SSBU Icon.png

Donkey Kong (SSBU)/Down tilt: Difference between revisions

From SmashWiki, the Super Smash Bros. wiki
Jump to navigationJump to search
(New Page: {{ArticleIcons|ssbu=y}} 400px|thumb|right|Hitbox visualization showing Donkey Kong's down tilt. ==Hitboxes== {{UltimateHitboxTableHeader}} {{UltimateHi...)
 
m (Text replacement - "|thumb|right" to "|thumb")
 
(8 intermediate revisions by 5 users not shown)
Line 1: Line 1:
{{ArticleIcons|ssbu=y}}
{{ArticleIcons|ssbu=y}}
[[File:DonkeyKongDTiltSSBU.gif|400px|thumb|right|Hitbox visualization showing Donkey Kong's down tilt.]]
[[File:DonkeyKongDTiltSSBU.gif|400px|thumb|Hitbox visualization showing Donkey Kong's down tilt.]]
{{competitive expertise}}
==Overview==
==Update History==
'''{{GameIcon|ssbu}} {{SSBU|13.0.1}}'''
*{{buff|Down tilt has 5 additional frames of hitstun on all hitboxes.}}
 
==Hitboxes==
==Hitboxes==
{{UltimateHitboxTableHeader}}
{{UltimateHitboxTableHeader}}
! Hitstun
{{UltimateHitboxTableRow
{{UltimateHitboxTableRow
|id=0
|id=0
Line 18: Line 24:
|zpos=0.0
|zpos=0.0
|type=Hand
|type=Hand
|sdi=1.0
|trip=40
|ff=1.0
|trip=0.4
|g=1
|a=1
|sfx=Punch
|sfx=Punch
|slvl=M
|slvl=M
}}
}}
|'''+5''' frames
{{UltimateHitboxTableRow
{{UltimateHitboxTableRow
|id=1
|id=1
Line 40: Line 43:
|zpos=0.0
|zpos=0.0
|type=Hand
|type=Hand
|sdi=1.0
|trip=40
|ff=1.0
|trip=0.4
|g=1
|a=1
|sfx=Punch
|sfx=Punch
|slvl=M
|slvl=M
}}
}}
|'''+5''' frames
{{UltimateHitboxTableRow
{{UltimateHitboxTableRow
|id=2
|id=2
Line 57: Line 57:
|fkv=0
|fkv=0
|r=5.5
|r=5.5
|bn=shoulderl
|bn=arml
|xpos=8.5
|xpos=8.5
|ypos=0.0
|ypos=0.0
|zpos=0.0
|zpos=0.0
|type=Hand
|type=Hand
|sdi=1.0
|trip=40
|ff=1.0
|trip=0.4
|g=1
|a=1
|sfx=Punch
|sfx=Punch
|slvl=M
|slvl=M
}}
}}
|'''+5''' frames
|}
|}
==Timing==
==Timing==
{|class="wikitable"
{|class="wikitable"
Line 76: Line 74:
|6-7
|6-7
|-
|-
!Intangibility*
!Arm intangibility
|5-7
|5-7
|-
|-
Line 86: Line 84:
|}
|}
{{FrameStripStart}}
{{FrameStripStart}}
{{FrameStrip|t=Lag|c=5}}{{FrameStrip|t=Hitbox|c=2}}{{FrameStrip|t=Lag|c=17}}{{FrameStrip|t=Interruptible|c=7}}
!Hitboxes {{FrameStrip|t=Lag|c=5}}{{FrameStrip|t=Hitbox|c=2}}{{FrameStrip|t=Lag|c=17}}{{FrameStrip|t=Interruptible|c=7}}
|-
|-
{{FrameStrip|t=Vulnerable|c=4}}{{FrameStrip|t=Intangible|c=3}}{{FrameStrip|t=Vulnerable|c=24}}
!Arm {{FrameStrip|t=Vulnerable|c=4}}{{FrameStrip|t=Intangible|c=3}}{{FrameStrip|t=Vulnerable|c=24}}
{{FrameStripEnd}}
{{FrameStripEnd}}
{{FrameIconLegend|lag=y|hitbox=y|interruptible=y|vulnerable=y|intangible=y}}
{{FrameIconLegend|lag=y|hitbox=y|interruptible=y|vulnerable=y|intangible=y}}
<nowiki>*</nowiki>Intangibility occurs on attacking arm only.
 
==Trivia==
*This is Donkey Kong's only tilt to grant full intangibility to his attacking arm. By comparison, {{mvsub|Donkey Kong|SSBU|forward tilt}} and {{mvsub|Donkey Kong|SSBU|up tilt}} only grant intangibility to his lower arm, despite his upper arm also having hitboxes.


{{MvSubNavDonkeyKong|g=SSBU}}
{{MvSubNavDonkeyKong|g=SSBU}}

Latest revision as of 10:12, April 12, 2023

Hitbox visualization for Donkey Kong's down tilt
Hitbox visualization showing Donkey Kong's down tilt.
Competitive.png This article or section may require competitive expertise.
You can discuss this issue on the talk page or edit this page to improve it.

Overview[edit]

Update History[edit]

Super Smash Bros. Ultimate 13.0.1

  • Buff Down tilt has 5 additional frames of hitstun on all hitboxes.

Hitboxes[edit]

ID Part Rehit rate Damage SD Angle Angle type BK KS FKV Set weight Radius Bone Offset SDI× T% Clang Rebound Effect Type G A Sound Direct Hit bits Hit part Blockable Reflectable Absorbable Flinchless No GFX Heedless Hitstun
0 0 0 6.0% 0 Sakurai angle Standard 10 80 0 HitboxTableIcon(False).png 4.4 shoulderl 2.3 0.0 0.0 1.0× 1.0× 40% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png EffectIcon(Normal).png TypeIcon(Hand).png HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png M Punch SpecialsDirect.png All All HitboxTableIcon(Blockable).png HitboxTableIcon(Unreflectable).png HitboxTableIcon(Unabsorbable).png HitboxTableIcon(False).png HitboxTableIcon(False).png HitboxTableIcon(False).png +5 frames
1 0 0 6.0% 0 Sakurai angle Standard 10 80 0 HitboxTableIcon(False).png 4.4 arml 1.0 0.0 0.0 1.0× 1.0× 40% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png EffectIcon(Normal).png TypeIcon(Hand).png HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png M Punch SpecialsDirect.png All All HitboxTableIcon(Blockable).png HitboxTableIcon(Unreflectable).png HitboxTableIcon(Unabsorbable).png HitboxTableIcon(False).png HitboxTableIcon(False).png HitboxTableIcon(False).png +5 frames
2 0 0 6.0% 0 Sakurai angle Standard 10 80 0 HitboxTableIcon(False).png 5.5 arml 8.5 0.0 0.0 1.0× 1.0× 40% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png EffectIcon(Normal).png TypeIcon(Hand).png HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png M Punch SpecialsDirect.png All All HitboxTableIcon(Blockable).png HitboxTableIcon(Unreflectable).png HitboxTableIcon(Unabsorbable).png HitboxTableIcon(False).png HitboxTableIcon(False).png HitboxTableIcon(False).png +5 frames

Timing[edit]

Hitbox 6-7
Arm intangibility 5-7
Interruptible 25
Animation length 31
Hitboxes  FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png
Arm  FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Intangible).png FrameIcon(Intangible).png FrameIcon(Intangible).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png
Legend (1 square = 1 frame)
FrameIcon(Lag).png
Lag time
FrameIcon(Hitbox).png
Hitbox
FrameIcon(Vulnerable).png
Vulnerable
FrameIcon(Intangible).png
Intangible
FrameIcon(Interruptible).png
Interruptible

Trivia[edit]

  • This is Donkey Kong's only tilt to grant full intangibility to his attacking arm. By comparison, forward tilt and up tilt only grant intangibility to his lower arm, despite his upper arm also having hitboxes.