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*'''High Range for Startup:''' Donkey Kong’s moves have impressive range, but what’s more impressive is that, unlike other characters, DK doesn’t sacrifice startup and can reasonably box out sword characters like Marth, Corrin, Ike, and many others! |
*'''High Range for Startup:''' Donkey Kong’s moves have impressive range, but what’s more impressive is that, unlike other characters, DK doesn’t sacrifice startup and can reasonably box out sword characters like Marth, Corrin, Ike, and many others! |
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*'''Quick Mobility:''' Donkey Kong is above average in terms of mobility, which allows him to position himself better than most. He has a top 10 walkspeed in particular, which complements his ability to space. |
*'''Quick Mobility:''' Donkey Kong is above average in terms of mobility, which allows him to position himself better than most. He has a top 10 walkspeed in particular, which complements his ability to space. |
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*'''Armor:''' Donkey Kong's '''giant punch''', '''grounded spinning kong''', and '''headbutt''' all have armor properties. This allows DK to deal with certain moves well and deal devastating punishes to opponents that aren't careful! |
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*'''Combo Food:''' While Donkey Kong is very heavy, his large size and poor options out of disadvantage means that he will die in very few neutral interactions. |
*'''Combo Food:''' While Donkey Kong is very heavy, his large size and poor options out of disadvantage means that he will die in very few neutral interactions. |
Revision as of 20:50, 27 January 2022
Donkey Kong Donkey Kong's Grounded Hand Slap and Back-Air are the core to DK’s mixup game when in range. They both compliment eachother's shortcomings for coverage, and are also incredibly rewarding on hit. When the opponent stays grounded, Grounded Hand Slap , while also being safe on block with proper spacing. Back air punishes opponents attempting to jump over Grounded Hand Slap, as it makes a fantastic air-to-air normal that is quick with lots of reward. Mixing in burst options like Dash-Attack or threatening an incredibly potent Grab with these two options gives DK a surprisingly strong neutral against most of the cast. Donkey Kong’s Down-Tilt and Forward-Tilt are also other more non-committal challenge grounded opponents with a high degree of safety. Up-tilts, Upward-Angled Forward-Tilts, and fadeback Back-Airs gives Donkey Kong access to swatting out aerial opponents very well too. Donkey Kong can also gain important advantages from these moves, with tripping Down-Tilts leading to grabs, dash attacks, and Giant Punch, Up-Tilts leading to combos into Up-Airs, and Forward-Tilts leading to better stage positioning. Mix that in with the high reward from Donkey Kong's grabs thanks to Cargo Throw and we got a character who can take the upper hand and completely run with it. One who wants a versatile toolkit capable of playing many styles with a lean towards controlling space with explosive rewards would need to look no further than the leader of the bunch. |
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