Diddy Kong's Frame Data/Hitboxes | 4.0BC

Discussion in 'Diddy Kong' started by Kboomers1918, Feb 16, 2017.

  1. Kboomers1918

    Kboomers1918 Mayor of Capetown, Rhode Island Minus Backroom

    Messages:
    27
    Location:
    United States of America
    B- FC:
    Wa Hoo
    Main:
    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.

    [​IMG]
    [​IMG]
    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)

    [​IMG]
    [​IMG]
    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)

    [​IMG]
    [​IMG]
    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)

    [​IMG]
    [​IMG]
    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)

    [​IMG]
    [​IMG]
    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)

    [​IMG]
    [​IMG]
    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)

    [​IMG]
    [​IMG]
    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)

    [​IMG]
    [​IMG]
    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)

    [​IMG]
    [​IMG]
    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)

    [​IMG]
    [​IMG]
    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)

    [​IMG]
    [​IMG]
    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)

    [​IMG]
    [​IMG]
    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)

    [​IMG]
    [​IMG]
    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)

    [​IMG]
    [​IMG]
    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)

    [​IMG]
    [​IMG]
    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)

    [​IMG]
    [​IMG]
    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)

    [​IMG]
    [​IMG]
    Dash Grab:

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

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

    [​IMG]
    [​IMG]
    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)


    [​IMG]
    Backwards Roll:

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

    [​IMG]
    Forwards Roll:

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

    [​IMG]
    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

    [​IMG]
    Air Dodge:

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

    [​IMG]
    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)

    [​IMG]
    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)

    [​IMG]
    Side Special (Flip):

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

    [​IMG]
    Side Special (kick):

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

    [​IMG]


    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.:)
     
    AGentleStar, Dusk, Bent 00 and 4 others like this.
  2. Mimsy

    Mimsy Netplayer Playtester

    Messages:
    42
    Location:
    North Caarolina
    Main:
    This is amazing, please make many more.
     
    fantasyDinosaur likes this.
  3. Kboomers1918

    Kboomers1918 Mayor of Capetown, Rhode Island Minus Backroom

    Messages:
    27
    Location:
    United States of America
    B- FC:
    Wa Hoo
    Main:
    just tell me what you want and i'll do it over break
     
  4. Bent 00

    Bent 00 Longtime Limit Breaker

    Messages:
    1,586
    B- FC:
    1461-6025-1473
    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?
     
  5. Kboomers1918

    Kboomers1918 Mayor of Capetown, Rhode Island Minus Backroom

    Messages:
    27
    Location:
    United States of America
    B- FC:
    Wa Hoo
    Main:
    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
     
    Bent 00 likes this.

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