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! {{n64|A}} !! Jab | ! {{n64|A}} !! Jab | ||
| | | DK punches once, then uppercuts with his opposite hand to launch them a moderate distance upwards. This move won't see much use, as it's to slow for a jab grab. | ||
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! {{n64|Left|Control}}{{plus}}{{n64|A}}<br />{{n64|Right|Control}}{{plus}}{{n64|A}} !! Dash Attack | ! {{n64|Left|Control}}{{plus}}{{n64|A}}<br />{{n64|Right|Control}}{{plus}}{{n64|A}} !! Dash Attack | ||
| | | DK awkwardly kicks forward and stops. It's not an exageration to say this was intentionally designed as the worst move in ALL of Smash 64, because one; there's very high end-lag so opponents can punish easily, the knockback is very, very low, and, oddly for a dash attack, set knockback, it's completely immposible to use in combos under any circumstances, it does next to no sheild damage, and is completely unsafe if you somehow connect with it. Overall, NEVER use this move in any scenarios. EVER. | ||
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!colspan="3"| Tilts | !colspan="3"| Tilts |
Revision as of 20:23, 27 November 2015
Tactics
Since Donkey Kong can move while carrying opponents, a good tactic is to carry them off the edge and throw them at the last minute. Donkey Kong loses 1 point for suicide, but then regains it when the opponent dies, who loses a point too upon death but does not regain it. So, Donkey Kong nets 0 points, but his opponent nets -1.
A-attacks
B-attacks
Buttons | Attack | Explanation |
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+ | ||
+ |