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Donkey Kong (SSB)/Neutral special

This article is about the hitbox visualization in Super Smash Bros.. For the move itself, see Giant Punch.
Donkey Kong's charging his Giant Punch.

OverviewEdit

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HitboxesEdit

UnchargedEdit

Note: +2% damage per arm swing (max 10)

ID Part Damage SD Angle BK KS FKV Radius Bone Offset Clang Effect G A Sound
Uncharged
0 0 14% 2   0 100 0 140 14 0 0 0           Punch
1 0 14% 2   0 100 0 170 14 290 0 0           Punch
Fully charged
0 0 36% 12   0 100 0 140 14 0 0 0           Kick
1 0 36% 12   0 100 0 170 14 290 0 0           Kick
2 0 36% 12   0 100 0 25 5 0 0 0           Kick

TimingEdit

Shield must be input in-between frames 8-18 to cancel the move. DK cannot release his Giant punch until he has fully wrapped his arm around. When released from the charge, the earliest a Giant Punch can come out is on frame 11 and the latest it can come out is on frame 22.

No chargeEdit

Charges between 7-8
Interruptible (with Z) 20
Hitboxes 29-31
Animation length 99
                                                                                                                                                                                                     

Max chargeEdit

Shield must be input in-between frames 8-12 to cancel the move.

Interruptible (with Z) 14
Hitboxes 23-30
Intangibility 23-24
Animation length 93
                                                                                                                                                                                         
                                                                                                                                                                                         
Legend (1 square = 1 frame)
 
Lag time
  
Charge interval
 
Hitbox
 
Interruptible