Super Smash Bros. Melee

Donkey Kong (SSBM)/Down special

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This article is about the hitbox visualization inSuper Smash Bros. Melee. For the move itself, seeHand Slap.
Hitbox visualization showing Donkey Kong's Hand 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]

IDPartDamageSDAngleBKKSFKVRadiusBoneOffsetClangReboundEffectGASound
Hit 1
0011%1AngleIcon84.png201001108.99942400.00.00.0HitboxTableIcon(NoClang).pngHitboxTableIcon(NoRebound).pngNormal (effect)HitboxTableIcon(GroundedTrue).pngHitboxTableIcon(AerialFalse).pngL Kick
1011%1AngleIcon84.png201001108.99942400.00.00.0HitboxTableIcon(NoClang).pngHitboxTableIcon(NoRebound).pngNormal (effect)HitboxTableIcon(GroundedTrue).pngHitboxTableIcon(AerialFalse).pngL Kick
2011%1AngleIcon84.png201001108.99942400.00.00.0HitboxTableIcon(NoClang).pngHitboxTableIcon(NoRebound).pngNormal (effect)HitboxTableIcon(GroundedTrue).pngHitboxTableIcon(AerialFalse).pngL Kick
3011%1AngleIcon84.png201001108.99942400.00.00.0HitboxTableIcon(NoClang).pngHitboxTableIcon(NoRebound).pngNormal (effect)HitboxTableIcon(GroundedTrue).pngHitboxTableIcon(AerialFalse).pngL Kick
Hit 2
0011%1AngleIcon84.png301001109.9993600.00.00.0HitboxTableIcon(NoClang).pngHitboxTableIcon(NoRebound).pngNormal (effect)HitboxTableIcon(GroundedTrue).pngHitboxTableIcon(AerialFalse).pngL Kick
1011%1AngleIcon84.png301001109.9993600.00.00.0HitboxTableIcon(NoClang).pngHitboxTableIcon(NoRebound).pngNormal (effect)HitboxTableIcon(GroundedTrue).pngHitboxTableIcon(AerialFalse).pngL Kick
2011%1AngleIcon84.png301001109.9993600.00.00.0HitboxTableIcon(NoClang).pngHitboxTableIcon(NoRebound).pngNormal (effect)HitboxTableIcon(GroundedTrue).pngHitboxTableIcon(AerialFalse).pngL Kick
3011%1AngleIcon84.png301001109.9993600.00.00.0HitboxTableIcon(NoClang).pngHitboxTableIcon(NoRebound).pngNormal (effect)HitboxTableIcon(GroundedTrue).pngHitboxTableIcon(AerialFalse).pngL Kick

Timing[edit]

Input loop14-40
Hit 119-20
Hit 230-31
Animation length60
FrameIcon(Lag).pngFrameIcon(Lag).pngFrameIcon(Lag).pngFrameIcon(Lag).pngFrameIcon(Lag).pngFrameIcon(Lag).pngFrameIcon(Lag).pngFrameIcon(Lag).pngFrameIcon(Lag).pngFrameIcon(Lag).pngFrameIcon(Lag).pngFrameIcon(Lag).pngFrameIcon(LagLoopS).pngFrameIcon(LagLoopE).pngFrameIcon(Lag).pngFrameIcon(Lag).pngFrameIcon(Lag).pngFrameIcon(Lag).pngFrameIcon(Hitbox).pngFrameIcon(Hitbox).pngFrameIcon(Lag).pngFrameIcon(Lag).pngFrameIcon(Lag).pngFrameIcon(Lag).pngFrameIcon(Lag).pngFrameIcon(Lag).pngFrameIcon(Lag).pngFrameIcon(Lag).pngFrameIcon(Lag).pngFrameIcon(Hitbox).pngFrameIcon(Hitbox).pngFrameIcon(Lag).pngFrameIcon(Lag).pngFrameIcon(Lag).pngFrameIcon(Lag).pngFrameIcon(Lag).pngFrameIcon(Lag).pngFrameIcon(Lag).pngFrameIcon(Lag).pngFrameIcon(LagLoopS).pngFrameIcon(LagLoopE).pngFrameIcon(Lag).pngFrameIcon(Lag).pngFrameIcon(Lag).pngFrameIcon(Lag).pngFrameIcon(Lag).pngFrameIcon(Lag).pngFrameIcon(Lag).pngFrameIcon(Lag).pngFrameIcon(Lag).pngFrameIcon(Lag).pngFrameIcon(Lag).pngFrameIcon(Lag).pngFrameIcon(Lag).pngFrameIcon(Lag).pngFrameIcon(Lag).pngFrameIcon(Lag).pngFrameIcon(Lag).pngFrameIcon(Lag).pngFrameIcon(Lag).png
Legend (1 square = 1frame)
Lag
Lag time
Hitbox
Hitbox
FrameIcon(HitboxChangeS).pngFrameIcon(HitboxChangeE).png
Hitbox change
FrameIcon(BlankLoopS).pngFrameIcon(BlankLoopE).png
Loop point
This move in SSB64This move in SSBMThis move in SSBBThis move in SSB4This move in SSBUDonkey Kong's moveset
Neutral attack (1 ·2) ·Forward tilt ·Up tilt ·Down tilt ·Dash attack ·Forward smash ·Up smash ·Down smash
Neutral aerial ·Forward aerial ·Back aerial ·Up aerial ·Down aerial
Grab ·Pummel ·Forward throw ·Back throw ·Up throw ·Down throw
Forward roll ·Back roll ·Spot dodge ·Air dodge ·Techs
Floor attack (front) ·Floor getups (front) ·Floor attack (back) ·Floor getups (back)
Edge attack (fast) ·Edge getups (fast) ·Edge attack (slow) ·Edge getups (slow)
Neutral special ·Side special ·Up special ·Down special