Donkey Kong (SSB4)/Up smash: Difference between revisions
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!Animation length | !Animation length | ||
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{{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}} | ||
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|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}} | ||
Revision as of 18:49, May 2, 2018
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. 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
- Up smash's hitbox size radius increased: 7.5u/6u → 8.8u/7u.
Hitboxes
Timing
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 |
|