Donkey Kong (SSBU)/Up aerial
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Overview[edit]
Donkey Kong headbutts in an arc. With its combination of fast startup and low endlag, it remains a very strong move for Donkey Kong, and it can be used to juggle opponents at low percents, and outright kill them at higher percents.
Although the move can still combo from his forward throw, the changes made to the throw make it much harder to connect compared to Smash 4. This can be mostly mitigated if Donkey Kong uses cargo up throw shortly after landing on a platform.
Hitboxes[edit]
Timing[edit]
Attack[edit]
| Initial autocancel | 1-5 |
|---|---|
| Head intangible | 5-10 |
| Hitboxes | 6-10 |
| Ending autocancel | 26- |
| Interruptible | 38 |
| Animation length | 57 |
| Hitbox | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Head | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Autocancel |
Landing lag[edit]
| Interruptible | 16 |
|---|---|
| Animation length | 31 |
Lag time |
Hitbox |
Vulnerable |
Autocancel |
Intangible |
Interruptible |
|