Editing Donkey Kong (SSBU)/Back aerial

From SmashWiki, the Super Smash Bros. wiki
Jump to navigationJump to search
Warning You aren't logged in. While it's not a requirement to create an account, doing so makes it a lot easier to keep track of your edits and a lot harder to confuse you with someone else. If you edit without being logged in, your IP address will be recorded in the page's edit history.

The edit can be undone. Please check the comparison below to verify that this is what you want to do, and then publish the changes below to finish undoing the edit.

Latest revision Your text
Line 4: Line 4:
DK's back aerial is his best aerial and one of the best air-to-air attacks in the game. It has good speed, reach, power, low endlag, and a lingering hitbox. The main things holding it back are higher than usual landing lag and DK's high short hop which makes rising back air whiff on shorter characters.
DK's back aerial is his best aerial and one of the best air-to-air attacks in the game. It has good speed, reach, power, low endlag, and a lingering hitbox. The main things holding it back are higher than usual landing lag and DK's high short hop which makes rising back air whiff on shorter characters.


In [[neutral]], back air is DK's main offensive aerial. It outspaces and/or trades favorably against most aerials. It is also DK's most reliable aerial to clang with projectiles. Defensively, back air is very effective at walling out characters with short range. The threat of back air establishes air superiority and can condition the opponent to stay on the ground, which further helps DK's stellar ground game. Rising back air can be used as a poke against taller characters, making it less predictable and harder to react to.
In [[neutral]], back air is DK's main offensive aerial. It outspaces and/or trades favorably against most aerials. It is also DK's most reliable aerial to clang with projetiles. Defensively, back air is very effective at walling out characters with short range. The threat of back air establishes air superiority and can condition the opponent to stay on the ground, which further helps DK's stellar ground game. Rising back air can be used as a poke against taller characters, making it less predictable and harder to react to.


The strong hit of back air on frames 7-8 will KO at around 140% from center stage with DI when it's fresh. At low percents a clean hit can combo into itself, grabs, tilts, or start a [[tech chase]]. The weak hit on frames 9-16 combos into those at mid percents instead.
The strong hit of back air on frames 7-8 will KO at around 140% from center stage with DI when it's fresh. At low percents a clean hit can combo into itself, grabs, tilts, or start a [[tech chase]]. The weak hit on frames 9-16 combos into those at mid percents instead.


Edgeguarding with back air is an effective way to rack up damage and score KOs. DK can go surprisingly deep offstage, throw out 3-4 Bairs in quick succession, and still make it back. The lingering hitbox makes it easier to hit flexible recoveries and ledgegrab attempts. Weak hits can gimp them or combo into the clean hit of another Bair that does KO. Bair will always launch opponents in the opposite direction DK is facing. As long as you back air while DK is facing the ledge, the opponent won't be hit into the stage even if they are hugging the stage as they recover. Back air is also quick enough to true combo into after a successful [[ledge trump]].
Edgeguarding with back air is an effective way to rack up damage and score KOs. DK can go surprisingly deep offstage, throw out 3-4 Bairs in quick successtion, and still make it back. The lingering hitbox makes it easier to hit flexible recoveries and ledgegrab attempts. Weak hits can gimp them or combo into the clean hit of another Bair that does KO. Bair will always launch opponents in the opposite direction DK is facing. As long as you back air while DK is facing the ledge, the opponent won't be hit into the stage even if they are hugging the stage as they recover. Back air is also quick enough to true combo into after a successful [[ledge trump]].


Back air is -6 on block at best, so it needs good spacing to be safe. The landing animation extends DK leg hurtbox and makes it easier to punish.
Back air is -6 on block at best, so it needs good spacing to be safe. The landing animation extends DK leg hurtbox and makes it easier to punish.
Line 14: Line 14:
==Hitboxes==
==Hitboxes==
{{UltimateHitboxTableHeader}}
{{UltimateHitboxTableHeader}}
{{HitboxTableTitle|Clean hit|42}}
{{HitboxTableTitle|Clean hit|24}}
{{UltimateHitboxTableRow
{{UltimateHitboxTableRow
|id=0
|id=0
|damage=13.0%
|damage=13.0%
|angle=361
|angle=361
|af=4
|bk=20
|bk=20
|ks=97
|ks=97
Line 28: Line 27:
|ypos=-2.0
|ypos=-2.0
|zpos=0.0
|zpos=0.0
|ff=1.0
|type=Foot
|type=Foot
|effect=Normal
|effect=Normal
Line 37: Line 37:
|damage=13.0%
|damage=13.0%
|angle=361
|angle=361
|af=4
|bk=20
|bk=20
|ks=97
|ks=97
Line 46: Line 45:
|ypos=0.0
|ypos=0.0
|zpos=0.0
|zpos=0.0
|ff=1.0
|type=Foot
|type=Foot
|effect=Normal
|effect=Normal
Line 55: Line 55:
|damage=13.0%
|damage=13.0%
|angle=361
|angle=361
|af=4
|bk=20
|bk=20
|ks=97
|ks=97
Line 64: Line 63:
|ypos=0.0
|ypos=0.0
|zpos=0.0
|zpos=0.0
|ff=1.0
|type=Foot
|type=Foot
|effect=Normal
|effect=Normal
Line 69: Line 69:
|slvl=L
|slvl=L
}}
}}
{{HitboxTableTitle|Late hit|42}}
{{HitboxTableTitle|Late hit|24}}
{{UltimateHitboxTableRow
{{UltimateHitboxTableRow
|id=0
|id=0
|damage=8.0%
|damage=8.0%
|angle=361
|angle=361
|af=4
|bk=10
|bk=10
|ks=100
|ks=100
Line 83: Line 82:
|ypos=-2.0
|ypos=-2.0
|zpos=0.0
|zpos=0.0
|ff=1.0
|type=Foot
|type=Foot
|effect=Normal
|effect=Normal
Line 92: Line 92:
|damage=8.0%
|damage=8.0%
|angle=361
|angle=361
|af=4
|bk=10
|bk=10
|ks=100
|ks=100
Line 101: Line 100:
|ypos=0.0
|ypos=0.0
|zpos=0.0
|zpos=0.0
|ff=1.0
|type=Foot
|type=Foot
|effect=Normal
|effect=Normal
Line 110: Line 110:
|damage=8.0%
|damage=8.0%
|angle=361
|angle=361
|af=4
|bk=10
|bk=10
|ks=100
|ks=100
Line 119: Line 118:
|ypos=0.0
|ypos=0.0
|zpos=0.0
|zpos=0.0
|ff=1.0
|type=Foot
|type=Foot
|effect=Normal
|effect=Normal
Line 125: Line 125:
}}
}}
|}
|}
==Timing==
==Timing==
===Attack===
===Attack===
Line 156: Line 155:
===Landing lag===
===Landing lag===
{|class="wikitable"
{|class="wikitable"
!Interruptible
|12
|-
!Animation length
!Animation length
|23
|11
|}
|}


{{FrameStripStart}}
{{FrameStripStart}}
{{FrameStrip|t=Lag|c=11}}{{FrameStrip|t=Interruptible|c=12}}
{{FrameStrip|t=Lag|c=11}}
{{FrameStripEnd}}
{{FrameStripEnd}}
{{FrameIconLegend|lag=y|hitbox=y|hitboxchange=y|autocancel=y|interruptible=y}}
{{FrameIconLegend|lag=y|hitbox=y|hitboxchange=y|autocancel=y|interruptible=y}}

Please note that all contributions to SmashWiki are considered to be released under the Attribution-ShareAlike 3.0 Unported license (see SmashWiki:Copyrights for details). Your changes will be visible immediately. Please enter a summary of your changes above.

Do not submit copyrighted work without permission!

Cancel Editing help (opens in new window)