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Donkey Kong (SSBB)/Forward aerial

Hitbox visualization showing Donkey Kong's clean forward aerial.
Hitbox visualization showing Donkey Kong's late forward aerial.

OverviewEdit

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HitboxesEdit

ID Part Damage SD Angle BK KS FKV Radius Bone Offset SDIx T% Clang Rebound Type Effect G A Sound Direct
Early hit
0 0 16% 0   20 100 0 6.0 20 9.0 -2.0 1.0 1.0x 1.0x 0%               Punch  
1 0 16% 0   20 100 0 6.0 20 3.5 -4.0 3.0 1.0x 1.0x 0%               Punch  
2 0 16% 1   20 100 0 4.0 19 2.0 -5.0 3.0 1.0x 1.0x 0%               Punch  
3 0 16% 1   20 100 0 4.0 19 6.0 -5.0 3.0 1.0x 1.0x 0%               Punch  
Clean hit
0 0 16% 0   30 85 0 7.0 20 10.0 -2.0 1.0 1.0x 1.5x 0%               Kick  
1 0 16% 0   30 85 0 7.0 20 4.0 -4.0 3.0 1.0x 1.5x 0%               Kick  
2 0 16% 1   50 85 0 4.0 19 2.0 -5.0 3.0 1.0x 1.0x 0%               Punch  
3 0 16% 1   50 85 0 4.0 19 6.0 -5.0 3.0 1.0x 1.0x 0%               Punch  

TimingEdit

Early hit 25-26
Clean hit 27-29
Ending autocancel 85-
Animation length 59
Interruptible* 85
                                                                                                                     
                                                                                                                     

Landing lagEdit

Animation length 30
                                                           

TriviaEdit

  • The move should become interruptible on frame 60 but due to the late auto-cancel window, the move is programmed to not be interruptible until frame 85. Despite this, the move still has an FAF of 60 due to its animation length. The developers most likely intended the move to be auto-cancellable from frame 56 but due to a timing error, it cannot be auto-cancelled until frame 85. This auto-cancel window was carried over from Melee and would not be fixed until Ultimate version 2.0.0.
Legend (1 square = 1 frame)
 
Lag time
 
Hitbox
  
Hitbox change
 
Autocancel