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|overview= Donkey Kong is a '''grappler''' who likes to keep his space in order to most effectively punish his opponent’s mistakes. With his '''large, rewarding hitboxes''' and relatively quick movement, DK can find his preferred spacing and play an effective rock-paper-scissors mixup.
|summary= Donkey Kong's '''Grounded Hand Slap''' and '''
Donkey Kong’s '''
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
|pros=
*'''Versatile:''' Donkey Kong is above average with just about everything, and can perform any style necessary for the situation or matchup.
*'''Explosive Advantage State:''' If Donkey Kong gets his hands on his opponent, his potent juggling, combo
*'''Great Burst Options:''' Donkey Kong’s dash attack is incredibly large, so DK can call out grounded movement very easily.
*'''High Range for Startup:''' Donkey Kong’s moves have impressive range, but what’s more impressive is that
*'''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.
*'''Armor:''' Donkey Kong's '''
|cons=
*'''
*'''Exploitable Recovery:''' Donkey Kong is very prone to being edgeguarded in a rinse-repeat fashion
*'''Poor Out of Shield Options:''' If Donkey Kong is forced to shield, his options are slower than most of the cast. He has niche options with armor in Grounded Spinning Kong, but they are not very reliable outside of hard reads.
*'''Poor Diagonal Presence:''' If the opponent approaches DK at an angle, they will find it much easier to exploit DK’s blindspots.
*'''Gets Whiff Punished Easily:''' If Donkey Kong misses an attack, he will be in
|weight = 127
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Revision as of 09:30, 28 January 2022
Donkey Kong’s down tilt and forward tilt are also other noncommittal buttons to challenge grounded opponents with a high degree of safety. Up tilts, upward-angled forward tilts, and fadeback back airs give Donkey Kong access to a strong anti-air game. Donkey Kong can also gain important advantages from these moves, with tripping down tilts leading to grabs, dash attacks, and Giant Punch. His up tilts lead to combos into up airs, and his forward tilts lead 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 literally 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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