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Donkey Kong (SSBM)/Down special: Difference between revisions

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==Overview==
==Overview==
{{competitive expertise}}
{{competitive expertise}}
DK, as the name implies, slaps his hands on the ground, shaking the screen and launching any opponent who's within range into the air.
Among DK's plethora of strong neutral tools and powerful kill moves, the Hand Slap sees minimal use in competitive play. The primary reason for this lack of use is the move's laggy startup and recovery. The first hit doesn't come out until 1/3 of a second after the move is input (which is within humans' reaction time), and the entire move (assuming the loop isn't restarted) takes an entire second before DK can input any other move. This leaves DK open to a [[Punishment|punish]]. There is also the fact that the move cannot hit airborn opponents.
Despite this, the move does see niche use. The move deals bonus damage to shields and lots of shield stun and pushback, potentially leading to a shield break. In addition, the move's high fixed knockback beats [[Crouch cancel|crouch cancelling]], since it causes even crouching opponents (Peach or lighter) to tumble. When [[tech-chasing]], DK can use this move instead of attempting to guess where the opponent will go, since the move's range is so large it'll cover nearly all their tech options. If it hits, it can combo into grab, which can kickstart DK's massive combo game.


==Hitboxes==
==Hitboxes==

Revision as of 19:15, July 1, 2024

This article is about the hitbox visualization in Super Smash Bros. Melee. For the move itself, see Hand Slap.
Hitbox visualization showing Donkey Kong's Hand Slap.

Overview

Competitive.png This article or section may require competitive expertise.
You can discuss this issue on the talk page or edit this page to improve it.

DK, as the name implies, slaps his hands on the ground, shaking the screen and launching any opponent who's within range into the air.

Among DK's plethora of strong neutral tools and powerful kill moves, the Hand Slap sees minimal use in competitive play. The primary reason for this lack of use is the move's laggy startup and recovery. The first hit doesn't come out until 1/3 of a second after the move is input (which is within humans' reaction time), and the entire move (assuming the loop isn't restarted) takes an entire second before DK can input any other move. This leaves DK open to a punish. There is also the fact that the move cannot hit airborn opponents.

Despite this, the move does see niche use. The move deals bonus damage to shields and lots of shield stun and pushback, potentially leading to a shield break. In addition, the move's high fixed knockback beats crouch cancelling, since it causes even crouching opponents (Peach or lighter) to tumble. When tech-chasing, DK can use this move instead of attempting to guess where the opponent will go, since the move's range is so large it'll cover nearly all their tech options. If it hits, it can combo into grab, which can kickstart DK's massive combo game.

Hitboxes

ID Part Damage SD Angle BK KS FKV Radius Bone Offset Clang Rebound Effect G A Sound
Hit 1
0 0 11% 1 AngleIcon84.png 20 100 110 8.999424 0 0.0 0.0 0.0 HitboxTableIcon(NoClang).png HitboxTableIcon(NoRebound).png EffectIcon(Normal).png HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialFalse).png L Kick
1 0 11% 1 AngleIcon84.png 20 100 110 8.999424 0 0.0 0.0 0.0 HitboxTableIcon(NoClang).png HitboxTableIcon(NoRebound).png EffectIcon(Normal).png HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialFalse).png L Kick
2 0 11% 1 AngleIcon84.png 20 100 110 8.999424 0 0.0 0.0 0.0 HitboxTableIcon(NoClang).png HitboxTableIcon(NoRebound).png EffectIcon(Normal).png HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialFalse).png L Kick
3 0 11% 1 AngleIcon84.png 20 100 110 8.999424 0 0.0 0.0 0.0 HitboxTableIcon(NoClang).png HitboxTableIcon(NoRebound).png EffectIcon(Normal).png HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialFalse).png L Kick
Hit 2
0 0 11% 1 AngleIcon84.png 30 100 110 9.99936 0 0.0 0.0 0.0 HitboxTableIcon(NoClang).png HitboxTableIcon(NoRebound).png EffectIcon(Normal).png HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialFalse).png L Kick
1 0 11% 1 AngleIcon84.png 30 100 110 9.99936 0 0.0 0.0 0.0 HitboxTableIcon(NoClang).png HitboxTableIcon(NoRebound).png EffectIcon(Normal).png HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialFalse).png L Kick
2 0 11% 1 AngleIcon84.png 30 100 110 9.99936 0 0.0 0.0 0.0 HitboxTableIcon(NoClang).png HitboxTableIcon(NoRebound).png EffectIcon(Normal).png HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialFalse).png L Kick
3 0 11% 1 AngleIcon84.png 30 100 110 9.99936 0 0.0 0.0 0.0 HitboxTableIcon(NoClang).png HitboxTableIcon(NoRebound).png EffectIcon(Normal).png HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialFalse).png L Kick

Timing

Input loop 14-40
Hit 1 19-20
Hit 2 30-31
Animation length 60
FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(LagLoopS).png FrameIcon(LagLoopE).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(LagLoopS).png FrameIcon(LagLoopE).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png
Legend (1 square = 1 frame)
FrameIcon(Lag).png
Lag time
FrameIcon(Hitbox).png
Hitbox
FrameIcon(HitboxChangeS).pngFrameIcon(HitboxChangeE).png
Hitbox change
FrameIcon(BlankLoopS).pngFrameIcon(BlankLoopE).png
Loop point