I've been playing some DK and since this thread is kinda dead I decided to write this proposed changelist in the hopes of getting some discussion going. Most of the changes remove the "jankness" of his moves (checked all the pages to get a general idea of what was disliked/unfair/etc. + personal appreciation) while giving him some slight buffs to compensate for this and help alleviate some of his weaknesses (e.g. an awful shield). Changes marked with
(*) are the ones I deem less important/necessary.
I'd love some criticism/discussion and more ideas on how the changes could be made better.
Attributes(+) Better shield
(+) Dash distance increased and/or slightly faster dash
(+) Slightly lower crouch
(-) Air mobility decreased
Jab(+) Faster jab, connects better
(+) Second jab sends at a better angle
Tilts(-) U-tilt loses some lower hitboxes (i.e. can't hit a crouching sheik in front, can't hit a crouching jiggs behind)
-
(-) Slight reduction in KB growth (marginally better for comboing while stopping it from being a kill move until really high percents)
o Differentiate f-tilt and d-tilt angles slightly
(*)Dash attack(-) No armor on dash-attack (with priority hopefully fine-tuned in the next demo, it should still outprioritize some projectiles despite removing the armor)
(+) Make it roll out of platforms like in PM (at the cost of a slight damage reduction)
(*)Neutral B(-) No longer can fully charge giant punch with respawn invincibility (either charges slower or there's a global change that reduces respawn invincibility)
(-) Less mobility when performing it in the air (e.g. like Sheik needles)
(-) Even when fully charged winds up his fist for a brief time before hiting, akin to SSB64
-
(+) Can cancel this animation by pressing shield, allowing for mindgames and midair turning
(+) (Global change) Cancelling the move can't buffer an airdodge (prevents accidental SD's)
(-) Can't cancel the lag of the move nor the move with shield
(-) Superarmor in air removed/weakened/reduced in frames
(+) Add elbow sourspot (currently no hitbox there)
(*)BUGFIX: losing charge glitch
Up B(-) Armor removed/weakened or initial KB reduced (preferably the first one)
(+) First spin has more KB
(+) Grounded version is faster and shorter
(+) Air version slightly faster
-
(-) Side effect, gaining max height with mashing is a little harder
Down B(-) Can't turn around in midair with it
(+) Smash 4 aerial version
(*)(-) Two slaps minimum
(*)Side B(+) Knockdown if performed on aerial opponent
o Make animation fit the hitbox better
(+) More shield damage
(*)Grab and throws(+) Cargo throw has all 4 options
-
(-) Slightly worse follow ups on up/down throw as a compromise for more throw options
(*)Aesthetics- Idle arms
- Down smash and taunt feet (one foot in the back and one in the front [
http://www.ssbwiki.com/images/c/c3/Donk ... ntSSB4.jpg ] instead of both in the back)
- Walk (doesn't look as good as the rest of his animations)
- New jumpsquat and landing animations, similar to crouch (instead of being a frame of the idle animation)