Donkey Kong (SSBM)/Dash attack
Overview[edit]
Donkey Kong rushes forward before skidding to a halt, hands astray and delivering a somewhat clumsy kick. The move’s middling frame data, horrendous hitbox properties, and lack of combo potential causes the attack see very little use in competitive play. While the move is disjointed and can catch an opposing character off guard, other options such as his up throw and his down tilt are far more consistent in providing utility throughout a game-to-game basis, with the former being a staple in initiating combos and the latter being a serviceable poking tool. Donkey Kong's dash attack having awful parameters and lacking usage extends to this move being considered his worst move overall, and by extension, one of the worst moves in all of Melee.
Hitboxes[edit]
Timing[edit]
Clean hit | 9-12 |
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Late hit | 13-20 |
Boost grab window | 2-4 |
Animation length | 54 |
Hitboxes | ![]() |
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Boost grab | ![]() |
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![]() Lag time |
![]() Hitbox |
![]() ![]() Hitbox change |
![]() Continuable |
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