Diddy Kong's Frame Data/Hitboxes | 4.0BC

Kboomers1918

Mayor of Capetown, Rhode Island
Minus Backroom
Frame Data for: Diddy Kong
Dictionary:

  • Frame: 1/60 of a second.
  • IASA (Interruptable As Soon As): The first frame in which a move may be interrupted by any other move.
  • Out: The frames any hitboxes are deployed.
  • Out for: How long any hitbox lasts once deployed
  • Hitbox: 3D circle that interacts with hurtboxes, and usually other hitboxes (known as a 'clash' or a 'clang').
  • Angle: Direction in which the player is sent from an attack, represented as a line from the center of the circle.
  • - The Autolink Angle will send the opponent the same direction as the player.
  • - The Sakurai Angle (represented as a star in the middle) will send all aerial opponents 45°.
  • Base Knockback (BKB): The minimum knockback the move can deal.
  • Weight Dependent Set Knockback (WDSK): Value that override Base Knockback, and is scaled based on weight.
  • Knockback Growth (KBG): Multiplier that changes knockback based on the opponent's damage.
  • Hurtbox: Collision box that interacts with hitboxes, and generally defines the body of a character.
    • Invincibility: Hurtboxes can still be hit with hitboxes, but cannot receive damage or knockback.
    • Intangibility: Hurtboxes can't interact with hitboxes at all.
    • Armor: Hurtboxes can receive damage, but no knockback up to a certain point (Light, Medium, Heavy, Super).
  • Frame Speed Multiplier (FSM): The frame in which the speed of the animation is sped up or slowed down.

2QcmORM.gif

1HiZyYN.gif

Jab 1:

Out: Frame 3
Out for: 2 Frames
Duration (no 2nd jab): 26 Frames
IASA: Frame 18 onwards

ID = 0, Damage = 3, Angle = 80, KBG = 100, WDSK = 10, Size = 4, (R. Hand)
ID = 1, Damage = 3, Angle = 60, KBG = 100, WDSK = 10, Size = 3, (R. Arm)
ID = 2, Damage = 3, Angle = Sakurai, WDSK = 10, Size = 3, (R. Shoulder)
ID = 3, Damage = 3, Angle = Sakurai, KBG = 100, WDSK = 10, Size = 2, (L. Shoulder)

Iurf4Ki.gif

Udg3rpY.gif

Jab 2:

Out: Frame 5
Out for: 2 Frames
Duration (no third jab): 29 Frames
IASA: 19 Onwards

ID = 0, Damage = 2, Angle = 80, KBG = 100, WDSK = 10, Size = 4, (L. Hand)
ID = 1, Damage = 2, Angle = 60, KBG = 100, WDSK = 10, Size = 3, (L. Arm)
ID = 2, Damage = 2, Angle = Sakurai, KBG = 100, WDSK = 10, Size = 3, (L. Shoulder)
ID = 3, Damage = 2, Angle = Sakurai, KBG = 100, WDSK = 10, Size = 2, (R. Shoulder)

YvaH9rl.gif

waHcQms.gif

Jab 3:

Out: Frame 9
Out for: 2 Frames
Duration: 31 Frames
IASA: Frame 23 onwards
FSM: Animation is slowed down to 0.9 starting at Frame 9 and returns to original speed at Frame 11

ID = 0, 1, 2, Damage = 3, Angle = Sakurai, BKB = 18, KBG = 90 , WDSK = 15, Size = 4, (Face, Below Waist, Foot)

27frbOL.gif

tKySHrH.gif

Dash Attack:

Out: Frames 9, Frame 14, Frame 20
Out for: 5 Frames (First 2 hits), 6 Frames
Duration: 48 Frames.
IASA (specific): Two on Frame 14, Two on Frame 19.

ID (First hit)= 0, 1, Damage = 3, Angle = 58, BKB = 70, KBG = 50, Size = 5, (Entire R. Leg)

ID (Second) = 0, Damage = 4, Angle = 288, WDSK = 15, KBG = 50, Size = 4.5, (Entire L. Leg)

ID (Last): 0, Damage = 5, Angle = 0, BKB = 32, WDSK = 16, KBG = 60, Size = 5, (L. Hand)

NaJ0gQx.gif

OmcaiAy.gif

Up Tilt:

Out: Frame 6
Out for: 7 Frames
Duration: 35 Frames
IASA: Frame 21 onwards.

ID = 0, Damage = 7, Angle 80, BKB = 28, KBG = 130, Size = 4.5, (L. Shoulder)
ID = 1, Damage = 7, Angle = 80, BKB = 28, KBG = 130, Size = 4.8, (L. Arm)
ID = 2, Damage = 7, Angle = 90, BKB = 28, KBG = 130, Size = 5, (L. Hand)

AKTtLDy.gif

N8MNzW2.gif

Foward Tilt:

Out: Frame 10
Out for: 4 Frames
Duration: 38 Frames
FSM: Animation is sped up by 1.6 beginning at Frame 1

ID = 0, Damage = 9, Angle = Sakurai, BKB = 37, WDSK = 8, KBG = 100, Size = 5, (Both hands)
ID = 1, Damage = 9, Angle = Sakurai, BKB = 37, WDSK = 9, KBG = 100, Size = 4, (Face)
ID = 2, Damage = 9, Angle = Sakurai, BKB = 37, WDSK = 9, KBG = 100, Size = 3, (Body)

qe1mmtc.gif

BEic18o.gif

Down Tilt:

Out: Frame 4
Out for: 2 Frames
Duration: 29 Frames
IASA: Frame 15 onwards

ID = 0, Damage = 7, Angle = 60, BKB = 32, WDSK = 16, KBG = 75, Size = 5, (Hands)
ID = 1, Damage = 7, Angle = 50, BKB = 32, WDSK = 16, KBG = 75, Size = 4, (Arms)
ID = 2, Damage = 7, Angle = 40, BKB = 32, WDSK = 16, KBG = 75, Size = 3, (Body)

WSrYOYn.gif

Q1zto2b.gif

Up Smash:

Out: Frame 4, Frame 10, Frame 17
Out for: 3 Frames, 4 Frames, 5 Frames
Duration: 59 Frames
IASA: Frame 26 (specific), Frame 50 onwards
FSM: Animation sped up 1.15x starting at Frame 1

First Hit IDs:

ID = 0, Damage = 5, Angle = 95, WDSK = 30, KBG = 30, Size = 6, (R. Hand)
ID = 1, Damage = 5, Angle = 95, WDSK = 30, KBG = 50, Size = 4, (R. Arm)
ID = 2, Damage = 5, Angle = 95, WDSK = 30, KBG = 70, Size = 4, (R. Shoulder)
ID = 3, Damage = 5, Angle = 90, WDSK = 30, KBG = 70, Size = 3, (Legs)

Second Hit IDs:

ID = 0, Damage = 5, Angle = 95, WDSK = 30, KBG = 30, Size = 6, (R. Foot)
ID = 1, Damage = 5, Angle = 95, WDSK = 30, KBG = 50, Size = 4, (R. Leg)
ID = 2, Damage = 5, Angle = 95, WDSK = 30, KBG = 70, Size = 4, (Upper R. Leg)

Third Hit IDs:

ID = 0, Damage = 9, Angle = 95, BKB = 70, KBG = 70, Size = 6, (L. Foot)
ID = 1, Damage = 9, Angle = 95, BKB = 70, KBG = 70, Size = 4, (L. Leg)
ID = 2, Damage = 9, Angle = 95, BKB = 70, KBG = 70, Size = 4, (L. Upper Leg)

ILobdqp.gif

sTBvrdC.gif

Forward Smash:

Out: Frame 4, Frame 13
Out for: 2 Frames, 3 Frames
Duration: 44 Frames
IASA: Frame 6 (specific), Frame 40 onwards

First Hit IDs:

ID = 0, Damage = 5, Angle = 90, WDSK = 28, KBG = 100, Size = 5, (R. Hand)
ID = 1, Damage = 5, Angle = 60, WDSK = 35, KBG = 100, Size = 4.25, (R. Arm)
ID = 2, Damage = 5, Angle = 30, WDSK = 42, KBG = 100, Size = 3.5, (R. Shoulder)
ID = 3, Damage = 5, Angle = 30, WDSK = 50, KBG = 100, Size = 3, (L. Shoulder)

Second Hit IDs:

ID = 0, Damage = 14, Shield Dmg = 3, Angle = 40, BKB = 46, KBG = 85, Size = 5, (L. Hand)
ID = 0, Damage = 14, Shield Dmg = 3, Angle = 50, BKB = 46, KBG = 85, Size = 4.25, (L. Arm)
ID = 0, Damage = 14, Shield Dmg = 3, Angle = 60, BKB = 46, KBG = 85, Size = 3.5, (L. Shoulder.)
ID = 0, Damage = 14, Shield Dmg = 3, Angle = 60, BKB = 46, KBG = 85, Size = 3, (R. Shoulder)

88lE4rh.gif

T2jjeqs.gif

Down Smash:

Out: Frame 5, Frame 14
Out for: 2 Frames, 3 Frames
Duration: 57 Frames
IASA: 52 onwards

First Hit IDs:

ID = 0, Damage = 15, Angle = Sakurai, BKB = 40, KBG = 80, Size = 4, (Upper L. Leg)
ID = 1, Damage = 18, Angle = Sakurai, BKB = 40, KBG = 80, Size = 4, (L. Leg)
ID = 2, Damage = 21, Angle = Sakurai, BKB = 40, KBG = 80, Size = 5, (L. Foot)

Second Hit IDs:

ID = 0, Damage = 10, Angle = 99, BKB = 32, KBG = 96, Size = 4, (Upper R. Leg)
ID = 0, Damage = 15, Angle = 99, BKB = 32, KBG = 96, Size = 4, (R. Leg)
ID = 0, Damage = 17, Angle = Sakurai, BKB = 32, KBG = 96, Size = 6, (R. Foot)

IaVkE7I.gif

xBd1YOs.gif

Neutral Aerial:

Out: Frame 6
Out for: 15 Frames
Duration: 50 Frames
FSM: Animation is sped up 1.6x starting at Frame 1 then slows down to 1.15x unless a a certain condition is met in which then it will slow down to 0.8x
IASA: Frame 33 onwards

ID = 0, Damage = 9, Angle = 74, BKB = 42, KBG = 74, Size = 3, (R.Arm)
ID = 1, Damage = 9, Angle = 74, BKB = 32, KBG = 76, Size = 3, (L. Arm)
ID = 2, Damage = 9, Angle = 78, BKB = 32, KBG = 76, Size = 3, (R. Leg)
ID = 3, Damage = 9, Angle = 78, BKB = 32, KBG = 76, Size = 3, (L. Leg)

0LjosSb.gif

WdyS1EX.gif

Up Aerial:

Out: Frame 3
Out for: 12 Frames
Duration: 42 Frames
FSM: Animation is sped up 1.3x starting at Frame 3
IASA: Frame 23 onwards

ID = 0, Damage = 7, Angle = 100, BKB = 37, KBG = 90, Size = 6, (R. Foot)
ID = 1, Damage = 7, Angle = 100, BKB = 37, KBG = 90, Size = 4, (R. Leg)
ID = 2, Damage = 7, Angle = 120, BKB = 32, KBG = 90, Size = 5.5, (Body)

43Kdzqt.gif

M6SaWQH.gif

Forward Aerial:

Out: Frame 6, Frame 15
Out for: 7 Frames for both hits
Duration: 48 Frames
IASA: 29 onwards

First Hit IDs:

ID = 0, Damage = 12, Angle = 40, BKB = 26, KBG = 122, Size = 4, (Feet)
ID = 1, Damage = 12, Angle = 40, BKB = 26, KBG = 122, Size = 4, (Legs)
ID = 2, Damage = 12, Angle = 40, BKB = 30, KBG = 122, Size = 4, (Waist)

Second Hit IDs:

ID = 0, Damage = 4, Angle = Sakurai, BKB = 30, KBG = 74, Size = 5, (Feet)
ID = 1, Damage = 4, Angle = Sakurai, BKB = 30, KBG = 60, Size = 5, (Legs)
ID = 2, Damage = 4, Angle = Sakurai, BKB = 30, KBG = 60, Size = 5, (Body)

CBW0Zyd.gif

OF2oPyr.gif

Down Aerial:

Out: Frame 13
Out for: 7 Frames
Duration: 50 Frames

ID = 0, Damage = 11, Angle = 270, BKB = 30, KBG = 100, Size = 7, (Entire Model)
ID = 1, Damage = 15, Angle = 270, BKB = 47, KBG = 84, Size = 6, (Arms)
ID = 2, Damage = 15, Angle = 270, BKB = 47, KBG = 84, Size = 4, (Empty Space)

DeWRJRz.gif

eN4ltnl.gif

Back Aerial:

Out: Frame 7
Out for: 6 Frames
Duration: 46 Frames
FSM: Animation is sped up 1.25x starting at Frame 1
IASA: Frame 31 onwards

ID = 0, Damage = 7, Angle = Autolink, BKB = 30, KBG = 46, Size = 5.3, (R. Foot)
ID = 1, Damage = 7, Angle = Autolink, BKB = 30, KBG = 46, Size = 4.7, (R. Leg)
ID = 2, Damage = 7, Angle = Autolink, BKB = 30, KBG = 46, Size = 4.3, (Body)

lWHkJNV.gif

qdcn2Ig.gif

Standing Grab:

Out: Frame 6
Out for: 2 Frames
Duration: 30 Frames

ID = 0, Size = 6, (Body and Face)
ID = 1, Size = 6, (Arms and Hands)

7Dwj4db.gif

V61iqOb.gif

Dash Grab:

Out: Frame 10
Out for: 2 Frames
Duration: 40 frames

ID = 0, Size = 4, (Body)
ID = 0, Size = 4, (Arms and Hands)

PCzGum3.gif

F1R9l5D.gif

Pivot Grab:

Out: Frame 8
Out for: 2 Frames
Duration: 36 Frames

ID = 0, Size = 4, (Fingertips)
ID = 1, Size = 4, (Arms)
ID = 2, Size = 4, (Body)

whzp4WO.gif

Backwards Roll:

Intangible from: Frames 4 to 19
Duration: 30 Frames
FSM: Animation is slowed down 0.9x starting from Frame 20

r8g27Fr.gif

Forwards Roll:

Intangible from: Frames 4 to 19
Duration: 30 Frames
FSM: Animation is slowed down 0.9x starting from Frame 20

pG7ZtmB.gif

Intangible from: Frames 2 to 26
Duration: 32 Frames
FSM Animation is sped up 1.9x starting at Frame 5, then returns to 1x at Frame 24, then slowed down 0.7x at Frame 25

DXzn28c.gif

Air Dodge:

Intangible From: Frames 4 to 21
Duration: 40 Frames
IASA: 39 onwards

Y70H1wN.gif

Neutral Special (Explosion):

Out: Frame 1
Out for: 6 Frames
Duration: 110 Frames

ID = 0, Damage = 30, Angle = 50, BKB = 64, KBG = 122, Size = 20, (Peanut Popgun)

rWupNDE.gif

Up Special:

Out: Frame 1
Out for: 31 Frames
Duration: 55 Frames
IASA: Frame 1

ID = 0, Damage = 10, Angle = Sakurai, BKB =85, KBG = 60, Size = 10, (A good chunk of the model)
ID = 1, Damage = 10, Angle = 271, BKB = 48, KBG = 50, Size = 5, (Head Area)

[Replaces ID = 1 on Frame 2]
ID = 0, Damage = 10, Angle = 70, BKB = 85, KBG = 76, Size = 7, (Head Area
[Joins the second ID = 0 on Frame 9]
ID = 0, Damage = 8, Angle = 60, BKB = 79, KBG = 80, Size = 6, (Head)

Ciyclv2.gif

Side Special (Flip):

Armor: Heavy, Tolerance = 10, Frames 10 to 16
Duration: 33 Frames

vLC7QhC.gif

Side Special (kick):

Out: Frame 4
Out for: 22 Frames
Duration: 33 Frames

UPcJBHc.gif


If you have any feedback for me, I'd love to hear it, I wanna make sure this is easy for everyone to be able to understand so tell me what worked and what didn't!


A special thanks to ThePwnzr for helping get the necessary tools and for giving me advice.
Without his help, this page wouldn't be here as fast as it was.:)
 

Mimsy

Netplayer
Playtester
Frame Data for: Diddy Kong
Dictionary:

  • Frame: 1/60 of a second.
  • IASA (Interruptable As Soon As): The first frame in which a move may be interrupted by any other move.
  • Out: The frames any hitboxes are deployed.
  • Out for: How long any hitbox lasts once deployed
  • Hitbox: 3D circle that interacts with hurtboxes, and usually other hitboxes (known as a 'clash' or a 'clang').
  • Angle: Direction in which the player is sent from an attack, represented as a line from the center of the circle.
  • - The Autolink Angle will send the opponent the same direction as the player.
  • - The Sakurai Angle (represented as a star in the middle) will send all aerial opponents 45°.
  • Base Knockback (BKB): The minimum knockback the move can deal.
  • Weight Dependent Set Knockback (WDSK): Value that override Base Knockback, and is scaled based on weight.
  • Knockback Growth (KBG): Multiplier that changes knockback based on the opponent's damage.
  • Hurtbox: Collision box that interacts with hitboxes, and generally defines the body of a character.
    • Invincibility: Hurtboxes can still be hit with hitboxes, but cannot receive damage or knockback.
    • Intangibility: Hurtboxes can't interact with hitboxes at all.
    • Armor: Hurtboxes can receive damage, but no knockback up to a certain point (Light, Medium, Heavy, Super).
  • Frame Speed Multiplier (FSM): The frame in which the speed of the animation is sped up or slowed down.
2QcmORM.gif

1HiZyYN.gif

Jab 1:

Out: Frame 3
Out for: 2 Frames
Duration (no 2nd jab): 26 Frames
IASA: Frame 18 onwards

ID = 0, Damage = 3, Angle = 80, KBG = 100, WDSK = 10, Size = 4, (R. Hand)
ID = 1, Damage = 3, Angle = 60, KBG = 100, WDSK = 10, Size = 3, (R. Arm)
ID = 2, Damage = 3, Angle = Sakurai, WDSK = 10, Size = 3, (R. Shoulder)
ID = 3, Damage = 3, Angle = Sakurai, KBG = 100, WDSK = 10, Size = 2, (L. Shoulder)

Iurf4Ki.gif

Udg3rpY.gif

Jab 2:

Out: Frame 5
Out for: 2 Frames
Duration (no third jab): 29 Frames
IASA: 19 Onwards

ID = 0, Damage = 2, Angle = 80, KBG = 100, WDSK = 10, Size = 4, (L. Hand)
ID = 1, Damage = 2, Angle = 60, KBG = 100, WDSK = 10, Size = 3, (L. Arm)
ID = 2, Damage = 2, Angle = Sakurai, KBG = 100, WDSK = 10, Size = 3, (L. Shoulder)
ID = 3, Damage = 2, Angle = Sakurai, KBG = 100, WDSK = 10, Size = 2, (R. Shoulder)

YvaH9rl.gif

waHcQms.gif

Jab 3:

Out: Frame 9
Out for: 2 Frames
Duration: 31 Frames
IASA: Frame 23 onwards
FSM: Animation is slowed down to 0.9 starting at Frame 9 and returns to original speed at Frame 11

ID = 0, 1, 2, Damage = 3, Angle = Sakurai, BKB = 18, KBG = 90 , WDSK = 15, Size = 4, (Face, Below Waist, Foot)

27frbOL.gif

tKySHrH.gif

Dash Attack:

Out: Frames 9, Frame 14, Frame 20
Out for: 5 Frames (First 2 hits), 6 Frames
Duration: 48 Frames.
IASA (specific): Two on Frame 14, Two on Frame 19.

ID (First hit)= 0, 1, Damage = 3, Angle = 58, BKB = 70, KBG = 50, Size = 5, (Entire R. Leg)

ID (Second) = 0, Damage = 4, Angle = 288, WDSK = 15, KBG = 50, Size = 4.5, (Entire L. Leg)

ID (Last): 0, Damage = 5, Angle = 0, BKB = 32, WDSK = 16, KBG = 60, Size = 5, (L. Hand)

NaJ0gQx.gif

OmcaiAy.gif

Up Tilt:

Out: Frame 6
Out for: 7 Frames
Duration: 35 Frames
IASA: Frame 21 onwards.

ID = 0, Damage = 7, Angle 80, BKB = 28, KBG = 130, Size = 4.5, (L. Shoulder)
ID = 1, Damage = 7, Angle = 80, BKB = 28, KBG = 130, Size = 4.8, (L. Arm)
ID = 2, Damage = 7, Angle = 90, BKB = 28, KBG = 130, Size = 5, (L. Hand)

AKTtLDy.gif

N8MNzW2.gif

Foward Tilt:

Out: Frame 10
Out for: 4 Frames
Duration: 38 Frames
FSM: Animation is sped up by 1.6 beginning at Frame 1

ID = 0, Damage = 9, Angle = Sakurai, BKB = 37, WDSK = 8, KBG = 100, Size = 5, (Both hands)
ID = 1, Damage = 9, Angle = Sakurai, BKB = 37, WDSK = 9, KBG = 100, Size = 4, (Face)
ID = 2, Damage = 9, Angle = Sakurai, BKB = 37, WDSK = 9, KBG = 100, Size = 3, (Body)

qe1mmtc.gif

BEic18o.gif

Down Tilt:

Out: Frame 4
Out for: 2 Frames
Duration: 29 Frames
IASA: Frame 15 onwards

ID = 0, Damage = 7, Angle = 60, BKB = 32, WDSK = 16, KBG = 75, Size = 5, (Hands)
ID = 1, Damage = 7, Angle = 50, BKB = 32, WDSK = 16, KBG = 75, Size = 4, (Arms)
ID = 2, Damage = 7, Angle = 40, BKB = 32, WDSK = 16, KBG = 75, Size = 3, (Body)

WSrYOYn.gif

Q1zto2b.gif

Up Smash:

Out: Frame 4, Frame 10, Frame 17
Out for: 3 Frames, 4 Frames, 5 Frames
Duration: 59 Frames
IASA: Frame 26 (specific), Frame 50 onwards
FSM: Animation sped up 1.15x starting at Frame 1

First Hit IDs:

ID = 0, Damage = 5, Angle = 95, WDSK = 30, KBG = 30, Size = 6, (R. Hand)
ID = 1, Damage = 5, Angle = 95, WDSK = 30, KBG = 50, Size = 4, (R. Arm)
ID = 2, Damage = 5, Angle = 95, WDSK = 30, KBG = 70, Size = 4, (R. Shoulder)
ID = 3, Damage = 5, Angle = 90, WDSK = 30, KBG = 70, Size = 3, (Legs)

Second Hit IDs:

ID = 0, Damage = 5, Angle = 95, WDSK = 30, KBG = 30, Size = 6, (R. Foot)
ID = 1, Damage = 5, Angle = 95, WDSK = 30, KBG = 50, Size = 4, (R. Leg)
ID = 2, Damage = 5, Angle = 95, WDSK = 30, KBG = 70, Size = 4, (Upper R. Leg)

Third Hit IDs:

ID = 0, Damage = 9, Angle = 95, BKB = 70, KBG = 70, Size = 6, (L. Foot)
ID = 1, Damage = 9, Angle = 95, BKB = 70, KBG = 70, Size = 4, (L. Leg)
ID = 2, Damage = 9, Angle = 95, BKB = 70, KBG = 70, Size = 4, (L. Upper Leg)

ILobdqp.gif

sTBvrdC.gif

Forward Smash:

Out: Frame 4, Frame 13
Out for: 2 Frames, 3 Frames
Duration: 44 Frames
IASA: Frame 6 (specific), Frame 40 onwards

First Hit IDs:

ID = 0, Damage = 5, Angle = 90, WDSK = 28, KBG = 100, Size = 5, (R. Hand)
ID = 1, Damage = 5, Angle = 60, WDSK = 35, KBG = 100, Size = 4.25, (R. Arm)
ID = 2, Damage = 5, Angle = 30, WDSK = 42, KBG = 100, Size = 3.5, (R. Shoulder)
ID = 3, Damage = 5, Angle = 30, WDSK = 50, KBG = 100, Size = 3, (L. Shoulder)

Second Hit IDs:

ID = 0, Damage = 14, Shield Dmg = 3, Angle = 40, BKB = 46, KBG = 85, Size = 5, (L. Hand)
ID = 0, Damage = 14, Shield Dmg = 3, Angle = 50, BKB = 46, KBG = 85, Size = 4.25, (L. Arm)
ID = 0, Damage = 14, Shield Dmg = 3, Angle = 60, BKB = 46, KBG = 85, Size = 3.5, (L. Shoulder.)
ID = 0, Damage = 14, Shield Dmg = 3, Angle = 60, BKB = 46, KBG = 85, Size = 3, (R. Shoulder)

88lE4rh.gif

T2jjeqs.gif

Down Smash:

Out: Frame 5, Frame 14
Out for: 2 Frames, 3 Frames
Duration: 57 Frames
IASA: 52 onwards

First Hit IDs:

ID = 0, Damage = 15, Angle = Sakurai, BKB = 40, KBG = 80, Size = 4, (Upper L. Leg)
ID = 1, Damage = 18, Angle = Sakurai, BKB = 40, KBG = 80, Size = 4, (L. Leg)
ID = 2, Damage = 21, Angle = Sakurai, BKB = 40, KBG = 80, Size = 5, (L. Foot)

Second Hit IDs:

ID = 0, Damage = 10, Angle = 99, BKB = 32, KBG = 96, Size = 4, (Upper R. Leg)
ID = 0, Damage = 15, Angle = 99, BKB = 32, KBG = 96, Size = 4, (R. Leg)
ID = 0, Damage = 17, Angle = Sakurai, BKB = 32, KBG = 96, Size = 6, (R. Foot)

IaVkE7I.gif

xBd1YOs.gif

Neutral Aerial:

Out: Frame 6
Out for: 15 Frames
Duration: 50 Frames
FSM: Animation is sped up 1.6x starting at Frame 1 then slows down to 1.15x unless a a certain condition is met in which then it will slow down to 0.8x
IASA: Frame 33 onwards

ID = 0, Damage = 9, Angle = 74, BKB = 42, KBG = 74, Size = 3, (R.Arm)
ID = 1, Damage = 9, Angle = 74, BKB = 32, KBG = 76, Size = 3, (L. Arm)
ID = 2, Damage = 9, Angle = 78, BKB = 32, KBG = 76, Size = 3, (R. Leg)
ID = 3, Damage = 9, Angle = 78, BKB = 32, KBG = 76, Size = 3, (L. Leg)

0LjosSb.gif

WdyS1EX.gif

Up Aerial:

Out: Frame 3
Out for: 12 Frames
Duration: 42 Frames
FSM: Animation is sped up 1.3x starting at Frame 3
IASA: Frame 23 onwards

ID = 0, Damage = 7, Angle = 100, BKB = 37, KBG = 90, Size = 6, (R. Foot)
ID = 1, Damage = 7, Angle = 100, BKB = 37, KBG = 90, Size = 4, (R. Leg)
ID = 2, Damage = 7, Angle = 120, BKB = 32, KBG = 90, Size = 5.5, (Body)

43Kdzqt.gif

M6SaWQH.gif

Forward Aerial:

Out: Frame 6, Frame 15
Out for: 7 Frames for both hits
Duration: 48 Frames
IASA: 29 onwards

First Hit IDs:

ID = 0, Damage = 12, Angle = 40, BKB = 26, KBG = 122, Size = 4, (Feet)
ID = 1, Damage = 12, Angle = 40, BKB = 26, KBG = 122, Size = 4, (Legs)
ID = 2, Damage = 12, Angle = 40, BKB = 30, KBG = 122, Size = 4, (Waist)

Second Hit IDs:

ID = 0, Damage = 4, Angle = Sakurai, BKB = 30, KBG = 74, Size = 5, (Feet)
ID = 1, Damage = 4, Angle = Sakurai, BKB = 30, KBG = 60, Size = 5, (Legs)
ID = 2, Damage = 4, Angle = Sakurai, BKB = 30, KBG = 60, Size = 5, (Body)

CBW0Zyd.gif

OF2oPyr.gif

Down Aerial:

Out: Frame 13
Out for: 7 Frames
Duration: 50 Frames

ID = 0, Damage = 11, Angle = 270, BKB = 30, KBG = 100, Size = 7, (Entire Model)
ID = 1, Damage = 15, Angle = 270, BKB = 47, KBG = 84, Size = 6, (Arms)
ID = 2, Damage = 15, Angle = 270, BKB = 47, KBG = 84, Size = 4, (Empty Space)

DeWRJRz.gif

eN4ltnl.gif

Back Aerial:

Out: Frame 7
Out for: 6 Frames
Duration: 46 Frames
FSM: Animation is sped up 1.25x starting at Frame 1
IASA: Frame 31 onwards

ID = 0, Damage = 7, Angle = Autolink, BKB = 30, KBG = 46, Size = 5.3, (R. Foot)
ID = 1, Damage = 7, Angle = Autolink, BKB = 30, KBG = 46, Size = 4.7, (R. Leg)
ID = 2, Damage = 7, Angle = Autolink, BKB = 30, KBG = 46, Size = 4.3, (Body)
lWHkJNV.gif

qdcn2Ig.gif

Standing Grab:

Out: Frame 6
Out for: 2 Frames
Duration: 30 Frames

ID = 0, Size = 6, (Body and Face)
ID = 1, Size = 6, (Arms and Hands)

7Dwj4db.gif

V61iqOb.gif

Dash Grab:

Out: Frame 10
Out for: 2 Frames
Duration: 40 frames

ID = 0, Size = 4, (Body)
ID = 0, Size = 4, (Arms and Hands)

PCzGum3.gif

F1R9l5D.gif

Pivot Grab:

Out: Frame 8
Out for: 2 Frames
Duration: 36 Frames

ID = 0, Size = 4, (Fingertips)
ID = 1, Size = 4, (Arms)
ID = 2, Size = 4, (Body)
whzp4WO.gif

Backwards Roll:

Intangible from: Frames 4 to 19
Duration: 30 Frames
FSM: Animation is slowed down 0.9x starting from Frame 20

r8g27Fr.gif

Forwards Roll:

Intangible from: Frames 4 to 19
Duration: 30 Frames
FSM: Animation is slowed down 0.9x starting from Frame 20

pG7ZtmB.gif

Intangible from: Frames 2 to 26
Duration: 32 Frames
FSM Animation is sped up 1.9x starting at Frame 5, then returns to 1x at Frame 24, then slowed down 0.7x at Frame 25

DXzn28c.gif

Air Dodge:

Intangible From: Frames 4 to 21
Duration: 40 Frames
IASA: 39 onwards
Y70H1wN.gif

Neutral Special (Explosion):

Out: Frame 1
Out for: 6 Frames
Duration: 110 Frames

ID = 0, Damage = 30, Angle = 50, BKB = 64, KBG = 122, Size = 20, (Peanut Popgun)

rWupNDE.gif

Up Special:

Out: Frame 1
Out for: 31 Frames
Duration: 55 Frames
IASA: Frame 1

ID = 0, Damage = 10, Angle = Sakurai, BKB =85, KBG = 60, Size = 10, (A good chunk of the model)
ID = 1, Damage = 10, Angle = 271, BKB = 48, KBG = 50, Size = 5, (Head Area)

[Replaces ID = 1 on Frame 2]
ID = 0, Damage = 10, Angle = 70, BKB = 85, KBG = 76, Size = 7, (Head Area
[Joins the second ID = 0 on Frame 9]
ID = 0, Damage = 8, Angle = 60, BKB = 79, KBG = 80, Size = 6, (Head)

Ciyclv2.gif

Side Special (Flip):

Armor: Heavy, Tolerance = 10, Frames 10 to 16
Duration: 33 Frames

vLC7QhC.gif

Side Special (kick):

Out: Frame 4
Out for: 22 Frames
Duration: 33 Frames

UPcJBHc.gif

If you have any feedback for me, I'd love to hear it, I wanna make sure this is easy for everyone to be able to understand so tell me what worked and what didn't!


A special thanks to ThePwnzr for helping get the necessary tools and for giving me advice.
Without his help, this page wouldn't be here as fast as it was.:)
This is amazing, please make many more.
 

Bent 00

Longtime Limit Breaker
Excellent work! I just hope you won't have to re-do much once 4.0f comes out.

How do you make those GIFs? Are these BrawlBox captures pasted onto a black background?

Do you know of a way to preview attacks in BrawlBox with GFX included?
 

Kboomers1918

Mayor of Capetown, Rhode Island
Minus Backroom
Excellent work! I just hope you won't have to re-do much once 4.0f comes out.

How do you make those GIFs? Are these BrawlBox captures pasted onto a black background?

Do you know of a way to preview attacks in BrawlBox with GFX included?

I use a program called ScreenToGif and i can set the background in BrawlBox to be black.

I do not think you can view with the GFX, although im not sure.

If you have any other questions, i'll try to answer my best
 
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