Donkey Kong (SSB4)/Up smash: Difference between revisions
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{{ArticleIcons|ssb4=y}} | {{ArticleIcons|ssb4=y}} | ||
[[File: | [[File:DonkeyKongUpSmash.gif|thumb|270px|Hitbox visualization showing Donkey Kong's up smash.]] | ||
==Overview== | ==Overview== | ||
An overhead clap. A rather slow move overall, with 34 frames of endlag. Unlike other up smashes of similar design, it does not scoop opponents into the main hitbox, making it somewhat problematic to land if the opponent is not airborne or incredibly close to DK. It is effective if used beneath a [[platform]] or as a low [[percent]] [[combo]] after an [[up throw]]. [[KO]]s at approximately 102% and 63% fully charged. At max [[rage]], it is slightly more powerful than his [[Brawl]] up smash. Donkey Kong's head and arms are intangible while the hitboxes are out. | An overhead clap. A rather slow move overall, with 34 frames of endlag. Unlike other up smashes of similar design, it does not scoop opponents into the main hitbox, making it somewhat problematic to land if the opponent is not airborne or incredibly close to DK. It is effective if used beneath a [[platform]] or as a low [[percent]] [[combo]] after an [[up throw]]. [[KO]]s at approximately 102% and 63% fully charged. At max [[rage]], it is slightly more powerful than his [[Brawl]] up smash. Donkey Kong's head and arms are intangible while the hitboxes are out. | ||
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|id=0 | |id=0 | ||
|part=0 | |part=0 | ||
|damage=18 | |damage={{ChargedSmashDmgSSB4|18}} | ||
|sd=4 | |sd=4 | ||
|angle=90 | |angle=90 | ||
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|id=1 | |id=1 | ||
|part=0 | |part=0 | ||
|damage=18 | |damage={{ChargedSmashDmgSSB4|18}} | ||
|sd=4 | |sd=4 | ||
|angle=90 | |angle=90 | ||
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|- | |- | ||
!Animation length | !Animation length | ||
| | |59 | ||
|} | |} | ||
{{FrameStripStart}} | {{FrameStripStart}} | ||
|Hitboxes {{FrameStrip|t=Lag|c=6|e=LagChargeS}}{{FrameStrip|t=Lag|c=7|s=LagChargeE}}{{FrameStrip|t=Hitbox|c=2}}{{FrameStrip|t=Lag|c=34}}{{FrameStrip|t=Interruptible|c= | |Hitboxes {{FrameStrip|t=Lag|c=6|e=LagChargeS}}{{FrameStrip|t=Lag|c=7|s=LagChargeE}}{{FrameStrip|t=Hitbox|c=2}}{{FrameStrip|t=Lag|c=34}}{{FrameStrip|t=Interruptible|c=10}} | ||
|- | |- | ||
|Intangibility {{FrameStrip|t=Vulnerable|c=11}}{{FrameStrip|t=Intangible|c=4}}{{FrameStrip|t=Vulnerable|c= | |Intangibility {{FrameStrip|t=Vulnerable|c=11}}{{FrameStrip|t=Intangible|c=4}}{{FrameStrip|t=Vulnerable|c=44}} | ||
{{FrameStripEnd}} | {{FrameStripEnd}} | ||
Latest revision as of 16:36, March 30, 2020
Overview[edit]
An overhead clap. A rather slow move overall, with 34 frames of endlag. Unlike other up smashes of similar design, it does not scoop opponents into the main hitbox, making it somewhat problematic to land if the opponent is not airborne or incredibly close to DK. It is effective if used beneath a platform or as a low percent combo after an up throw. KOs at approximately 102% and 63% fully charged. At max rage, it is slightly more powerful than his Brawl up smash. Donkey Kong's head and arms are intangible while the hitboxes are out.
Update history[edit]
- Up smash's hitbox size radius increased: 7.5u/6u → 8.8u/7u.
Hitboxes[edit]
Timing[edit]
Charges between | 6-7 |
---|---|
Hitboxes | 14-15 |
Arm and head intangible | 12-15 |
Interruptible | 50 |
Animation length | 59 |
Hitboxes | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Intangibility |
Lag time |
Charge interval |
Hitbox |
Vulnerable |
Intangible |
Interruptible |
|