Super Smash Bros. Melee

Donkey Kong (SSBM)/Dash attack

< Donkey Kong (SSBM)
Revision as of 11:50, December 18, 2024 by Mariogeek2 (talk | contribs) (→‎Timing: Added boost grab window)
Hitbox visualization showing Donkey Kong's dash attack.
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Overview

Donkey Kong rushes forward before skidding to a halt, hands astray and delivering a somewhat clumsy kick. The move’s middling frame data, horrendous hitbox properties, and lack of comboing potential make dash attack barren in usage. While the move is disjointed and can catch an opposing character off guard, other options such as his up throw and his down tilt are far more consistent in providing genuinely useful qualities throughout a game-to-game basis. This extends to being considered as his worst move overall, and by extension, one of the worst moves in all of Melee.

Hitboxes

ID Part Damage SD Angle BK KS FKV Radius Bone Offset Clang Rebound Effect G A Sound
Clean hit
0 0 11% 1   115 15 0 5.987898 7 3.906 0.0 0.0             Kick
1 0 11% 1   115 15 0 4.6872 7 0.0 0.0 0.0             Kick
Late hit
0 0 9% 1   0 100 120 4.6872 7 3.906 0.0 0.0             Kick
1 0 9% 1   0 100 120 3.1248 7 0.0 0.0 0.0             Kick

Timing

Clean hit 9-12
Late hit 13-20
Boost grab window 2-4
Animation length 54
Hitboxes                                                                                                             
Boost grab                                                                                                             
Legend (1 square = 1 frame)
 
Lag time
 
Hitbox
  
Hitbox change