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Donkey Kong (SSBM)/Up special

< Donkey Kong (SSBM)
Revision as of 05:16, September 21, 2022 by Mad4men (talk | contribs)
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This article is about the hitbox visualization in Super Smash Bros. Melee. For the move itself, see Spinning Kong.
Hitbox visualization showing Donkey Kong's grounded Spinning Kong.
Hitbox visualization showing Donkey Kong's aerial Spinning Kong.

OverviewEdit

Donkey Kong pull his elbow up, then quickly spins. Due to its initial invincibility frames and high speed, it is a common out of shield option, and a frame trap option after back aerial on shield. The first hit has a lot of base knockback and knockback growth, making it is a highly usable kill option that can be confirmed from DK's combos and tech chases. The following hits on the grounded version are quite weak, but hit fast enough that it is not always easy to punish on shield or on crouch cancel.

The aerial version is DK's primary recovery move. It travels a long distance horizontally, and, coupled with DK's high weight and fall speed, allows him to live a long time and recover high repeatedly. It also gives DK intangibility on his arms as long as the hitboxes are active, unlike the grounded version, making it somewhat difficult to interrupt. However, when recovering below the ledge, it is very vulnerable to disjointed attacks and has very poor vertical distance, which makes it easy to kill DK at low percents with spikes and even meteor smashes. As an offensive option, the first hit has somewhat strong knockback, making it an effective edgeguarding tool where DK can jump offstage to an opponents position, hit them with the first hit, then drift back to ledge.

HitboxesEdit

GroundEdit

ID Part Damage SD Angle BK KS FKV Radius Bone Offset Clang Rebound Effect G A Sound
Hit 1
0 0 12% 1   60 100 0 6.2496 29 6.65973 0.0 0.0             Punch
1 0 12% 1   60 100 0 6.2496 51 6.65973 0.0 0.0             Punch
Hits 2-3
0 0 8% 1   50 70 0 5.4684 29 6.65973 0.0 0.0             Punch
1 0 8% 1   50 70 0 5.4684 51 6.65973 0.0 0.0             Punch
2 0 8% 1   50 70 0 4.6872 7 3.33963 0.0 0.0             Punch
Hits 4-5
0 0 8% 1   10 90 0 4.2966 29 6.65973 0.0 0.0             Punch
1 0 8% 1   10 90 0 4.2966 51 6.65973 0.0 0.0             Punch
2 0 8% 1   10 90 0 2.3436 7 3.33963 0.0 0.0             Punch

AerialEdit

ID Part Damage SD Angle BK KS FKV Radius Bone Offset Clang Rebound Effect G A Sound
Hit 1
0 0 10% 1   40 80 0 6.2496 29 6.65973 0.0 0.0             Punch
1 0 10% 1   40 80 0 6.2496 51 6.65973 0.0 0.0             Punch
Hits 2-5
0 0 5% 1   20 70 0 5.4684 29 6.65973 0.0 0.0             Punch
1 0 5% 1   20 70 0 5.4684 51 6.65973 0.0 0.0             Punch
2 0 4% 1   20 70 0 4.2966 7 3.33963 0.0 0.0             Punch
Hits 6-8
0 0 2% 1   0 100 0 4.2966 29 6.65973 0.0 0.0             Punch
1 0 2% 1   0 100 0 4.2966 51 6.65973 0.0 0.0             Punch
2 0 2% 1   0 100 0 2.7342 7 3.33963 0.0 0.0             Punch

TimingEdit

GroundEdit

Intangibility 3-5
Hit 1 3-5
Hit 2-3 19-34 (Rehit: 8)
Hit 4-5 35-58 (Rehit: 8)
Animation length 84
Hitboxes                                                                                                                                                                         
Intangibility                                                                                                                                                                         

AirEdit

Intangibility 2-5
Hit 1 3-5
Arms Intangibility 11-42
Hits 2-5 11-42 (Rehit: 8)
Hits 6-8 43-66 (Rehit: 8)
Animation length 84
Hitboxes                                                                                                                                                                         
Body                                                                                                                                                                         
Arms                                                                                                                                                                         
Legend (1 square = 1 frame)
 
Lag time
 
Hitbox
 
Vulnerable
 
Intangible