Super Smash Bros. Melee

Donkey Kong (SSBM)/Forward throw

This article is about the hitbox visualization in Super Smash Bros. Melee. For the move itself, see Kong Karry.
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OverviewEdit

One of DK's signatures moves, he lifts the opponent up onto his back and carries them around in a pseudo-pack-strap carry, putting them into another held state rather than actually throwing them, an ability unique to DK. While carrying them, he is able to walk and jump or throw the opponent (done with a traditional throw input), although he is unable to attack or shield; the only option that the opponent has is to mash, and if DK carries them for too long, they will be grab released, although they won't recover their double jump[1] if they used it, unlike every other grab release. The main benefit of this move is the access it gives to unique throws (so-called cargo throws), which differ in a number of ways from DK's regular throws and are considered vastly superior.

Cargo up throwEdit

DK lifts the opponent off his back before throwing them perfectly straight into the air. An amazing throw for comboing, it has been described as DK's bread-and-butter and is great for set-ups against the entire cast. Against spacies at low percents, the move can be used to chain grab. Against most characters (with the exception of floaties), it can be used to set up juggles with his up aerial, which can lead to a zero-to-death if performed correctly. Against Jigglypuff, the move can be a kill confirm into his up aerial at mid-percents.

Cargo down throwEdit

Only ever used to set up edgeguards or push the opponent just a bit further away when performing a sacrificial KO. It's not a terrible throw, but is usually outclassed by cargo up throw.

Throw dataEdit

ForwardEdit

Damage Angle BK KS FKV Effect
Throw 8%   80 50 0  
Release 3%   40 100 0  

BackEdit

Damage Angle BK KS FKV Effect
Throw 8%   80 50 0  
Release 3%   40 100 0  

UpEdit

Damage Angle BK KS FKV Effect
Throw 7%   90 30 0  
Release 3%   40 100 0  

DownEdit

Damage Angle BK KS FKV Effect
Throw 6%   65 26 0  
Release 3%   40 100 0  

TimingEdit

The speed Donkey Kong carries the opponent depends on the opponent's weight.

Invincibility 1-8
Animation length 19
Min (Pichu)                                               
Baseline                                               
Max (Bowser, PAL)                                               

ForwardEdit

Throw Release 15
Animation length 39
                                                                           

BackEdit

Throw Release 15
Animation length 39
                                                                           

UpEdit

Throw Release 14
Animation length 29
                                                         

DownEdit

Throw Release 15
Animation length 39
                                                                           
Legend (1 square = 1 frame)
 
Lag time
 
Hitbox
 
Vulnerable
 
Invincible


  1. ^ [1], Jumpkeeping? a New DK Tech!?