nyuuzyou/wikis huggingface dataset:
Donkey Kong (SSBB)/Up special

==Overview==
==Hitboxes==
===Grounded===
|}
===Aerial===
|}
==Timing==
===Grounded===
Super armor 	10-16
Hits 1-4 	19-23, 24-28, 29-33, 34-38
Hits 5-8 	39-42, 43-46, 47-50, 51-54
Hit 9 	55-56
Animation length	84
|-
===Aerial===
Full intangibility 	4-6
Forearms intangible	12-43
Hit 1 	4-6
Hits 2-5 	12-19, 20-27, 28-35, 36-43
Hits 6-9 	44-51, 52-59, 60-67, 68-75
Animation length 	84
|Attack 
|-
|Full 
|-
|Forearms 
Category:Donkey Kong (SSBB)
Category:Up special moves (SSBB)
Donkey Kong (SSBB)/Up 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:Up throws (SSBB)
Donkey Kong (SSBB)/Up tilt

==Overview==
Donkey Kong swats his hand upwards. Fast with a good arc range. This attack also has high knockback scaling, allowing it to start KO’ing around 110%. His arms are also intangible during the hitbox’s duration, just like his forward tilt.
The attack deals more damage from his arm.
==Hitboxes==
|}
==Timing==
Hitboxes 	5-11
Arm intangibile 	5-11
Interruptible 	39
Animation length	39
|Hitboxes 
|-
|Arm 
Category:Donkey Kong (SSBB)
Category:Up tilts (SSBB)
Donkey Kong (SSBM)/Back throw

==Overview==
DK swings and throws the opponent behind himself. A great backthrow with good knockback, which enables it to be a decent killthrow vs lighter characters. Otherwise, it's a solid tool for setting up an edgeguard situation.
==Throw data==
|}
==Timing==
The speed of this throw depends on the opponent's weight.
Baseline 	Baseline
Invincibility 	1-8
Throw Release 	14
Animation length	39
|-
!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
|}
|rowspan=2|Min (Pichu) 
|-
|-
|rowspan=2|Baseline 
|-
|-
|rowspan=2|Max (Bowser, PAL) 
|-
Category:Donkey Kong (SSBM)
Category:Back throws (SSBM)
Donkey Kong (SSBM)/Dash attack

==Overview==
Donkey Kong rushes forward before skidding to a halt, hands astray and delivering a somewhat clumsy kick. The move’s middling frame data, horrendous hitbox properties, and lack of comboing potential make dash attack barren in usage. While the move is disjointed and can catch an opposing character off guard, other options such as his up throw and his down tilt are far more consistent in providing genuinely useful qualities throughout a game-to-game basis. This extends to being considered as his worst move overall, and by extension, one of the worst moves in all of Melee.
==Hitboxes==
|}
==Timing==
Clean hit 	9-12
Late hit 	13-20
Boost grab window	2-4
Animation length 	54
!Hitboxes 
|-
!Boost grab 
Category:Donkey Kong (SSBM)
Category:Dash attacks (SSBM)
Donkey Kong (SSBM)/Down aerial

==Overview==
DK does a slow stomping kick below himself. A pretty mediocre meteor smash due to its long startup and unimpressive knockback that makes it punishable on hit at low percent. It can be used as a tech chase starter at mid percents, but since DK is generally better at aerial combos anyway, it's usually better to go for other options. 
==Hitboxes==
|}
==Timing==
Initial autocancel	1-2
Hitboxes 	18-23
Ending autocancel 	50-
Animation length 	54
|-
===Landing lag===
Animation length 	31
L-cancelled animation length	15
|Normal 
|-
|L-cancelled 
Category:Donkey Kong (SSBM)
Category:Down aerials (SSBM)
Donkey Kong (SSBM)/Down special

==Overview==
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 laggy start-up and recovery. 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 a punish. 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 high fixed knockback beats crouch cancelling, since it causes even crouching opponents (Peach or lighter) to tumble. When tech-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 particular matchups where Hand Slap sees much more use are against Ice Climbers and Luigi, both of whom have absolutely horrid air speed and bad air acceleration, crippling their aerial approaches. These characters prefer to approach using their wavedashes, 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==
|}
==Timing==
Input loop 	14-40
Hit 1 	19-20
Hit 2 	30-31
Animation length	60
Category:Donkey Kong (SSBM)
Category:Special moves (SSBM)
Category:Down special moves (SSBM)
Donkey Kong (SSBM)/Down throw

==Overview==
==Throw data==
|}
==Timing==
The speed of this throw depends on the opponent's weight.
Baseline 	Baseline
Invincibility 	1-8
Throw Release 	40
Animation length	59
|-
!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
|}
|rowspan=2|Min (Pichu) 
|-
|-
|rowspan=2|Baseline 
|-
|-
|rowspan=2|Max (Bowser, PAL) 
|-
Category:Donkey Kong (SSBM)
Category:Down throws (SSBM)
Donkey Kong (SSBM)/Down tilt

==Overview==
Donkey Kong, from a crouching position, does a quick one-handed slap across the ground. The move shares a lot of similarities with Marth's down tilt, both in terms of move data and applicability in a match. As compared to Marth's down tilt, it comes out a frame sooner, has 1 more active frame, deals 1 to 3 percent less damage (depending upon which part of Marth's sword it's being compared to), recovers 2 frames slower, and has less reach.
The move is a low risk, medium reward option in neutral. While it is unlikely to lead to any combos, both because of the low knockback and 40° angle, knocking opponents slightly up and far away, it's also very unlikely to get DK punished, since his hurtbox is low to the ground; If he is hit by a move that launches him up, and he's at low enough percent, he will immediately land back on the ground, thanks to ASDI-down, assuming the player held the control stick down. However, where the move really shines is in edgeguarding, as it can often hit opponents attempting to sweetspot the ledge, gimping them and allowing DK to do rinse-repeat edgeguards.
==Hitboxes==
|}
==Timing==
Hitboxes 	6-9
Animation length	22
Category:Donkey Kong (SSBM)
Category:Down tilts (SSBM)
Donkey Kong (SSBM)/Edge attack (fast)

==Overview==
Donkey Kong hoists himself up off the ledge, before rapidly flinging himself backwards, hip first, towards the center of the stage. The move was nerfed in the transition from 64 to Melee, getting less intangibility and active frames; regardless, it is one of his most used ledge recovery options, and arguably his best option, as it has a lot of stand-out traits as compared to other ledge attacks, and his advanced ledge options have issues of their own: namely, his ledgedash is worse than average, granting him a paltry 7 frames of GALINT, and his attacks from ledge (not to be confused with his ledge attacks), done by letting go of ledge and immediately double jumping, are terrible for attacking opponents on-stage (with the notable exception of his aerial Spinning Kong).
Compared to other less-than-100% ledge attacks, DK's is markedly swift; in fact, it's the 2nd-fastest ledge attack in the game, coming out in ³⁄₂₀ of a second, and is only 1 of 3 to be unreactable, the others being Bowser's and Peach's. In addition, the move has incredible range, covering almost ⅓ of Yoshi's Story, and is slightly disjointed. It even has the possibility to lead to a tech chase, as it will tumble every character lighter than Ganondorf at 0%. This is counterbalanced by the move's weaknesses, however. It loses to both shield and crouch cancelling, owing to the move's long end lag. In addition, if it misses, it leaves him a sitting duck, making baiting the move out and standing just outside its range a very strong counter-option.
==Hitboxes==
|}
==Timing==
Intangible 	1-5
Hitboxes 	9-16
Animation length	54
|
|-
|
==Similar moves==
*
Category:Donkey Kong (SSBM)
Category:Normal attacks (SSBM)
Category:Edge attacks (SSBM)
Donkey Kong (SSBM)/Edge attack (slow)

==Overview==
==Hitboxes==
|}
==Timing==
Intangible 	1-33
Hitboxes 	37-49
Animation length	69
|
|-
|
==Similar moves==
*
Category:Donkey Kong (SSBM)
Category:Normal attacks (SSBM)
Category:Edge attacks (SSBM)
Donkey Kong (SSBM)/Floor attack (back)

==Overview==
==Hitboxes==
|}
==Timing==
Intangible 	1-19
Back hit 	6-7
Front hit 	18-19
Animation length	49
|
|-
|
Category:Donkey Kong (SSBM)
Category:Normal attacks (SSBM)
Category:Floor attacks (SSBM)
Donkey Kong (SSBM)/Forward aerial

==Overview==
Donkey Kong winds back, before slamming downwards with both hands in an axe-chop. It has two knockback angles, depending upon when DK hits the opponent. The early hit, despite technically having the Sakurai angle, will always launch the opponent diagonally up and away because of its incredibly high knockback (dealing 56.58 units of knockback to Bowser at 0%). The late hit is a meteor smash. The move is a very slow aerial that is very risky to use in neutral, though it does see niche use as a whiff punish due to its long range and wind up. It's also not wise to use it off-stage to edgeguard opponents, since the move's end lag is a full half of a second, risking a self-destruct. Where it really shines in DK's kit, however, is as a combo finisher.
The move can true combo from his and at high percents against some characters like and , and will false combo against many other characters, such that their only escape option is to airdodge out. This makes it a common kill option against a lot of the cast. It's also an extremely common combo-ender for his up air juggles when his giant punch is uncharged. In both of these situations, the desirable hit is the early one, since the meteor smash hitboxes can be meteor cancelled, potentially allowing the opponent to punish DK or get back to stage for free.
==Hitboxes==
|}
==Timing==
Clean hit 	25-26
Late hit 	27-29
Ending autocancel	85-
Animation length 	59
Interruptible* 	85
|-
===Landing lag===
Animation length 	30
L-cancelled animation length	15
|Normal 
|-
|L-cancelled 
==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 would not be fixed until Ultimate version . 
Category:Donkey Kong (SSBM)
Category:Forward aerials (SSBM)
Donkey Kong (SSBM)/Forward smash

==Overview==
Donkey Kong pulls his elbows behind him, before slamming his hands forward and bringing them together in a cymbal crash. The move, sometimes known as the Hammer Head, is DK's strongest smash attack, able to kill Fox at 100% uncharged from the center of Battlefield if he hits with the sweet spot, which is located on his elbows. This comes at a cost, however, as the move has incredibly laggy start-up, having more than double the start-up of his down smash and a little over 1.5x the start-up of his up smash, as well as the least amount of active frames, although it takes roughly the same amount of time for the entire animation to complete.
Among DK's powerful moves, it's a rare sight in competitive play. This is mainly due to the 20+ frames of start-up, making it well within a human's reaction time and hindering its combo potential significantly. In addition, there's no reliable kill confirm that leads into it. Using it in neutral is also not recommended, as the opponent will have enough time to dodge it or run-up shield, before counter-attacking with their punish of choice. This makes his other kill moves, which includes his down smash, up smash, the strong hit of up special, charged Giant Punch, and forward air, much more appealing options, as they either 1) have much less start-up and subsequent risk in neutral, 2) can be comboed into from his cargo throw, down air or juggles, or 3) both. Even if one of the aforementioned moves doesn't kill, it will, in the majority of cases, knock the opponent off-stage, which, given DK's really potent edgeguarding capabilities, is a really favorable position for the DK player.
Despite its massive start-up, there are ways to land the move in a match. It can be done against an opponent that has been jab reset, had their shield broken, or, against Jigglypuff specifically, missed their Rest; using this instead of Giant Punch will let the DK keep the Giant Punch charged, as well as avoid staling it any. If the DK player is feeling confident in their predictions, they can go for a hard read, whiff-punishing a committal attack or hitting the defending player out of a roll or techroll. It also sees niche use in edgeguarding, as it can often hit opponents who are not attempting to sweet spot the ledge or opponents who land on stage with laggy up-B's, such as Falcon or Marth.
==Hitboxes==
|}
==Timing==
Charges between 	15-16
Hitboxes 	22-23
Animation length	54
Category:Donkey Kong (SSBM)
Category:Forward smashes (SSBM)
Donkey Kong (SSBM)/Forward throw

==Overview==
One of DK's signatures moves, he lifts the opponent up onto his back and carries them around in a pseudo-pack-strap carry, putting them into another held state rather than actually throwing them, an ability unique to DK. While carrying them, he is able to walk and jump or throw the opponent (done with a traditional throw input), although he is unable to attack or shield; the only option that the opponent has is to mash, and if DK carries them for too long, they will be grab released, although they won't recover their double jump, Jumpkeeping? a New DK Tech!? if they used it, unlike every other grab release. The main benefit of this move is the access it gives to unique throws (so-called cargo throws), which differ in a number of ways from DK's regular throws and are considered vastly superior.
===Cargo up throw===
DK lifts the opponent off his back before throwing them perfectly straight into the air. An amazing throw for comboing, it has been described as DK's bread-and-butter and is great for set-ups against the entire cast. Against spacies at low percents, the move can be used to chain grab. Against most characters (with the exception of floaties), it can be used to set up juggles with his , which can lead to a zero-to-death if performed correctly. Against , the move can be a kill confirm into his up aerial at mid-percents.
===Cargo down throw===
Only ever used to set up edgeguards or push the opponent just a bit further away when performing a sacrificial KO. It's not a terrible throw, but is usually outclassed by cargo up throw.
==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
|Min (Pichu) 
|-
|Baseline 
|-
|Max (Bowser, PAL) 
===Forward===
Throw Release 	15
Animation length	39
===Back===
Throw Release 	15
Animation length	39
===Up===
Throw Release 	14
Animation length	29
===Down===
Throw Release 	15
Animation length	39
Category:Donkey Kong (SSBM)
Category:Forward throws (SSBM)
Donkey Kong (SSBM)/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 does a backhanded slap. Despite being quite slow and not having exceptional knockback, this move is probably DK's best grounded poke, as has too little knockback and less range. Serves as an acceptable mid-range tool for catching people dashing forward, starting jumps, or whiff punishing some sloppily spaced moves at a distance. Generally too little knockback to kill, but has enough to setup up for DK's decent edgeguarding.
==Hitboxes==
|}
==Timing==
Hitboxes 	8-11
Animation length	33
Category:Donkey Kong (SSBM)
Category:Forward tilts (SSBM)
Donkey Kong (SSBM)/Grab

==Overview==
==Hitboxes==
===Standing grab===
|}
===Dash grab===
|}
==Timing==
===Grab===
Hitboxes 	8-9
Animation length	30
===Dash Grab===
Hitboxes 	10-11
Animation length	50
Category:Donkey Kong (SSBM)
Category:Grabs (SSBM)
Donkey Kong (SSBM)/Hitboxes

==Hitboxes==
Move 	Name 	Hitbox
Neutral attack 1 	Swipe 	
Neutral attack 2 	Uppercut 	
Forward tilt 	Backhand Slap 	
Forward tilt (angled up) 	Backhand Slap 	
Forward tilt (angled down) 	Backhand Slap 	
Up tilt 	Spider Web Swipe	
Down tilt 	Slouch Slap 	
Dash attack 	Konga Kick 	
Forward smash 	Kong Klap 	
Up smash 	Ape Applause 	
Down smash 	Twin Beat 	
Neutral aerial 	Kong Whirl 	
Forward aerial 	Hammer Knuckle 	
Back aerial 	Back Kick 	
Up aerial 	Flying Headbutt 	
Down aerial 	Flying Stomp 	
Neutral special (uncharged)	Giant Punch 	
Neutral special (charged) 	Giant Punch 	
Side special 	Headbutt 	
Up special (ground) 	Spinning Kong 	
Up special (aerial) 	Spinning Kong 	
Down special (loop) 	Hand Slap 	
Grab 	 	
Dash grab 	 	
Forward roll 	 	
Back roll 	 	
Spot dodge 	 	
Air dodge 	 	
Floor attack (front) 	 	
Floor attack (back) 	 	
Ledge attack (fast) 	 	
Ledge attack (slow) 	 	
Category:Hitbox repositories
Category:Donkey Kong (SSBM)
Category:Hitboxes (SSBM)
Donkey Kong (SSBM)/Neutral aerial

==Overview==
DK swings his arms around himself. One of DK's less useful aerials due to its pitifully small hitbox and pretty weak knockback, which makes it very poor in neutral and unlikely to kill until high percentages. The weak hit, however, can be used as a DI mixup in some combos, and can occasionally combo into a falling up air from a fullhop.
==Hitboxes==
|}
==Timing==
Initial autocancel	1-6
Clean hit 	10-13
Late hit 	14-26
Ending autocancel 	39-
Interruptible 	39
Animation length 	43
|-
===Landing lag===
Animation length 	20
L-cancelled animation length	10
|Normal 
|-
|L-cancelled 
Category:Donkey Kong (SSBM)
Category:Neutral aerials (SSBM)
Donkey Kong (SSBM)/Neutral attack

==Overview==
For the technical data of each individual hit, see:
*Donkey Kong (SSBM)/Neutral attack/Hit 1
*Donkey Kong (SSBM)/Neutral attack/Hit 2
==Quickest loop==
Jab 1 	5-7
Jab 2 	15-21
Animation lengths	24, 44
|-
Category:Donkey Kong (SSBM)
Category:Neutral attacks (SSBM)
Donkey Kong (SSBM)/Neutral attack/Hit 1

==Overview==
DK does a cross punch in front of him. Being tied with Jigglypuff for the sixth slowest jab, in terms of startup, the move sees little use in competitive play. It combos into little, except his jab 2, and loses out on speed to his grounded up-B, which comes out on frame 3. The move's primary use is to jab reset knocked-down opponents.
==Hitboxes==
|}
==Timing==
Hitboxes 	5-7
Earliest continuable	10
Animation length 	24
Category:Donkey Kong (SSBM)
Category:Neutral attacks (SSBM)
Donkey Kong (SSBM)/Neutral special

==Overview==
==Hitboxes==
===Uncharged===
Note: +2% damage per arm swing (max 10)
|}
===Max charge (Ground)===
|}
===Max charge (Aerial)===
|}
==Timing==
===No charge===
Charges between 	7-8
Early Hit 	24
Late Hit 	25-29
Animation length	51
===Max charge===
Early Hit 	17
Intangibility 	17-18
Late Hit 	18-21
Animation length	44
|Hitbox 
|-
|Intangibility 
Category:Donkey Kong (SSBM)
Category:Special moves (SSBM)
Category:Neutral special moves (SSBM)
Donkey Kong (SSBM)/Up aerial

==Overview==
Donkey Kong does a quick headbutt above himself. DK's primary combo move due to its decent hitbox, very wide autocancel window, and convenient knockback scaling that allows it to be usable at a lot of percents against most of the cast. It is also a reliable kill option against midfallers like at percents when won't combo. It's a useful air-to-air option in neutral, particularly as a tool to catch shorthops from characters like Sheik or who typically start their aerials as they fall.
==Hitboxes==
|}
==Timing==
Initial autocancel	1-5
Hitboxes 	6-8
Ending autocancel 	13-
Interruptible 	38
Animation length 	44
|-
===Landing lag===
Animation length 	25
L-cancelled animation length	12
|Normal 
|-
|L-cancelled 
Category:Donkey Kong (SSBM)
Category:Up aerials (SSBM)
Donkey Kong (SSBM)/Up smash

==Overview==
Donkey Kong does a clapping attack above his head. Quite a powerful up smash, comparable in strength to PAL Fox's . Due to the high hitbox, it is very difficult to hit against grounded opponents. As a result, it is generally only usable when combo'd into, such as from or . It can be used to hit through platforms, giving it some use as a platform tech chase tool. It also easily combos from on and if they do no DI; if they DI away, you can instead do , giving Donkey Kong potent kill confirms.
==Hitboxes==
|}
==Timing==
Charges between 	7-8
Intangibility 	12-16 (Head & Arms)
Hitboxes 	14-16
Animation length	53
|Hitboxes 
|-
|Head & Arms 
Category:Donkey Kong (SSBM)
Category:Up smashes (SSBM)