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Donkey Kong (SSBU)/Neutral special

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Hitbox visualization for Donkey Kong's Giant Punch
Hitbox visualization showing Donkey Kong's uncharged neutral special.
Hitbox visualization for Donkey Kong's fully charged Giant Punch
Hitbox visualization showing Donkey Kong's fully charged neutral special.

HitboxesEdit

Not fully chargedEdit

The hitboxes' damage can increase up to 28% and 24% (respectively) depending on the move's charge. More specifically, their damage output is equal to base damage + 18 * (charge frames / 110), rounded down.

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
Grounded
0 0 0 10.0% 0   Standard 45 70 0   5.5 arml 8.0 0.0 0.0 1.0× 1.0× 0%               Punch   All All            
1 0 0 10.0% 0   Standard 45 70 0   4.0 arml -1.0 0.0 0.0 1.0× 1.0× 0%               Punch   All All            
2 0 0 10.0% 0   Standard 45 70 0   3.0 shoulderl -1.5 0.0 0.0 1.0× 1.0× 0%               Punch   All All            
Aerial
0 0 0 6.0% 0   Standard 60 65 0   5.5 arml 8.0 0.0 0.0 1.0× 1.0× 0%               Punch   All All            
1 0 0 6.0% 0   Standard 60 65 0   4.0 arml -1.0 0.0 0.0 1.0× 1.0× 0%               Punch   All All            
2 0 0 6.0% 0   Standard 60 65 0   3.0 shoulderl -1.5 0.0 0.0 1.0× 1.0× 0%               Punch   All All            

Fully chargedEdit

Landing any hitbox other than the ID 3 one produces a Special Zoom.

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
Grounded
0 0 0 28.0% 0   Standard 35 73 0   5.0 arml 8.0 0.0 0.0 1.0× 1.0× 0%               Kick   All All            
1 0 0 28.0% 0   Standard 35 73 0   6.5 arml -1.0 0.0 1.5 1.0× 1.0× 0%               Kick   All All            
2 0 0 28.0% 0   Standard 35 73 0   4.0 shoulderl -1.5 0.0 0.0 1.0× 1.0× 0%               Kick   All All            
3 0 0 18.0% 0   Standard 35 73 0   3.0 waist 1.0 0.0 0.0 1.0× 1.0× 0%               Kick   All All            
Aerial
0 0 0 25.0% 0   Standard 40 72 0   5.0 arml 8.0 0.0 0.0 1.0× 1.0× 0%               Kick   All All            
1 0 0 25.0% 0   Standard 40 72 0   6.5 arml -1.0 0.0 1.5 1.0× 1.0× 0%               Kick   All All            
2 0 0 25.0% 0   Standard 40 72 0   4.0 shoulderl -1.5 0.0 0.0 1.0× 1.0× 0%               Kick   All All            
3 0 0 25.0% 0   Standard 40 72 0   3.0 waist 1.0 0.0 0.0 1.0× 1.0× 0%               Kick   All All            

Differences for Kirby's Copy AbilityEdit

  •   The fully charged version's ID 1 hitbox has a smaller radius (6.5u → 5u).
  •   Both versions' ID 1 hitboxes have different offsets (X: -1u → 2u; Z (fully charged): 1.5u → 0u), better matching Kirby's proportions.

TimingEdit

Not fully chargedEdit

Charge-canceling the move incurs 4 frames of lag before the selected action.

Charges between 7-8
Lower arm intangible (from release) 11-27 (4-20)
Hitbox (from release) 26-27 (19-20)
Interruptible (from release) 70 (63)
Animation length (from release) 82 (75)
Hitboxes                                                                                                                                                                     
Lower arm                                                                                                                                                                     

Fully chargedEdit

Super armor (grounded) 9-20
Super armor (aerial) 15-20
Hitbox 19-20
Interruptible 48
Animation length 75
Attack                                                                                                                                                       
Grounded                                                                                                                                                       
Aerial                                                                                                                                                       
Legend (1 square = 1 frame)
 
Lag time
 
Hitbox
 
Vulnerable
 
Intangible
 
Armour
 
Interruptible

Differences for Kirby's Copy AbilityEdit

  •   Both the uncharged version from release and fully charged version have shorter animations (75 frames → 62), with the former not being interruptible at all, allowing Kirby to do airborne actions such as fast falling, grabbing ledges, or moving horizontally earlier without interrupting the move.

ParametersEdit

MoveEdit

Total charge time 110 frames (6.0.0 onward)
120 frames (before 6.0.0)
Maximum additional damage with charge 18%
Charge animation speedup per frame 0.009

Special Zoom (fully charged)Edit

Duration 35 frames
Slowdown magnitude 2
Zoom rate 4
Time before zoom 3 frames
Background duration (non-1v1) 22 frames