Donkey Kong (SSBM)/Down special
- This article is about the hitbox visualization inSuper Smash Bros. Melee. For the move itself, seeHand Slap.
Overview[edit]
DK, as the name implies, slaps his hands on the ground, shaking the screen and launching any opponent who's within range into the air.
Among DK's plethora of strong neutral tools and powerful kill moves, the Hand Slap sees minimal use in competitive play. The primary reason for this lack of use is the move's laggystart-up andrecovery. The first hit doesn't come out until 1/3 of a second after the move is input (which is within humans' reaction time), and the entire move (assuming the loop isn't restarted) takes an entire second before DK can input any other move. This leaves DK open to apunish. In addition, the move is completely worthless against opponents aerialing into DK, since it can only hit grounded opponents.
Despite this, the move does see niche use. The move deals bonus damage to shields and lots of shield stun and pushback, potentially leading to a shield break. In addition, the move's highfixed knockback beatscrouch cancelling, since it causes even crouching opponents (Peach or lighter) to tumble. Whentech-chasing, DK can use this move instead of attempting to guess where the opponent will go, since the move's range is so large it'll cover nearly all their tech options. If it hits, it can potentially combo into grab, which can kickstart DK's massive combo game.
Two particularmatchups where Hand Slap sees much more use are againstIce Climbers andLuigi, both of whom have absolutely horridair speed and badair acceleration, crippling their aerial approaches. These characters prefer to approach using theirwavedashes, which this move is incredibly effective against, assuming the DK isn't too close so as to be punished during start-up. Against the Ice Climbers specifically, there's a decent chance it'll separate Nana from Popo.
Hitboxes[edit]
Timing[edit]
| Input loop | 14-40 |
|---|---|
| Hit 1 | 19-20 |
| Hit 2 | 30-31 |
| Animation length | 60 |
Lag time | Hitbox | Hitbox change | Loop point |

