Super Smash Bros. Melee

Donkey Kong (SSBM)/Up special

< Donkey Kong (SSBM)
Revision as of 12:09, June 26, 2024 by Mariogeek2 (talk | contribs) (→‎Overview: Reworded a few snippets, and added a couple of sentences)
This article is about the hitbox visualization in Super Smash Bros. Melee. For the move itself, see Spinning Kong.
Hitbox visualization showing Donkey Kong's grounded Spinning Kong.
Hitbox visualization showing Donkey Kong's aerial Spinning Kong.

Overview

Donkey Kong pulls his elbow up, then rapidly spins his arms. Similar to the Spacie's shine, it is a special move that functions as a jack-of-all-trades option. Due to its initial invincibility frames and quick startup, the grounded version is a common out of shield option, and a frame trap option after back aerial on shield. The first hit has a lot of base knockback and knockback growth, making it a highly usable kill option that can be confirmed from DK's combos and tech chases. The following hits are quite weak, but hit fast enough that it is not always easy to punish on shield or on crouch cancel, and can be made even more difficult to punish by going to the Edge, thereby grabbing it and bypassing the end lag. It can also be used to punish characters attempting to land on top of DK, such as a Fox doing a down aerial from a fullhop or Shield drop.

The aerial version is DK's primary recovery move. It travels a long distance horizontally, and, coupled with DK's high weight and fall speed, allows him to live a long time and recover high repeatedly. It also gives DK intangibility on his arms as long as the hitboxes are active, unlike the grounded version, making it somewhat difficult to interrupt. However, when recovering below the ledge, it is very vulnerable to disjointed attacks and has very poor vertical distance, which makes it easy to kill DK at low percents with spikes and even meteor smashes. As an offensive option, the first hit has somewhat strong knockback, making it an effective edgeguarding tool where DK can jump offstage to an opponents position, hit them with the first hit, then drift back to ledge.

Hitboxes

Ground

ID Part Damage SD Angle BK KS FKV Radius Bone Offset Clang Rebound Effect G A Sound
Hit 1
0 0 12% 1   60 100 0 6.2496 29 6.65973 0.0 0.0             Punch
1 0 12% 1   60 100 0 6.2496 51 6.65973 0.0 0.0             Punch
Hits 2-3
0 0 8% 1   50 70 0 5.4684 29 6.65973 0.0 0.0             Punch
1 0 8% 1   50 70 0 5.4684 51 6.65973 0.0 0.0             Punch
2 0 8% 1   50 70 0 4.6872 7 3.33963 0.0 0.0             Punch
Hits 4-5
0 0 8% 1   10 90 0 4.2966 29 6.65973 0.0 0.0             Punch
1 0 8% 1   10 90 0 4.2966 51 6.65973 0.0 0.0             Punch
2 0 8% 1   10 90 0 2.3436 7 3.33963 0.0 0.0             Punch

Aerial

ID Part Damage SD Angle BK KS FKV Radius Bone Offset Clang Rebound Effect G A Sound
Hit 1
0 0 10% 1   40 80 0 6.2496 29 6.65973 0.0 0.0             Punch
1 0 10% 1   40 80 0 6.2496 51 6.65973 0.0 0.0             Punch
Hits 2-5
0 0 5% 1   20 70 0 5.4684 29 6.65973 0.0 0.0             Punch
1 0 5% 1   20 70 0 5.4684 51 6.65973 0.0 0.0             Punch
2 0 4% 1   20 70 0 4.2966 7 3.33963 0.0 0.0             Punch
Hits 6-8
0 0 2% 1   0 100 0 4.2966 29 6.65973 0.0 0.0             Punch
1 0 2% 1   0 100 0 4.2966 51 6.65973 0.0 0.0             Punch
2 0 2% 1   0 100 0 2.7342 7 3.33963 0.0 0.0             Punch

Timing

Ground

Intangibility 3-5
Hit 1 3-5
Hit 2-3 19-34 (Rehit: 8)
Hit 4-5 35-58 (Rehit: 8)
Animation length 84
Hitboxes                                                                                                                                                                         
Intangibility                                                                                                                                                                         

Air

Intangibility 2-5
Hit 1 3-5
Arms Intangibility 11-42
Hits 2-5 11-42 (Rehit: 8)
Hits 6-8 43-66 (Rehit: 8)
Animation length 84
Hitboxes                                                                                                                                                                         
Body                                                                                                                                                                         
Arms                                                                                                                                                                         
Legend (1 square = 1 frame)
 
Lag time
 
Hitbox
 
Vulnerable
 
Intangible