From SmashWiki, the Super Smash Bros. wiki
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| {{ArticleIcons|ssbu=y}} | | {{ArticleIcons|ssbu=y}} |
| | {{disambig2|the hitbox visualization in ''Super Smash Bros. Ultimate''|the move itself|Spinning Kong}} |
| [[File:DonkeyKongSpinningKongGroundedSSBU.gif|400px|thumb|right|Hitbox visualization showing Donkey Kong's grounded up special, [[Spinning Kong]].]] | | [[File:DonkeyKongSpinningKongGroundedSSBU.gif|400px|thumb|right|Hitbox visualization showing Donkey Kong's grounded up special, [[Spinning Kong]].]] |
| [[File:DonkeyKongSpinningKongAerialSSBU.gif|400px|thumb|right|Hitbox visualization showing Donkey Kong's aerial up special, [[Spinning Kong]].]] | | [[File:DonkeyKongSpinningKongAerialSSBU.gif|400px|thumb|right|Hitbox visualization showing Donkey Kong's aerial up special, [[Spinning Kong]].]] |
Revision as of 21:27, November 21, 2021
- This article is about the hitbox visualization in Super Smash Bros. Ultimate. For the move itself, see Spinning Kong.
Hitbox visualization showing Donkey Kong's grounded up special,
Spinning Kong.
Hitbox visualization showing Donkey Kong's aerial up special,
Spinning Kong.
Overview
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Hitboxes
Grounded
ID |
Part |
Rehit rate |
Damage |
SD |
Angle |
Angle type |
BK |
KS |
FKV |
Set weight |
Radius |
Bone |
Offset |
H× |
SDI× |
T% |
Clang |
Rebound |
Effect |
Type |
G |
A |
Sound |
Direct |
Hit bits |
Hit part |
Blockable |
Reflectable |
Absorbable |
Flinchless |
No GFX |
Heedless
|
Hit 1
|
0 |
0 |
0 |
5.0% |
1.0 |
|
Standard |
0 |
30 |
90 |
|
6.0 |
armr |
6.5 |
-1.0 |
-1.0 |
1.0× |
1.0× |
0% |
|
|
|
|
|
|
Punch |
|
All |
All |
|
|
|
|
|
|
1 |
0 |
0 |
5.0% |
1.0 |
|
Standard |
0 |
30 |
90 |
|
5.0 |
armr |
0.0 |
-1.0 |
-1.0 |
1.0× |
1.0× |
0% |
|
|
|
|
|
|
Punch |
|
All |
All |
|
|
|
|
|
|
2 |
0 |
0 |
5.0% |
1.0 |
|
Standard |
0 |
30 |
90 |
|
4.0 |
shoulderr |
6.5 |
-1.0 |
-1.0 |
1.0× |
1.0× |
0% |
|
|
|
|
|
|
Punch |
|
All |
All |
|
|
|
|
|
|
3 |
0 |
0 |
5.0% |
1.0 |
|
Standard |
0 |
30 |
90 |
|
6.0 |
armr |
6.5 |
-1.0 |
-1.0 |
1.0× |
1.0× |
0% |
|
|
|
|
|
|
Punch |
|
All |
All |
|
|
|
|
|
|
4 |
0 |
0 |
5.0% |
1.0 |
|
Standard |
0 |
30 |
90 |
|
5.0 |
armr |
0.0 |
-1.0 |
-1.0 |
1.0× |
1.0× |
0% |
|
|
|
|
|
|
Punch |
|
All |
All |
|
|
|
|
|
|
5 |
0 |
0 |
5.0% |
1.0 |
|
Standard |
0 |
30 |
90 |
|
4.0 |
shoulderr |
6.5 |
-1.0 |
-1.0 |
1.0× |
1.0× |
0% |
|
|
|
|
|
|
Punch |
|
All |
All |
|
|
|
|
|
|
Hits 2, 4-6
|
0 |
0 |
0 |
1.4% |
0 |
|
Standard |
0 |
55 |
90 |
|
4.0 |
top |
0.0 |
7.0 to 12.0 |
25.0 |
0.8× |
1.0× |
0% |
|
|
|
|
|
|
Punch |
|
All |
All |
|
|
|
|
|
|
1 |
0 |
0 |
1.4% |
0 |
|
Standard |
0 |
100 |
65 |
|
5.0 |
top |
0.0 |
12.0 |
12.5 |
0.8× |
1.0× |
0% |
|
|
|
|
|
|
Punch |
|
All |
All |
|
|
|
|
|
|
2 |
0 |
0 |
3.5% |
0 |
|
Standard |
35 |
100 |
0 |
|
5.7 |
top |
0.0 |
13.5 |
-2.5 |
0.8× |
1.0× |
0% |
|
|
|
|
|
|
Punch |
|
All |
All |
|
|
|
|
|
|
Hit 3
|
0 |
0 |
0 |
1.4% |
0 |
|
Standard |
0 |
55 |
80 |
|
4.0 |
top |
0.0 |
7.0 to 12.0 |
25.0 |
0.8× |
1.0× |
0% |
|
|
|
|
|
|
Punch |
|
All |
All |
|
|
|
|
|
|
1 |
0 |
0 |
1.4% |
0 |
|
Standard |
0 |
100 |
65 |
|
5.0 |
top |
0.0 |
12.0 |
12.5 |
0.8× |
1.0× |
0% |
|
|
|
|
|
|
Punch |
|
All |
All |
|
|
|
|
|
|
2 |
0 |
0 |
3.5% |
0 |
|
Standard |
35 |
100 |
0 |
|
5.7 |
top |
0.0 |
13.5 |
-2.5 |
0.8× |
1.0× |
0% |
|
|
|
|
|
|
Punch |
|
All |
All |
|
|
|
|
|
|
Final hit
|
0 |
0 |
0 |
4.0% |
0 |
|
Standard |
60 |
157 |
0 |
|
8.0 |
top |
0.0 |
11.0 |
20.0 to -4.0 |
2.0× |
1.0× |
0% |
|
|
|
|
|
|
Punch |
|
All |
All |
|
|
|
|
|
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Aerial
ID |
Part |
Rehit rate |
Damage |
SD |
Angle |
Angle type |
BK |
KS |
FKV |
Set weight |
Radius |
Bone |
Offset |
H× |
SDI× |
T% |
Clang |
Rebound |
Effect |
Type |
G |
A |
Sound |
Direct |
Hit bits |
Hit part |
Blockable |
Reflectable |
Absorbable |
Flinchless |
No GFX |
Heedless
|
Hit 1
|
0 |
0 |
0 |
5.0% |
1.0 |
|
Standard |
50 |
10 |
0 |
|
7.7 |
top |
0.0 |
12.0 |
-7.0 |
1.0× |
1.0× |
0% |
|
|
|
|
|
|
Punch |
|
All |
All |
|
|
|
|
|
|
1 |
0 |
0 |
5.0% |
1.0 |
|
Standard |
50 |
10 |
0 |
|
7.7 |
top |
0.0 |
12.0 |
7.0 |
1.0× |
1.0× |
0% |
|
|
|
|
|
|
Punch |
|
All |
All |
|
|
|
|
|
|
Hits 2-13
|
0 |
0 |
0 |
1.0% |
1.0 |
|
Standard |
55 |
20 |
0 |
|
5.0 |
arml |
6.0 |
0.0 |
0.0 |
1.0× |
1.0× |
0% |
|
|
|
|
|
|
Punch |
|
All |
All |
|
|
|
|
|
|
1 |
0 |
0 |
1.0% |
1.0 |
|
Standard |
55 |
20 |
0 |
|
5.0 |
armr |
6.0 |
0.0 |
0.0 |
1.0× |
1.0× |
0% |
|
|
|
|
|
|
Punch |
|
All |
All |
|
|
|
|
|
|
2 |
0 |
0 |
1.0% |
1.0 |
|
Standard |
55 |
20 |
0 |
|
3.7 |
arml |
-4.0 |
0.0 |
0.0 |
1.0× |
1.0× |
0% |
|
|
|
|
|
|
Punch |
|
All |
All |
|
|
|
|
|
|
3 |
0 |
0 |
1.0% |
1.0 |
|
Standard |
55 |
20 |
0 |
|
3.7 |
armr |
-4.0 |
0.0 |
0.0 |
1.0× |
1.0× |
0% |
|
|
|
|
|
|
Punch |
|
All |
All |
|
|
|
|
|
|
Final hit
|
0 |
0 |
0 |
2.0% |
1.0 |
|
Standard |
72 |
80 |
0 |
|
5.0 |
arml |
6.0 |
0.0 |
0.0 |
1.0× |
1.0× |
0% |
|
|
|
|
|
|
Punch |
|
All |
All |
|
|
|
|
|
|
1 |
0 |
0 |
2.0% |
1.0 |
|
Standard |
72 |
80 |
0 |
|
5.0 |
armr |
6.0 |
0.0 |
0.0 |
1.0× |
1.0× |
0% |
|
|
|
|
|
|
Punch |
|
All |
All |
|
|
|
|
|
|
2 |
0 |
0 |
2.0% |
1.0 |
|
Standard |
72 |
80 |
0 |
|
3.7 |
arml |
-4.0 |
0.0 |
0.0 |
1.0× |
1.0× |
0% |
|
|
|
|
|
|
Punch |
|
All |
All |
|
|
|
|
|
|
3 |
0 |
0 |
2.0% |
1.0 |
|
Standard |
72 |
80 |
0 |
|
3.7 |
armr |
-4.0 |
0.0 |
0.0 |
1.0× |
1.0× |
0% |
|
|
|
|
|
|
Punch |
|
All |
All |
|
|
|
|
|
|
Timing
Grounded
Super Armor
|
5-17
|
Arm intangible
|
19-24
|
Hit 1
|
19
|
Hits 2-6
|
25-27, 32-33, 40-42, 49-50, 55-58
|
Final hit
|
62
|
Interruptible
|
105
|
Animation length
|
114
|
Aerial
Arm intangibility
|
10-38
|
Hit 1
|
4-6
|
Hits 2-7
|
10-12, 13-14, 15-17, 18-19, 20-21, 22-24
|
Hits 8-13
|
25-26, 27-29, 30-31, 32-33, 34-36, 37-38
|
Final hit
|
39-43
|
Animation length
|
70
|
Parameters
If Donkey Kong lands from the aerial version before undergoing helplessness, he transitions to frame 63 of the grounded version.
Ground acceleration
|
0.034
|
Ground friction
|
0.015
|
Maximum ground speed
|
1.1
|
Ground friction after last hit
|
0.04
|
Initial vertical speed in midair
|
0.9
|
Air acceleration
|
0.05
|
Maximum air speed
|
1.7
|
Gravity multiplier
|
0.07
|
Helplessness landing lag
|
38 frames
|