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Donkey Kong (SSBU)/Forward tilt

Donkey Kong forward tilt hitbox visualizations
Hitbox visualization for Donkey Kong's upwards forward tilt
Hitbox visualization for Donkey Kong's forward tilt
Hitbox visualization for Donkey Kong's back aerial

OverviewEdit

DK's forward tilt can be considered one of his most important neutral tools. He does a quick backhanded swipe which can be angled up to anti-air more reliably or angled down to edgeguard (via 2-framing). It has amazing reach for how fast it is and has great priority due to DK's forearm being intangible during the attack. In terms of burst range, dash pivot forward tilt is DK's longest reaching attack. At mid percents it can set up tech chases and at high percents it can KO near the ledge.

Forward tilt does 1 extra damage and has slightly more knockback when angled up or down. However, due to an oversight it will also last 1 frame longer (FAF 35 → 36). No other move that can be angled has this behavior in Ultimate.

Ftilt is -19 on block and, as such, is risky to use it when close to the opponent. It is also prone to being whiff punished if overused.

One notable use of Ftilt is for shifting Donkey Kong's hurtbox backwards, causing spaced attacks to whiff against him. Frame 1 of Ftilt shifts DK so far back that Mario will whiff his grab from point blank range. Since DK's fastest escape option on the ground is frame 3 (spot dodge), Ftilt's frame 1 hurtbox shift is a valuable asset.

Update HistoryEdit

  6.0.0

  •   Forward tilt has much more knockback scaling (55 → 78), KOing at around 160% at the edge of Final Destination.

HitboxesEdit

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
Angled up
0 0 0 9.0% 0   Forward 50 78 0   5.5 arml 10.0 0.0 -0.4 1.0× 1.0× 0%               Punch   All All            
1 0 0 9.0% 0   Forward 50 78 0   5.0 arml 1.5 0.0 0.0 1.0× 1.0× 0%               Punch   All All            
2 0 0 9.0% 0   Forward 50 78 0   3.5 shoulderl -0.5 0.0 0.0 1.0× 1.0× 0%               Punch   All All            
Angled forward
0 0 0 8.0% 0   Forward 50 78 0   5.5 arml 10.0 0.0 -0.4 1.0× 1.0× 0%               Punch   All All            
1 0 0 8.0% 0   Forward 50 78 0   5.0 arml 1.5 0.0 0.0 1.0× 1.0× 0%               Punch   All All            
2 0 0 8.0% 0   Forward 50 78 0   3.5 shoulderl -0.5 0.0 0.0 1.0× 1.0× 0%               Punch   All All            
Angled down
0 0 0 9.0% 0   Forward 50 78 0   5.5 arml 10.0 0.0 -0.4 1.0× 1.0× 15%               Punch   All All            
1 0 0 9.0% 0   Forward 50 78 0   5.0 arml 1.5 0.0 0.0 1.0× 1.0× 15%               Punch   All All            
2 0 0 9.0% 0   Forward 50 78 0   3.5 shoulderl -0.5 0.0 0.0 1.0× 1.0× 15%               Punch   All All            

TimingEdit

Not angledEdit

Hitbox 7-9
Lower arm intangibility 6-9
Interruptible 35
Animation length 39
Hitboxes                                                                               
Lower arm                                                                               

AngledEdit

Hitbox 7-9
Lower arm intangibility 6-9
Interruptible 36
Animation length 40
Hitboxes                                                                                 
Lower arm                                                                                 
Legend (1 square = 1 frame)
 
Lag time
 
Hitbox
 
Vulnerable
 
Intangible
 
Interruptible