (combined with good DI and use of his fast back aerial), Spinning Kong can prevent DK from getting KO'd and can survive longer than any character in the game, including Bowser. [[bucket braking|Bucket brakes]]'s [[momentum canceling]] is only considered superior because it does not put {{SSBB|Mr. Game & Watch}} in a helpless state.
In ''Brawl'', Spinning Kong also has the extremely rare ability to completely negate all momentum, both horizontally and vertically upon its first frame of activation. If used correctly (combined with good DI and use of his fast back aerial), Spinning Kong can prevent DK from getting KO'd and can survive longer than any character in the game, including Bowser. [[bucket braking|Bucket brakes]]'s [[momentum canceling]] is only considered superior because it does not put {{SSBB|Mr. Game & Watch}} in a helpless state.
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