Super Smash Bros. Melee

Donkey Kong (SSBM)/Down tilt: Difference between revisions

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(→‎Overview: Description added, →‎Timing: Corrected the animation length, according to https://melee-framedata.theshoemaker.de/donkeykong/dtilt.html)
m (→‎Overview: Fixed a mistake regarding the move's duration)
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{{competitive expertise}}
{{competitive expertise}}
==Overview==
==Overview==
Donkey Kong, from a crouching position, does a quick one-handed slap across the ground. The move shares a lot of similarities with Marth's [[Marth (SSBM)/Down tilt|down tilt]], both in terms of move data and applicability in a match. As compared to Marth's down tilt, it comes out a frame sooner, has the same amount of active frames, deals 1 to 3 percent less damage (depending upon the sword hitbox), recovers 2 frames slower, and has less reach.
Donkey Kong, from a crouching position, does a quick one-handed slap across the ground. The move shares a lot of similarities with Marth's [[Marth (SSBM)/Down tilt|down tilt]], both in terms of move data and applicability in a match. As compared to Marth's down tilt, it comes out a frame sooner, has 1 more active frame, deals 1 to 3 percent less damage (depending upon the sword hitbox), recovers 2 frames slower, and has less reach.


The move is a low risk, medium reward option in neutral. While it is unlikely to lead to any combos, both because of the low knockback and 40° angle, knocking opponents slightly up and far away, it's also very unlikely to get DK [[Punishment|punished]], since his [[hitbox]] is low to the ground; If he is hit by a move that launches him up, and he's at low enough percent, he will immediately land back on the ground, thanks to [[Smash directional influence#Automatic smash directional influence|ASDI-down]], assuming the player held the [[control stick]] down. However, where the move really shines is in [[edgeguarding]], as it can often hit opponents attempting to [[Edge#Edge_sweet_spot|sweetspot]] the ledge, [[Gimp|gimping]] them and allowing DK to do rinse-repeat edgeguards.
The move is a low risk, medium reward option in neutral. While it is unlikely to lead to any combos, both because of the low knockback and 40° angle, knocking opponents slightly up and far away, it's also very unlikely to get DK [[Punishment|punished]], since his [[hitbox]] is low to the ground; If he is hit by a move that launches him up, and he's at low enough percent, he will immediately land back on the ground, thanks to [[Smash directional influence#Automatic smash directional influence|ASDI-down]], assuming the player held the [[control stick]] down. However, where the move really shines is in [[edgeguarding]], as it can often hit opponents attempting to [[Edge#Edge_sweet_spot|sweetspot]] the ledge, [[Gimp|gimping]] them and allowing DK to do rinse-repeat edgeguards.
==Hitboxes==
==Hitboxes==
{{MeleeHitboxTableHeader}}
{{MeleeHitboxTableHeader}}

Revision as of 20:22, July 6, 2024

Hitbox visualization showing Donkey Kong's down tilt.
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Overview

Donkey Kong, from a crouching position, does a quick one-handed slap across the ground. The move shares a lot of similarities with Marth's down tilt, both in terms of move data and applicability in a match. As compared to Marth's down tilt, it comes out a frame sooner, has 1 more active frame, deals 1 to 3 percent less damage (depending upon the sword hitbox), recovers 2 frames slower, and has less reach.

The move is a low risk, medium reward option in neutral. While it is unlikely to lead to any combos, both because of the low knockback and 40° angle, knocking opponents slightly up and far away, it's also very unlikely to get DK punished, since his hitbox is low to the ground; If he is hit by a move that launches him up, and he's at low enough percent, he will immediately land back on the ground, thanks to ASDI-down, assuming the player held the control stick down. However, where the move really shines is in edgeguarding, as it can often hit opponents attempting to sweetspot the ledge, gimping them and allowing DK to do rinse-repeat edgeguards.

Hitboxes

ID Part Damage SD Angle BK KS FKV Radius Bone Offset Clang Rebound Effect G A Sound
0 0 7% 0 AngleIcon40.png 10 80 0 3.659922 51 2.659986 0.0 0.0 HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Normal (effect) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png L Punch
1 0 7% 0 AngleIcon40.png 10 80 0 4.2966 52 5.987898 0.0 0.0 HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Normal (effect) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png L Punch
2 0 7% 0 AngleIcon40.png 10 80 0 4.2966 43 0.0 0.0 0.0 HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Normal (effect) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png L Punch

Timing

Hitboxes 6-9
Animation length 22
FrameIcon(Lag).png 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(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