From SmashWiki, the Super Smash Bros. wiki
- This article is about the hitbox visualization in Super Smash Bros. Ultimate. For the move itself, see Spinning Kong.
Hitbox visualization showing Donkey Kong's grounded up special,
Spinning Kong.
Hitbox visualization showing Donkey Kong's aerial up special,
Spinning Kong.
Overview[edit]
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Hitboxes[edit]
Grounded[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
|
Hit 1
|
0 |
0 |
0 |
5.0% |
1.0 |
|
Standard |
0 |
30 |
90 |
|
6.0 |
armr |
6.5 |
-1.0 |
-1.0 |
1.0× |
1.0× |
0% |
|
|
|
|
|
|
Punch |
|
All |
All |
|
|
|
|
|
|
1 |
0 |
0 |
5.0% |
1.0 |
|
Standard |
0 |
30 |
90 |
|
5.0 |
armr |
0.0 |
-1.0 |
-1.0 |
1.0× |
1.0× |
0% |
|
|
|
|
|
|
Punch |
|
All |
All |
|
|
|
|
|
|
2 |
0 |
0 |
5.0% |
1.0 |
|
Standard |
0 |
30 |
90 |
|
4.0 |
shoulderr |
0.0 |
0.0 |
0.0 |
1.0× |
1.0× |
0% |
|
|
|
|
|
|
Punch |
|
All |
All |
|
|
|
|
|
|
3 |
0 |
0 |
5.0% |
1.0 |
|
Standard |
0 |
30 |
90 |
|
6.0 |
armr |
6.5 |
-1.0 |
-1.0 |
1.0× |
1.0× |
0% |
|
|
|
|
|
|
Punch |
|
All |
All |
|
|
|
|
|
|
4 |
0 |
0 |
5.0% |
1.0 |
|
Standard |
0 |
30 |
90 |
|
5.0 |
armr |
0.0 |
-1.0 |
-1.0 |
1.0× |
1.0× |
0% |
|
|
|
|
|
|
Punch |
|
All |
All |
|
|
|
|
|
|
5 |
0 |
0 |
5.0% |
1.0 |
|
Standard |
0 |
30 |
90 |
|
4.0 |
shoulderr |
0.0 |
0.0 |
0.0 |
1.0× |
1.0× |
0% |
|
|
|
|
|
|
Punch |
|
All |
All |
|
|
|
|
|
|
Hits 2, 4-6
|
0 |
0 |
0 |
1.4% |
0 |
|
Forward |
0 |
55 |
90 |
|
4.0 |
top |
0.0 |
7.0 to 12.0 |
25.0 |
0.8× |
1.0× |
0% |
|
|
|
|
|
|
Punch |
|
All |
All |
|
|
|
|
|
|
1 |
0 |
0 |
1.4% |
0 |
|
Forward |
0 |
100 |
65 |
|
5.0 |
top |
0.0 |
12.0 |
12.5 |
0.8× |
1.0× |
0% |
|
|
|
|
|
|
Punch |
|
All |
All |
|
|
|
|
|
|
2 |
0 |
0 |
3.5% |
0 |
|
Backward |
35 |
100 |
0 |
|
5.7 |
top |
0.0 |
13.5 |
-2.5 |
0.8× |
1.0× |
0% |
|
|
|
|
|
|
Punch |
|
All |
All |
|
|
|
|
|
|
Hit 3
|
0 |
0 |
0 |
1.4% |
0 |
|
Forward |
0 |
55 |
80 |
|
4.0 |
top |
0.0 |
7.0 to 12.0 |
25.0 |
0.8× |
1.0× |
0% |
|
|
|
|
|
|
Punch |
|
All |
All |
|
|
|
|
|
|
1 |
0 |
0 |
1.4% |
0 |
|
Forward |
0 |
100 |
65 |
|
5.0 |
top |
0.0 |
12.0 |
12.5 |
0.8× |
1.0× |
0% |
|
|
|
|
|
|
Punch |
|
All |
All |
|
|
|
|
|
|
2 |
0 |
0 |
3.5% |
0 |
|
Backward |
35 |
100 |
0 |
|
5.7 |
top |
0.0 |
13.5 |
-2.5 |
0.8× |
1.0× |
0% |
|
|
|
|
|
|
Punch |
|
All |
All |
|
|
|
|
|
|
Final hit
|
0 |
0 |
0 |
4.0% |
0 |
|
Standard |
60 |
157 |
0 |
|
8.0 |
top |
0.0 |
11.0 |
20.0 to -4.0 |
2.0× |
1.0× |
0% |
|
|
|
|
|
|
Punch |
|
All |
All |
|
|
|
|
|
|
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
|
Hit 1
|
0 |
0 |
0 |
5.0% |
1.0 |
|
Standard |
50 |
10 |
0 |
|
7.7 |
top |
0.0 |
12.0 |
-7.0 |
1.0× |
1.0× |
0% |
|
|
|
|
|
|
Punch |
|
All |
All |
|
|
|
|
|
|
1 |
0 |
0 |
5.0% |
1.0 |
|
Standard |
50 |
10 |
0 |
|
7.7 |
top |
0.0 |
12.0 |
4.0 |
1.0× |
1.0× |
0% |
|
|
|
|
|
|
Punch |
|
All |
All |
|
|
|
|
|
|
Hits 2-13
|
0 |
0 |
0 |
1.0% |
1.0 |
|
Standard |
55 |
20 |
0 |
|
5.0 |
arml |
6.0 |
0.0 |
0.0 |
1.0× |
1.0× |
0% |
|
|
|
|
|
|
Punch |
|
All |
All |
|
|
|
|
|
|
1 |
0 |
0 |
1.0% |
1.0 |
|
Standard |
55 |
20 |
0 |
|
5.0 |
armr |
6.0 |
0.0 |
0.0 |
1.0× |
1.0× |
0% |
|
|
|
|
|
|
Punch |
|
All |
All |
|
|
|
|
|
|
2 |
0 |
0 |
1.0% |
1.0 |
|
Standard |
55 |
20 |
0 |
|
3.7 |
arml |
-4.0 |
0.0 |
0.0 |
1.0× |
1.0× |
0% |
|
|
|
|
|
|
Punch |
|
All |
All |
|
|
|
|
|
|
3 |
0 |
0 |
1.0% |
1.0 |
|
Standard |
55 |
20 |
0 |
|
3.7 |
armr |
-4.0 |
0.0 |
0.0 |
1.0× |
1.0× |
0% |
|
|
|
|
|
|
Punch |
|
All |
All |
|
|
|
|
|
|
Final hit
|
0 |
0 |
0 |
2.0% |
1.0 |
|
Standard |
72 |
80 |
0 |
|
5.0 |
arml |
6.0 |
0.0 |
0.0 |
1.0× |
1.0× |
0% |
|
|
|
|
|
|
Punch |
|
All |
All |
|
|
|
|
|
|
1 |
0 |
0 |
2.0% |
1.0 |
|
Standard |
72 |
80 |
0 |
|
5.0 |
armr |
6.0 |
0.0 |
0.0 |
1.0× |
1.0× |
0% |
|
|
|
|
|
|
Punch |
|
All |
All |
|
|
|
|
|
|
2 |
0 |
0 |
2.0% |
1.0 |
|
Standard |
72 |
80 |
0 |
|
3.7 |
arml |
-4.0 |
0.0 |
0.0 |
1.0× |
1.0× |
0% |
|
|
|
|
|
|
Punch |
|
All |
All |
|
|
|
|
|
|
3 |
0 |
0 |
2.0% |
1.0 |
|
Standard |
72 |
80 |
0 |
|
3.7 |
armr |
-4.0 |
0.0 |
0.0 |
1.0× |
1.0× |
0% |
|
|
|
|
|
|
Punch |
|
All |
All |
|
|
|
|
|
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Grounded[edit]
Super armor
|
5-17
|
Lower arm intangible
|
19-24
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Hit 1
|
19
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Hits 2-6
|
25-27, 32-33, 40-42, 49-50, 55-58
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Final hit
|
62
|
Interruptible
|
105
|
Animation length
|
114
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The move enables ledge grabs from both sides starting on frame 14.
Lower arms intangible
|
10-38
|
Hit 1
|
4-6
|
Hits 2-7
|
10-12, 13-14, 15-17, 18-19, 20-21, 22-24
|
Hits 8-13
|
25-26, 27-29, 30-31, 32-33, 34-36, 37-38
|
Final hit
|
39-43
|
Animation length
|
70
|
Landing[edit]
Interruptible
|
39
|
Animation length
|
65
|
Parameters[edit]
If Donkey Kong lands from the aerial version before undergoing helplessness, he transitions to frame 63 of the grounded version.
Ground acceleration
|
0.034
|
Ground friction
|
0.015
|
Maximum ground speed
|
1.1
|
Ground friction after last hit
|
0.04
|
Initial vertical speed in midair
|
0.9
|
Air acceleration
|
0.05
|
Maximum air speed
|
1.7
|
Gravity multiplier
|
0.07
|
Helplessness landing lag
|
38 frames
|