SSBU/Donkey Kong

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Template:Character Subnav SSBU

Introduction

Donkey Kong is a character

Strengths Weaknesses
  • Coming soon
  • Coming soon
SSBU DONKEYKONG PORTRAIT.png
Physics
Weight 127
Gravity 0.085
Ground Movement
Walk Speed 1.365
Initial Dash Speed 2.09
Initial Dash Frames 15
Run Speed 1.873
Jumping
Air Speed 1.208
Air Acceleration 0.06
Fall/Fastfall Speed 1.63/2.608

Frame Data

Light Attacks

Startup Active Recovery Total Damage Block
5 2 18 24 4.0% -14
  • Cancels into Jab 2 from frame 8 by pressing A again on whiff/hit/block or by holding A on hit/block


Jab 2
5AA
Startup Active Recovery Total Damage Block
4 3 25 31 6.0% -24
  • Cancels into Jab 2 from frame 8 by pressing A again on whiff/hit/block or by holding A on hit/block


fTilt
[6]A
Startup Active Recovery Total Damage Block
7 3 25 34 8.0/9.0% -19/-18
  • Arm intangibility frame 6-9
  • Can be angled slightly upwards or downwards
  • Angled versions are strongest


uTilt
[8]A
Startup Active Recovery Total Damage Block
5 7 27 38 10% -23
  • Arm intangibility frame 5-11
  • Back hit has more range and is less minus on block


Startup Active Recovery Total Damage Block
6 2 17 24 6.0% -12
  • Arm intangibility frame 5-7
  • Has a chance to trip at low to mid percent, combos into grab if so


Dash Attack
(while running) A
Startup Active Recovery Total Damage Block
9 4/12 10 34 12.0/9.0% -14
  • Early hit is strongest


Smash Attacks

fSmash
6+A (chargeable)
Startup Active Recovery Total Damage Block
14+8 2 31 54 22.0/21.0% -18
  • Arm and head intangibility frame 20-26
  • Close hitbox is strongest
  • Cannot recoil on clash


uSmash
8+A
Startup Active Recovery Total Damage Block
6+8 2 34 49 19.0% -22
  • Arm and head intangibility frame 12-15
  • Cannot recoil on clash


dSmash
2+A
Startup Active Recovery Total Damage Block
2+9 2/2 41 55 17.0/18.0/14.0% -33
  • Arm intangibility frame 11-14
  • Late fist hitbox is strongest


Aerial Attacks

Startup Active Recovery Total Damage Landing
10 4/13 12 38 12.0/9.0% 10
  • Early hit is strongest
  • Autcancels frame 1-9 and frame 27-38


Startup Active Recovery Total Damage Landing
18 3/3 32 55 16.0/15.0/13.0% 17
  • Early hit is strongest, late hit at the fists spikes
  • Autocancels frame


uAir
j8A
Startup Active Recovery Total Damage Landing
6 5 27 37 13.0% 15
  • Head intangibility frame 5-10
  • Autocancels frame 1-5 and 26-37


dAir
j2A
Startup Active Recovery Total Damage Landing
14 3 38 56 16.0/13.0% 14
  • Lowest hitbox is strongest and spikes
  • Autocancels frame 1-2 and 50-54


bAir
j4A
Startup Active Recovery Total Damage Landing
7 2/8 15 31 13.0/8.0% 11
  • Early hit is strongest
  • Autocancels frame 1-6 and frame 31