Data DK Frame Data - Ultimate Edition

Big O

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Smash Ultimate runs at 60 frames per second (1 frame = 1/60th of a second). Basically, this means that everything you do happens within X frames after pressing buttons. Every action takes a certain amount of time to happen, which can be measured in frames.

Attacking frames are in yellow, total frames are in purple, invincibility frames are in green, full body intangibility frames are in blue, and super armor frames are in orange. Invincibility means anything that hits you won't hurt or interrupt you (like when you re-spawn). Intangibility means nothing hits you (can be DK's entire body or just certain body parts). Super armor means attacks don't interrupt your moves unless they are grabs.

Active frames tell you when the move does it's job. If a move hits multiple times, each hit will be separated by a comma. If a move has different hitboxes they will be separated by / .

The number in total frames essentially tells you how long it takes to complete the move. You can act freely starting from the next frame.

Base damage is the damage a move does before any special modifiers like stale moves, short hop penalty, or the 1v1 damage boost. Shieldstun is based on base damage, so the numbers for shieldstun assume the move is fresh.

If a space is blank for any given move, it is because the move does not have that particular property. If a property is not mentioned in the notes or listed in a column, the move does not have that property.

If you are unfamiliar with any terminology, check out the smash dictionary.



Move | Active Frames | Total Frames | Base Damage | Shieldstun | Jump Cancel Frames | Item Catching Frames | Notes
Jab1 | 5-6 | 24 | 4 | 5 | 1 | 1 (Picks up item instead of jabbing if close to an item) | Can cancel into Jab2 on frames 7-28
Jab2 | 5-6 | 35 | 6 | 7 ||| Jab2 starts and ends 1 frame earlier if done on frames 25-28 of Jab1
Jab Combo | 5-6, 11-12 | 41 | 4 + 6 (10) | 5, 7 ||| Fastest possible timing
Grab | 8-10 | 38 | 1 (Grab clash only) |||| Clashes with other grabs on frames 7-10

Move | Active Frames | Total Frames | Base Damage | Shieldstun | Bonus Shield Damage | Jump Cancel Frames | Item Catching Frames | Notes
Dash Atk | 9-12 / 13-24 (Early/Late) | 34 | 12 / 9 | 12 / 9 | +1 | 1-2 | 1-5 | Can cancel into dash grab or pivot grab on frames 1-3 ... Tilts with slants
Dash Grab | 11-13 | 46 | 1 (Grab clash only) ||||| Can cancel into pivot grabs on frames 2-4 ... Clashes with other grabs on frames 10-13
Pivot Grab | 12-14 | 41 | 1 (Grab clash only) ||||| Clashes with other grabs on frames 11-14

Move | Active Frames | Total Frames | Base Damage | Shieldstun | Jump Cancel Frames | Item Catching Frames | Notes
Ftilt-Up | 7-9 | 35 | 9 | 9 | 1-2 | 1-3 | Intangible forearm on frames 6-9 ... Has larger item catching range
Ftilt-Side | 7-9 | 34 | 8 | 8 | 1-2 | 1-3 | Intangible forearm on frames 6-9 ... Has larger item catching range
Ftilt-Down | 7-9 | 35 | 9 | 9 | 1-2 | 1-3 | Intangible forearm on frames 6-9 ... Has larger item catching range
Utilt | 5-11 | 38 | 10 / 9 / 8 (Hand/Arm/Shoulder) | 10 / 9 / 8 | 1-2 | 1-3 | Intangible forearm on frames 5-11
Dtilt | 6-7 | 24 | 6 | 7 | 1-2 | 1-3 | Intangible forearm/shoulder on frames 5-7 ... Has 40% trip chance ... Tilts with slants

All smashes can be charged for a few seconds, dealing up to 1.4x extra damage after at least 1 second (60 frames) of charging
All of DK's smash attacks have Trample. If they clash with another attack, you only lose and suffer recoil if the other attack is stronger by at least 9% damage.​

Move | Active Frames | Total Frames | Base Damage | Shieldstun | Bonus Shield Damage | Smash Charge Frame | Jump Cancel Frames | Notes
Fsmash | 22-23 | 54 | 22 / 21 (Hands/Arms) | 15 / 14 | +1 | 15 | 1-2 | Intangible head/forearms on frames 20-26 ... Always launches forwards
Usmash | 14-15 | 49 | 19 | 13 | +4 | 7 | 1-2 | Intangible head/forearms on frames 12-15
Dsmash | 11-12 / 13-14 (Early/Late) | 55 | 17 / 14 / 18 (Early/Shoulders/Late) | 12 / 10 / 12 | +1 | 3 | 1-2 | Intangible forearms on frames 11-14 ... Tilts with slants

Aerials

All aerials do 0.85x damage when used during a short hop​

Move | Active Frames | Total Frames | Landing Lag | Auto-Cancel Frames | Base Damage | Shieldstun | Item Catching Frames | Notes
Nair | 10-13 / 14-26 (Early/Late) | 38 | 10 | 1-9, 27+ | 12 / 9 | 5 / 4| 1-5
Fair | 18-20 / 21-23 (Early/Spike) | 55 | 17 | 56+ | 16 / 15 / 13 (Early/Spike/Late Sourspot) | 6 / 6 / 5 | 1-5 | Always launches forwards
Bair | 7-8 / 9-16 (Early/Late) | 31 | 11 | 1-6, 31+ | 13 / 8 | 5 / 4 | 1-5 | Always launches behind DK
Uair | 6-10 | 37 | 15 | 1-5, 26+ | 13 | 5 | 1-5 | Intangible head on frames 5-10
Dair | 14-16 | 54 | 14 | 1-2, 50+ | 16 / 13 (Spike/Hip Sourspot) | 6 / 5 | 1-5

Neutral B

Move | Pre-Charge Lag | Charging Frames | Charge Cancel Lag | Total Frames | Doable Backwards? | Can B-Reverse? | Notes
Giant Punch Charge | 7 | 110 | 4 (5 if jump canceled in the air) | 11-121 | Yes | No | Can jump, shield, or roll to cancel the charge ... Gains 1 damage per 6 frames of charge stored (except for the first boost which occurs at 7 frames of charge) ... Landing during jump cancel causes 5 frames of landing lag

Move | Active Frames | Total Frames | Base Damage | Shieldstun | Doable Backwards? | Can B-Reverse? | Notes
Giant Punch (Uncharged) | 26-27 (*19-20) | 69 (*62) | 6-28 | 7-25 | Yes | Yes | *Values in ( ) are after starting the charge ... Intangible forearm on frames 4-20 ... Air punches do 4 less damage ... Trample
Giant Punch (Charged) | 19-20 | 47 | 28 / 18 (Arm/Body Sourspot) | 25 | Yes | Yes | 11-20 ... Trample
Aerial Giant Punch (Charged) | 19-20 | 47 | 25 | 23 | Yes | Yes | 17-20 ... Changes to the ground version upon landing ... Trample

Side B

Ground Headbutt bury time (counting frames after it hits) B = 130 + (Side B damage / 2) + (Opponent's %) - Floor[14.4 * N (mashing inputs)]. Mashing inputs are capped at 1 every 2 frames.
Aerial Headbutt bury time (counting frames after it hits) B = 115 + (Side B damage / 2) + (Opponent's %) - Floor[14.4 * N (mashing inputs)]. Mashing inputs are capped at 1 every 2 frames.

Move | Active Frames | Total Frames | Base Damage | Shieldstun | Bonus Shield Damage | Doable Backwards? | Can B-Reverse? | Notes
Headbutt | 20-21 | 62 | 10 / 8 (Bury/Air Sourspot) | 10 / 8 | +25 | Yes | Yes | 5-14 ... Tilts with slants
Aerial Headbutt | 20-21 | 62 | 10 / 8 (Bury/Air Sourspot) | 10 / 8 | +25 | Yes | Yes | 5-14 ... Can cancel into a ledge grab at any point in the move ... Has a slight floating effect before it hits if you aren't falling too fast ... Changes to the ground version upon landing

Up B

DK can drift forwards, but not backwards while on the ground.
Wind/water effects that push characters do not affect DK during Up B.
Landing before frame 70 with Up B causes DK to go through "flex lag" instead of free fall landing lag.
Landing during frames 7-43 (only possible with slopes) will reduce flex lag to 26 frames.​

Move | Active Frames | Total Frames | Free Fall | Flex Lag | Ledge Grabs | Base Damage | Shieldstun | Bonus Shield Damage | Doable Backwards? | Can B-Reverse? | Notes
Spinning Kong (Hit 1) | 19 | 104 |||| 5 | 6 | +1 | Yes | Yes | 5-17 ... Intangible forearm on frames 19-24
Spinning Kong (Hits 2-6) | 25-27, 32-33, 40-42, 49-50, 55-58 | 104 |||| 1.4 / 3.5 (Front/Back hits) | 3 / 4 | 0 ||| Back hits spit them out early
Spinning Kong (Final Hit) | 62 | 104 |||| 4 | 5 | 0 ||| Full combo does 16 base damage
Aerial Spinning Kong (Hit 1) | 4-6 | 70 | 38 | *42 | 14+ | 5 | 6 | +1 |Yes | Yes | Can B-Reverse during hitlag
Aerial Spinning Kong (Hits 2-13) | 10-38 (12 Hits) 10-12, 13-14, 15-17, 18-19, 20-21, 22-24, 25-26, 27-29, 30-31, 32-33, 34-36, 37-38 | 70 | 38 | *42 | 14+ | 1 | 2 | +1 ||| Intangible forearms on frames 10-38
Aerial Spinning Kong (Final Hit) | 39-43 | 70 | 38 | *42 | 14+ | 2 | 3 | +1||| Full combo does 19 base damage + 14 bonus shield damage

Down B

Can be edge-canceled if you hold forward with enough momentum​

Move | Active Frames | Total Frames | Base Damage | Shieldstun | Bonus Shield Damage | Doable Backwards? | Can B-Reverse? | Notes
Hand Slap | (12-13, 23-24), *(38-39, 49-50), *(64-65, 75-76), … | 46, *72, *98, ... Add 22 to the last active frame | 14, 14 | 8, 8 | +1, +1 | Yes | Yes | *Each additional pair of slaps is 26 frames apart ... Only hits grounded foes ... Will trigger counters even if they are in the air (except Joker/Incineroar's) ... Tilts with slants ... Transcendent priority
Aerial Hand Slap | 19-21, 28-30 | 49 | 5 + 6 (11) | 6, 7 | 0, 0 | Yes | Yes | Landing Lag = 10 ... Hit 1 has 15-19 frames of hitstun based on opponent's weight ... Hit 2 has 20% trip chance ... Transcendent priority

Dodge Data

Dodges stale if used consecutively, lowering the intangibility frames for all dodges and increasing the total frames for grounded dodges.​

Move | Active Frames | Total Frames | Item Throw Cancel Frames | Item Catching Frames | Landing Lag | Ledge Grabs | Notes
Spot Dodge | 3-17 | *21-26 | None | None ||| *Can cancel into attacks/specials (not grabs) up to 5 frames early (frames 22-26) ... Goes into Z-axis
Front Roll | 4-15 | 30 | 1-2 | None ||||
Back Roll | 5-16 | 35 | 1-2 | None ||||
Neutral Air Dodge | 4-32 | 48 | 1-2 | 1-6 | 10 | None
Directional Air Dodge | 4-22 | *66-109 | None | 1-6 | **10-20 | 25+ | *Duration depends on the direction (upwards = more lag) ... **Landing lag depends on how late into the air dodge you land (later = less lag)

Ledge Data

All ledge options stale based on how many consecutive ledge grabs you did without landing or getting hit. Stale ledge options have reduced intangibility.
Getting off a ledge disables re-grabbing them for a brief period of time.​

Move | Active Frames | Total Frames | Base Damage | Shieldstun | Bonus Shield Damage | Ledge Re-Grab Disabled | Notes
Ledge Grab | *1-21+ (123 Max) | *19-21 ||||| *Depending on what angle/distance/height you grab the ledge from, there's an extra 1-2 frames of lag for the ledge grab before the intangibility kicks in ... More air time = more intangibility frames ... Higher damage = less intangibility frames
Ledge Hang | 1-4+ (106 Max) | 0-360 ||||| Leftover intangibility from your ledge grab carries over
Ledge Climb | 1-33 | 34 |||| 78 |
Ledge Roll | 1-28 | 45 |||| 89 |
Ledge Jump | 1-12 | 14 |||| 58 |
Ledge Atk | 23-25 | 55 | 10 | 10 | +1 | 99 | 1-25
Ledge Drop || 1 |||| 44 | Any leftover intangibility from the ledge grab disappears as soon as you let go
Ledge Trump (Victim) || 28 |||| 44 | Can drift left or right during the animation ... Can fast fall on frames 21-28 ... Does not restore intangibility on the next ledge grab

Tech Data

Move | Active Frames | Total Frames | Notes
Ground Tech | 1-20 | 26 |
Ground Tech Roll | 1-20 | 40 | Same for both directions
Wall Tech | *1-20 | 5-20 | *If you cancel it into any action early, you lose the remaining intangibility ... Can cancel into wall tech jump on frames 1-5
Wall Tech Jump | None | 5 |
Ceiling Tech | 1-17 | 26 |

Knockdown Options

Move | Active Frames | Total Frames | Base Damage | Shieldstun | Bonus Shield Damage | Notes
Neutral Get Up (On Back/Stomach) | 1-22 | 29
Forward Roll (On Back) | 1-19 | 35
Forward Roll (On Stomach) | 1-14 | 35
Back Roll (On Back/Stomach) | 1-24 | 35
Get Up Atk (On Back/Stomach) | 18-19, 23-24 | 45 | 7, 7 | 7, 7 | +8, +8 | 1-24 ... Hits towards DK head, then towards his feet
Trip Neutral Get Up | 1-16 | 21 |
Trip Forward/Back Roll | 1-9 | 28 |
Trip Atk | 19-20, 24-25 | 49 | 5, 5 | 6, 6 | +8, +8 | 1-7 ... Hits forwards, then backwards

Grab Options

Grab duration (counting frames after grab hits) G = 89 + Ceiling[1.7 * Opponent's %] - floor[14.4 * N (valid inputs)] holding frames. Inputs are capped at 1 every 2 frames. Minimum time held is 18 frames. If you throw on the same frame they would break out, the throw will always happen.​

Move | Active Frames | Total Frames | Base Damage | Notes
Pummel | *2-17 | *22 | 1.6 | *Active and total frames include hitlag due to the nature of the move ... Stale pummels have 1-2 less frames of hitlag
Grab Release | N/A | 29 || Leaves you at +0 frame advantage ... If they mash jump or their feet aren't on the ground they fly away instead of sliding away from you
Bthrow | 15 | 39 | 11 | 1-15
Uthrow | 14 | 43 | 9 | 1-14
Dthrow | 19 | 54 | 7 | 1-19

Cargo Hold Options

Cargo Hold duration H = 163 + Ceiling[3.2 * Opponent's %] - 18 * N (valid inputs) - n (time held before cargo + previous mash before cargo). Inputs are capped at 1 every 2 frames. The minimum possible time held is 24 frames. If you throw on the same frame they would break out, the throw will always happen.​

Move | Throwing Frame | Total Frames | Base Damage | Notes
Cargo Hold | N/A | 15-H || 1-15 ... Has Heavy Armor until you start a throw ... H = maximum holding time
Cargo Grab Release | N/A | 29 | 4 | Same in the air and on the ground ... Leaves you at +0 relative to the opponent ... Opponent can drift left or right during the release animation
Ftoss | 15 | 45 | 12 | Can regrab the opponent (no grab immunity)
Btoss | 16 | 42 | 13 | Can regrab the opponent (no grab immunity)
Utoss | 15 | 29 | 12 | Can regrab the opponent (no grab immunity)
Dtoss | 17 | 44 | 11 | Can regrab the opponent (no grab immunity) ... Floats and stalls your momentum after tossing them

Item Data

Tested using bananas for small items
*Hitbox is active as long as the item is airborne​

Move | *Active Frames | Total Frames | Notes
Small Item Fthrow | 10+ | 24 | Same data in air ... Can move freely while airborne
Small Item Bthrow | 14+ | 24 | Same data in air ... Can move freely while airborne
Small Item Uthrow | 15+ | 23 | Same data in air ... Can move freely while airborne
Small Item Dthrow | 8+ | 19 | Same data in air ... Can move freely while airborne
Small Item Dash Throw | 6+ | 29 |
Z-Drop (air only) | 1+ | 1 | Performed by pressing grab (Shield + A) without holding a direction
Z-Catch (air only) | | 1 | Performed by pressing grab (Shield + A) near an item
Item Pickup | | 7 | Performed by pressing A without holding a direction near an item
Dashing Item Pickup | | 19 | Performed by pressing A without holding a direction near an item after a dash

Tested using crates for large items​

Move | *Active Frames | Total Frames | Notes
Large Item Fthrow | 14+ | 30 | Same data in air ... Can't move freely while airborne
Large Item Bthrow | 16+ | 30 | Same data in air ... Can't move freely while airborne
Large Item Uthrow | 12+ | 22 | Same data in air ... Can't move freely while airborne
Large Item Dthrow | 11+ | 22 | Same data in air ... Can't move freely while airborne
Large Item Pickup | | 12 |

Taunts

Move | Total Frames | Notes
Up Taunt | 49 | Alpha male chest beat
Side Taunt | 49 | Shaking pose
Down Taunt | 49 | IDK pose

Attributes

Attribute | Value | Ranking
Weight | 127 | Tie for 3rd
Walk Speed | 1.365 | 9th
Run Speed | 1.873 | 28th
Initial Dash Speed | 2.09 | Tie for 17th
Air Speed | 1.208 | Tie for 12th
Air Acceleration (Base + Additional) | 0.06 | Tie for 55th
Fall Speed | 1.63/2.608 | Tie for 36th
Fast Fall Speed | 2.608 | 37th
Gravity | 0.085 | Tie for 53rd
Traction | .123 | 15th
Crawl | No | N/A
Wall Jump | No | N/A
Wall Cling | No | N/A
Tether | No | N/A

Extra Stuff

Action | Description | Total Frames | Fast Falls | Ledge Grabs
Short Hop Air Time | Airborne frames for short hops | 27-40 | 21+ | 21+
Full Hop Air Time | Airborne frames for full hops | 37-53 | 24+ | 24+
Double Jump Air Time | Airborne frames for double jumps done as low to the ground as possible | 44-61 | 31+ | 31+
Cargo Short Hop Air Time | Airborne frames for short hops during Cargo | 41 | Can't fast fall, but can fall through plats | Can't ledge grab
Cargo Full Hop Air Time | Airborne frames for full hops during Cargo | 59 | Can't fast fall, but can fall through plats | Can't ledge grab

Action | Description | Total Frames | Notes
Jump Squat | How long your jump takes to go from the ground to the air | 3 | Can cancel into Usmash or Up B
Cargo Jump Squat | Jump squat lag while carrying someone | 5 | If you jump while moving near an edge, you will fall off instead ... Can cancel into any cargo throw (preventing the jump)
Double Jump Lag | How long it takes to perform other actions after double jumping | 0-1 | Can double jump and aerial/z-drop/item throw at the same time, but not specials or air dodges
Plat Drop | How long it takes to drop through a platform while standing | 4 | Fast falling is disabled until frame 6 ... Can't plat drop during Cargo

Action | Description | Total Frames | Notes
Soft Landing Lag | Vulnerable frames when landing at low speeds | 2 | Short hops land softly unless you fast fall or land lower than you started
AC/Hard Landing Lag | Vulnerable frames when landing with AC'd aerials or at high speeds | 5 | Full hops have hard landings unless you are jumping onto a platform above you
Cargo Landing Lag | Vulnerable frames when landing while carrying someone | 22 | If you time your cargo throw to happen while landing, you won't have any landing lag

All of the below can be jump canceled at any time​

Action | Description | Total Frames | Notes
Shield Drop Lag | How long it takes to act after letting go of shield | 11 | Parries on frames 1-5 ... Parrying is disabled on all shield drops done within 2 frames of shieldstun ending
Dash | The initial animation when starting a run | 14-19 | Can cancel into attacks/specials up to 5 frames early (frames 15-19)
Dash to Run Time | How long you dash before transitioning to the final running animation | 15 | You must hold the stick to transition to a run
Run | The final animation after starting a run | 16+ | You can shield and use specials while running, but not dashing
Dash Dance Window | How long you can dash before being unable to switch directions | 5 | The first 5 frames can be canceled into a new dash in the opposite direction
Cargo Pivot Lag | How long it takes before you can turn around again | 15 | Takes 3 frames to change your direction ... Can cancel into any cargo throw
Run Stop Lag | How long it takes to stand still from a full run | 4-10 | Can cancel into attacks/specials/grab/dodges up to 6 frames early (frames 5-10) ... Can cancel into Back Roll
Running Pivot Lag | How long it takes to change directions from a full run | 4-18 | Can cancel into attacks/specials (not grabs) up to 14 frames early (frames 5-18) ... Can cancel into pivot grab on frames 1-3 only

Action | Description | Total Frames | Notes
Footstool (Jumper) | Jumping on an opponent's head | 7 | 9-12 (only if you don't cancel the animation early) ... There are 2 different jump heights based on whether you tap or hold jump
Phantom Footstool (Jumper) | Jumping on an opponent without the spike effect | 1 | 1-4 ... Only has 1 jump height
Grounded Footstool (Victim) | Being jumped on by an opponent | 28 | Can only happen if you are in landing lag or doing nothing
Aerial Footstool (Victim) | Being jumped on by an opponent | 43 | Only happens if you are not doing anything

Action | Description | Total Frames | Notes
Floor Splat | The animation where you flop on the ground after missing a falling tech | 25 | Getting hit with a weak attack during this animation causes a jab lock
Wall/Ceiling Splat | The animation where you colliding with a wall/ceiling| 2-20 | Lag based on launch speed (higher speed = more lag) ... Can Tech during Wall Splat
Falling Tech Window | How many frames you have to tech before hitting the floor | 15 | Can't tech after hitting the floor ... Teching is disabled for 29 frames after pressing shield
Wall/Ceiling Tech Window | How many frames you have to tech when hitting a wall/ceiling | 12 + S | S = Splat frames ... Teching is disabled for 29 frames after pressing shield

Action | Description | Total Frames | Notes
Jab Lock Hitstun | Forced lag when jab locked | 38 | Jab locking with Jab/Dtilt leaves you at +19 /+20 respectively (true combos into punch)
Pratfall Hitstun | Forced lag when sliding off an edge during hitstun from a weak attack | 25 | If the attack is too strong, they slide off with no hitstun
Tripstun | Forced lag when tripped by an attack like Dtilt | 39 | When an attack trips, the frame they are hit and all hitlag frames count as frame 1 (normally counted as frame 0 for other types of stun) ... The character tripped gains full body intangibility for 5 frames (+ hitlag frames) on the attack that trips

Action | Description | Total Frames | Notes
Re-Grab Immunity | After being thrown or grab released, the victim becomes immune to grabs for a little while | 60 | All of DK's Cargo throws ignore this mechanic
Re-Spawn Invincibility | Invincibility gained after leaving the spawn platform | 60-120 | Less invincibility the longer you wait

*All values include hitlag, assume the move is fresh, and ignore the startup frames of the attack. If stale, the move will have less lag.​

Move | *Projectile Clash Lag
Spinning Kong (Multihits) | 26
Jab 1 | 28
Dtilt | 29
Spinning Kong (First Hit) | 29
Jab 2 | 34
Ftilt | 34
Headbutt | 34
FtiltU/D | 37
Utilt | 39
Dash Atk (Late) | 40
Dash Atk (Early) | 46

Shieldstun Formula

N = D * S * 0.8 * M + 2 (rounded down)
N = Shieldstun in frames, D = Base Damage, S = Stale moves modifier, M = Shieldstun multiplier
S = 1.05 if fresh, less than 1 if stale.
M = 0.2805 for short hop aerials, 0.29 for projectiles, 0.33 for regular aerials, 0.58 for Hand Slap, 0.725 for smash attacks, and 1 for most specials/normals
If you parry a non-projectile attack, you get +3 extra frame advantage compared to blocking normally. Parrying a projectile gets you +1 frame advantage instead. You are intangible while parrying and will continue to parry additional hits until the shieldstun from the attack ends. You can do any action without lag immediately after parrying ends, including shield.
 
Last edited:

Big O

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This was done in patch 1.1, but 1.2 didn't actually change anything besides fixing random glitches and graphical stuff.
 

itsaxelol

Smash Ace
Joined
May 6, 2008
Messages
654
So charged mega punch doesn't have intangibility? And uncharged does?

9 wind super strong punch is donzo though, right? As well as our behind sweetspot hitbox?

Seems like we lost a lot with the punch

Edit- forgot to mention 'ole smash 4 Whiffy Kong seems to be making a comeback with the punch hitbox
 
Last edited:

Wolfirre

Smash Rookie
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Oct 18, 2018
Messages
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So charged mega punch doesn't have super armor? And uncharged does?

9 wind super strong punch is donzo, though right? As well as our behind sweetspot hitbox?

Seems like we lost a lot with the punch

Edit- forgot to mention 'ole smash 4 Whiffy Kong seems to be making a comeback with the punch hitbox
Nop charged DK punch still have super armor i'm 100% sure about that, i've already experienced it several time this week
 

RomanceDawn

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0044-2811-9045
I’m still not clear on the difference between intangibility and super armor.
 

crifer

Smash Lord
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Jan 17, 2008
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Does aerial downb auto cancel its lag when landing? Would be the only explanation why it combos into usmash.

If it autocancels: Isn't aerial downB into jab/utilt safe if they shield?
 

Big O

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Does aerial downb auto cancel its lag when landing? Would be the only explanation why it combos into usmash.

If it autocancels: Isn't aerial downB into jab/utilt safe if they shield?
It doesn't autocancel, it just has low landing lag. It is pretty safe on shields if you land right after hitting them.
 
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