Super Smash Bros. Melee

Donkey Kong (SSBM)/Dash attack: Difference between revisions

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(New Page: {{ArticleIcons|ssbm=y}} thumb|500px|Hitbox visualization showing Donkey Kong's dash attack. {{competitive expertise}} ==Overview== ==Hitboxes== {{M...)
 
 
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{{competitive expertise}}
{{competitive expertise}}
==Overview==
==Overview==
Donkey Kong rushes forward before skidding to a halt, hands astray and delivering a somewhat clumsy kick. 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 the worst moves in all of ''Melee''.
==Hitboxes==
==Hitboxes==
{{MeleeHitboxTableHeader}}
{{MeleeHitboxTableHeader}}
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{{FrameStrip|t=Lag|c=8}}{{FrameStrip|t=Hitbox|c=4|e=HitboxChangeS}}{{FrameStrip|t=Hitbox|c=8|s=HitboxChangeE}}{{FrameStrip|t=Lag|c=34}}
{{FrameStrip|t=Lag|c=8}}{{FrameStrip|t=Hitbox|c=4|e=HitboxChangeS}}{{FrameStrip|t=Hitbox|c=8|s=HitboxChangeE}}{{FrameStrip|t=Lag|c=34}}
{{FrameStripEnd}}
{{FrameStripEnd}}
{{FrameIconLegend|lag=y|hitbox=y|hitboxchange=y}}


{{MvSubNavDonkeyKong|g=SSBM}}
{{MvSubNavDonkeyKong|g=SSBM}}
[[Category:Donkey Kong (SSBM)]]
[[Category:Donkey Kong (SSBM)]]
[[Category:Dash attacks (SSBM)]]
[[Category:Dash attacks (SSBM)]]

Latest revision as of 00:08, October 17, 2023

Hitbox visualization showing Donkey Kong's dash attack.
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Overview[edit]

Donkey Kong rushes forward before skidding to a halt, hands astray and delivering a somewhat clumsy kick. 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 the worst moves in all of Melee.

Hitboxes[edit]

ID Part Damage SD Angle BK KS FKV Radius Bone Offset Clang Rebound Effect G A Sound
Clean hit
0 0 11% 1 AngleIcon100.png 115 15 0 5.987898 7 3.906 0.0 0.0 HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Normal (effect) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png L Kick
1 0 11% 1 AngleIcon100.png 115 15 0 4.6872 7 0.0 0.0 0.0 HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Normal (effect) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png L Kick
Late hit
0 0 9% 1 AngleIcon100.png 0 100 120 4.6872 7 3.906 0.0 0.0 HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Normal (effect) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png L Kick
1 0 9% 1 AngleIcon100.png 0 100 120 3.1248 7 0.0 0.0 0.0 HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Normal (effect) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png L Kick

Timing[edit]

Clean hit 9-12
Late hit 13-20
Animation length 54
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(Hitbox).png FrameIcon(HitboxChangeS).png FrameIcon(HitboxChangeE).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).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(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 FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png
Legend (1 square = 1 frame)
Lag
Lag time
Hitbox
Hitbox
FrameIcon(HitboxChangeS).pngFrameIcon(HitboxChangeE).png
Hitbox change