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- Feb 27, 2008
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Credits to SuperDoodleMan for most of the frame data. Head Butt Escape Speed Formula from Mew2King.
Images Compiled and Edited by Strong Bad.
"Hitbox System" format, method, and organization developed by Stratocaster.
All animated GIF's are at 1/3rd game speed.
All aerials are while floating in the air and not falling or gaining height, therefore do not have hitbox drag that would occur in an actual game.
Attack11 | Jab 1
Total: 24
Hit: 5-7
Window of the second punch: 3-29
Second punch starts: 10 or later
______________________________________________
Attack12 | Jab 2
Total: 34
Hit: 5-11
______________________________________________
AttackS3S | Forward Tilt
Total: 33
Hit: 8-11
______________________________________________
AttackS3Hi | Up-Forward Tilt
Total: 33
Hit: 8-11
______________________________________________
AttackS3Lw | Down-Forward Tilt
Total: 33
Hit: 8-11
______________________________________________
AttackLw3 | Down-Tilt
Total: 22
Hit: 6-9
______________________________________________
AttackHi3 | Up-Tilt
Total: 39
Hit: 6-11
______________________________________________
AttackDash | Dash Attack
Total: 54
Hit: 9-20
______________________________________________
AttackS4 | Forward-Smash
Total: 54
Hit: 22-23
Charge frame: 15
______________________________________________
AttackHi4 | Up-Smash
Total: 53
Hit: 14-16
Charge frame: 7
Forearms and head invincible: 12-16
______________________________________________
AttackLw4 | Down-Smash
Total: 55
Hit: 10-13
Charge Frame: 3
______________________________________________
AttackAirN | Neutral-Air
Total: 43
Hit: 10-26
IASA: 39
Auto-cancel: <9 39>
Landlag: 20
L-Canceled: 10
______________________________________________
AttackAirF | Forward-Air
Total: 59
Hit: 25-29
Auto-cancel: Donkey Kong's Forward-Air is the only aerial in the game that cannot be auto-canceled.
Landlag: 30
L-Canceled: 15
______________________________________________
AttackAirB | Back-Air
Total: 39
Hit: 7-15
IASA: 32
Auto-cancel: <6 20>
Landlag: 15
L-Canceled: 7
______________________________________________
AttackAirHi | Up-Air
Total: 44
Hit: 6-8
IASA: 38
Auto-cancel: <5 13>
Landlag: 25
L-Canceled: 12
______________________________________________
AttackAirLw | Down-Air
Total: 54
Hit: 18-23
Auto-cancel: <2 50>
Landlag: 31
L-Canceled: 15
______________________________________________
Catch | Grab
Total: 30
Grab: 8-9
______________________________________________
CatchDash | Dash Grab
Total: 40
Grab: 10-11
______________________________________________
SpecialNStart | Giant Punch Startup
7 frames
This forced 7 frames occurs before the Charging Loop occurs. It doesn't happen when you have a fully charged Giant Punch.
______________________________________________
SpecialNLoop | Giant Punch Charging Loop
12 frames per loop, loops 10 times for a full charge. Charges are only stored each 12 frames, you can't have e.g. a 6.5 wind-up punch.
______________________________________________
SpecialN | Uncharged Giant Punch
Total: X+51
Hit: X+10-(X+14)
Where X is the amount of frames you let DK swing his arm, minimum of 7 frames.
______________________________________________
SpecialN | Charged Giant Punch
Total: 46
Hit: 17-21
Invincibility: 17-18
______________________________________________
SpecialS | Head Butt
Total: 59
Hit: 20-21
______________________________________________
SpecialHi | Spinning Kong, Grounded
Total: 84
Hit: 3-5, 19-58
Invincible: 3-5
______________________________________________
SpecialAirHi | Spinning Kong, Aerial
Total: 84
Hit: 2-5, 11-66
Invincible: 2-5
Invincibility on arms: 11-42
SpecialFall Landlag: 7
______________________________________________
SpecialLwStart | Hand Slap Startup
Total: 13
Unsurprisingly, DK has to go through this animation before he can go into the Hand Slap loop.
______________________________________________
SpecialLwLoop | Hand Slap Loop
GO DK GO DK GO
Total: 27
Hit: 6-7, 17-18
______________________________________________
SpecialLwEnd | Hand Slap Cooldown
Total: 20
DK has to go into this after any number of iterations of Hand Slap Loop.
In total, the Hand Slap lasts a minimum of 60 frames (13 startup, 27 one iteration of loop, 20 cooldown).
______________________________________________
EscapeN | Spot Dodge
Total: 37
Invincible: 2-23
______________________________________________
EscapeF | Forward Roll
Total: 31
Invincible: 4-19
______________________________________________
EscapeB | Backward Roll
Total: 31
Invincible: 4-19
______________________________________________
EscapeAir | Air Dodge
Total: 49
Invincible: 4-29
______________________________________________
Miscellaneous
Head Butt Escape Speed Formula - the time it takes the victim to escape being stuck in the ground can be found by this formula, and the variables are:
t = time (in frames) a foe will be stuck in the ground
b = the amount of times the victim presses the buttons on the control stick to escape quicker (1 rotation of the control stick = 4 button presses, and every button press is 6 frames less you'll be trapped by the move)
d = damage of the victim that is in the ground.
t = 0.7d + 99 - 6b
Jump startup: 5 frames, airborne on frame 6
Air time: 55
Earliest FF: 30
FF air time: 41
SH air time: 33
Earliest FF: 18
SH FF air time: 21
2nd jump earliest FF: 26
Landing lag: 5 frames
Dash becomes run at frame 16
Turn-jump Threshold: 20
Run turnaround: 36
______________________________________________
And that about wraps it up. If you have any questions about the format or what a hitbox animation means, feel free to ask. The GIFs are uploaded to this imgur album in the same order as this guide lays them out.
Thanks for reading!
Images Compiled and Edited by Strong Bad.
"Hitbox System" format, method, and organization developed by Stratocaster.
All animated GIF's are at 1/3rd game speed.
All aerials are while floating in the air and not falling or gaining height, therefore do not have hitbox drag that would occur in an actual game.
Attack11 | Jab 1
Total: 24
Hit: 5-7
Window of the second punch: 3-29
Second punch starts: 10 or later
______________________________________________
Attack12 | Jab 2
Total: 34
Hit: 5-11
______________________________________________
AttackS3S | Forward Tilt
Total: 33
Hit: 8-11
______________________________________________
AttackS3Hi | Up-Forward Tilt
Total: 33
Hit: 8-11
______________________________________________
AttackS3Lw | Down-Forward Tilt
Total: 33
Hit: 8-11
______________________________________________
AttackLw3 | Down-Tilt
Total: 22
Hit: 6-9
______________________________________________
AttackHi3 | Up-Tilt
Total: 39
Hit: 6-11
______________________________________________
AttackDash | Dash Attack
Total: 54
Hit: 9-20
______________________________________________
AttackS4 | Forward-Smash
Total: 54
Hit: 22-23
Charge frame: 15
______________________________________________
AttackHi4 | Up-Smash
Total: 53
Hit: 14-16
Charge frame: 7
Forearms and head invincible: 12-16
______________________________________________
AttackLw4 | Down-Smash
Total: 55
Hit: 10-13
Charge Frame: 3
______________________________________________
AttackAirN | Neutral-Air
Total: 43
Hit: 10-26
IASA: 39
Auto-cancel: <9 39>
Landlag: 20
L-Canceled: 10
______________________________________________
AttackAirF | Forward-Air
Total: 59
Hit: 25-29
Auto-cancel: Donkey Kong's Forward-Air is the only aerial in the game that cannot be auto-canceled.
Landlag: 30
L-Canceled: 15
______________________________________________
AttackAirB | Back-Air
Total: 39
Hit: 7-15
IASA: 32
Auto-cancel: <6 20>
Landlag: 15
L-Canceled: 7
______________________________________________
AttackAirHi | Up-Air
Total: 44
Hit: 6-8
IASA: 38
Auto-cancel: <5 13>
Landlag: 25
L-Canceled: 12
______________________________________________
AttackAirLw | Down-Air
Total: 54
Hit: 18-23
Auto-cancel: <2 50>
Landlag: 31
L-Canceled: 15
______________________________________________
Catch | Grab
Total: 30
Grab: 8-9
______________________________________________
CatchDash | Dash Grab
Total: 40
Grab: 10-11
______________________________________________
SpecialNStart | Giant Punch Startup
7 frames
This forced 7 frames occurs before the Charging Loop occurs. It doesn't happen when you have a fully charged Giant Punch.
______________________________________________
SpecialNLoop | Giant Punch Charging Loop
12 frames per loop, loops 10 times for a full charge. Charges are only stored each 12 frames, you can't have e.g. a 6.5 wind-up punch.
______________________________________________
SpecialN | Uncharged Giant Punch
Total: X+51
Hit: X+10-(X+14)
Where X is the amount of frames you let DK swing his arm, minimum of 7 frames.
______________________________________________
SpecialN | Charged Giant Punch
Total: 46
Hit: 17-21
Invincibility: 17-18
______________________________________________
SpecialS | Head Butt
Total: 59
Hit: 20-21
______________________________________________
SpecialHi | Spinning Kong, Grounded
Total: 84
Hit: 3-5, 19-58
Invincible: 3-5
______________________________________________
SpecialAirHi | Spinning Kong, Aerial
Total: 84
Hit: 2-5, 11-66
Invincible: 2-5
Invincibility on arms: 11-42
SpecialFall Landlag: 7
______________________________________________
SpecialLwStart | Hand Slap Startup
Total: 13
Unsurprisingly, DK has to go through this animation before he can go into the Hand Slap loop.
______________________________________________
SpecialLwLoop | Hand Slap Loop
GO DK GO DK GO
Total: 27
Hit: 6-7, 17-18
______________________________________________
SpecialLwEnd | Hand Slap Cooldown
Total: 20
DK has to go into this after any number of iterations of Hand Slap Loop.
In total, the Hand Slap lasts a minimum of 60 frames (13 startup, 27 one iteration of loop, 20 cooldown).
______________________________________________
EscapeN | Spot Dodge
Total: 37
Invincible: 2-23
______________________________________________
EscapeF | Forward Roll
Total: 31
Invincible: 4-19
______________________________________________
EscapeB | Backward Roll
Total: 31
Invincible: 4-19
______________________________________________
EscapeAir | Air Dodge
Total: 49
Invincible: 4-29
______________________________________________
Miscellaneous
Head Butt Escape Speed Formula - the time it takes the victim to escape being stuck in the ground can be found by this formula, and the variables are:
t = time (in frames) a foe will be stuck in the ground
b = the amount of times the victim presses the buttons on the control stick to escape quicker (1 rotation of the control stick = 4 button presses, and every button press is 6 frames less you'll be trapped by the move)
d = damage of the victim that is in the ground.
t = 0.7d + 99 - 6b
Jump startup: 5 frames, airborne on frame 6
Air time: 55
Earliest FF: 30
FF air time: 41
SH air time: 33
Earliest FF: 18
SH FF air time: 21
2nd jump earliest FF: 26
Landing lag: 5 frames
Dash becomes run at frame 16
Turn-jump Threshold: 20
Run turnaround: 36
______________________________________________
And that about wraps it up. If you have any questions about the format or what a hitbox animation means, feel free to ask. The GIFs are uploaded to this imgur album in the same order as this guide lays them out.
Thanks for reading!