Donkey Kong (SSBU)/Neutral special
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Hitboxes
Not fully charged
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.
Fully charged
Landing any hitbox other than the ID 3 one produces a Special Zoom.
Differences for Kirby's Copy Ability
- 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.
- Both versions have shorter animations in the air, with the uncharged version not being interruptible at all, allowing Kirby to start moving in the air earlier without having to cancel the move.
Timing
Not fully charged
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 | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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Lower arm |
Fully charged
Super armor (grounded) | 9-20 |
---|---|
Super armor (aerial) | 15-20 |
Hitbox | 19-20 |
Interruptible | 48 |
Animation length | 75 |
Attack | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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Grounded | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Aerial |
Lag time |
Hitbox |
Vulnerable |
Intangible |
Armour |
Interruptible |
Parameters
Move
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)
Duration | 35 frames |
---|---|
Slowdown magnitude | 2 |
Zoom rate | 4 |
Time before zoom | 3 frames |
Background duration (non-1v1) | 22 frames |
|