Donkey Kong (SSBM)/Neutral attack/Hit 1: Difference between revisions
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Mariogeek2 (talk | contribs) (→Overview: Corrected a mistake regarding the move's order in slowest jabs.) |
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{{competitive expertise}} | {{competitive expertise}} | ||
==Overview== | ==Overview== | ||
DK does a cross punch in front of him. Being tied with [[Jigglypuff (SSBM)/Neutral attack/Hit 1|Jigglypuff]] for the sixth slowest jab, in terms of startup, the move sees little use in competitive play. It combos into little, except his [[Donkey Kong (SSBM)/Neutral attack/Hit 2|jab 2]], and loses out on speed to his grounded [[Donkey Kong (SSBM)/Up special|up-B]], which comes out on frame 3. The move's primary use is to [[Lock|jab reset]] knocked-down opponents. | |||
==Hitboxes== | ==Hitboxes== | ||
{{MeleeHitboxTableHeader}} | {{MeleeHitboxTableHeader}} | ||
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}} | }} | ||
{{MeleeHitboxTableRow | {{MeleeHitboxTableRow | ||
|id= | |id=2 | ||
|damage=4% | |damage=4% | ||
|angle=361 | |angle=361 | ||
Line 47: | Line 49: | ||
}} | }} | ||
|} | |} | ||
==Timing== | ==Timing== | ||
{|class="wikitable" | {|class="wikitable" |
Latest revision as of 13:05, July 5, 2024
Overview[edit]
DK does a cross punch in front of him. Being tied with Jigglypuff for the sixth slowest jab, in terms of startup, the move sees little use in competitive play. It combos into little, except his jab 2, and loses out on speed to his grounded up-B, which comes out on frame 3. The move's primary use is to jab reset knocked-down opponents.
Hitboxes[edit]
Timing[edit]
Hitboxes | 5-7 |
---|---|
Earliest continuable | 10 |
Animation length | 24 |
Lag time |
Hitbox |
Earliest continuable point |
|