Super Smash Bros. Melee

Donkey Kong (SSBM)/Neutral attack/Hit 1: Difference between revisions

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(New Page: {{ArticleIcons|ssbm=y}} thumb|500px|Hitbox visualization showing Donkey Kong's first jab. {{competitive expertise}} ==Overview== ==Hitboxes== {{MeleeHitb...)
 
(→‎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=0
|id=2
|damage=4%
|damage=4%
|angle=361
|angle=361
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}}
}}
|}
|}
==Timing==
==Timing==
{|class="wikitable"
{|class="wikitable"
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{{FrameStrip|t=Lag|c=4}}{{FrameStrip|t=Hitbox|c=3}}{{FrameStrip|t=Lag|c=2}}{{FrameStrip|t=Lag|c=1|e=LagContinuableS}}{{FrameStrip|t=Lag|c=14|s=LagContinuableE}}
{{FrameStrip|t=Lag|c=4}}{{FrameStrip|t=Hitbox|c=3}}{{FrameStrip|t=Lag|c=2}}{{FrameStrip|t=Lag|c=1|e=LagContinuableS}}{{FrameStrip|t=Lag|c=14|s=LagContinuableE}}
{{FrameStripEnd}}
{{FrameStripEnd}}
{{FrameIconLegend|lag=y|hitbox=y|earliestcontinuable=y}}


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

Latest revision as of 13:05, July 5, 2024

Hitbox visualization showing Donkey Kong's first jab.
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You can discuss this issue on the talk page or edit this page to improve it.

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]

ID Part Damage SD Angle BK KS FKV Radius Bone Offset Clang Rebound Effect G A Sound
0 0 4% 0 Sakurai angle 0 100 0 4.6872 30 4.655952 0.0 0.0 HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Normal (effect) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png M Punch
1 0 4% 0 Sakurai angle 0 100 0 3.5154 30 -1.32804 0.0 0.0 HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Normal (effect) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png M Punch
2 0 4% 0 Sakurai angle 0 100 0 2.7342 43 0.0 0.0 0.0 HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Normal (effect) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png M Punch

Timing[edit]

Hitboxes 5-7
Earliest continuable 10
Animation length 24
FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(LagContinuableS).png FrameIcon(LagContinuableE).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(BlankContinuableS).pngFrameIcon(BlankContinuableE).png
Earliest continuable point