Donkey Kong (SSBU)/Final Smash
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This article is about the hitbox visualization in
Super Smash Bros. Ultimate
. For the move itself, see
Jungle Rush
.
Hitbox visualization showing the start of Donkey Kong's
Final Smash
,
Jungle Rush
.
Hitbox visualization showing Donkey Kong's
Final Smash
,
Jungle Rush
.
Contents
1
Overview
2
Hitboxes
3
Timing
3.1
Detection
3.2
Hit
Overview
[
edit
]
Hitboxes
[
edit
]
ID
Part
Rehit rate
Damage
SD
Angle
Angle type
BK
KS
FKV
Set weight
Radius
Bone
Offset
H×
SDI×
T%
Clang
Rebound
Effect
Type
G
A
Sound
Direct
Hit bits
Hit part
Blockable
Reflectable
Absorbable
Flinchless
No GFX
Heedless
Detection
0
0
0
12.0%
0
Standard
0
0
0
13.0
top
0.0
10.0
8.0 to 28.0
5.0×
1.0×
0%
Punch
No floor
All
Hits 1-18
0
0
0
1.2%
0
Forward
0
100
40
8.5
top
0.0
2.8
47.0
0.4×
1.0×
0%
Punch
No floor
All
1
0
0
1.2%
0
Forward
0
100
40
8.5
top
0.0
2.8
30.0
0.4×
1.0×
0%
Punch
No floor
All
2
0
0
1.2%
0
Forward
0
100
40
8.5
top
0.0
17.3
47.0
0.4×
1.0×
0%
Punch
No floor
All
3
0
0
1.2%
0
Forward
0
100
40
8.5
top
0.0
17.3
30.0
0.4×
1.0×
0%
Punch
No floor
All
4
0
0
1.2%
0
Forward
40
80
0
15.0
top
0.0
10.0
8.0
0.4×
1.0×
0%
Punch
No floor
All
Hits 19-31
0
0
0
1.1%
0
Forward
0
100
40
8.5
top
0.0
2.8
47.0
0.4×
1.0×
0%
Punch
No floor
All
1
0
0
1.1%
0
Forward
0
100
40
8.5
top
0.0
2.8
30.0
0.4×
1.0×
0%
Punch
No floor
All
2
0
0
1.1%
0
Forward
0
100
40
8.5
top
0.0
17.3
47.0
0.4×
1.0×
0%
Punch
No floor
All
3
0
0
1.1%
0
Forward
0
100
40
8.5
top
0.0
17.3
30.0
0.4×
1.0×
0%
Punch
No floor
All
4
0
0
1.1%
0