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}} | | {{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|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|Hitbox visualization showing Donkey Kong's aerial up special, [[Spinning Kong]].]] |
| ==Overview== | | ==Overview== |
| {{competitive expertise}} | | {{competitive expertise}} |
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| |5-17 | | |5-17 |
| |- | | |- |
| !Arm intangible | | !Lower arm intangible |
| |19-24 | | |19-24 |
| |- | | |- |
Line 500: |
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| !Body {{FrameStrip|t=Vulnerable|c=4}}{{FrameStrip|t=Armour|c=13}}{{FrameStrip|t=Vulnerable|c=97}} | | !Body {{FrameStrip|t=Vulnerable|c=4}}{{FrameStrip|t=Armour|c=13}}{{FrameStrip|t=Vulnerable|c=97}} |
| |- | | |- |
| !Arm {{FrameStrip|t=Vulnerable|c=4}}{{FrameStrip|t=Armour|c=13}}{{FrameStrip|t=Vulnerable|c=1}}{{FrameStrip|t=Intangible|c=6}}{{FrameStrip|t=Vulnerable|c=90}} | | !Lower arm {{FrameStrip|t=Vulnerable|c=4}}{{FrameStrip|t=Armour|c=13}}{{FrameStrip|t=Vulnerable|c=1}}{{FrameStrip|t=Intangible|c=6}}{{FrameStrip|t=Vulnerable|c=90}} |
| {{FrameStripEnd}} | | {{FrameStripEnd}} |
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Latest revision as of 10:16, April 12, 2023
- 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[edit]
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This article or section may require competitive expertise. You can discuss this issue on the talk page or edit this page to improve it.
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Hitboxes[edit]
Grounded[edit]
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 |
0.0 |
0.0 |
0.0 |
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 |
0.0 |
0.0 |
0.0 |
1.0× |
1.0× |
0% |
|
|
|
|
|
|
Punch |
|
All |
All |
|
|
|
|
|
|
Hits 2, 4-6
|
0 |
0 |
0 |
1.4% |
0 |
|
Forward |
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 |
|
Forward |
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 |
|
Backward |
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 |
|
Forward |
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 |
|
Forward |
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 |
|
Backward |
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 |
|
|
|
|
|
|
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 |
4.0 |
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 |
|
|
|
|
|
|
Grounded[edit]
Super armor
|
5-17
|
Lower 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
|
The move enables ledge grabs from both sides starting on frame 14.
Lower arms intangible
|
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
|
Landing[edit]
Interruptible
|
39
|
Animation length
|
65
|
Parameters[edit]
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
|