Donkey Kong - Giant Punch (Air)

Summary

First Active17
Last Active21
Total46 frames
Damage12 / 10 / 16 / 27%
Notesfor aerial and ground, frame data is dependent on charge stored. listed is the amounts for a full charge

Attributes

NameValue
Start17
End21
Total Frames46
IASA
Land Lag
L-Canceled Land Lag
Landing Fall Special Lag
Auto Cancel Before
Auto Cancel After

Hitboxes

air_uncharged_early
NameValue
HitboxAll Hitboxes
Damage12
Angle80
Base Knockback15
Knockback Growth100
Set Knockback0
EffectNormal
Hitlag Attacker7
Hitlag Defender7 (4 Crouched)
Shieldstun7
air_uncharged_late
NameValue
HitboxAll Hitboxes
Damage10
Angle361
Base Knockback15
Knockback Growth100
Set Knockback0
EffectNormal
Hitlag Attacker6
Hitlag Defender6 (4 Crouched)
Shieldstun6
air_fullcharge_early
NameValue
HitboxAll Hitboxes
Damage16
Angle80
Base Knockback40
Knockback Growth90
Set Knockback0
EffectNormal
Hitlag Attacker8
Hitlag Defender8 (5 Crouched)
Shieldstun9
air_fullcharge_late
NameValue
HitboxAll Hitboxes
Damage27
Angle361
Base Knockback10
Knockback Growth90
Set Knockback0
EffectNormal
Hitlag Attacker12
Hitlag Defender12 (8 Crouched)
Shieldstun14

Knockdown Thresholds

The following percentages indicate when this move starts knocking down. Separate tables are shown based on whether the target is Crouch-Cancelling or not.

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