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Diddy Kong's Frame Data (New thread)

Player-1

Smash Legend
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Apr 27, 2008
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Rainbow Cruise
I decided to make a new thread because the last one never got updated. Soooo...yeah same stuff from the last thread in here so I'll go ahead give credit to shaya, ingulit, and illinialex24.


Notice: Hey guys, I will have this up for a day but the blockstun data was wrong because I tetsed it on Jigglypuff, and not Captain Falcon, and I had forgotten she doesn't crouch for her jump until the second frame, so everything had 1 frame too many.

Hey guys, I decided I will be contributing a little bit to this board since you guys could use some very thorough frame data, if you wanna see what I did for the Jigglypuff boards, just go here:

http://www.smashboards.com/showthread.php?t=216922

I will not be starting knockback data until everything else is finished if I choose to start it, pictures of these moves in question would be appreciated :).

The duration assumes the attack hits. To calculate it, just remove the hitlag properly, to do this just take the duration, minus the hitlag and add one (there's a frame layover on where the attack hits and the hitlag starts).

Here is the guide:

Diddy Kong Frame Data

Thanks to Teneban for the snapshots.

Key Terms

Hits On
This is the first frame the attack starts to hit on.

Duration
This is the total number of frames the attack lasts.

Hitlag
This is the number of frames of freezeframe animation when an attack connects.

BlockHitStun
This is the number of frames of freezeframe on the animation of a shield when an attack hits it. The shielder does not slide during this time.

Blockstun
This is the number of frames after shield hitlag that the shielder cannot unshield in.

Base Damage
How much the attack does to the opponent at 0% in training.

Jab:

Neutral A
Hits on Frame: 3-4
Duration: 22
Hitlag: 6
Blockstun: 0
Blockhitlag: 6
Base Damage: 3%

2nd Jab:

Neutral A
Hits on Frame: 6-7*
Frames you can interrupt jab for second jab:**
With Jab Hitting: 11-35​
Without Jab Hitting: 6-30​
Duration: 25*
Hitlag: 5
Blockstun: 0
Blockhitlag: 5
Base Damage: 2%

*This is the number of frames after pressing A, IE, frame 1 is the frame you first press A.
**This is the number of frames after the original jab was pressed.

3rd Jab:

Neutral A
Hits on Frame: 10-11*
Frames you can interrupt 2nd jab for 3rd jab:**
With 2nd Jab hitting: 14-35​
Without 2nd jab hitting: 10-31​
Duration Fastest: 79***
Hitlag: 6
Blockstun: 0
Blockhitlag: 5
Base Damage: 2%

*This is the number of frames after pressing A, IE, frame 1 is the frame you first press A.
**This is the number of frames after the second jab was pressed.
***This includes some of the continuous jab, so there is not nearly that much supposed ending lag.

Continuous Jab:

Neutral A
Hits on Frame (Continuous):24, 34, 43, 49, 58, 65, 74...., IE, 24+(10+9+6+9+7+9)+(.10+...)*
Duration After last A pressed: 11-25**
Hitlag: 5
Blockstun: 0
Blockhitlag: 5
Base Damage: 2%

*This is based off the time the third attack starts, and since each once is based off each attack hitting, it also doesn't know how long each wave can attack for, just remember that since each has a hitlag of 5, what the attack would be like without hitting the opponent.
**The minimum number is right and it is by releasing A right after you hit the opponent, however, you seem to get 25 frames right before you hit the opponent or a few frames before, this might be slightly off but as an almost certain rule its correct.

Dash Attack:

Dash Attack
Duration: 37
(First Hit)
Hits on Frame: 9-13
Hitlag: 6
Blockstun: 1
Blockhitlag: 6
Base Damage: 3%​
(Second Hit)
Hits on Frame: 14-18*
Hitlag: 5
Blockstun: 0
Blockhitlag: 5
Base Damage: 2%​
(Third Hit)
Hits on Frame: 20-23**
Hitlag: 6
Blockstun: 1
Blockhitlag: 6
Base Damage: 4%​

*This is based off the first attack not hitting, since this has too many pats for it to be effectively shown with it both hitting and without, so I am going to make every move based off the previous attack missing, and since it is a multihit move, it shouldn't matter much.
**This is based off the first and second hit not hitting.

Up Tilt:

Up Tilt
Hits on Frame: 6-12
Duration: 30
Hitlag: 7
Blockstun: 2
Blockhitlag: 7
Base Damage: 7%

Down Tilt:

Down Tilt
Hits on Frame: 4-6
Duration: 24
Hitlag: 7
Blockstun: 2
Blockhitlag: 7
Base Damage: 7%

Front Tilt:

Front Tilt
(Sweetspot)
Hits on Frame: 10-13
Duration: 45
Hitlag: 9
Blockstun: 3
Blockhitlag: 9
Base Damage: 11%​
(Sourspot)
Hits on Frame: 10-13
Duration: 44
Hitlag: 8
Blockstun: 3
Blockhitlag: 8
Base Damage: 9%​

Up Smash:

Up Smash
Duration: 66
(First Hit)
Hits on Frame: 5-7
Hitlag: 6
Blockstun: 1
Blockhitlag: 6
Base Damage: 5%​
(Second Hit)
Hits on Frame: 11-14*
Hitlag: 6
Blockstun: 1
Blockhitlag: 6
Base Damage: 5%​
(Third Hit)
Hits on Frame: 18-22**
Hitlag: 7
Blockstun: 3
Blockhitlag: 7
Base Damage: 6%​

*This is based off the first attack not hitting, since this has too many pats for it to be effectively shown with it both hitting and without, so I am going to make every move based off the previous attack missing, and since it is a multihit move, it shouldn't matter much.
**This is based off the first and second hit not hitting.

Down Smash:

Down Smash
(Front)
Hits on Frame: 6-7
Duration: 62
Hitlag: 11
Blockstun: 6
Blockhitlag: 11
Base Damage: 16%​
(Back)
Hits on Frame: 15-17
Duration: 60
Hitlag: 9
Blockstun: 5
Blockhitlag: 9
Base Damage: 12%​

Front Smash:

Forward Smash
Duration: 61
(First Hit)
Hits on Frame: 12-13
Hitlag: 6
Blockstun: 2
Blockhitlag: 6
Base Damage: 5%​
(Second Hit)
Hits on Frame: 21-23 (26-28)*
Hitlag: 10
Blockstun: 5
Blockhitlag: 10
Base Damage: 13%​

*The 21-23 is based off if the first hit doesn't hit, and the 26-28 is if the first hit does hit. Obviously, the duration will be based off both hitting.

Back Air:

Backward Aerial
Hits on Frame: 5-8
Duration: 37
Hitlag: 8
Blockstun: 2
Blockhitlag: 8
Landing Lag: 12
Base Damage: 9%

Front Air:

Forward Aerial
Landing Lag: 30
(Sweetspot)
Hits on Frame: 6-9
Duration: 56
Hitlag: 10
Blockstun: 4
Blockhitlag: 10
Base Damage: 14%​
(Sourspot)
Hits on Frame: 10-16
Duration: 55
Hitlag: 9
Blockstun: 3
Blockhitlag: 9
Base Damage: 11%​

Neutral Air:

Neutral Aerial
Hits on Frame: 7-8, 10-20
Duration: 55
Hitlag: 7
Blockstun: 1
Blockhitlag: 7
Landing Lag: 13
Base Damage: 6%

Up Air:

Upward Aerial
Hits on Frame: 3-7
Duration: 49
Hitlag: 9
Blockstun: 3
Blockhitlag: 9
Landing Lag: 21
Base Damage: 11%

Down Air:

Down Aerial
Hits on Frame: 13-15
Duration: 57
Hitlag: 9
Blockstun: 4
Blockhitlag: 9
Landing Lag: 30 (4)*
Base Damage: 12%

*This is a very weird move, almost unique in a way. It has much different landing lags for before the hitbox comes out, IE, if you land on frame 12 or before, you get 4 frames of landing lag, but if you land on frame 13 or later (IE, when the hitbox has or would have come out), you get 30 frames of landing lag, which is very significant.

Side Special:

Side Special
Diddy Hump:
Grabs On: 19-32
Duration Without Grab: 43
Jump Attack: *
Duration: 46
(First Hit)
Hits On: 18
Hitlag: 1
Base Damage: 5%​
(Second Hit)
Hits On: 27
Hitlag: 1
Base Damage: 5%​
Bash Attack: **
Duration: 41
(First Hit)
Hits On: 12
Hitlag: 6
Base Damage: 5%​
(Second Hit)
Hits On: 26
Hitlag: 1
Base Damage: 10%​
Monkey Kick: ***
Can Interrupt Diddy Hump for Monkey Kick on: 12-43
Hits on Frame: 4-25
(Sweetspot)
Duration: 41
Hitlag: 10
Blockstun: 4
Blockhitlag: 10
Base Damage: 14%​
(Medium Spot)
Duration: 40
Hitlag: 9
Blockstun: 4
Blockhitlag: 9
Base Damage: 12%​
(Sourspot)
Duration: 39
Hitlag: 8
Blockstun: 3
Blockhitlag: 8
Base Damage: 10%​

*This is based off the frame you press a jump as the first frame.
**This is based off the frame you press an attack button as the first frame.
***Everything in here but the information on when you can interrupt the Diddy Hump for Monkey Kick is based on the frame you press A to start the monkey kick. The interruption data is based on when the Diddy Hump started.


Banana Pull:

Side Special
Duration: 39
Banana Smash:
Sweetspot
Banana Hits On: 20
Hitlag: 7*
Base Damage: 6%​
Midspot
Banana Hits On: 21-22
Hitlag: 6*
Base Damage: 5%​
Sourspot
Banana Hits On: 23-Landing
Hitlag: 6*
Base Damage: 4%**​
Banana Tilt:
Sweetspot
Banana Hits On: 20-21 (or 22-Landing with good spottinga true sweetspot
Hitlag: 6*
Base Damage: 4%​
Sourspot
Banana Hits On: 22-Landing (With true sourspot)**
Hitlag: 6*
Base Damage: 3%​

*Indicates only the opponent is affected by the hitlag. For some weird reason, neither you nor the banana is affected.
**Indicates possible source of error, I did a lot of testing but for some of this stuff there could be issues with it.
Throw Data
(I'll upload a video later)


The frame is the first frame the Banana is active after the throw animation starts. I'd love it if someone else backed me up on this.


Ground Throws:

(Regular and Smash throws are the same)

Down Throw: 6
Forward Throw: 7
Back Throw: 9
Up Throw: 11


Air Throws:

Down Throw Air: 6
Forward Throw Air: 7
Back Throw Air: 9
Up Throw Air: 11


Misc:

Glide Toss: Add 1 Frame to whichever throw you are using
JC Throw: Add 1 Frame to whichever throw you are using
OoS Standing Throw: 7


TRIPPING FRAME DATA




For most characters:

When slipping on a Banana: 29 Frames

When hit by a Banana:
44 Frames


NOTE: This means that the character can Roll, get up, or get up attack on frame 30 or 45, respectively





Exceptions:

:dk2: 28 / 43

:charizard: 33 / 44

:gw: 31 / 46

:jigglypuff: 32 / 46





Things to note:

Pikachu's trip animation is normal length.

Jigglypuff has the worst tripping animations.

Donkey Kong has shorter tripping animations than anybody.

Charizard has the longest "slipping on a grounded Banana" animation.

Diddy Kong Up B:

Landing Lag: 30 Frames
Hit: 8-?
Total Stun: 10 (on shield)
 

Sails

Smash Ace
Joined
Feb 21, 2008
Messages
561
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Southwick, MA
"Pikachu's trip animation is normal length."
So this is contrary to the popular belief that Pikachu trips longer, right? If so, cool.
 

DFEAR

Smash Hero
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honestly i still feel like im charging longer when pikachu trips :\
 

Luxor

Smash Champion
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Frame data threads o.0
Some of the blockstuns are incorrect, I think it was tested with staled moves. For example, blockstun for Jab1 should be 1 frame. Then there's the whole part where the author says he messed up, too.

Also, his explanation of Dair's landing lag made me cringe at his abysmal understanding of game mechanics. Every single aerial in the game works as he described, with autocancel frames before and after a certain point and aerial landing lag if Diddy lands in between them. 4 frames is just Diddy's normal landing lag that he'll suffer every time he lands, during an aerial or not. Not sure if it's his light or heavy landing or which, though.

Smash Lab is releasing all of this data (minus the throws and trip data) for every character in like a month or two. Blockstun and hitlag and all that good stuff can be derived easily given the damage a move deals anyway, so their incorrectness in the quote isn't a terrible deal.
 

Player-1

Smash Legend
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Messages
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thanks a lot, I don't suppose you know all the correct blockstun so I can go ahead and change that now do you?
 

Luxor

Smash Champion
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Jul 13, 2009
Messages
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Frame data threads o.0
Even better, I can tell you how to do it yourself!

[collapse="Quote from Kaylo in SL"]
I've had three people ask me for my list of formulas, so I'm just gonna post what I have here. Most of these are from Veril's thread, but I guess having everything in one spot is good.

I'll update this as I come across new ones!

Most were copypasted from their sources, but lemme know if any are incorrect.


Shield Health

Full shield = 177 frames
1% damage = -2.5 frames shield health
Note: Some moves (ex: Marth's neutral B) have shield damage multipliers.

Grab Duration

Frames Held = 90 + (1.7 * Damage) - (8 * Inputs)
Note: Frames Held is the number of frames the victim stays in the grab.
Note 2: Damage is the percentage of the victim. Inputs is the number of inputs the victim performs; a c-stick input counts as two.

Weight-Dependent Throws

Animation progression speed multiplier is 100/Weight Modifier; therefore,
Adjusted Frame of Action = Normal Frame of Action * Weight/100, then round up to next frame

Damage-Based Stuff (Stun/Hitlag/Etc.)

Damage = Base Damage * Staleness Modifier
Staleness Modifiers: fresh = 1.05; q0 = 1; q1 = .9; q2 = .81; q3 = .73; q4 = .66; q5 = .6; q6 = .55; q7 = .51; q8 = .48; q9 = .46
Note: q refers to position in the move queue; fresh bonus applies to the first use per stock.
Note 2: Damage is read to the hundredths place.
[COLLAPSE="Staleness Modifier Formula"]For staleness modifier, you need to understand how staleness works. When an attack is used, it enters a staleness queue that extends nine entries excluding fresh (obviously because the move hasn't been used). These values are to the hundreds place, with the most recent move being added on the left (after being fresh) at .1 and working its way down through .09, .08,.07, etc. until .02, which is the ninth entry. To factor in the role of the staleness queue into the Damage formula you must take

Dmg = BaseDmg x (1-s)

where s is the SUM OF THE POSITIONS IN THE QUEUE. For example, if sheik ftilts and the move occupies the .1, .08, .05, and .03 positions, to find the damage you would do this

Dmg = 9 x (1-[.1+.08+.05+.03]) = 9 x (1-.26) = 9 x . 74 = 6.66

that base damage was just thrown out there btw, it's not the actual amount ftilt does.
[/COLLAPSE]Hitlag = Floor[(Damage/2.6 + 5)*HLM*E]
Note: If move is normal, E = 1; if move is electric, E = 1.5; other elements unknown
Note 2: Hitlag starts on the first frame of the hit.


Shield Stun = Floor[(Damage)/3]

Shield Hitlag = Floor[(Damage/2.6 + 5)]

Shield Hitlag Differential = Floor[(Damage/2.6 + 5)] - Floor[(Damage/2.6 + 5)*HLM*E]

Normal Escape Frame on Block = Hit Frame + Shield Hitlag + Shield Stun

BKB-Induced Hitstun = BKB * .4

Stuff That's Too **** Complicated, So I'm Linking to It Instead

Hitbubble size & distance, some disjoint stuff: http://www.smashboards.com/showthread.php?t=284389

Hope this helps!
[/collapse]

Too lazy to find the parts you want, but accurate stuff is in there. I'm iffy about the damages the guy has, since training mode has 1.05 damage IIRC, but since he rounded to the nearest whole number they should all be fine. Floor(x) means round down btw.

 

Nefarious B

Smash Champion
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Dec 13, 2008
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Frisco you know
So what's the frame advantage for Diddy's dash attack? It'd be really useful to know, and I can't tell if this data says it.
 

Ingulit

Ing-u-lit
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P1, I can get the frame data you asked about in the other thread soon. Summer school midterm coming up on Tuesday, should be able to get the info after that.
 

Player-1

Smash Legend
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Apr 27, 2008
Messages
12,186
Location
Rainbow Cruise
Okay, yeah I see the normal throw/smash throws are same frame data now as it was a subnote so that's why I probably missed it.
 

Dekar173

Justice Man
Joined
Jun 25, 2008
Messages
3,126
Location
Albuquerque, NM
Ok here is what is necessary for Diddy's framedata-

Glidetoss 1 (shorter glidetoss): add how many frames? (do you add the same amount of frames whether you're going backwards/forwards?)

Glidetoss 2 (longer glidetoss): add how many frames?

***Yes, there are two different length glidetosses for Diddy. If you don't know this after this many years... I'm sorry.

Instant throw: Add any frames?

Instant drop: when is the banana hostile?

Z-drop: When is it hostile?

Grabs: Fthrow/Bthrow/Uthrow/Dthrow HIT STUN.





Ingulit- if you want to email me the codes necessary to find this information out, I'd be more than willing to help.
 

SaveMeJebus

Smash Master
Joined
Apr 29, 2010
Messages
4,371
We need to figure out the frame data of other characters item throws and put them in the potassium overdose thread or something.
 

SaveMeJebus

Smash Master
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Apr 29, 2010
Messages
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How many frames of invincibility do characters get when they get up after a trip?
 

Squiiidzoid

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If this is in the BRAWL character discussion, what game do you think it is?
Oh sorry, i googled Diddy smash 4 framedata and this was the only thing that came up, and since it talks about Charizard and not Pokémon Trainer, and its called new thread, i assumed it was for Smash 4. My bad :p
 
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