Hitbox visualization showing Donkey Kong's up smash.

OverviewEdit

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.

Update historyEdit

  1.1.0

  •   Up smash's hitbox size radius increased: 7.5u/6u → 8.8u/7u.

HitboxesEdit

ID Part Damage SD Angle BK KS FKV Radius Bone Offset SDIx T% Clang Rebound Type Effect G A Sound Direct
0 0 18% 4   30 83 0 8.8 0 0.0 26.0 0.0 1.0x 1.0x 0%               Punch  
1 0 18% 4   30 83 0 7.0 0 0.0 20.0 3.5 1.0x 1.0x 0%               Punch  

TimingEdit

Charges between 6-7
Hitboxes 14-15
Arm and head intangible 12-15
Interruptible 50
Animation length 59
Hitboxes                                                                                                                       
Intangibility                                                                                                                       
Legend (1 square = 1 frame)
 
Lag time
  
Charge interval
 
Hitbox
 
Vulnerable
 
Intangible
 
Interruptible