Super Smash Bros. Melee

Donkey Kong (SSBM)/Neutral aerial

Hitbox visualization showing Donkey Kong's neutral aerial.
Competitive.png This article or section may require competitive expertise.
You can discuss this issue on the talk page or edit this page to improve it.

OverviewEdit

DK swings his arms around himself. One of DK's less useful aerials due to its pitifully small hitbox and pretty weak knockback, which makes it very poor in neutral and unlikely to kill until high percentages. The weak hit, however, can be used as a DI mixup in some combos, and can occasionally combo into a falling up air from a fullhop.

HitboxesEdit

ID Part Damage SD Angle BK KS FKV Radius Bone Offset Clang Rebound Effect G A Sound
Clean hit
0 0 12% 0   0 100 0 3.327912 52 3.991932 0.0 0.0             Punch
1 0 12% 0   0 100 0 3.327912 30 3.991932 0.0 0.0             Punch
2 0 12% 0   0 100 0 4.655952 4 0.0 0.7812 3.3201             Punch
Late hit
0 0 10% 0   0 100 0 3.327912 52 5.987898 0.0 0.0             Punch
1 0 10% 0   0 100 0 3.327912 30 5.987898 0.0 0.0             Punch
2 0 10% 0   0 100 0 4.655952 4 0.0 0.7812 3.3201             Punch

TimingEdit

Initial autocancel 1-6
Clean hit 10-13
Late hit 14-26
Ending autocancel 39-
Interruptible 39
Animation length 43
                                                                                     
                                                                                     

Landing lagEdit

Animation length 20
L-cancelled animation length 10
Normal                                         
L-cancelled                                         
Legend (1 square = 1 frame)
 
Lag time
 
Hitbox
  
Hitbox change
 
Autocancel
 
Interruptible