Link to original post: [drupal=672]Balancing Donkey Kong[/drupal]
DK seeks to use his range advantage to simply continuously hit opponents who can't hit him.
DK struggles against characters utilizing disjointed hitboxes and
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-Bair has little risk for reward.
+Down-B, aerial side-B fairly useless.
-Increase bair ending lag.
+ Drastically increase knockback on aerial Side-B.
+ Some super armor on Down-B.
+ Slightly increase hold time on f-throw.
+ Very small super armor on dash animation.
DK faces as small aerial nerf similar to ROB, while enjoying a few gimmicky bonuses that make him a better character otherwise. He's already one of the most well-balanced characters, and also one of the most polarized in tersm of strengths and weaknesses. Being able to escape the Dedede infinite substantially benefits DK in the hypothetical new meta-game more than anything.
DK seeks to use his range advantage to simply continuously hit opponents who can't hit him.
DK struggles against characters utilizing disjointed hitboxes and
<!--break-->
-Bair has little risk for reward.
+Down-B, aerial side-B fairly useless.
-Increase bair ending lag.
+ Drastically increase knockback on aerial Side-B.
+ Some super armor on Down-B.
+ Slightly increase hold time on f-throw.
+ Very small super armor on dash animation.
DK faces as small aerial nerf similar to ROB, while enjoying a few gimmicky bonuses that make him a better character otherwise. He's already one of the most well-balanced characters, and also one of the most polarized in tersm of strengths and weaknesses. Being able to escape the Dedede infinite substantially benefits DK in the hypothetical new meta-game more than anything.