Super Smash Bros. Brawl

Donkey Kong (SSBB)/Hitboxes: Difference between revisions

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===Notes===
==Notes==
*The angle of a hitbox is displayed as a line. Note that all angles are based on what side of the attacker the target is on - if the target is on the opposite side of the attacker, they will fly in the opposite direction (but at the same angle). Most presented angles assume the target is on the right of the attacker, unless the attack is obviously on the attacker's left.
*The angle of a hitbox is displayed as a line. Note that all angles are based on what side of the attacker the target is on - if the target is on the opposite side of the attacker, they will fly in the opposite direction (but at the same angle). Most presented angles assume the target is on the right of the attacker, unless the attack is obviously on the attacker's left.
**An angle indicated with a star (*) is the [[Sakurai angle]].
**An angle indicated with a star (*) is the [[Sakurai angle]].

Revision as of 18:43, January 17, 2022

Hitbox Article.png This is a hitbox repository. Hitbox Article.png
Click on any image to view full size.

Hitboxes

Color Legend
Types Effects
Head (type) Butt (type) Hand (type) Foot (type) Spin (type) Normal (effect)
Head Butt Hand Foot Spin Normal
Donkey Kong's Hitboxes
Neutral DonkeyKongSSBBNeutral(hit1).png
Hit 1
DonkeyKongSSBBNeutral(hit2start).png
Hit 2
DonkeyKongSSBBNeutral(hit2end).png
Hit 2
F-Tilt DonkeyKongSSBBFTilt(angupstart).png
 
DonkeyKongSSBBFTilt(angupmid).png
Angled Up
DonkeyKongSSBBFTilt(angupend).png
 
DonkeyKongSSBBFTilt(angsidestart).png
 
DonkeyKongSSBBFTilt(angsidemid).png
Angled Side
DonkeyKongSSBBFTilt(angsideend).png
 
DonkeyKongSSBBFTilt(angdownstart).png
 
DonkeyKongSSBBFTilt(angdownmid).png
Angled Down
DonkeyKongSSBBFTilt(angdownend).png
 
U-Tilt DonkeyKongSSBBUTilt(part1).png DonkeyKongSSBBUTilt(part2).png
DonkeyKongSSBBUTilt(part3).png DonkeyKongSSBBUTilt(part4).png
D-Tilt DonkeyKongSSBBDTilt.png
Dash DonkeyKongSSBBDash(clean).png
Clean
DonkeyKongSSBBDash(late).png
Late
U-Smash DonkeyKongSSBBUSmash.png
D-Smash DonkeyKongSSBBDSmash(start).png DonkeyKongSSBBDSmash(mid).png DonkeyKongSSBBDSmash(end).png
F-Smash DonkeyKongSSBBFSmash.png
Nair DonkeyKongSSBBNair(cleanstart).png
Clean
DonkeyKongSSBBNair(cleanend).png
Clean
DonkeyKongSSBBNair(latestart).png
Late
DonkeyKongSSBBNair(lateend).png
Late
Fair DonkeyKongSSBBFair(earlystart).png
Early
DonkeyKongSSBBFair(earlyend).png
Early
DonkeyKongSSBBFair(clean).png
Clean
Bair DonkeyKongSSBBBair(clean).png
Clean
DonkeyKongSSBBBair(latestart).png
Late
DonkeyKongSSBBBair(lateend).png
Late
Uair DonkeyKongSSBBUair(start).png DonkeyKongSSBBUair(mid).png DonkeyKongSSBBUair(end).png
Dair DonkeyKongSSBBDair(start).png DonkeyKongSSBBDair(end).png
Shield DonkeyKongSSBBShield.png
Grab DonkeyKongSSBBGrab(standing).png
Standing
DonkeyKongSSBBGrab(running).png
Running
DonkeyKongSSBBGrab(pivot).png
Pivot
Pummel DonkeyKongSSBBPummel.png
Fthrow DonkeyKongSSBBFthrow(breakout).png
Breakout
DonkeyKongSSBBFthrow(fthrow).png
Forward
DonkeyKongSSBBFthrow(bthrow).png
Back
DonkeyKongSSBBFthrow(uthrow).png
Up
DonkeyKongSSBBFThrow(dthrow).png
Down
Bthrow DonkeyKongSSBBBthrow.png
Uthrow DonkeyKongSSBBUthrow.png
Dthrow DonkeyKongSSBBDthrow.png
Floor (back) DonkeyKongSSBBFloor(backhit1).png
Hit 1
DonkeyKongSSBBFloor(backhit2).png
Hit 2
Floor (front) DonkeyKongSSBBFloor(fronthit1).png
Hit 1
DonkeyKongSSBBFloor(fronthit2).png
Hit 2
Floor (trip) DonkeyKongSSBBFloor(triphit1).png
Hit 1
DonkeyKongSSBBFloor(triphit2).png
Hit 2
Edge (<100%) DonkeyKongSSBBEdge(faststart).png DonkeyKongSSBBEdge(fastend).png
Edge (100%+) DonkeyKongSSBBEdge(slow).png

Notes

  • The angle of a hitbox is displayed as a line. Note that all angles are based on what side of the attacker the target is on - if the target is on the opposite side of the attacker, they will fly in the opposite direction (but at the same angle). Most presented angles assume the target is on the right of the attacker, unless the attack is obviously on the attacker's left.
  • A hitbox that cannot clang is denoted by a dashed border.
  • The colour of a hitbox is its type; the colour of its angle indicator and border is its effect.
  • The numbers represent each hitbox's damage and knockback (base knockback/knockback scaling), as well as whether the knockback is fixed.