Chibi-Chan
Smash Journeyman
Donkey Kong Move Discussion
I made this thread right after reading KoSa's on Tidying up the board and his suggestion on making a Moveset discussion thread, responsibility which I plan to undertake.
I fiddled around the Peach Boards and was unable to find how their thread was... But anyways, I'm making this! I'm making this discussion partly weekly as to be able to discuss each move individually... However, any decent information on an already reviewed move will be welcome and put into future updates. (Edit: An entire Week might be a lot of time for a single move.. So if this thread starts dying, I will change immediately)
The purpose of this Thread is to analyze every aspect of each of DK's 21~ main moves, all situations it can and should be used in, any possible combos with it, and all the related AT's... As well as general tips on using the move. Pros and Cons of every move will also be considered. I'll try to start clean on every move so you guys can discuss even the basic aspects of it.
(I'm still not familair with how much I can edit my own post, But I hope to be able to keep this Updated)
Hand Slap
Nickname: Kong Quake?
Rating (So far)
Frame Data
Starts at Frame 19.
Each Hit lat 2 Frames.
10 Frames between First and Second Slap. (Come automatically)
16 Frames between Second and First Slap.
29 Frames of End Lag.
Hitstun: ??? (Also Pushes opponent away)[/center]
Damage: 14 Undiminished.
HorizontalRange: Very good on both sides of DK.
Vertical Range: LOL (That Bad) Opponent cant be in the air.
Knockback: Average-Low, straight upwards.
Pros:
-Huuuge Range that can stop all sorts of Ground approaches.
-Sends the enemy Upwards (He can DI to any side) which may lead to followups.
-Causes good shield damage, can shield poke.
-Pushes a shield opponent away until out of range.
-Makes you virtually impossible to grab.
-Stops Grounded Mach Tornado and Snakedash/other slides.
-Spot Dodges and Rolls will usually not be enough to escape this move, hitting opponent as his invinc. frames wear off..
Cons:
-Ending Lag is pretty bad.
-Move duration might allow an easy aerial approach.
-Has NO vertical range at all.
-Useless in small spaces (No place for them to stand, and since your body is not a hitbox...)
-Projectile spammers will destroy you.
Combos:
-Dtilt (Trip or not) Into this.
-Chase opponent with Bair.
-Uair.
-Utilt and Usmash if below plataform.
Strategy:
-Use it when Opponent is near the Ledge, this will make him slide out and grab onto it.
-When Opponent is Grabbing the Ledge and you are properly spaced, their can only jump or with a long range ledgehop.
-Dash and use this when you predict your opponent shielding to pressure him.
-Destroys Ice Climbers trying to CG.
-Will mess up Banana Approaches.
-Predict a Roll and use this, it should help condition them.
-Mindgames, bait your opponent into jumping.
-If there is a low ceiling wall, this will launch the opponent gainst it, then they will bounce back and get hit... Continues until they tech.
Description:
Perhaps one of the most famous DK moves (After Cargo and Punch). Used a lot by the newer players with bad results. The Hand Slap is well known for utterly destroying Multi-Man battles and and large teams of characters in Classic Mode. It has huge range on both sides so a running or walking approach is impossible.(DK WANT BANANAS)
You guys remember this move from 64? Then Melee? Well it's the best it's ever been in Brawl. It's fast to start, fast to end, and does 14 damage! It only works on the ground though, so you're boned if someone approaches in the air. Don't spam this too much. This move ***** spotdodgers and rollers. It's range is like this. Stand in the middle of FD, then it extends to almost the first arrow. Good range!
Holding B as you do this move will make it continue on indefinitely and with the same ending lag, this, however, is not advised as it is very easy to approach from the air.
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Down Aerial (Dair)
Nickname: Africa STOMP!
Rating?
Frame Data
Starts at Frame 18.
Ends on Frame 23.
31 Frames of End Lag.
31 Frames of Landing Lag (Ouch)
Autocancels on Frames 1-2 and 50-54 (In other words, never that's useful)
Hitstun: ??? (Barely pushes opponenet.. Then you get Punished)[/center]
Damage: 13 and 16 when Sweetspotted..
HorizontalRange: DK's Body.
Vertical Range: All of DK's body and a considerable downards distance.
Knockback: Decent-downwards. Makes them pop upwards a lot if hit on the ground. Otherwise, one of the strongest spikes.
Pros:
-Great Spike in all Aspects.
-Has huge range and can easily get an upset stock versus someone who isnt expecting it.
-Bouncing enemy upwards, allowing for surprise combos.
-Causes Moral damage to those who get spiked by it.
-Hard to airdodge or otherwise beat in the air.
Cons:
-It has some pretty bad lag, its common for new DK players to fall to their deaths using this.
-You must be higher than your opponent for this to be effective.
-Easily spotdodged or shieldgrabbed from...
-Landing Lag can be a free hit if you whiff.
Combos:
-Grounded Dair into Upsmash
-Grounded Dair into Uair. (Higher %'s)
-Cargo Dthrow into Spike.
-Backthrow into Spike.
Strategy:
-Do this IMMEDIATELY from a ledgehop to kill a recovering opponent.
-Mess up with jugglers who are not expecting it.
-Can come right out of a Whiffed Bair on edgeguard and maybe kill.
-Do this right over the edge in hopes of catching someone planning to sweetspot it.
-fullhop this to punish someone shorthopping.
Description:
My favorite DK move, and in my opinion, also the best Spike in the entire game. This move has Huge donwards range, as long as the opponente is below you this will send them doooooooooooown. Though is pretty useless inside the stage with its multiple lags and stuff. Either way, use this move a bit, and nobody will want to edgeguard you.. or get below you in an way... If in the entire game there is any move that gets upset kills and turns the whole match around so easily.. Its this...its EVIL, its the AFRICA STOP! FEAR IT!AFRICA STOMP. Hitbox is all below DK. Go for the big finish. People love seeing DK stomp people into oblivion. Makes ya feel good. I'm guilty of pounding my chest afterwards. Also eating bananas. Hit em with the tip of DK's feet for more force and 16 damage. Non-sweetspot is 13 damage, and reduced force.!
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This Week's Move:
Spinning Kong
(update soon)
Please Discuss.