Donkey Kong (SSB4)/Up smash: Difference between revisions
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{{ArticleIcons|ssb4=y}} | {{ArticleIcons|ssb4=y}} | ||
[[File:Donkey_Kong_Upsmash_SSB4.gif|thumb|Donkey Kong up smash visualization. Intangibility is displayed with disappearing [[hurtbox]]es. 10 FPS.]] | |||
==Overview== | |||
{{competitive expertise}} | {{competitive expertise}} | ||
An overhead clap. A rather slow move overall, with 34 frames of endlag. Unlike other up smashes of similar design, it does not scoop opponents into the main hitbox, making it somewhat problematic to land if the opponent is not airborne or incredibly close to DK. It is effective if used beneath a [[platform]] or as a low [[percent]] [[combo]] after an [[up throw]]. [[KO]]s at approximately 102% and 63% fully charged. At max [[rage]], it is slightly more powerful than his [[Brawl]] up smash. Donkey Kong's head and arms are intangible while the hitboxes are out. | |||
==Hitboxes== | ==Hitboxes== | ||
{{SSB4HitboxTableHeader}} | {{SSB4HitboxTableHeader}} | ||
{{SSB4HitboxTableRow | {{SSB4HitboxTableRow | ||
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|} | |} | ||
==Timing== | |||
{|class="wikitable" | |||
!Charges between | |||
|6-7 | |||
|- | |||
!Hitboxes | |||
|14-15 | |||
|- | |||
!Arm and head intangible | |||
|12-15 | |||
|- | |||
!Interruptible | |||
|50 | |||
|- | |||
!Animation length | |||
|54 | |||
|} | |||
{{FrameStripStart}} | |||
|Hitboxes {{FrameStrip|t=Lag|c=6|e=LagChargeS}}{{FrameStrip|t=Lag|c=7|s=LagChargeE}}{{FrameStrip|t=Hitbox|c=2}}{{FrameStrip|t=Lag|c=34}}{{FrameStrip|t=Interruptible|c=4}} | |||
|- | |||
|Intangibility {{FrameStrip|t=Vulnerable|c=11}}{{FrameStrip|t=Intangible|c=4}}{{FrameStrip|t=Vulnerable|c=38}} | |||
{{FrameStripEnd}} | |||
{{FrameIconLegend|lag=y|charge=y|hitbox=y|vulnerable=y|intangible=y|interruptible=y}} | |||
{{MvSubNavDonkeyKong|g=SSB4}} | {{MvSubNavDonkeyKong|g=SSB4}} | ||
[[Category:Donkey Kong (SSB4)]] | [[Category:Donkey Kong (SSB4)]] | ||
[[Category:Up smashes (SSB4)]] | [[Category:Up smashes (SSB4)]] |
Revision as of 23:06, July 17, 2017
Overview
An overhead clap. A rather slow move overall, with 34 frames of endlag. Unlike other up smashes of similar design, it does not scoop opponents into the main hitbox, making it somewhat problematic to land if the opponent is not airborne or incredibly close to DK. It is effective if used beneath a platform or as a low percent combo after an up throw. KOs at approximately 102% and 63% fully charged. At max rage, it is slightly more powerful than his Brawl up smash. Donkey Kong's head and arms are intangible while the hitboxes are out.
Hitboxes
Timing
Charges between | 6-7 |
---|---|
Hitboxes | 14-15 |
Arm and head intangible | 12-15 |
Interruptible | 50 |
Animation length | 54 |
Hitboxes | |||||||||||||||||||||||||||||||||||||||||||||||||||||
Intangibility |
Lag time |
Charge interval |
Hitbox |
Vulnerable |
Intangible |
Interruptible |
|