• Welcome to Smashboards, the world's largest Super Smash Brothers community! Over 250,000 Smash Bros. fans from around the world have come to discuss these great games in over 19 million posts!

    You are currently viewing our boards as a visitor. Click here to sign up right now and start on your path in the Smash community!

Diddy Kong frame Data.

Deez.

Smash Lord
Joined
Aug 13, 2008
Messages
1,468
Location
Sleepin on the clouds.
Diddy Kong
Jab: 3

Forward Tilt: 10
Up Tilt: 6
Down Tilt: 4
Dash Attack: 9

Up Smash: 5
Down Smash: 6
Forward Smash: 12

Forward B: 19
Neutral B: 14
Down B: ???
Up B: 8

Forward Air: 6
Back Air: 5
Down Air: 13
Up Air: 3
Neutral Air: 7
 

Dekar173

Justice Man
Joined
Jun 25, 2008
Messages
3,126
Location
Albuquerque, NM
So for this frame data is this where the very first hitbox comes out?

Hopefully there's more to come, I've been looking forward to some Diddy frame data :D
 

fource

Smash Lord
Joined
Oct 14, 2008
Messages
1,476
Location
KCMO
NNID
LeThienWasMyHero
Wait, I thought frame data was how fast a move comes out?
Does this mean we should be DI'ing with Uair?
 

Le_THieN

Smash Lord
Joined
Sep 19, 2006
Messages
1,209
Location
Shine Blockaz Central
Wait, I thought frame data was how fast a move comes out?
Does this mean we should be DI'ing with Uair?
This frame data post is mostly incomplete and misleading, as it doesn't display the total amount of frames for these moves to actually finish. With regards of momentum-canceling, you always want to execute the aerial attack that finishes the quickest, and B-air is still that move. How fast the hit-box comes out has no bearing on this if the overall animation (start-up + hit-box + cool-down) is too long; U-air, although have virtually no start-up, has asininely long cool-down.

There's another post in a separate thread that displays all this information in greater depth.
 

DFEAR

Smash Hero
Joined
Jul 10, 2008
Messages
5,582
Location
:190:
im gonna assume this is the initial hit frame data of the moves o-o as i know the ending frames of the dash attack are like 0-4 frames somewhere in between (2?). o-o specify the frames pls
 

DFEAR

Smash Hero
Joined
Jul 10, 2008
Messages
5,582
Location
:190:
well hmm how is that useful though? like if it can cancel out marths upb or something? perhaps go through certain character spotdodges o-o?
 

Bellioes

Smash Lord
Joined
Jan 5, 2009
Messages
1,096
Location
Montreal, QC
I agree, banana throwing as well as catching and how long a character is in the tripped animation before they can get out would be useful. It would really help in discovering more banana tricks. We might even find a new nana lock with this data.

EDIT: NVM I didnt read the posts above P-1. So the numbers are the start up frames of the attacks if I understood right.
 

Player-1

Smash Legend
Joined
Apr 27, 2008
Messages
12,186
Location
Rainbow Cruise
well hmm how is that useful though? like if it can cancel out marths upb or something? perhaps go through certain character spotdodges o-o?
I find it most useful in spotdodge battles. If I'm Shielding and the other character is shielding and we're right next to each other, and we're waiting for one of to make a move, then I want to know if my glideotss can come out before their attack, usually a dsmash

Edit: And we have another thread that has better frame data in it somewhere. Or it might be in one of the stickies.

Edit2: Found it-

Jab - 1
Hit 3F
Advantage -13F

Jab - 2
Hit ?
Advantage -16F

Jab - 3
Hit ?
Advantage -7F

Dash attack
Hit 9F , ? , ?
Advantage 0F

F tilt
Hit 10F
Advantage -24F

U tilt
Hit 6F
Advantage -16F

D tilt
Hit 4F
Advantage -13F

F smash
Hit 12F , ?
Advantage -22F

U smash
Hit 5F , ? , ?
Advantage -31F

D smash
Hit 6F , ?
Advantage -42F(f) , -33F(b)

N air
Hit 7F
Land lag 13F

F air
Hit 6F
Land lag 30F

B air
Hit 5F
Land lag 12F

U air
Hit 3F
Land lag 21F

D air
Hit 13F
Land lag 30F

Grab
Hit 6F

Dash grab
Hit 9F

Jump
Action 4F
Land lag 2F(SJ) , 4F(J)



It's still not complete with all of Diddy's options (banana throws, etc.) and other stuff.
 

AlphaZealot

Former Smashboards Owner
Administrator
Premium
BRoomer
Joined
Jul 6, 2003
Messages
12,731
Location
Bellevue, Washington
A very tedious process involving video capture cards and random things. Its complicated because most capture cards record in 30 fps so you can't just capture and watch, because then you will be missing frames.

Sigh, I wish we still had AR
 

Bellioes

Smash Lord
Joined
Jan 5, 2009
Messages
1,096
Location
Montreal, QC
Yeah M2K (or SDM I forget) made a thread on how to get frame data in brawl. It was really long and required some high tech equipment.
 

Player-1

Smash Legend
Joined
Apr 27, 2008
Messages
12,186
Location
Rainbow Cruise
A very tedious process involving video capture cards and random things. Its complicated because most capture cards record in 30 fps so you can't just capture and watch, because then you will be missing frames.

Sigh, I wish we still had AR
I'm pretty sure there's a hack for it as well. That's just what I heard.
 

DFEAR

Smash Hero
Joined
Jul 10, 2008
Messages
5,582
Location
:190:
wow knowing the glide toss and throw frames would actually help a ****load in that situation p1 its almost a guarantee in every battle. dont get me started on how many times a metaknight or a rob would dsmash abuse me :\
 
Top Bottom