Super Smash Bros. Ultimate

Donkey Kong (SSBU)/Side special

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

Donkey Kong headbutts to the side of himself. Headbutt is a high-risk, high reward option that buries opponents who are hit, locking them in place for a smash attack or grounded Spinning Kong. Headbutt is ideally used at somewhat high percents, as the bury is susceptible to mashing. The move also has Armor right before Donkey Kong begins to headbutt, which can make the move usable as a landing option. Headbutt is also notable for its tremendous shield damage, with the move being able to break nearly any shield that has been damaged slightly.

However, despite these positives, the move is held back by its sluggish frame data, making the move very committal and leaving Donkey Kong wide open for attack if it misses. Additionally, the armor on the move only lasts for a very specific time in the middle of the animation and isn't very dangerous if it connects in the air, meaning that the move can still be challenged by multi-hit attacks, resulting in the move being used sparingly for landing. Additionally, while the move deals great damage to shields, it isn't a one-hit shield break, and is colossally unsafe at -32 if it doesn't break a shield.

In conclusion, Headbutt is a high-risk, high reward move that can potentially allow Donkey Kong to take a stock early if the bury or shield break connects, and is a niche landing option thanks to the armor. However, the move is used sparingly in competitive play due to its sluggish frame data and unsafety in whiffed.

Update HistoryEdit

  9.0.0

  •   Grounded Headbutt has an additional hitbox against grounded opponents that is placed higher (Y offset: 5u → 13u), increasing its vertical range.

Hitbox DataEdit

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
Grounded
0 0 0 10.0% 25.0   Standard 40 40 0   5.0 top 0.0 5.0 19.0 to 7.0 1.0× 1.0× 0%               Kick   All All            
1 0 0 10.0% 25.0   Standard 40 40 0   3.0 top 0.0 13.0 18.0 to 9.0 1.0× 1.0× 0%               Kick   All All            
2 0 0 8.0% 25.0   Standard 15 40 0   10.0 top 0.0 11.0 14.0 1.0× 1.0× 0%               Kick   All All            
Aerial
0 0 0 10.0% 25.0   Standard 30 40 0   6.5 top 0.0 5.0 8.8 to 1.4 1.0× 1.0× 0%               Kick   All All            
2 0 0 8.0% 25.0   Standard 15 40 0   10.0 top 0.0 11.0 14.0 1.0× 1.0× 0%               Kick   All All            

TimingEdit

Hitbox 20-21
Super Armor 5-14
Interruptible 63
Animation length 69
                                                                                                                                         
                                                                                                                                         
Legend (1 square = 1 frame)
 
Lag time
 
Hitbox
 
Vulnerable
 
Armour
 
Interruptible

ParametersEdit

Horizontal speed multiplier on startup 0.5 (grounded)
0.67 (aerial)
Vertical speed multiplier on startup 0 (grounded)
0.5 (aerial)
Gravity multiplier 0.5