Super Smash Bros. Brawl

Donkey Kong (SSBB)/Up tilt: Difference between revisions

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(New Page: {{ArticleIcons|ssbb=y}} ==Overview== {{competitive expertise}} ==Hitboxes== {{technical data}} ==Timing== {|class="wikitable" !Hitboxes |5-11 |- !Arm intangibile |5-11 |- !Interruptibl...)
 
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{{ArticleIcons|ssbb=y}}
{{ArticleIcons|ssbb=y}}
 
[[File:DonkeyKongUTiltSSBB.gif|thumb|400px|Hitbox visualization showing Donkey Kong's up tilt.]]
==Overview==
==Overview==
{{competitive expertise}}
{{competitive expertise}}
Donkey Kong swats his hand upwards. Fast with a good arc range. This attack also has high knockback scaling, allowing it to start KO’ing around 110%. His arms are also intangible during the hitbox’s duration, just like his forward tilt.
The attack deals more damage from his arm.
==Hitboxes==
==Hitboxes==
{{technical data}}
{{BrawlHitboxTableHeader}}
{{BrawlHitboxTableRow
|bn=45
|id=0
|damage=9%
|angle=100
|fkv=0
|ks=105
|sd=0
|bk=40
|r=300000
|xpos=-300000
|ypos=0
|zpos=0
|trip=0
|ff=60000
|sdi=60000
|rawflags=00111001000000110000001010000000
}}
{{BrawlHitboxTableRow
|bn=44
|id=1
|damage=10%
|angle=100
|fkv=0
|ks=110
|sd=0
|bk=40
|r=240000
|xpos=-228000
|ypos=0
|zpos=0
|trip=0
|ff=60000
|sdi=60000
|rawflags=00111001000000110000001010000000
}}
{{BrawlHitboxTableRow
|bn=43
|id=2
|damage=11%
|angle=100
|fkv=0
|ks=115
|sd=0
|bk=40
|r=288000
|xpos=-162000
|ypos=0
|zpos=0
|trip=0
|ff=60000
|sdi=60000
|rawflags=00111001000000110000001010000000
}}
|}
 
==Timing==
==Timing==
{|class="wikitable"
{|class="wikitable"

Latest revision as of 20:54, May 27, 2024

Hitbox visualization showing Donkey Kong's up tilt.

Overview[edit]

Competitive.png This article or section may require competitive expertise.
You can discuss this issue on the talk page or edit this page to improve it.

Donkey Kong swats his hand upwards. Fast with a good arc range. This attack also has high knockback scaling, allowing it to start KO’ing around 110%. His arms are also intangible during the hitbox’s duration, just like his forward tilt. The attack deals more damage from his arm.

Hitboxes[edit]

ID Part Damage SD Angle BK KS FKV Radius Bone Offset SDIx T% Clang Rebound Type Effect G A Sound Direct
0 0 9% 0 AngleIcon100.png 40 105 0 5.0 45 -5.0 0.0 0.0 1.0x 1.0x 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Hand (type) Normal (effect) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png L Punch SpecialsDirect.png
1 0 10% 0 AngleIcon100.png 40 110 0 4.0 44 -3.8 0.0 0.0 1.0x 1.0x 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Hand (type) Normal (effect) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png L Punch SpecialsDirect.png
2 0 11% 0 AngleIcon100.png 40 115 0 4.8 43 -2.7 0.0 0.0 1.0x 1.0x 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Hand (type) Normal (effect) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png L Punch SpecialsDirect.png

Timing[edit]

Hitboxes 5-11
Arm intangibile 5-11
Interruptible 39
Animation length 39
Hitboxes  FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).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(Interruptible).png
Arm  FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Intangible).png FrameIcon(Intangible).png FrameIcon(Intangible).png FrameIcon(Intangible).png FrameIcon(Intangible).png FrameIcon(Intangible).png FrameIcon(Intangible).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png
Legend (1 square = 1 frame)
Lag
Lag time
Hitbox
Hitbox
FrameIcon(Vulnerable).png
Vulnerable
Intangibility
Intangible
Interruptibility
Interruptible