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|summary= Donkey Kong's '''Grounded Hand Slap''' and '''back air''' are the core to DK’s mixup game when in range. They both complement each other's shortcomings for coverage and are incredibly rewarding on hit. When the opponent is grounded, Grounded Hand Slap is safe on block with proper spacing. Back air punishes opponents attempting to jump over Grounded Hand Slap, making it a quick air-to-air normal 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. |
|summary= Donkey Kong's '''Grounded Hand Slap''' and '''back air''' are the core to DK’s mixup game when in range. They both complement each other's shortcomings for coverage and are incredibly rewarding on hit. When the opponent is grounded, Grounded Hand Slap is safe on block with proper spacing. Back air punishes opponents attempting to jump over Grounded Hand Slap, making it a quick air-to-air normal 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. |
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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. |
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. |
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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! |
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! |
Revision as of 09:32, 28 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 complement each other's shortcomings for coverage and are incredibly rewarding on hit. When the opponent is grounded, Grounded Hand Slap is safe on block with proper spacing. Back air punishes opponents attempting to jump over Grounded Hand Slap, making it a quick air-to-air normal 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 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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