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======<span style="visibility:hidden;font-size:0">Overview</span>======
======<span style="visibility:hidden;font-size:0">Overview</span>======
{{Overview
{{Overview
|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.

'''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.
|weight = 127
|weight = 127
|airdodgeFrame = 4
|airdodgeFrame = 4

Revision as of 17:22, 27 January 2022

Overview


Donkey Kong
Weight:127
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.

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.

Summary
Donkey Kong
Pros Cons



Normal Moves

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