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Donkey Kong (SSBM)/Forward aerial

Hitbox visualization showing Donkey Kong's forward aerial.
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OverviewEdit

DK slams downwards with both hands. It has two hitboxes, one which hits horizontally and one that meteor smashes, both with high knockback. A very slow aerial that has very little use in neutral, but can combo from his up throw and down aerial at high percents against some characters like Sheik and Marth, and will barely not combo against many other characters, such that their only escape option is to airdodge out. This makes it a common kill option against a lot of the cast.

HitboxesEdit

ID Part Damage SD Angle BK KS FKV Radius Bone Offset Clang Rebound Effect G A Sound
Clean hit
0 0 16% 0   20 100 0 7.0308 52 7.319844 0.0 0.0             Punch
1 0 16% 0   20 100 0 7.0308 30 7.319844 0.0 0.0             Punch
2 0 16% 1   20 100 0 3.1248 51 2.659986 0.0 0.0             Punch
3 0 16% 1   20 100 0 3.1248 29 2.659986 0.0 0.0             Punch
Late hit
0 0 16% 0   50 80 0 6.2496 52 7.319844 0.0 0.0             Kick
1 0 16% 0   50 80 0 6.2496 30 7.319844 0.0 0.0             Kick
2 0 16% 1   50 80 0 3.1248 51 2.659986 0.0 0.0             Kick
3 0 16% 1   50 80 0 3.1248 29 2.659986 0.0 0.0             Kick

TimingEdit

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

Landing lagEdit

Animation length 30
L-cancelled animation length 15
Normal                                                             
L-cancelled                                                             
Legend (1 square = 1 frame)
 
Lag time
 
Hitbox
  
Hitbox change

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 would not be fixed until Ultimate version 2.0.0.