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.
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)
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)
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)
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)
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)
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)
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)
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)
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)
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)
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)
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)
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)
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)
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)
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)
Dash Grab:
Out: Frame 10
Out for: 2 Frames
Duration: 40 frames
ID = 0, Size = 4, (Body)
ID = 0, Size = 4, (Arms and Hands)
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)
Backwards Roll:
Intangible from: Frames 4 to 19
Duration: 30 Frames
FSM: Animation is slowed down 0.9x starting from Frame 20
Forwards Roll:
Intangible from: Frames 4 to 19
Duration: 30 Frames
FSM: Animation is slowed down 0.9x starting from Frame 20
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
Air Dodge:
Intangible From: Frames 4 to 21
Duration: 40 Frames
IASA: 39 onwards
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)
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)
Side Special (Flip):
Armor: Heavy, Tolerance = 10, Frames 10 to 16
Duration: 33 Frames
Side Special (kick):
Out: Frame 4
Out for: 22 Frames
Duration: 33 Frames
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.
Without his help, this page wouldn't be here as fast as it was.