Donkey Kong

Donkey Kong is a playable character in HDR: Soul Remix.

General

 * + Like all characters, Donkey Kong can now wavedash.
 * + Donkey Kong can now wall jump with a velocity of 1.25.
 * - Donkey Kong's weight is lower. (127 -> 121)
 * - Donkey Kong's initial dash speed is lower. (2.09 -> 1.88)
 * - Donkey Kong's run speed is lower. (1.873 -> 1.756)
 * Donkey Kong's traction is lower. (0.123 -> 0.106)
 * - Donkey Kong's air speed is slower. (1.208 -> 1.121)
 * Donkey Kong's fall speed is faster. (1.63 -> 2.26)
 * Donkey Kong’s fast fall speed is higher. (2.608 -> 2.94)
 * Donkey Kong's gravity is higher. (0.085 -> 0.1)
 * Donkey Kong's short hop is shorter. (17.3 -> 15.3)

Jab

 * + A hitbox has been added to the ground that jab locks. This hitbox is prioritized.
 * + During Jab 1, Donkey Kong's hand and arm hitboxes send at a higher angle.
 * + Jab 1 has less endlag.
 * + Jab 2 has less endlag.

Up tilt

 * + The hitbox on the hand has been enlarged.
 * + Base knockback is higher.
 * - Knockback growth is lower.
 * + Endlag is lower.

Down tilt

 * + Endlag is lower.

Neutral aerial

 * + The hitboxes for the hip and hands have been enlarged.
 * + Startup is shortened.
 * + Landing lag is lower.

Forward aerial

 * + Landing lag is lower.

Back aerial

 * + Landing lag is lower.

Up aerial

 * + Landing lag is lower.

Side special

 * Donkey Kong now stalls in the air during frames 1-24. This can only be done once before touching the ground again.
 * + Knockback in the air is higher.
 * - Shield damage is lower.

Up special

 * + The initial speed in the air is higher.

Down special

 * + Hand slap can now be jump canceled on hit.
 * - Hand slap deals less damage.
 * + A new technique, Barrel Pull, creates a barrel that Donkey Kong can throw by holding shield during startup.
 * Pulling barrels has a 15 second cooldown.
 * Up to 3 barrels can be on screen at a time.