Super Smash Bros. Brawl

Donkey Kong (SSBB)/Hitboxes

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< Donkey Kong (SSBB)
Revision as of 22:45, October 12, 2012 by Toomai (talk | contribs) (that's all I have time for now)
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Hitbox Article.png This is a hitbox repository. Hitbox Article.png
Click on any image to view full size.
Donkey Kong's Hitboxes
Neutral
(Double Punch)
DonkeyKongSSBBNeutral(hit1).png
Hit 1
DonkeyKongSSBBNeutral(hit2start).png
Hit 2
DonkeyKongSSBBNeutral(hit2end).png
Hit 2
F-Tilt
(Backhand Swipe)
DonkeyKongSSBBFTilt(angupstart).png
 
DonkeyKongSSBBFTilt(angupmid).png
Angled Up
DonkeyKongSSBBFTilt(angupend).png
 
DonkeyKongSSBBFTilt(angsidestart).png
 
DonkeyKongSSBBFTilt(angsidemid).png
Angled Side
DonkeyKongSSBBFTilt(angsideend).png
 
DonkeyKongSSBBFTilt(angdownstart).png
 
DonkeyKongSSBBFTilt(angdownmid).png
Angled Down
DonkeyKongSSBBFTilt(angdownend).png
 
U-Tilt
(Upper Swipe)
DonkeyKongSSBBUTilt(part1).png DonkeyKongSSBBUTilt(part2).png
DonkeyKongSSBBUTilt(part3).png DonkeyKongSSBBUTilt(part4).png
D-Tilt
(Trip Swipe)
DonkeyKongSSBBDTilt.png
Dash
(Sliding Kick)
DonkeyKongSSBBDash(clean).png
Clean
DonkeyKongSSBBDash(late).png
Late
U-Smash
(High Clap)
DonkeyKongSSBBUSmash.png
D-Smash
(Simian Slam)
DonkeyKongSSBBDSmash(start).png DonkeyKongSSBBDSmash(mid).png DonkeyKongSSBBDSmash(end).png
F-Smash
(Clap Smash)
DonkeyKongSSBBFSmash.png
Nair
(Fist Spin)
DonkeyKongSSBBNair(cleanstart).png DonkeyKongSSBBNair(cleanend).png
DonkeyKongSSBBNair(latestart).png DonkeyKongSSBBNair(lateend).png
Fair
(Fist Pound)
DonkeyKongSSBBFair(earlystart).png DonkeyKongSSBBFair(earlyend).png DonkeyKongSSBBFair(clean).png

Notes

  • The angle of a hitbox is displayed as a line. Note that all angles are based on what side of the attacker the target is on - if the target is on the opposite side of the attacker, they will fly in the opposite direction (but at the same angle). Most presented angles assume the target is on the right of the attacker, unless the attack is obviously on the attacker's left.
  • A hitbox that cannot clang is denoted by a dashed border.
  • The colour of a hitbox is its type; the colour of its angle indicator and border is its effect.
  • The numbers represent each hitbox's damage and knockback (base knockback/knockback scaling), as well as whether the knockback is fixed.