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Data Diddy Kong Frame Data - PM3.6

Orange Chris

Smash Rookie
Joined
Feb 3, 2015
Messages
20
Location
Maryland
Frame = 1/60 of a second. It's the smallest unit of time the Wii recognizes.
Angle is the trajectory the attack sends your opponent. 0° is straight away, 90° is straight up. 361° is called the Sakurai Angle; it is interpreted as 45° unless the opponent is grounded AND the knockback is low.
Base Knockback (BKB) and Knockback Growth (KBG) are used to calculate knockback. Use Shell's Knockback Calculator to calculate it yourself.
Weight-Dependent Set Knockback (WDSK) means the knockback scales with weight, but not with the opponent's damage
Hitlag is the freeze frames both players experience when an attack connects.
Hitlag Multipliers change this value.
- Shielding players' hitlag is is unaffected by this multiplier; it is represented in parentheses.
Shieldstun is the amount of time the opponent will be stuck in shield after hitlag.
FAF (First Actionable Frame) is the first frame Diddy can act after doing this move.
Clank is an attack's ability to collide with other attacks. Aerial attacks will only clank with projectiles, even if they are set to YES.
Priority: If 2 hitboxes hit an opponent on the same frame, only the hitbox listed first will take effect.
Shield Advantage is how many frames you or your opponent can act before the other. Negative values means Ike's opponent can act first.
- For Aerial Attacks, this assumes you land the frame after the hitbox connects
All Hitlag, Shieldstun, and Shield Adv. measurements assume the attack is fully unstaled.

Name|Value|Ranking
Weight|85|25th
Gravity|0.12|11th
Fallspeed|2.55|5th
Wavedash|36.22|7th
Dash Dance Length|17.02|21st
Friction|0.06|27th
Jumpsquat|4 frames
SH-FF Airtime|26 frames
Glide Toss|32.2

Move|Hitboxes|FAF|Next Jab
Jab 1|3-4|17|6
Jab 2|5-6|18|9
Jab 3|9-10|26|13
Jab Loop|7, 13, 18, 20, 25, 28|41


Move|Hitbox|DMG|Angle|BKB|WDSK|KBG|Clank|Hitlag|Shieldstun|Shield Adv.
Jab 1|All|3|80|0|20|100|Yes|4|3|-10
Jab 2|All|2|85|0|20|100|Yes|3|2|-10
Jab 3|All|4|361|25|0|100|Yes|4|3|-13
Loop|Inner 3|2|60|0|8|100|Yes|3|2|-31 to -10
Loop|Tip|1|60|0|8|100|Yes|3|2|-31 to -10
Hitboxes: 7-11, 12-22
FAF:
  • Grounded: 39
  • Air-Double Jump: 23
  • Air-Other: 40

Hitbox|DMG|Angle|BKB|KBG|Clank|Hitlag|Shieldstun|Shield Adv.
7-11|9|361|55|80|Yes|6|6|-25
12-22|5|361|35|80|Yes|4|4|-22
Hitboxes: 6-13
FAF: 31


DMG|Angle|BKB|KBG|Clank|Hitlag|Shieldstun|Shield Adv.
8|100|40|110|Yes|5|5|-19
Hitboxes: 10-13
FAF: 38

values with / between them represent angled up/forward/down

Hitbox|DMG|Angle|BKB|KBG|Clank|Hitlag|Shieldstun|Shield Adv.
Body, Head|10/9/8|361|10|100|Yes|6/6/5|6/6/5|-21/-21/-22
Left Hand (Bottom)|13/12/11|361|10|100|Yes|7/7/6|7/7/6|-20/-20/-21
Right Hand (Top)|13/12/11|361/361/35|10|100/100/110|Yes|7/7/6|7/7/6|-20/-20/-21
Hitboxes: 5-6
FAF: 19


Hitbox|DMG|Angle|BKB|KBG|Clank|Hitlag|Shieldstun|Shield Adv.
Shoulder|8|60|20|75|Yes|5|5|-8
Arm|8|50|20|75|Yes|5|5|-8
Hand|8|361|20|75|Yes|5|5|-8
Charge: 4
Hitboxes: 5-9, 12-16, 19-25
FAF: 53

Frame|Hitbox|DMG|Angle|BKB|WDSK|KBG|Clank|Hitlag Mult.|SDI Mult.|Hitlag(Shield)|Shieldstun|Shield Adv.
5-6|Hand|2|361*|0|30|100|Yes|.5x|.5x|1(3)|2|-43
7-9|Hand|2|235|0|30|100|Yes|.5x|.5x|1(3)|2|-41
5-9|Inner 3|2|105|0|50|100|Yes|.5x|.5x|1(3)|2|-43
12-16|Foot|2|235|0|30|100|Yes|.5x|.5x|1(3)|2|-36
12-16|Inner 3|2|105|0|30|100|Yes|.5x|.5x|1(3)|2|-36
19-25|All|11|90|30|0|108|Yes|1x|1x|6|6|-27
*This Hitbox always sends opponents the direction Diddy is facing, regardless of which side of him they are on.
Charge: 10
Hitboxes: 14-15, 18-19
FAF: 49

Frame|DMG|Angle|BKB|KBG|Clank|Hitlag|Shieldstun|Shield Adv.
14-15|4|20|60|0|Yes|4|3|-31
18-19|14|361|40|100|Yes|7|8|-22
Charge: 2
Hitboxes: 6-8, 14-17
FAF: 44

Frame|Hitbox|DMG|Angle|BKB|KBG|Clank|Hitlag|Shieldstun|Shield Adv.
6-8|Foot,Knee|16|361|40|80|Yes|8|9|-28
6-8|Hip|14|361|40|80|Yes|7|8|-29
14-17|Foot, Knee|13|361|35|80|Yes|7|7|-22
14-17|Hip|12|361|35|80|Yes|7|7|-22
Hitboxes: 4-7, 8-18
FAF: 37
Landing Lag: 9/18
Autocancel: 1-3, 30+

Frame|DMG|Angle|BKB|KBG|Clank|Hitlag|Shieldstun|Shield Adv.
4-7|13|75|16|100|Yes|7|7|-2
8-18|9|60|5|100|Yes|6|6|-3
Hitboxes: 6-7, 8-14
FAF: 39
Landing Lag: 11/22
Autocancel: 1-2, 34+

Frame|DMG|Angle|BKB|KBG|Clank|Hitlag|Shieldstun|Shield Adv.
6-7|15|361|10|100|Yes|8|8|-3
8-14|11|361|10|100|Yes|6|6|-5
Hitboxes: 5-8
FAF: 29
Landing Lag: 8/16
Autocancel: 1-2, 24+

Hitbox|DMG|Angle|BKB|KBG|Clank|Hitlag|Shieldstun|Shield Adv.
Hip|11|361|15|95|Yes|6|6|-2
Leg, Foot|12|361|15|95|Yes|7|7|-1
Hitboxes: 5-7, 8-9
FAF: 32
Landing Lag: 9/19
Autocancel: 1-4, 23+

Frame|DMG|Angle|BKB|KBG|Clank|Hitlag|Shieldstun|Shield Adv.
5-7|12|361|20|90|Yes|7|7|-2
8-9|8|361|5|100|Yes|5|5|-4
Hitboxes: 10-12
FAF: 38
Landing Lag: 12/25
Autoca1-8, 34+

Hitbox|DMG|Angle|BKB|KBG|Clank|Hitlag|Shieldstun|Shield Adv.
Body|14|270|30|80|Yes|7|8|-4
Hand|15|270|30|80|Yes|8|8|-4

Grab|Grabboxes|FAF
Standing|7-8|31
Dash|10-12|44
Pivot|9-10|36
Pummel does 3 Damage and has FAF 24

Throw|Weight-Dependent?|Release|FAF|Hitbox
Forward|Yes|12|35
Back|Yes|10|30
Up|No|16|35|14 (3 dmg)
Down|No|15|34|7 (5 dmg)

Throw|DMG|Angle|BKB|KBG
Forward|11|45|65|55
Back|10|45|55|70
Up|7|80|35|105
Down|3|50|60|105

Animation|Duration|Hitboxes
Startup|12
Charge|0-160
Shoot|25|1+
Backfire|109|1-3
Cancel|8
Shooting is interruptible by airdodge on frame 10

Peanut Details

DMG|Angle|BKB|KBG|Clank
3-18|361|0|100|Yes
Always sends the opponent the direction the thrower was facing.
Damage is based on the peanut's speed.

Backfire

Self-Damage|DMG|Shield DMG|Angle|BKB|KBG|Clank|Hitlag|Shieldstun|Shield Adv.
5|20|5|60|55|100|Yes|9|10|-98

Animation|Duration|Hit/Grab-boxes|Landing Lag
Startup|11
Grab|43|6-23|20
Kick|43|4-7,8-25|20
Kick

Frame|DMG|Angle|BKB|KBG|Clank|Hitlag|Shieldstun
4-7|12|361|40|70|Yes|7|7
8-25|7|361|40|70|Yes|5|5
Throws

Throw|Hitbox|DMG|Release|DMG|Angle|BKB|KBG|FAF
Attack|12|5|21|7|95|35|110|37
Jump|18|5|28|7|280|30|100|47

Animation|Duration
Startup (Ground)|4
Startup (Air)|7
Charge|0-46
Jump|55
Landing Lag: 24

Hitboxes

Frame|Hitbox|DMG|Angle|BKB|KBG|Clank|Hitlag|Shieldstun
1|Body|11*|361|30|100|No|6-9|6-10
1|Bottom|11*|270|40|100|No|6-9|6-10
2-3|All|10*|361|30|100|No|6-9|6-10
4-8|All|10|55|30|100|No|6|6
9+|All|8|60|20|100|No|5|5
*These Hitboxes increase by 1% damage for every 5 frames of charge, to a max of 9 extra damage.
Hitboxes: 18-22 if a banana is already out.
Banana appears frame 20.
FAF: 40

No Banana Hitbox

DMG|Angle|BKB|KBG|Clank|Hitlag|Shieldstun|Shield Adv.
3|361|40|60|Yes|4|3|-18

Banana

State|Target|DMG|Angle|BKB|KBG|Clank|Effect
Airborne|Grounded|3-11|361|50|0|Yes|Trip
Airborne|Aerial|3-11|361|15|100|Yes|Normal
Grounded|Grounded|0|361|50|0|No|Trip
Banana's Damage is based on its speed.

Animation|Intangible|FAF|Hitbox
Stand|1-22|30
Roll|1-22|36
Attack Facing Up|1-26|50|16-17, 25-26
Attack Facing Down|1-27|50|16-17, 26-27
Hitboxes

Hitbox|DMG|Shield DMG|Angle|BKB|KBG|Clank|Hitlag|Shieldstun|Shield Adv.
Early|6|1|361|80|50|No|5|4|-29
Facing Up, Late|6|1|361|80|50|No|5|4|-20
Facing Down, Late|6|1|361|80|50|No|5|4|-19
<100%

Move|Intangible|Ledge|FAF|Hitboxes
Stand|1-30|1-34|35
Roll|1-31|1-40|50
Attack|1-26|1-42|56|28-30
Jump|1-15|1-15|16
>=100%

Move|Intangible|Ledge|FAF|Hitboxes
Stand|1-55|1-44|60
Roll|1-62|1-55|80
Attack|1-53|1-50|70|50-53
Jump|1-19|1-19|20

Hitboxes

Move|Hitbox|DMG|Shield DMG|Angle|BKB|KBG|Clank|Hitlag|Shieldstun|Shield Adv.
<100%|Inner 2|8|1|361|70|50|No|5|5|-22
<100%|Outer 2|6|1|361|70|50|No|5|4|-23
>=100%|All|10|1|361|70|50|No|6|6|-13

State|Throw|Item|FAF|DMG*|Shield Adv.*
Grounded|Forward|7|20|10|-1
|Back|8|20|10|-0
|Up|7|20|11|-1
|Down|6|20
|Dash|4|40|9|-24
Aerial|Drop|1|2|3|+6
|Forward|7|20|8|-3
|Back|8|20|8|-2
|Up|7|20|9|-1
|Down|6|20|9|-2
*Calculated with the Banana, at point-blank
 
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