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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.



MoveActive FrameTotal FramesBase DamageShieldstunBonus Shield DamageJump Cancel FramesItem Catching FramesNotes
Jab15-62445011Can cancel into Jab2 on frames 7-28
Jab25-732670N/AN/AJab2 starts and ends 1 frame earlier if done on frames 25-28 of Jab1
Jab Combo5-6, 11-13384 + 6 (10)5, 70N/AN/AFastest possible timing
Grab8-10381 (Grab clash only)N/AN/AN/AN/AClashes with other grabs on frames 7-10



MoveActive FrameTotal FramesBase DamageShieldstunBonus Shield DamageJump Cancel FramesItem Catching FramesNotes
Dash Atk9-12 / 13-24 (Early/Late)3412 / 912 / 9+111-6Can cancel into dash grab or pivot grab on frames 1-3 ... Tilts with slants
Dash Grab11-13461 (Grab clash only)N/AN/AN/AN/ACan cancel into pivot grabs on frames 2-4 ... Clashes with other grabs on frames 10-13
Pivot Grab12-14411 (Grab clash only)N/AN/AN/AN/AClashes with other grabs on frames 11-14



MoveActive FrameTotal FramesBase DamageShieldstunBonus Shield DamageJump Cancel FramesItem Catching FramesNotes
Ftilt-Up7-9359901-21-3Intangible forearm on frames 6-9 ... Has larger item catching range
Ftilt-Side7-9348801-21-3Intangible forearm on frames 6-9 ... Has larger item catching range
Ftilt-Down7-9359901-21-3Intangible forearm on frames 6-9 ... Has larger item catching range
Utilt5-113810 / 9 / 8 (Hand/Shoulder/Arm)10 / 9 / 801-21-3Intangible forearm on frames 5-11
Dtilt6-7246701-21-3Intangible forearm/shoulder on frames 5-7 ... Has 40% trip chance ... Deals 5f extra hitstun ... 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.​

MoveActive FrameTotal FramesBase DamageShieldstunBonus Shield DamageSmash Charge FrameJump Cancel FramesItem Catching FramesNotes
Fsmash22-235422 / 21 (Hands/Arms)15 / 14+1151-2N/AIntangible head/forearms on frames 20-26 ... Always launches forwards
Usmash14-15491913+471-2N/AIntangible head/forearms on frames 12-15
Dsmash11-12 /13-14 (Early/Late)5517 / 14 / 18 (Early/Shoulders/Late)12 / 10 / 12+131-2N/AIntangible forearms on frames 11-14 ... Tilts with slants


Aerials

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

MoveActive FrameTotal FramesLanding LagAuto-Cancel FramesBase DamageShieldstunBonus Shield DamageItem Catching FramesNotes
Nair10-13 / 14-26 (Early/Late)38101-9, 27+12 / 105 / 401-5
Fair18-20 / 21-23 (Early/Spike)551756+16 / 15 / 13 (Early/Spike/Late Sourspot)6 / 6 / 501-5Always launches forwards
Bair7-8 / 9-16 (Early/Late)31111-6, 31+13 / 85 / 401-5Always launches behind DK
Uair6-1037151-5, 26+13501-5Intangible head on frames 5-10
Dair14-1654141-2, 50+16 / 13 (Spike/Hip Sourspot)6 / 501-5


Neutral B


MovePre-Charge LagCharging FramesCharge Cancel LagTotal FramesDoable Backwards?Can B-Reverse?Notes
Giant Punch Charge71104-5*11-121YesNoCan cancel into shield, jumps, or dodges ... *Canceling the charge has 4f of lag unless you double jump which causes 5f of lag ... Landing during an attempted double jump cancel causes 5f of landing lag ... Gains 1 damage per 6 frames of charge stored (except for the first boost which occurs at 7 frames of charge)



MoveActive FramesTotal FramesBase DamageShieldstunBonus ShieldstunDoable Backwards?Can B-Reverse?Notes
Giant Punch (Uncharged)26-27 (*19-20)69 (*62)10-2810-250YesYes*Values in ( ) are after starting the charge ... Intangible forearm on frames 4-20 ... Trample
Aerial Giant Punch (Uncharged)26-27 (*19-20)69 (*62)6-247-220YesYes*Values in ( ) are after starting the charge ... Intangible forearm on frames 4-20 ... Trample
Giant Punch (Charged)9-20 | 19-204728 / 18 (Arm/Body Sourspot)250YesYesTrample
Aerial Giant Punch (Charged)15-20 | 19-204725230YesYesChanges 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.


MoveActive FramesTotal FramesBase DamageShieldstunBonus Shield DamageDoable Backwards?Can B-Reverse?Notes
Headbutt5-14 | 20-216210 / 8 (Spike/Sourspot)10 / 8+25YesYesTilts with slants
Aerial Headbutt5-14 | 20-216210 / 8 (Spike/Sourspot)10 / 8+25YesYesCan 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.​


MoveActive FramesTotal FramesBase DamageShieldstunBonus Shield DamageDoable Backwards?Can B-Reverse?Notes
Spinning Kong (Hit 1)5-17 | 1910456+1YesYesIntangible forearm on frames 19-24 ... Stops at edges
Spinning Kong (Hit2 2-6)25-27, 32-33, 40-42, 49-50, 55-581.4 / 3.5 x 5 (Front/Back)0Back hits spit them out early
Spinning Kong (Final Hit)62450Full combo does 16 base damage



MoveActive FramesTotal FramesFree FallFlex LagLedge GrabsBase DamageShieldstunBonus Shield DamageDoable Backwards?Can B-Reverse?Notes
Aerial Spinning Kong (Hit 1)4-670384214+56+1YesYesCan 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, 37-381 x 122+1 x 12Intangible forearms on frames 10-38
Aerial Spinning Kong (Final Hit)39-4323+1Full combo does 19 base damage + 14 bonus shield damage


Down B

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


MoveActive FramesTotal FramesBase DamageShieldstunBonus Shield DamageDoable 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 frame14, 148, 8+1, +1YesYes*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 Slap19-21, 28-30495 + 6 (11)6, 70YesYesLanding 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.​

MoveActive FramesTotal FramesItem Throw Cancel FramesItem Catching FramesNotes
Spot Dodge3-17*21-26N/AN/A*Can cancel into attacks/specials (not grabs) up to 5 frames early (frames 22-26) ... Goes into Z-axis
Stale 13-1623-28
Stale 24-1624-30
Stale 34-1625-31
Stale 45-1627-33
Stale 56-1728-34
Front Roll4-15301-2N/A
Back Roll5-16351-2N/A



MoveActive FramesTotal FramesItem Throw Cancel FramesItem Catching FramesLanding LagLedge GrabsNotes
Neutral Air Dodge4-32481-21-610N/A
Directional Air Dodge4-22*66-1091-61-6**10-2025+*Duration depends on the direction (upwards = more lag) ... **Landing lag depends on how late into the air dodge you land (later = less lag)
Down66
Down L/R74
Left/Right82
Up L/R95
Up109


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.​


MoveActive FramesTotal FramesNotes
Ledge Grab1-21+ (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 Hang1-4+ (106 Max)0-360Leftover intangibility from your ledge grab carries over




MoveActive FramesTotal FramesBase DamageShieldstunBonus Shield DamageLedge Re-Grab DisabledNotes
Ledge Climb1-333478
Ledge Roll1-284589
Ledge Jump1-121458
Ledge Atk1-25 | 23-25551010+199
Ledge Drop144Any leftover intangibility from the ledge grab disappears as soon as you let go
Ledge Trump (Victim)2844Can 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

MoveActive FramesTotal FramesNotes
Ground Tech1-2026
Ground Tech Roll1-2040Same for both directions
Wall Tech*1-205-20*If you cancel it into any other action, you lose the remaining intangibility ... Can cancel into wall tech jump on frames 1-5 ... Can cancel into anything on frames 6-20
Wall Tech JumpNone5
Ceiling Tech1-1726


Knockdown Options



MoveActive FramesTotal FramesBase DamageShieldstunBonus Shield DamageNotes
Neutral Get Up (On Back/Stomach)1-2229
Forward Roll (On Back)1-1935
Forward Roll (On Stomach)1-1435
Back Roll (On Back/Stomach)1-2435
Get Up Atk (On Back/Stomach)1-24 | 18-19, 23-24457, 77, 7+8, +8Hits towards DK head, then towards his feet


MoveActive FramesTotal FramesBase DamageShieldstunBonus Shield DamageNotes
Trip Neutral Get Up1-1621
Trip Forward/Back Roll1-928
Trip Atk1-7 | 19-20, 24-25495, 56, 6+8, +8Hits 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.​


MoveActive FramesTotal FramesBase DamageNotes
Pummel*2-17*221.6*Active and total frames include hitlag due to the nature of the move ... Stale pummels have 1-2 less frames of hitlag
Grab ReleaseN/A290Leaves 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
Bthrow1-15 | 1539111-15
Uthrow1-14 | 144391-14
Dthrow1-19 | 195471-19


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.​


MoveActive FramesTotal FramesBase DamageNotes
Cargo Hold1-1515-H0Has KB based Heavy Armor (< 80 KB, weak moves that don't cause tumble) until you start a throw ... H = maximum holding time
Cargo Grab ReleaseN/A294Same 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
CFT (Cargo Fthrow)154512Can regrab the opponent (no grab immunity)
CBT (Cargo Bthrow)164213Can regrab the opponent (no grab immunity)
CUT (Cargo Uthrow)152912Can regrab the opponent (no grab immunity)
CDT (Cargo Dthrow)174411Can 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 moving. Damage also increases based on how fast the item is moving​


Move*Active FramesTotal FramesNotes
Small Item Fthrow10+24Same data in air ... Can move freely while airborne
Small Item Bthrow14+24Same data in air ... Can move freely while airborne
Small Item Uthrow15+23Same data in air ... Can move freely while airborne
Small Item Dthrow8+19Same data in air ... Can move freely while airborne
Small Item Dash Throw6+29
Z-Drop (air only)1+1Performed by pressing grab (Shield + A) without holding a direction
Z-Catch (air only)N/A1Performed by pressing grab (Shield + A) near an item
Item PickupN/A7Performed by pressing A without holding a direction near an item
Dashing Item PickupN/A19Performed by pressing A without holding a direction near an item after a dash


Tested using crates for large items
*Hitbox is active as long as the item is moving. Damage also increases based on how fast the item is moving​


Move*Active FramesTotal FramesNotes
Large Item Fthrow14+30Same data in air ... Can't move freely while airborne
Large Item Bthrow16+30Same data in air ... Can't move freely while airborne
Large Item Uthrow12+22Same data in air ... Can't move freely while airborne
Large Item Dthrow11+22Same data in air ... Can't move freely while airborne
Large Item PickupN/A12



Taunts

MoveTotal FramesDescription
Up Taunt49Alpha male chest beat
Side Taunt49Shaking pose
Down Taunt49IDK pose


Attributes

AttributeValueRanking
Weight127Tie for 3rd
Walk Speed1.3659th
Run Speed1.87328th
Initial Dash Speed2.09Tie for 17th
Air Speed1.208Tie for 12th
Air Acceleration (Base + Additional)0.06Tie for 55th
Fall Speed1.63/2.608Tie for 37th
Fast Fall Speed2.60838th
Gravity0.085Tie for 53rd
Traction0.12315th
CrawlNoN/A
Wall JumpNoN/A
Wall ClingNoN/A
TetherNoN/A


Extra Stuff

ActionDescriptionTotal FramesFast FallsLedge Grabs
Short Hop Air TimeAirborne frames for short hops27-4021+21+
Full Hop Air TimeAirborne frames for full hops37-5324+24+
Double Jump Air TimeAirborne frames for double jumps done as low to the ground as possible44-6131+31+
Cargo Short Hop Air TimeAirborne frames for short hops during Cargo41N/AN/A
Cargo Full Hop Air TimeAirborne frames for full hops during Cargo59N/AN/A



ActionDescriptionTotal FramesNotes
Jump SquatHow long your jump takes to go from the ground to the air3Can cancel into Usmash or Up B
Cargo Jump SquatJump squat lag while carrying someone5If you jump while moving near an edge, you will fall off instead ... Can cancel into any cargo throw (preventing the jump)
Double Jump LagHow long it takes to perform other actions after double jumping0-1Can double jump and aerial/z-drop/item throw at the same time, but not specials or air dodges
Plat DropHow long it takes to drop through a platform while standing4Fast falling is disabled until frame 6 ... Can't plat drop during Cargo



ActionDescriptionTotal FramesNotes
Soft Landing LagVulnerable frames when landing at low speeds2Short hops land softly unless you fast fall or land lower than you started
AC/Hard Landing LagVulnerable frames when landing with AC'd aerials or at high speeds5Full hops have hard landings unless you are jumping onto a platform above you
Cargo Landing LagVulnerable frames when landing while carrying someone22If 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
ActionDescriptionTotal FramesNotes
Shield Drop LagHow long it takes to act after letting go of shield11Parries on frames 1-5 ... Parrying is disabled on all shield drops done within 2 frames of shieldstun ending
DashThe initial animation when starting a run14-19Can cancel into attacks/specials up to 5 frames early (frames 15-19)
Dash to Run TimeHow long you dash before transitioning to the final running animation15You must hold the stick to transition to a run
RunThe final animation after starting a run16+You can shield and use specials while running, but not dashing
Dash Dance WindowHow long you can dash before being unable to switch directions5The first 5 frames can be canceled into a new dash in the opposite direction
Cargo PivotHow long it takes before you can turn around while holding someone3It takes 15 frames to change your direction again
Run Stop LagHow long it takes to stand still from a full run4-10Can cancel into attacks/specials/grab/dodges up to 6 frames early (frames 5-10) ... Can cancel into Back Roll
Running Pivot LagHow long it takes to change directions from a full run4-18Can cancel into attacks/specials (not grabs) up to 14 frames early (frames 5-18) ... Can cancel into pivot grab on frames 1-3 only


ActionDescriptionTotal FramesNotes
Footstool (Jumper)Jumping on an opponent's head79-12 (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 effect11-4 ... Only has 1 jump height
Grounded Footstool (Victim)Being jumped on by an opponent28Can only happen if you are in landing lag or doing nothing
Aerial Footstool (Victim)Being jumped on by an opponent43Only happens if you are not doing anything


ActionDescriptionTotal FramesNotes
Floor SplatThe animation where you flop on the ground after missing a falling tech25Getting hit with a weak attack during this animation causes a jab lock
Wall/Ceiling SplatThe animation where you get knocked into a wall/ceiling2-20Lag based on launch speed (higher speed = more lag) ... Can Tech during Wall Splat
Falling Tech WindowHow many frames you have to tech before hitting the floor15Can't tech after hitting the floor ... Teching is disabled for 29 frames after pressing shield
Wall/Ceiling Tech WindowHow many frames you have to tech when hitting a wall/ceiling12 + SS = Splat frames ... Teching is disabled for 29 frames after pressing shield


ActionDescriptionTotal FramesNotes
Jab Lock HitstunForced lag when jab locked38Jab locking with Jab/Dtilt leaves you at +19 /+20 respectively (true combos into punch)
Pratfall HitstunForced lag when sliding off an edge during hitstun from a weak attack25If the attack is too strong, they slide off with no hitstun
TripstunForced lag when tripped by an attack like Dtilt39When 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


ActionDescriptionTotal FramesNotes
Re-Grab ImmunityAfter being thrown or grab released, the victim becomes immune to grabs for a little while60All of DK's Cargo throws ignore this mechanic
Re-Spawn InvincibilityInvincibility gained after leaving the spawn platform60-120Less invincibility the longer you wait


All values below assume the move is fresh and ignore the startup frames of the attack.
If stale, the move will have less lag. If the projectile does more damage than your attack, it will use their base damage instead and increase the lag.​

MoveHitlagRecoil AnimationTotal Projectile Clash Lag
3 Base Dmg91221
4 Base Dmg91423
5 Base Dmg - Spinning Kong (First Hit)101626
Jab1 - 4 Base Dmg 1.5x Hitlag141428
6 Base Dmg - Dtilt111829
7 Base Dmg112031
8 Base Dmg - Ftilt, Headbutt (Sourspot), Utilt (Shoulder)122234
Jab 2 - 6 Base Dmg 1.8x Hitlag191837
9 Base Dmg - FtiltU/D, Utilt (Arm)132437
10 Base Dmg - Utilt (Hand)132639
Dash Atk (Late) - 9 Base Dmg 1.25x Hitlag162440
11 Base Dmg142842
12 Base Dmg153044
13 Base Dmg153247
Dash Atk (Early) - 12 Base Dmg 1.25x Hitlag183048


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
Joined
Oct 18, 2018
Messages
21
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

Smash Lord
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Jun 13, 2011
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Romancedawn
3DS FC
0044-2811-9045
I’m still not clear on the difference between intangibility and super armor.
 

crifer

Smash Lord
Joined
Jan 17, 2008
Messages
1,078
Location
Germany, Koblenz
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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BiiigOOO
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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