Donkey Kong (SSBM)/Dash attack: Difference between revisions
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==Overview== | ==Overview== | ||
Donkey Kong rushes forward before skidding to a halt, hands astray and foot afloat in midair. The move’s middling frame data, horrendous hitbox properties, and lack of comboing potential make dash attack barren in usage. While the move is disjointed and can catch an opposing character off guard, other options such as his [[Donkey Kong (SSBM)/Up throw|up throw]] and his [[Donkey Kong (SSBM)/Down tilt|down tilt]] are far more consistent in providing genuinely useful qualities throughout a game-to-game basis. This extends to being considered as his worst move overall, and by extension, one of [[Melee]]’s worst moves in the entire game. | |||
==Hitboxes== | ==Hitboxes== | ||
{{MeleeHitboxTableHeader}} | {{MeleeHitboxTableHeader}} |
Revision as of 20:20, May 11, 2021
Overview
Donkey Kong rushes forward before skidding to a halt, hands astray and foot afloat in midair. The move’s middling frame data, horrendous hitbox properties, and lack of comboing potential make dash attack barren in usage. While the move is disjointed and can catch an opposing character off guard, other options such as his up throw and his down tilt are far more consistent in providing genuinely useful qualities throughout a game-to-game basis. This extends to being considered as his worst move overall, and by extension, one of Melee’s worst moves in the entire game.
Hitboxes
Timing
Clean hit | 9-12 |
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Late hit | 13-20 |
Animation length | 54 |
Lag time |
Hitbox |
Hitbox change |
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