nyuuzyou/wikis huggingface dataset:
Donkey Kong (SSB)/Grab

==Overview==
Donkey Kong holds his arms out in front of himself while stepping forward slightly. This grab is considered the best in Smash 64, as it has the longest horizontal range of any non-tether grab, and the longest vertical range as well, being able to grab short hopping opponents. It also isn't any slower than the other non-tether grabs. It can be setup using a or Hand Slap.
The usefulness of this grab adds to the controversy of the infinite throw trap technique.
==Grabbox==
|}
==Timing==
Grab 	6
Animation length	15
Category:Donkey Kong (SSB)
Category:Grabs (SSB)
Donkey Kong (SSB)/Hitboxes

==Hitboxes==
Move 	Name 	Hitbox
Neutral attack 1 	Jab 	
Neutral attack 2 	Upper 	
Forward tilt 	Kong Straight 	
Forward tilt up 	Kong Straight 	
Forward tilt down 	Kong Straight 	
Up tilt 	Spider Web Clearing 	
Down tilt 	Slouch Slap 	
Dash attack 	Iron Kick 	
Forward smash 	Power Slap 	
Forward smash up 	Power Slap 	
Forward smash down 	Power Slap 	
Up smash 	Jumbo Press 	
Down smash 	Ground Roll 	
Neutral aerial 	Donkey Lariat 	
Forward aerial 	Hammer Knuckle 	
Back aerial 	Kong Rocket 	
Up aerial 	Mid-air Spider Web Clearing	
Down aerial 	Air Stampede 	
Neutral special (uncharged) 	Giant Punch 	
Neutral special (fully charged)	Giant Punch 	
Up special grounded 	Spinning Kong 	
Up special aerial 	Spinning Kong 	
Down special 	Hand Slap 	
Grab 	 	
Forward throw 	Kong Karry 	
Back throw 	Direct Throw 	
Getup attack front 	 	
Getup attack back 	 	
Ledge attack (fast) 	 	
Ledge attack (slow) 	 	
Category:Hitbox repositories
Category:Donkey Kong (SSB)
Category:Hitboxes (SSB)
Donkey Kong (SSB)/Neutral aerial

==Overview==
==Hitboxes==
|}
==Timing==
Initial autocancel	1-3
Clean hit 	4-7
Late hit 	8-29
Ending auto-cancel	30-
Animation length 	59
|-
===Landing lag===
Animation length 	16
L-cancelled animation length	4
|Normal 
|-
|L-cancelled 
Category:Donkey Kong (SSB)
Category:Aerial attacks (SSB)
Category:Neutral aerials (SSB)
Donkey Kong (SSB)/Neutral attack

==Overview==
Donkey Kong's jab involves a left hand hook followed by a right hand uppercut swing.
For the technical data of each individual hit, see:
*Donkey Kong (SSB)/Neutral attack/Hit 1
*Donkey Kong (SSB)/Neutral attack/Hit 2
Category:Donkey Kong (SSB)
Category:Neutral attacks (SSB)
Donkey Kong (SSB)/Neutral attack/Hit 1

==Overview==
Donkey Kong does a forward hook that connects reliably to the second. It has no base knockback, but a knockback scaling of 100. Although it's slightly easier to dodge against at, it's still a relatively strong attack when combining with the second hit.
==Hitboxes==
|}
==Timing==
Hitboxes 	5-8
Earliest continuable	11
Animation length 	24
Category:Donkey Kong (SSB)
Category:Neutral attacks (SSB)
Donkey Kong (SSB)/Neutral special

==Overview==
==Hitboxes==
===Uncharged===
Note: +2% damage per arm swing (max 10)
|}
==Timing==
Shield must be input in-between frames 8-18 to cancel the move. DK cannot release his Giant punch until he has fully wrapped his arm around. When released from the charge, the earliest a Giant Punch can come out is on frame 11 and the latest it can come out is on frame 22. 
===No charge===
Charges between 	7-8
Interruptible (with Z)	20
Hitboxes 	29-31
Animation length 	99
===Max charge===
Shield must be input in-between frames 8-12 to cancel the move.
Interruptible (with Z)	14
Hitboxes 	23-30
Intangibility 	23-24
Animation length 	93
|-
Category:Donkey Kong (SSB)
Category:Special moves (SSB)
Category:Neutral special moves (SSB)
Donkey Kong (SSB)/Up aerial

==Overview==
==Hitboxes==
|}
==Timing==
Initial autocancel	1-2
Hitboxes 	3-20
Ending auto-cancel	21-
Animation length 	59
|-
===Landing lag===
Animation length 	41
L-cancelled animation length	4
|Normal 
|-
|L-cancelled 
Category:Donkey Kong (SSB)
Category:Aerial attacks (SSB)
Category:Up aerials (SSB)
Donkey Kong (SSB)/Up special

==Overview==
==Hitboxes==
===Ground===
|}
===Aerial===
|}
==Timing==
===Grounded===
Intangible 	1-5
Clean hit 	3-8
Mid hit 	9-48
Late hit 	49-72
Animation length	99
|-
===Aerial===
Intangible 	1-5
Clean hit 	3-8
Lower arms invincible	9-48
Mid hit 	9-48
Late hit 	49-72
Animation length 	99
!Hitboxes 
|-
!Full body 
|-
!Lower arms 
===Landing===
Interruptible 	15
Animation length	27
Category:Donkey Kong (SSB)
Category:Special moves (SSB)
Category:Up special moves (SSB)
Donkey Kong (SSB4)/Back aerial

==Overview==
A back kick. A useful move courtesy of its decent power, large, lingering hitbox and minimal start-up, ending and landing lag. Its low ending lag allows it to initiate a wall of pain.
==Hitboxes==
|}
==Timing==
===Attack===
Initial autocancel	1-6
Clean hit 	7-8
Late hit 	9-16
Ending autocancel 	31-
Interruptible 	32
Animation length 	49
|-
===Landing lag===
Animation length	18
Category:Donkey Kong (SSB4)
Category:Back aerials (SSB4)
Donkey Kong (SSB4)/Back throw

==Overview==
Donkey Kong swings the opponent away behind him. This back throw is one of the strongest in the game, being able to kill heavies before 170% without rage, although this is the only use that the throw serves, as the endlag and knockback are too high for any combo potential at any percent.
==Throw data==
|}
==Timing==
The speed of this throw depends on the opponent's weight.
|-
!Invincible
|1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18
|}
|rowspan=2|Min (Jigglypuff) 
|-
|-
|rowspan=2|Baseline 
|-
|-
|rowspan=2|Max (Bowser) 
|-
Category:Donkey Kong (SSB4)
Category:Back throws (SSB4)
Donkey Kong (SSB4)/Down aerial

==Overview==
==Hitboxes==
|}
==Timing==
===Attack===
Initial autocancel	1-2
Hitboxes 	14-16
Ending autocancel 	50-
Interruptible 	55
Animation length 	57
|-
===Landing lag===
Animation length	24
Category:Donkey Kong (SSB4)
Category:Down aerials (SSB4)
Donkey Kong (SSB4)/Down smash

==Overview==
==Hitboxes==
|}
==Timing==
Charges between 	2-3
Clean hit 	11-12
Late hit 	13-14
Arms intangibility	11-14
Animation length 	55
|Hitboxes 
|-
|Arms 
Category:Donkey Kong (SSB4)
Category:Down smashes (SSB4)
Donkey Kong (SSB4)/Down throw

==Overview==
Donkey Kong slams the opponent downwards, launching them slightly forwards. Tied with cargo down throw for the least damage out of all of Donkey Kong's throws, at 7%. It has very low knockback, but high endlag to where true followups are impossible, however the throw can lead into tech chase situations at low percent, or combo into a dash attack at very low percents when the opponent misses the tech. Otherwise, the throw serves very little purpose, as cargo throw is overall much better for combos.
==Throw data==
|}
==Timing==
The speed of this throw depends on the opponent's weight.
|-
!Invincible
|1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18
|}
|rowspan=2|Min (Jigglypuff) 
|-
|-
|rowspan=2|Baseline 
|-
|-
|rowspan=2|Max (Bowser) 
|-
Category:Donkey Kong (SSB4)
Category:Down throws (SSB4)
Donkey Kong (SSB4)/Forward aerial

==Overview==
==Hitboxes==
|}
==Timing==
===Attack===
Clean hit 	18-20
Late hit 	21-22
Ending autocancel	78-
Animation length 	55
Interruptible 	56
|-
===Landing lag===
Animation length	29
Category:Donkey Kong (SSB4)
Category:Forward aerials (SSB4)
Donkey Kong (SSB4)/Forward smash

==Overview==
Donkey Kong claps his hands together in front of him. The attack deals slightly more damage when the opponent is hit by the hitbox on the hands rather than on the arms.
==Hitboxes==
|}
==Timing==
Charges between 	14-15
Hitboxes 	22-23
Arms and head intangible	20-26
Animation length 	54
|Hitboxes 
|-
|Arms and head 
Category:Donkey Kong (SSB4)
Category:Forward smashes (SSB4)
Donkey Kong (SSB4)/Forward throw

==Overview==
Donkey Kong lifts the opponent over his head, and is able to walk and jump around with the opponent, and also throw them in the four cardinal directions. Like any normal grab, the opponent can mash out of it, although there is a bug where opponents simply hold up and for every frame up is held, it counts as an input. Because of this, it is near impossible to throw the opponent at very low percents when they aren't damaged enough to stay grabbed longer. When an opponent escapes from cargo throw, they take 3%. In order to input a throw, the attack button must be pressed with a direction corresponding to the wanted throw. Pressing attack without a directional input will count it as a cargo forward throw.
===Forward/Back Throw===
Both cargo forward and back throws are very similar to each other, having identical knockback angles, although cargo back throw does 2% more damage, and subsequently the most damage out of all of Donkey Kong's throws. The weak knockback and unusually high launch angles make it hard to kill with the throws, and the opponent is launched far enough away to where it is impossible to gain a followup. Both throws are used sparsely as a result,
===Up Throw===
Cargo up throw is Donkey Kong's main combo throw, and combined with his good grab, most of his gameplay revolves around getting a grab for cargo up throw, due to the plethora of combos that the move allows, as it has low endlag and knockback, as well as a good 10% damage output. With these factors, it can combo into back or neutral aerials at low percents, forward aerial's stronger non-meteor hitbox at mid percents, and notoriously his up aerial for a kill, unofficially known as the 'Ding-Dong'. With platforms, Ding-Dong can be performed easier and kill even earlier, and with rage, Ding-Dong becomes very dangerous, especially with Donkey'Kong's heavyweight status, granting him a good chance to abuse rage.
===Down Throw===
A gorilla slam that launches forwards, even when airborne. It has a lower knockback angle than cargo forward and back throws, but is tied with his regular down throw for dealing the least damage out of all his throws, at 7%. It has no combos, but the lower angle makes it a bit better for edgeguarding, and by turning around right as Donkey Kong goes offstage, it can stage-spike the opponent, provided they miss their tech. Otherwise, not used very much outside of offstage situations.
==Update History==
 1.0.8
*
*
*
*
*
*
 1.1.0
*
==Throw Data==
===Forward===
|}
===Back===
|}
===Up===
|}
===Down===
|}
==Timing==
===Carry===
The speed Donkey Kong picks up the opponent depends on the opponent's weight.
Invincibility 	1-18
Animation length	19
|-
===Forward===
Throw 	15
Interruptible 	46
Animation length	55
===Back===
Throw 	16
Interruptible 	43
Animation length	54
===Up===
Throw 	15
Interruptible 	30
Animation length	52
===Down===
Throw 	17
Interruptible 	45
Animation length	59
Category:Donkey Kong (SSB4)
Category:Forward throws (SSB4)
Donkey Kong (SSB4)/Forward tilt

Donkey Kong forward tilt hitbox visualization	Donkey Kong forward tilt hitbox visualization
↗ 	
→ 	
↘ 	
==Overview==
==Hitboxes==
===Angled up===
|}
===Angled forward===
|}
==Angled down==
|}
==Timing==
Hitboxes 	9-11
Arm intangible 	7-11 (up angled), 1-25 (down and not angled)
Interruptible 	38
Animation length	42
|Hitboxes 
|-
|Arm (up angled) 
|-
|Arm (down and not angled) 
Category:Donkey Kong (SSB4)
Category:Forward tilts (SSB4)
Donkey Kong (SSB4)/Grab

==Overview==
Donkey Kong uses a single arm to grab the opponent. His grab has great range for a non-tether grab, although it is on the slower side, coming out at frame 8 at earliest. His pivot grab in particularly has excellent range, giving him the ability to catch landings effectively, and combined with Cargo up throw for combos and back throw for killing, Donkey Kong's grab cements itself as a prime part of his gameplay.
==Grabbox Data==
===Standing Grab===
|}
===Dash Grab===
|}
===Pivot Grab===
|}
==Timing==
===Standing grab===
Grab 	8-9
Interruptible 	31
Animation length	44
===Dash grab===
Grab 	10-11
Interruptible 	39
Animation length	54
===Pivot grab===
Grab 	11-12
Interruptible 	37
Animation length	54
Category:Donkey Kong (SSB4)
Category:Grabs (SSB4)
Donkey Kong (SSB4)/Hitboxes

==Hitboxes==
Move 	Name 	Hitbox
Neutral attack 1 	 	
Neutral attack 2 	 	
Forward tilt 	 	
Forward tilt (angled up) 	 	
Forward tilt (angled down) 	 	
Up tilt 	 	
Down tilt 	 	
Dash attack 	 	
Forward smash 	 	
Up smash 	 	
Down smash 	 	
Neutral aerial 	 	
Forward aerial 	 	
Back aerial 	 	
Up aerial 	 	
Down aerial 	 	
Neutral special (uncharged grounded) 	Giant Punch 	
Neutral special (uncharged aerial) 	Giant Punch 	
Neutral special (full charge grounded) 	Giant Punch 	
Neutral special (full charge aerial) 	Giant Punch 	
Side special (grounded) 	Headbutt 	
Side grounded (aerial) 	Headbutt]] 	
Up special (grounded) 	Spinning Kong	
Up special (aerial) 	Spinning Kong	
Down special (grounded) 	Hand Slap 	
Down special (aerial) 	Hand Slap 	
Grab 	 	
Dash grab 	 	
Pivot grab 	 	
Pummel 	 	
Forward throw (cargo forward collateral)	 	
Forward throw (cargo back collateral) 	 	
Forward throw (cargo up collateral) 	 	
Forward throw (cargo down collateral) 	 	
Back throw (collateral) 	 	
Up throw (collateral) 	 	
Down throw (collateral) 	 	
Category:Donkey Kong (SSB4)
Category:Hitboxes (SSB4)
Donkey Kong (SSB4)/Neutral aerial

==Hitboxes==
|}
==Timing==
===Attack===
Initial autocancel	1-9
Clean hit 	10-13
Late hit 	14-26
Ending autocancel 	27-
Interruptible 	39
Animation length 	43
|-
===Landing lag===
Animation length	17
Category:Donkey Kong (SSB4)
Category:Neutral aerials (SSB4)
Donkey Kong (SSB4)/Neutral special/Default

==Overview==
==Hitboxes==
===Ground===
|}
===Air===
|}
==Timing==
===Grounded no charge===
Clean hit 	18
Late hit 	19-20
Arm intangible 	4-20
Animation length	62
|Hitbox 
|-
|Arm 
===Grounded max charge===
Hitboxes 	19-20
Super armour 	11-20
Interruptible 	48
Animation length	62
|Hitbox 
|-
|Armour 
===Aerial no charge===
Clean hit 	18
Late hit 	19-20
Arm intangible 	4-20
Animation length	62
|Hitbox 
|-
|Arm 
===Aerial max charge===
Clean hit 	18
Late hit 	19-20
Super armour 	17-20
Animation length	62
|Hitbox 
|-
|Armour 
Category:Donkey Kong (SSB4)
Category:Special moves (SSB4)
Category:Neutral special moves (SSB4)
Donkey Kong (SSB4)/Pummel

==Overview==
Donkey Kong slaps the opponent, being somewhat fast and dealing 2.1%, making it great for racking damage on the opponent and unstaling moves. It is also useful to get opponents in the percent range for the Ding-Dong kill confirm, or into the percent range for back throw to kill.
==Hitboxes==
|}
==Timing==
Hitbox 	9-10
Interruptible 	16
Animation length	23
Category:Donkey Kong (SSB4)
Category:Pummels (SSB4)
Donkey Kong (SSB4)/Up aerial

==Overview==
Donkey Kong's up air is a decent killing move due to it coming out quickly and its strong knockback. It is a good follow up after a cargo up throw.
==Hitboxes==
|}
==Timing==
===Attack===
Initial autocancel	1-5
Hitbox 	6-10
Head intangible 	1-10
Ending autocancel 	26-
Interruptible 	38
Animation length 	57
|Hitbox 
|-
|Head 
|-
|Autocancel 
===Landing lag===
Animation length	25
Category:Donkey Kong (SSB4)
Category:Up aerials (SSB4)
Donkey Kong (SSB4)/Up smash

==Overview==
An overhead clap. A rather slow move overall, with 34 frames of endlag. Unlike other up smashes of similar design, it does not scoop opponents into the main hitbox, making it somewhat problematic to land if the opponent is not airborne or incredibly close to DK. It is effective if used beneath a platform or as a low percent combo after an up throw. KOs at approximately 102% and 63% fully charged. At max rage, it is slightly more powerful than his Brawl up smash. Donkey Kong's head and arms are intangible while the hitboxes are out.
==Update history==
 1.1.0
*
==Hitboxes==
|}
==Timing==
Charges between 	6-7
Hitboxes 	14-15
Arm and head intangible	12-15
Interruptible 	50
Animation length 	59
|Hitboxes 
|-
|Intangibility 
Category:Donkey Kong (SSB4)
Category:Up smashes (SSB4)
Donkey Kong (SSB4)/Up special/Custom 2

==Overview==
==Hitboxes==
===Grounded===
|}
===Aerial===
|}
==Timing==
===Ground===
Hit 1 	19
Windboxes 	20-46
Final hit 	49
Super armor 	20-46
Interruptible 	71
Animation length	72
|Hitboxes 
|-
|Body 
===Air===
Hit 1 	3-6
Loop hits 	15-40
Final hit 	41
Intangible 	3-6
Super armor 	15-35
Animation length	68
|Hitboxes 
|-
|Windboxes 
|-
|Body 
Category:Donkey Kong (SSB4)
Category:Special moves (SSB4)
Category:Custom moves
Category:Up special moves (SSB4)
Donkey Kong (SSB4)/Up special/Default

==Hitboxes==
Ground looping hit rehits every 7 frames.
===Ground===
|}
===Air===
|}
==Timing==
===Ground===
Hit 1 	19
Looping hits 	25-58
Final hit 	62
Arm intangible 	19-24
Super armor 	8-17
Interruptible 	93
Animation length	94
|Hitboxes 
|-
|Arm 
|-
|Armour 
===Air===
Hit 1 	4-6
Clean looping hits	12-43
Late looping hits 	44-67
Intangible 	3-6 (Full body), 12-43 (Arms)
Animation length 	94
|Hitboxes 
|-
|Body 
|-
|Arms 
Category:Donkey Kong (SSB4)
Category:Special moves (SSB4)
Category:Up special moves (SSB4)
Donkey Kong (SSB4)/Up throw

==Overview==
Donkey Kong turns back slightly then throws the opponent with one arm. The weak knockback makes it virtually impossible to kill at realistic percentages, and the high endlag make it impossible to combo off of as well. Compared to cargo up throw, this throw has virtually no use, as cargo up throw is much more better for an upwards throw, as it even deals 1% more than up throw. Up throw is Donkey Kong's least used throw because of the fact that cargo up throw is just a better version of it.
==Throw data==
|}
==Timing==
The speed of this throw depends on the opponent's weight.
|-
!Invincible
|1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18
|}
|rowspan=2|Min (Jigglypuff) 
|-
|-
|rowspan=2|Baseline 
|-
|-
|rowspan=2|Max (Bowser) 
|-
Category:Donkey Kong (SSB4)
Category:Up throws (SSB4)
Donkey Kong (SSBB)/Back aerial

==Overview==
==Hitboxes==
|}
==Timing==
Initial autocancel	1-6
Clean hit 	7-8
Late hit 	9-16
Ending autocancel 	31>
Interruptible 	32
Animation length 	49
|-
===Landing lag===
Animation length	15
Category:Donkey Kong (SSBB)
Category:Back aerials (SSBB)
Donkey Kong (SSBB)/Back throw

==Overview==
==Throw data==
|}
==Timing==
The speed of this throw depends on the opponent's weight.
|-
!Invincible
|1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8
|}
|rowspan=2|Min (Jigglypuff) 
|-
|-
|rowspan=2|Baseline 
|-
|-
|rowspan=2|Max (Bowser) 
|-
Category:Donkey Kong (SSBB)
Category:Back throws (SSBB)
Donkey Kong (SSBB)/Dash attack

==Overview==
==Hitboxes==
|}
==Timing==
Clean hit 	9-11
Late hit 	12-20
DACUS window 	3-5
Boost grab window	2-3
Animation length 	54
!Hitboxes 
|-
!DACUS 
|-
!Boost grab 
Category:Donkey Kong (SSBB)
Category:Dash attacks (SSBB)
Donkey Kong (SSBB)/Down throw

==Overview==
==Throw data==
|}
==Timing==
The speed of this throw depends on the opponent's weight.
|-
!Invincible
|1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8
|}
|rowspan=2|Min (Jigglypuff) 
|-
|-
|rowspan=2|Baseline 
|-
|-
|rowspan=2|Max (Bowser) 
|-
Category:Donkey Kong (SSBB)
Category:Down throws (SSBB)
Donkey Kong (SSBB)/Forward aerial

==Overview==
==Hitboxes==
|}
==Timing==
Early hit 	25-26
Clean hit 	27-29
Ending autocancel	85-
Animation length 	59
Interruptible* 	85
|-
===Landing lag===
Animation length	30
==Trivia==
*The move should become interruptible on frame 60 but due to the late auto-cancel window, the move is programmed to not be interruptible until frame 85. Despite this, the move still has an FAF of 60 due to its animation length. The developers most likely intended the move to be auto-cancellable from frame 56 but due to a timing error, it cannot be auto-cancelled until frame 85. This auto-cancel window was carried over from Melee and would not be fixed until Ultimate version . 
Category:Donkey Kong (SSBB)
Category:Forward aerials (SSBB)
Donkey Kong (SSBB)/Forward smash

==Overview==
Donkey Kong slaps both of his hands together powerfully. One of the most powerful forward smashes in the game, KO’ing all of the cast under 50% when used fully charged. Also deals sheild damage.
==Hitboxes==
|}
==Timing==
Charges between 	14-15
Hitboxes 	22-23
Animation length	54
Category:Donkey Kong (SSBB)
Category:Forward smashes (SSBB)
Donkey Kong (SSBB)/Forward throw

==Overview==
==Throw data==
===Forward===
|}
===Back===
|}
===Up===
|}
===Down===
|}
==Timing==
The speed Donkey Kong carries the opponent depends on the opponent's weight.
Invincibility 	1-8
Animation length	19
|-
===Forward===
Throw Release 	13
Animation length	39
===Back===
Throw Release 	15
Animation length	39
===Up===
Throw Release 	14
Interruptible 	30
Animation length	34
===Down===
Throw Release 	16
Animation length	39
Category:Donkey Kong (SSBB)
Category:Forward throws (SSBB)
Donkey Kong (SSBB)/Forward tilt

Donkey Kong forward tilt hitbox visualizations	Donkey Kong forward tilt hitbox visualizations	Donkey Kong forward tilt hitbox visualizations	Donkey Kong forward tilt hitbox visualizations	Donkey Kong forward tilt hitbox visualizations
↗ 	 	 	 	
→ 	 	 	 	
↘ 	 	 	 	
==Overview==
Donkey Kong swats his hand forward. Can be angled. Intangibility is in effect for his arm while the hitbox is active.
==Hitboxes==
|}
==Timing==
Hitboxes 	8-11
Arm intangibile (up) 	8-37
Arm intangibile (forward/down)	8-11
Interruptible 	34
Animation length 	37
|Hitboxes 
|-
|Arm (side/down) 
|-
|Arm (up) 
Category:Donkey Kong (SSBB)
Category:Forward tilts (SSBB)
Donkey Kong (SSBB)/Grab

==Overview==
==Grabboxes==
===Standing grab===
|}
===Dash grab===
|}
===Pivot grab===
|}
==Timing==
===Standing grab===
Grab 	8-9
Animation length	29
===Dash grab===
Grab 	10-11
Animation length	49
===Pivot grab===
Grab 	10-11
Animation length	35
Category:Donkey Kong (SSBB)
Category:Grabs (SSBB)
Donkey Kong (SSBB)/Hitboxes

==Hitboxes==
Move 	Name 	Hitbox
Neutral attack 1 	 	
Neutral attack 2 	 	
Forward tilt 	 	
Forward tilt (angled up) 	 	
Forward tilt (angled down)	 	
Up tilt 	 	
Down tilt 	 	
Dash attack 	 	
Forward smash 	 	
Up smash 	 	
Down smash 	 	
Neutral aerial 	 	
Forward aerial 	 	
Back aerial 	 	
Up aerial 	 	
Down aerial 	 	
Neutral special 	Giant Punch 	
Side special 	Headbutt 	
Up special 	Spinning Kong	
Down special 	Hand Slap 	
Final Smash 	Konga Beat 	
Grab 	 	
Dash grab 	 	
Pivot grab 	 	
Pummel 	 	
Forward Throw 	 	
Back Throw 	 	
Up Throw 	 	
Down Throw 	 	
Floor attack (front) 	 	
Floor attack (back) 	 	
Floor attack (trip) 	 	
Edge attack (fast) 	 	
Edge attack (slow) 	 	
Category:Hitbox repositories
Category:Donkey Kong (SSBB)
Category:Hitboxes (SSBB)
Donkey Kong (SSBB)/Neutral aerial

==Overview==
==Hitboxes==
|}
==Timing==
Initial autocancel	1-9
Clean hit 	10-13
Late hit 	14-26
Ending autocancel 	39-
Interruptible 	39
Animation length 	43
|-
===Landing lag===
Animation length	15
Category:Donkey Kong (SSBB)
Category:Neutral aerials (SSBB)
Donkey Kong (SSBB)/Neutral attack

==Overview==
For the technical data of each individual hit, see:
*Donkey Kong (SSBB)/Neutral attack/Hit 1
*Donkey Kong (SSBB)/Neutral attack/Hit 2
==Quickest loop==
Jab 1 	5-7
Jab 2 	16-21
Interruptible 	25, 45
Animation lengths	29, 54
|-
Category:Donkey Kong (SSBB)
Category:Neutral attacks (SSBB)
Donkey Kong (SSBB)/Up aerial

==Overview==
==Hitboxes==
|}
==Timing==
Initial autocancel	1-5
Hitbox 	6-9
Ending autocancel 	26-
Interruptible 	38
Animation length 	51
|-
===Landing lag===
Animation length	22
Category:Donkey Kong (SSBB)
Category:Up aerials (SSBB)
Donkey Kong (SSBB)/Up smash

==Overview==
==Hitboxes==
|}
==Timing==
Charges between 	6-7
Arms & Head Intangibile	12-16
Hitboxes 	14-16
Interruptible 	50
Animation length 	59
|Lag 
|-
|Arms & Head 
Category:Donkey Kong (SSBB)
Category:Up smashes (SSBB)