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Donkey Kong (SSBU)/Up special

This article is about the hitbox visualization in Super Smash Bros. Ultimate. For the move itself, see Spinning Kong.
Hitbox visualization for Donkey Kong's grounded Donkey Kong
Hitbox visualization showing Donkey Kong's grounded up special, Spinning Kong.
Hitbox visualization for Donkey Kong's aerial Spinning Kong
Hitbox visualization showing Donkey Kong's aerial up special, Spinning Kong.

OverviewEdit

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HitboxesEdit

GroundedEdit

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
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            

AerialEdit

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
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            

TimingEdit

GroundedEdit

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
Hitboxes                                                                                                                                                                                                                                     
Body                                                                                                                                                                                                                                     
Lower arm                                                                                                                                                                                                                                     

AerialEdit

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
Hitboxes                                                                                                                                             
Lower arms                                                                                                                                             

LandingEdit

Interruptible 39
Animation length 65
                                                                                                                                 
Legend (1 square = 1 frame)
 
Lag time
 
Hitbox
  
Hitbox change
 
Vulnerable
 
Intangible
 
Armour
 
Interruptible

ParametersEdit

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