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Donkey Kong 
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Ive been zero-deathed by throw to giant punch before. A few times.

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Tue Oct 07, 2014 9:34 pm
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I like how DK was changed this demo. up-B is no longer impenetrable except for a very small group of moves, and it requires more work to get back to stage. The Punch nerf was a long way coming and is much appreciated. I still don't like how some of the chaingrabs against FF'ers are a bit EZ win, but I guess I'll have to live with it.

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Fri Nov 07, 2014 1:05 pm
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TheCodeSamurai wrote:
I like how DK was changed this demo. up-B is no longer impenetrable except for a very small group of moves, and it requires more work to get back to stage. The Punch nerf was a long way coming and is much appreciated. I still don't like how some of the chaingrabs against FF'ers are a bit EZ win, but I guess I'll have to live with it.

Considering jump->fthrow->giant punch is a combo on most characters, its good that it was toned down.

The up-b height reduction is also good, many times I've gone as low as Marth can go to recover to have DK follow me down there, up-b sweetspot me (I die) then he makes it back easily.

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Fri Nov 07, 2014 1:49 pm
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liking the new DK changes, he doesn't feel as cheap as he did last patch. Also i can consistently spike with fair now.

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Sun Nov 09, 2014 9:13 am
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I love how DK was changed. DK's recovery has really poor vertical height, and doesn't snap to ledge, so it's really really gimpable. It might even be too bad, but considering his combo and edgeguard game on a lot of the cast, it seems kind of fair.

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Sun Nov 09, 2014 9:34 am
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Jammy wrote:
I love how DK was changed. DK's recovery has really poor vertical height, and doesn't snap to ledge, so it's really really gimpable. It might even be too bad, but considering his combo and edgeguard game on a lot of the cast, it seems kind of fair.

These things alone make him amazing, but maybe his greatest asset is that his stage presence is second to none. I guess that sort of goes hand in hand with combo game, but it just seems that he has an advantage on smaller stages by simply being able to be all over you, yet he's very difficult to kill on larger stages like ToS because he lives forever. I think he needs a speed nerf. It would make his edgeguard game more reasonable because he wouldn't be so easily able to get to the right spot in time. You can't make any mistakes against the guy right now.

Also, I was exploring the Fox MU while SS was busy gimping my soul with DK, and I noticed that spinning kong beats out a fire fox from below. What is with that? I got killed so many times from that. I know the priority isn't 100%, so I'll just chalk it up to that.

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Last edited by sparty88 on Tue Nov 25, 2014 6:04 pm, edited 1 time in total.



Tue Nov 25, 2014 5:41 pm
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>Spinning Kong armour

At least he can't follow down as low as your character can go, spinning kong kill, then recover because he can.

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Tue Nov 25, 2014 5:49 pm
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Giga punch really needs more lag than it has right now. As soon as he throws that thing out he can basically do whatever almost immediately afterwards, and thats really not needed for a move that kills so early and has super armor.

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Tue Dec 02, 2014 2:59 pm
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Does he really need another nerf? He's really not great anymore, and I don't see how it's spammable or a threat: startup lag is what makes a kill move good or bad, not ending lag.

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Tue Dec 02, 2014 9:01 pm
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TheCodeSamurai wrote:
Does he really need another nerf? He's really not great anymore, and I don't see how it's spammable or a threat: startup lag is what makes a kill move good or bad, not ending lag.


bruh you just got yourself into a contridiction. Whats wrong with a nerf that clearly doesnt matter that much according to you.

And trust me DK is still a very real threat.

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Tue Dec 02, 2014 9:04 pm
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What I mean is that nerfing a character that's not that great this patch just for kicks on a move that doesn't need it seems weird.

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Tue Dec 02, 2014 9:06 pm
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The move is cheap as hell tho once you get the charge on. And DK is still pretty freagin great.

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Wed Dec 03, 2014 8:38 am

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The problem is more with the Super Armor lasting the entire length of the animation. The super-armor should end, when the hit-box ends. Throwing out the charge version as no risk if it whiff, as DK can immediately use a defensive option.

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Wed Dec 03, 2014 10:23 am
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Probably shouldnt have the armor the first few frames either.

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Wed Dec 03, 2014 11:01 am
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I think DK already has a difficult time defending, so making a frame-perfect combo isn't exactly impossible. Additionally, using charged Giant Punch as a defensive measure has a significant disadvantage of losing your charge, so it isn't exactly spammable or always a good idea.

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Wed Dec 03, 2014 1:16 pm
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