Super Smash Bros Flash 2 Download Pc

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Madeline Rinkenberger

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Jul 16, 2024, 1:00:12 AM7/16/24
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Donkey Kong is a veteran starter character in Super Smash Flash 2. He was the last newcomer announced in the original teaser for the game, in which he used his sprites from DK: King of Swing. However, his appearance in the game has him using custom-made sprites which are based on his appearance in Super Smash Bros. Brawl and he once again retains his realistic-gorilla grunts as his voice clips which are ripped directly from the same game. His moveset is similar to his Super Smash Bros. for Nintendo 3DS and Wii U counterpart.

Donkey Kong is currently ranked 39th on the tier list, placing him in the D tier. Donkey Kong has amazing range on the majority of his attacks, highly damaging combos, an outstanding grab and throw game, good momentum canceling, and very powerful finishers in all of his smash attacks, forward aerial, back aerial, back throw, and Giant Punch. His main recovery tool, Spinning Kong, covers great horizontal distance, has high priority, and gives him super armor in the move's initial frames. Donkey Kong has a strong air game due to his good air mobility and strong aerials overall.

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However, his large size, heavy weight, and being a high faller make him arguably the most vulnerable character to combos and chain grabs in the game. He has difficulty dealing with projectiles due to a lack of his own, which limits his ability to approach camping characters. Additionally, Spinning Kong, in spite of its good horizontal distance, covers the lowest vertical distance in the game, which leaves him completely and utterly incapable of recovering if meteor smashed offstage, even at 0%.

The information is not outdated nor incomplete, although it can be rewritten for a more formal explanation and better clarity. It may require an expansion going further on missing details.

Donkey Kong certainly has his slew of positive attributes; he has good range in most of his attacks which are also fast, amazing combo ability and above average mobility. He posses strong finishers in all of his smash attacks, a sour spotted forward aerial, Giant Punch, back aerial, the initial hitbox of Spinning Kong and back throw.

Donkey Kong has great horizontal endurance due to his weight (being the heaviest character in the current demo) and good vertical endurance due to his high accelerated falling speed. His recovery, Spinning Kong, covers good horizontal distance and gives him knockback resistance in the move's initial frames.

His greatest advantage is his grab game; he possesses a large grab range and his throws serve a variety of purposes. Forward throw allows him to carry enemies off-stage, back throw serves as a high-percentage finisher near the ledge, up throw sets up juggling combos and can chain grab certain characters. Donkey Kong's down throw is also a good combo starter and good for setting up chain grabs.

However, Donkey Kong's size, weight and being a high faller leaves him vulnerable to juggling, combos, chain grabs and zero-to-death combos himself, as his stature makes it highly difficult to avoid combo starters.

His recovery covers little vertical distance, giving him extreme vulnerability to meteor smashes in general, and if used at the wrong time can result in a fatal edgeguard, as the move offers no protection after the initial frames have passed.

Donkey Kong lacks a projectile and a reliable way to deal with them; although he can deflect those close to the ground with Hand Slap, it is only a situational maneuver at best, and he is still helpless against projectiles with more volatile trajectories; these attributes make it hard for Donkey Kong players to escape pressure.

Due to his aforementioned lack of a projectile and his lack of disjointed hitboxes, Donkey Kong also has trouble approaching; although his short hopped neutral aerial can out-prioritize weaker attacks thrown at him while he is moving towards the foe, he can still be shut down by characters with greater range in their attacks. Also, due to his great range not being disjointed, each range attack is also an extension of his hurtbox which can leave him vulnerable if not properly spaced.

When first introduced in demo v0.8, Donkey Kong was seen as character with great potential. He was ranked 10th of C tier for the list of demo v0.8b. He dropped to 24 of what could be considered C tier in demo v0.9a. However, he rose to 15th of what of A tier where he is seen as a high tier character. Changes in the metagame for v0.9b, has led to Donkey Kong's position rising to 13th of A tier where he is still seen as a high tier character. However, after 1.0.3. Donkey Kong has shown better results that ultimately ranked him 6th of A tier on the second Beta tier list. In the current tier list, Donkey Kong is ranked as 19 of B.

Ah, Pk Flash! The supernova!!! Now, I've went back and forth on this move in Smash 4. After a lot of self debate, I have come to terms with the fact that this move has its matchups. Sometimes, its useless. It really is. But sometimes, it can be the correct option.

Basics: It travels more when you make it go behind you. It breaks shields off a short hop. It does. But there really isn't a lot of times where that will actually be useful. That's because you never be firing Pk Flash when your opponent is onstage with you. It is way too slow to do anything. When they are offstage, it becomes more useful. Now using Pk Flash for edgeguarding will give you about a 20% success rate if you're good with it. If your opponent has a brain, it will be hard to land. But if they don't, they'll get crushed at very low percents. So what is the best strategy. You have to keep it by the ledge. That is where everyone wants to be. Every character's recovery is supposed to take them to the ledge at least. The way to beat it is to recover low. Even then, they will still have the psychological effect of the move. "Damn, Pk Flash is coming." Even though it can be easy to dodge, no one will ever sleep on it because they know if it hits them, they die. Pk Flash can sneak below the ledge meaning you can potentially set it off before the ledge invincibility kicks in. If you can do this all the time, bless you. You must have the calculations of Jeff in your blood.

Ness and Lucas look at Pk Flash as a free 30% recovery with PSI magnet. They'll come to it every time because they want the health. So, bait them. Don't try to kill them with it. Use it to lure them in position for and aerial. Nair, Bair, and Uair are your best kill options while Fair may gimp the Ness in a ditto. Lucas would probably make it back.

UPDATE: This move also destroys Bayonetta. Bayonetta is a character who needs the whole stage to recover. Pk Flash's hitbox takes away a giant clump of the stage for her. Putting a giant deadzone out there can really screw up her recovery. Its actually really funny.

doing a short hop right before ever using PK flash is always a good idea, because when you hit someone with it while shielding, their shield is ALMOST broken. The reason it doesn't break shields is because it is only fully charged when it touches the ground, but when it hits the ground it can't be detonated anymore. Doing a short hop before using PK Flash makes sure that the move is fully charged while still hitting in the same area and will break shields leaving you to use another fully charged PK flash on your opponents for easy and high damage if not a FLASHY kill.

If you time it right, the Flash can scare people and mess up their recovery. Also, when an opponent has to grab the ledge, a well timed PK Flash can cover their roll, getup, getup attack, AND jump ledge options depending on where the Flash is. I love this move.

If custom moves are enabled, I recommend using Rising PK Flash (the second option). It's easier to actually hit with it as it has a larger hitbox and a more predictable path, and does almost as much damage as the main one. It's also very useful after an up-throw if the enemy is at higher percentages. They'll be launched upwards, and if they don't dodge in time, they'll be K.O'd by the attack.
PK freeze, on the other hand, is almost useless. It deals a lot less damage and knockback, and the freeze effect doesn't last nearly long enough for it to be useful. It's just as hard to control and hit with as the main PK flash and it has none of the power to back it up.

Same functionality, albeit slightly faster in this game. This move is good for mind games and edgeguarding, as predictable opponents can roll right into it, or try to air dodge and completely miss the ledge in result (this scenario has occurred a handful of times).

Essentially, Super Smash Flash is a flash version of Smash Bros. That's essentially it. Combos, character stats, etc, are all present. It's not as content filled as you'd guess, but it's very addictive and fast paced. The first flash game was pretty simple, and quite barebones, but gained enough of a following to warrant a sequel, and boy did the sequel improve on the first! It feels just as filled if not moreso than some official entries in the series imo.(looking at Smash 3ds and 64) The game has been in development for years, like since the time of Brawl years, but blogs keeping fans up to date with the development are constantly released, and demos of the beta are released as additions and tweaks are made.

Speaking of additions, the game adds a ton of newcomers to the fray, and of course sees many vets returning. Some of the newcomers that are included in the game include Chibi-Robo, Black Mage, Sora, Bomberman, and...GOKU, yeah if you were pissed Goku wasn't considered for the Sm4sh ballet, well, there ya go. (Still no Rayman though D,:) The game has many returning fan favorite stages as well as tons of new and original ones to also keep the game fresh.

Events, training, games, and online are all featured as well, though online is still being tweaked and fixed, though when the final version of the game goes up, that's supposed to be fixed completely. At the moment though, you could compare it to Brawls online...yeah.

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