Discussion complete:
Dealing with 's Kong Cyclone
Overview
Donkey Kong's 2nd custom Uspecial, "Kong Cyclone", is definitely the kind of move you don't want to fight blind. With huge hitboxes, super armor, killing potential,
and a massive windbox, this move trashes most incorrect attempts at challenging it while also making DK much more difficult to edgeguard.
However once you understand how the move works, it becomes a much different beast; make no mistake, Kong Cyclone is still a good move - it's just
not broken good, and there is significant counterplay to it.
From our discussion, the most important thing to do when against a DK using Kong Cylone is not challenge it directly (unless you have a command grab!), shield if you're on the ground (windboxes don't affect shielding opponents!), and time your airdodge (or aerial, if you're feeling risky) correctly if you're caught by it.
There are also a few other basics to keep in mind:
- Don't let DK go to Battlefield (or Lylat, if you can help it), because then he can ledge-cancel the Kong Cylone to have extremely minimal end-lag. Halberd and Delphino are more stages to strike/ban if you can, as they allow him to Shark with the move
- Watch out for the fact that this move autocancels; you have to punish before he hits the ground unless he's fairly high up!
Dealing with the Strategy
Frame Data of the move (from
DK Frame Data Smash 4)
Windbox |
Active Hitbox |
Invincibility Frames | Super Armor Frames | Total Frames
Move | Active Frames | Total Frames | Free Fall Lag | Ledge Grabs | Effective Shieldstun | Notes
Kong Cyclone |
19
,
20-46?
,
49
|
71
| | | 1, 1 |
20-45
Kong Cyclone (Air) |
3-6
,
15-39?
,
41?
|
67?
| 40? | 23+? | 1, xx, xx |
3-6
...
15-35
... Transitions to the ground version if you land early
Note: @
DKwill has claimed that there is
Invincibility on the first hitbox, so watch out for that as well
- General Information
- DK must to either autocancel or ledge cancel the move
- The highest I was ever able to get KC to autocancel from in my tests was slightly lower than DK's standing height (around where his mouth normally is, judging visually)
- (You can test yourself easily; grab XX3X DK, go to Battlefield, stand under one of the low platforms, and Short Hop. From the top of the Short Hop it won't Autocancel, while from just under this height it will)
- Kong Cyclone can ledge-cancel on any ledge
- If DK does not successfully do one of these, he will have massive endlag
- Kong Cyclone always rises the same distance vertically (mashing seems to have no effect)
- As such, as long as you know the vertical distance it travels you know...
- If the opponent mis-used the move, and will be open for punishment or
- Where the opponent is forced to go to ledge/autocancel the move (Which will most often be above you, which is a bad position for them to be in)
- Options to use while Grounded
- Shield is your best option
- Windboxes do not affect shielding characters, and the move deals very little shield damage.
- Make sure you don't get read though, as DK has some good anti-shielding tools (Headbutt, Ground Pound, etc)
- Well-timed projectiles will stuff this attack, you just have to hit while there's no SuperArmor
- Grabs work as well
- If you're on a platform or something, you can simply grab him out of the move between his hitboxes
- Command grabs work just as well; see the "Further Strategies" section for more info
- Options to use while Airborne
- Pay attention to the move, and time your airdodge
- Avoiding the last hit of the move isn't as difficult as it seems, but you must know the timing for it
- Use a Multi-Hit aerial
- If you simply throw out a Multi-Hit aerial (such as ///'s Uair, ///'s Fair, etc), you can easily catch the non-armored parts of the attack. You still have to time the move, but the window is significantly more lenient.
- The timing to hit him is directly after the first hit, or directly before the 2nd
- Command Grabs still beat this move, and often work incredibly well for suicide-killing. See the "Further Strategies" section for more info
Further Strategies
- If you have an aerial command grab, using it almost auto-counters this technique
- Flame Choke, Bite, Nosferatu (Suicide-kills offstage)
- Jumping Inhale (Windbox from Kong Cylcone + jump carries them way offstage; can kill or suicide kill)
- Confusion beats it, and leaves Mew2 at an advantage. 's Egg Lay and Egg Launch do the same
- Monkey Flip, / Uspecials, grab-based Sspecials, etc
Video References
Reference: Full Discussion
Current Discussion Topics:
- 's Thunder Wave and Followups
- While I was writing up the report of Pikachu's Infinite, I decided to refocus the topic and continue discussion.
- Thunder Wave -> Meteor Quick Attack really isn't the important portion of this: Thunder Wave -> Heavy Skull Bash is
- Also, Thunder Wave does not actually (seem to) have to be connected from point-blank range to initiate this; Thunder Wave appears to retain the full stun time as long as the aerial version hits, so Pikachu can initiate this much more safely by double jumping then using it (yes I'm aware this is a terrible idea, but Pika can QA out of any obvious punish attempts, and lands at the same time the TW hits)
- 's Hammer Spin Dash
- I know little about this move, except that it's intangible (?) on the way up and grounds/meteors on the way down, while doing less damage. I'll look into it more, though
Also, looking at characters as a whole (global options against them, strengths/weaknesses, etc) in this thread is still under consideration; please let me know if that's the direction you'd like this thread to take, or if you're against that.