Donkey Kong (SSBU)/Forward tilt
Donkey Kong forward tilt hitbox visualizations | ||||
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Overview[edit]
DK's forward tilt can be considered one of his most important neutral tools. He does a quick backhanded swipe which can be angled up to anti-air more reliably or angled down to edgeguard (via 2-framing). It has amazing reach for how fast it is and has great priority due to DK's forearm being intangible during the attack. In terms of burst range, dash pivot forward tilt is DK's longest reaching attack. At mid percents it can set up tech chases and at high percents it can KO near the ledge.
Forward tilt does 1 extra damage and has slightly more knockback when angled up or down. However, due to an oversight it will also last 1 frame longer (FAF 35 → 36). No other move that can be angled has this behavior in Ultimate.
Ftilt is -19 on block and, as such, is risky to use it when close to the opponent. It is also prone to being whiff punished if overused.
One notable use of Ftilt is for shifting Donkey Kong's hurtbox backwards, causing spaced attacks to whiff against him. Frame 1 of Ftilt shifts DK so far back that Mario will whiff his grab from point blank range. Since DK's fastest escape option on the ground is frame 3 (spot dodge), Ftilt's frame 1 hurtbox shift is a valuable asset.
Update History[edit]
- Forward tilt has much more knockback scaling (55 → 78), KOing at around 160% at the edge of Final Destination.
Hitboxes[edit]
Timing[edit]
Not angled[edit]
Hitbox | 7-9 |
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Lower arm intangibility | 6-9 |
Interruptible | 35 |
Animation length | 39 |
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Lower arm |
Angled[edit]
Hitbox | 7-9 |
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Lower arm intangibility | 6-9 |
Interruptible | 36 |
Animation length | 40 |
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Lower arm |
Lag time |
Hitbox |
Vulnerable |
Intangible |
Interruptible |
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