Super Smash Bros. Melee

Donkey Kong (SSBM)/Down tilt

< Donkey Kong (SSBM)
Revision as of 23:28, October 20, 2024 by Mariogeek2 (talk | contribs) (Rephrased confusing "sword hitbox" snippet, added knockback link, and changed incorrect hitbox to hurtbox.)
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Hitbox visualization showing Donkey Kong's down tilt.

OverviewEdit

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 which part of Marth's sword it's being compared to), 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 hurtbox 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.

HitboxesEdit

ID Part Damage SD Angle BK KS FKV Radius Bone Offset Clang Rebound Effect G A Sound
0 0 7% 0   10 80 0 3.659922 51 2.659986 0.0 0.0             Punch
1 0 7% 0   10 80 0 4.2966 52 5.987898 0.0 0.0             Punch
2 0 7% 0   10 80 0 4.2966 43 0.0 0.0 0.0             Punch

TimingEdit

Hitboxes 6-9
Animation length 22
                                           
Legend (1 square = 1 frame)
 
Lag time
 
Hitbox