Donkey Kong (SSBU)/Side special: Difference between revisions
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{{ArticleIcons|ssbu=y}} | {{ArticleIcons|ssbu=y}} | ||
{{disambig2|the hitbox visualization in ''Super Smash Bros. Ultimate''|the move itself|Headbutt}} | {{disambig2|the hitbox visualization in ''Super Smash Bros. Ultimate''|the move itself|Headbutt}} | ||
[[File:DonkeyKongHeadbuttGroundedSSBU.gif| | [[File:DonkeyKongHeadbuttGroundedSSBU.gif|350px|thumb|Hitbox visualization showing Donkey Kong's grounded side special, Headbutt.]] | ||
[[File:DonkeyKongHeadbuttAerialSSBU.gif| | [[File:DonkeyKongHeadbuttAerialSSBU.gif|350px|thumb|Hitbox visualization showing Donkey Kong's aerial side special, Headbutt.]] | ||
{{competitive expertise}} | |||
==Overview== | |||
Donkey Kong headbutts to the side of himself. Headbutt is a high-risk, high reward option that [[Bury|buries]] opponents who are hit, locking them in place for a smash attack or grounded [[Donkey Kong (SSBU)/Up special|Spinning Kong]]. Headbutt is ideally used at somewhat high percents, as the bury is susceptible to mashing. The move also has [[Armor]] right before Donkey Kong begins to headbutt, which can make the move usable as a landing option. Headbutt is also notable for its tremendous shield damage, with the move being able to break nearly any shield that has been damaged slightly. | |||
{{ | However, despite these positives, the move is held back by its sluggish frame data, making the move very committal and leaving Donkey Kong wide open for attack if it misses. Additionally, the armor on the move only lasts for a very specific time in the middle of the animation and isn't very dangerous if it connects in the air, meaning that the move can still be challenged by multi-hit attacks, resulting in the move being used sparingly for landing. Additionally, while the move deals great damage to shields, it isn't a one-hit shield break, and is colossally unsafe at -32 if it doesn't break a shield. | ||
== | |||
In conclusion, Headbutt is a high-risk, high reward move that can potentially allow Donkey Kong to take a stock early if the bury or shield break connects, and is a niche landing option thanks to the armor. However, the move is used sparingly in competitive play due to its sluggish frame data and unsafety in whiffed. | |||
==Update History== | |||
'''{{GameIcon|ssbu}} {{SSBU|9.0.0}}''' | |||
*{{buff|Grounded [[Headbutt]] has an additional hitbox against grounded opponents that is placed higher (Y offset: 5u → 13u), increasing its vertical range.}} | |||
==Hitbox Data== | |||
{{UltimateHitboxTableHeader}} | {{UltimateHitboxTableHeader}} | ||
{{HitboxTableTitle|Grounded|42}} | {{HitboxTableTitle|Grounded|42}} | ||
Line 21: | Line 31: | ||
|xpos=0.0 | |xpos=0.0 | ||
|ypos=5.0 | |ypos=5.0 | ||
|zpos= | |zpos=19.0 to 7.0 | ||
|type=Head | |type=Head | ||
|effect=Bury | |effect=Bury | ||
Line 32: | Line 42: | ||
{{UltimateHitboxTableRow | {{UltimateHitboxTableRow | ||
|id=1 | |id=1 | ||
|part=0 | |||
|damage=10.0% | |||
|sd=25.0 | |||
|angle=270 | |||
|bk=40 | |||
|ks=40 | |||
|fkv=0 | |||
|r=3.0 | |||
|bn=top | |||
|xpos=0.0 | |||
|ypos=13.0 | |||
|zpos=18.0 to 9.0 | |||
|type=Head | |||
|effect=Bury | |||
|sdi=1.0 | |||
|ff=1.0 | |||
|sfx=Kick | |||
|slvl=L | |||
|a=f | |||
}} | |||
{{UltimateHitboxTableRow | |||
|id=2 | |||
|damage=8.0% | |damage=8.0% | ||
|sd=25.0 | |sd=25.0 | ||
Line 42: | Line 74: | ||
|xpos=0.0 | |xpos=0.0 | ||
|ypos=11.0 | |ypos=11.0 | ||
|zpos= | |zpos=14.0 | ||
|type=Head | |type=Head | ||
|effect=Normal | |effect=Normal | ||
Line 61: | Line 93: | ||
|ks=40 | |ks=40 | ||
|fkv=0 | |fkv=0 | ||
|r=5 | |r=6.5 | ||
|bn=top | |bn=top | ||
|xpos=0.0 | |xpos=0.0 | ||
Line 74: | Line 106: | ||
}} | }} | ||
{{UltimateHitboxTableRow | {{UltimateHitboxTableRow | ||
|id= | |id=2 | ||
|damage=8.0% | |damage=8.0% | ||
|sd=25.0 | |sd=25.0 | ||
Line 85: | Line 117: | ||
|xpos=0.0 | |xpos=0.0 | ||
|ypos=11.0 | |ypos=11.0 | ||
|zpos= | |zpos=14.0 | ||
|type=Head | |type=Head | ||
|effect=Normal | |effect=Normal | ||
Line 116: | Line 148: | ||
{{FrameStripEnd}} | {{FrameStripEnd}} | ||
{{FrameIconLegend|lag=y|hitbox=y|interruptible=y|vulnerable=y|armour=y}} | {{FrameIconLegend|lag=y|hitbox=y|interruptible=y|vulnerable=y|armour=y}} | ||
==Parameters== | |||
{|class="wikitable" | |||
!Horizontal speed multiplier on startup | |||
|0.5 (grounded)<br>0.67 (aerial) | |||
|- | |||
!Vertical speed multiplier on startup | |||
|0 (grounded)<br>0.5 (aerial) | |||
|- | |||
!Gravity multiplier | |||
|0.5 | |||
|} | |||
{{MvSubNavDonkeyKong|g=SSBU}} | {{MvSubNavDonkeyKong|g=SSBU}} | ||
[[Category:Donkey Kong (SSBU)]] | [[Category:Donkey Kong (SSBU)]] | ||
[[Category:Side special moves (SSBU)]] | [[Category:Side special moves (SSBU)]] |
Latest revision as of 10:46, September 15, 2024
Overview[edit]
Donkey Kong headbutts to the side of himself. Headbutt is a high-risk, high reward option that buries opponents who are hit, locking them in place for a smash attack or grounded Spinning Kong. Headbutt is ideally used at somewhat high percents, as the bury is susceptible to mashing. The move also has Armor right before Donkey Kong begins to headbutt, which can make the move usable as a landing option. Headbutt is also notable for its tremendous shield damage, with the move being able to break nearly any shield that has been damaged slightly.
However, despite these positives, the move is held back by its sluggish frame data, making the move very committal and leaving Donkey Kong wide open for attack if it misses. Additionally, the armor on the move only lasts for a very specific time in the middle of the animation and isn't very dangerous if it connects in the air, meaning that the move can still be challenged by multi-hit attacks, resulting in the move being used sparingly for landing. Additionally, while the move deals great damage to shields, it isn't a one-hit shield break, and is colossally unsafe at -32 if it doesn't break a shield.
In conclusion, Headbutt is a high-risk, high reward move that can potentially allow Donkey Kong to take a stock early if the bury or shield break connects, and is a niche landing option thanks to the armor. However, the move is used sparingly in competitive play due to its sluggish frame data and unsafety in whiffed.
Update History[edit]
- Grounded Headbutt has an additional hitbox against grounded opponents that is placed higher (Y offset: 5u → 13u), increasing its vertical range.
Hitbox Data[edit]
Timing[edit]
Hitbox | 20-21 |
---|---|
Super Armor | 5-14 |
Interruptible | 63 |
Animation length | 69 |
Lag time |
Hitbox |
Vulnerable |
Armour |
Interruptible |
Parameters[edit]
Horizontal speed multiplier on startup | 0.5 (grounded) 0.67 (aerial) |
---|---|
Vertical speed multiplier on startup | 0 (grounded) 0.5 (aerial) |
Gravity multiplier | 0.5 |
|