Hitbox visualization showing Donkey Kong's up aerial.
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OverviewEdit

Donkey Kong does a quick headbutt above himself. DK's primary combo move due to its decent hitbox, very wide autocancel window, and convenient knockback scaling that allows it to be usable at a lot of percents against most of the cast. It is also a reliable kill option against midfallers like Sheik at percents when forward aerial won't combo. It's a useful air-to-air option in neutral, particularly as a tool to catch shorthops from characters like Sheik or Ganon who typically start their aerials as they fall.

HitboxesEdit

ID Part Damage SD Angle BK KS FKV Radius Bone Offset Clang Rebound Effect G A Sound
0 0 14% 0   32 90 0 7.812 44 0.0 0.0 0.0             Punch

TimingEdit

Initial autocancel 1-5
Hitboxes 6-8
Ending autocancel 13-
Interruptible 38
Animation length 44
                                                                                       
                                                                                       

Landing lagEdit

Animation length 25
L-cancelled animation length 12
Normal                                                   
L-cancelled                                                   
Legend (1 square = 1 frame)
 
Lag time
 
Hitbox
 
Autocancel
 
Interruptible