Donkey Kong (SSBM)/Neutral attack/Hit 1
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Overview
DK does a cross punch in front of him. Being tied with Jigglypuff for the sixth slowest jab, in terms of startup, the move sees little use in competitive play. It combos into little, except his jab 2, and loses out on speed to his grounded up-B, which comes out on frame 3. The move's primary use is to jab reset knocked-down opponents.
Hitboxes
Timing
Hitboxes | 5-7 |
---|---|
Earliest continuable | 10 |
Animation length | 24 |
Lag time |
Hitbox |
Earliest continuable point |
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