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Data Donkey Kong Frame Data - 3.02

KuroganeHammer

It's ya boy
BRoomer
Joined
Jul 15, 2012
Messages
15,985
Location
Australia
NNID
Aerodrome
frame data DK.png

[intro paragraph.]

[COLLAPSE="Current Requests"]
Request | Requested By | Current Progress
(Example) ? | ? | ?
[/COLLAPSE]
Table of Contents :
( To skip to a section, Ctrl + F and search for its 4-letter code. )
Section 1: Standard Terms [TRMS]
Section 2: Frame & Hitbubble Data [FRME]

2.1 Ground Moves [GRND]
2.2 Aerial Moves [AERL]
2.3 Specials [SPCL]
2.4 Ledge Moves [LDGE]
2.5 Tech & Trip Moves [TCHM]
2.6 Item Moves [ITMM]​
Section 3: Techniques [TCHN]
Section 4: Credits [CRDT]
Section 1 / Standard Terms [TRMS]

[Dunno what to put here yet since I don't have a complete list of terms.]

Section 2 / Frame & Hitbubble Data [FRME]
[COLLAPSE="Terms List"]Hitbox Active: Frames during which the attack's hitboxes are active.
FAF (First Actionable Frame): First frame on which you can perform another move. This will be the animation's end or the IASA frame if the move has one.
Base Damage: Base damage values for each hit.
Angle: Angle at which the opponent will be knocked away.
BKB: Base knockback of the move.
KBG: Knockback growth of the move. This number affects how quickly knockback will increase relative to the opponent's damage.
Block Advantage: Ground moves only. Frame difference between Roy's FAF and the opponent's when the move hits the opponent's shield. Counted from first hit frame per damage value. Add +7 to find the normal shield drop advantage.
Landing Lag: Aerials only. Number of frames Roy lags when he hits the ground during the move.
Autocancel: Aerials only. Frames during which Roy can land without the aerial move's landing lag. (He will instead suffer normal jump landing lag.)
Intangibility: Frames during which Roy will take no damage.
[/COLLAPSE]
2.1 Ground Moves [GRND]

Attacks | Hitbox Active | FAF | Base Dmg. | Block Adv. Jab 1 | 3-6 | 18 | 4 | -9
Jab 2 | 6-11 | 29 | 6 | -18
Dash Attack | 9-13, 14-20 | 39 | 10, 7 | -7
Dash Attack (Aerial) | 9-13, 14-20 | 39 | 10, 7 | -7
Ftilt | 8-11 | 34 | 11 | -19
Ftilt (Up) | 8-11 | 34 | 12 | -18
Ftilt (Down) | 8-11 | 34 | 10 | -19
Utilt | 6-11 | 36 | 9/10/11 | -23
Dtilt | 6-9 | 23| 9 | -10
Fsmash | 22-23 | 55 | 20/21/19/18 | -22
Usmash | 14-16 | 48 | 18/16 | -23
Dsmash | 10-13 | 55 | 17/17/16/16 | -35
Grabs | Hitbox Active | FAF | Base Dmg. | {colsp=6} Notes Standing Grab | 8-9 | 31 | - | {colsp=6}Average.
Dash Grab | 10-12 | 50 | - | {colsp=6}Average.
Pivot Grab | 10-11 | 36 | - | {colsp=6}Average.
Grab Pummel | 9-10 | 27 | 3 | {colsp=6}
Miscellaneous | Intangibility | Duration | {colsp=7} Notes Spotdodge | 2-20 | 33 | {colsp=7}
Forward Roll | 4-19 | 32 | {colsp=7}
Back Roll | 4-19 | 32 | {colsp=7}
Up Taunt | - | 95 | {colsp=7}
Side Taunt | - | 80 | {colsp=7}
Down Taunt | - | 60 | {colsp=7}The best taunt in the game

2.2 Aerial Moves [AERL]

Attacks | Hitbox Active | FAF | Base Dmg. | Landing Lag/L-Cancel | Autocancel | Notes Nair | 7-10, 11-14 | 37 | 15, 10 | 17/8 | 1-6
Fair | 23-24, 25-27 | 49 | 18 | 27/14 | -
Bair | 7-8, 9-20 | 32 | 14, 9 | 15/8 | 1-6, 20-31
Uair | 6-9 | 38 | 14 | 26/13 | 1-5, 14-37 |
Dair | 18-23 | 43 | 16/13/13 | 29/14 | 41-42
Jump Data | Jump Squat Duration | SH Air Time | FH Air Time | Empty Landing | {colsp=5} Notes
| 5 | 37 | 58 | 5 | {colsp=5}
Miscellaneous | Intangibility | {colsp=8} Notes Airdodge | 4-29 | | {colsp=8}

2.3 Specials [SPCL]

Attacks | Hitbox Active | FAF | Base Dmg. | Block Adv. | Notes Megaton Punch | - | 8 | - | - | 7 frames start up, stores a charge every 12 frames and has 10 stages.
Megaton Punch (Uncharged, Grounded) | 17, 18-21 | 52 | Varies | Varies | Arm intangible: 4-21
Megaton Punch (Fully Charged, Grounded) | 17, 18-21 | 45 | 28, 30 | -13 | Body invincible: 17-19
Megaton Punch (Uncharged, Aerial) | 17, 18-21 | 52 | Varies | Varies | Arm intangible: 4-21
Megaton Punch (Fully Charged, Aerial) | 17, 18-21 | 45 | 25, 27 | -14 | Body invincible: 17-19
Head Smash (Ground) | 20-21 | 55 | 10/10/10/8 | -29 |
Head Smash (Air) | 20-21 | 49 | 14/14/8 | -20 | Cannot grab the ledge until frame 54
Whirlibird (Ground) | 3-5, 19-26, 27-34, 35-42, 43-50, 51-58 | 85 | 12, 8, 8, 3, 3, 3| -30 |
Whirlibird (Air) | 4-6, 12-19, 20-27, 28-35, 36-43, 44-51, 52-59, 60-67 | - | 10, 5, 5, 5, 5, 2, 2, 2 | - |
Earthquake! | 19-20, 30-31, 46-47, 57-58, 73-74... | 58 | 12 | -20 | The loop hits every 11, then 16 frames.

2.4 Ledge Moves [LDGE]

Attacks | Hitbox Active | Intangibility | FAF | Base Dmg. | Block Adv. | Notes Ledge Attack <100% | 9-16 | 1-7 | 55 | 8 | -40
Ledge Attack >100% | 38-41 | 1-34 | 70 | 10 | -25
Miscellaneous | Intangibility | FAF | {colsp=7} Notes Ledge Grab |
Ledge Climb <100% | 1-30 | 35
Ledge Climb >100% | 1-55 | 60
Ledge Roll <100% | 1-18 | 50
Ledge Roll >100% | 1-51 | 80
Ledge Jump <100% | 1-11 | 12
Ledge Jump >100% | 1-22 | 23

2.5 Tech & Trip Moves [TCHM]

Attacks | Hitbox Active | Intangibility | FAF | Base Dmg. | Block Adv. | Notes Get Up Attack (Back) | 9-10, 20-21 | 1-21 | 52 | 6, 6 | -27
Get Up Attack (Stomach) | 20-21, 24-25 | 1-25 | 50 | 6, 6 | -21
Trip Attack | 19-20, 23-24 | 1-8 | 50 | 5, 5 | -22
Miscellaneous | Intangibility | FAF | {colsp=7} Notes Tech | 1-20 | 26 | Universal.
Tech Roll | 1-20 | 40 | Universal.
Stand (Back) | 1-23 | 30 |
Stand (Stomach) | 1-22 | 30 |
Get Up Roll Forward (Back) | 1-19 | 36 |
Get Up Roll Backward (Back) | 1-24 | 36 |
Get Up Roll Forward (Stomach) | 1-14 | 36 |
Get Up Roll Backward (Stomach) | 1-24 | 36 |
Trip | 1-6 | 30
Trip Get Up | 1-17 | 22
Trip Roll Forward | 1-10 | 29
Trip Roll Backward | 1-10 | 29

2.6 Item Moves [ITMM]

| Item Thrown On | FAF | Notes Forward Toss (Ground) | 10 | 39
Back Toss (Ground) | 14 | 39
Up Toss (Ground) | 15 | 39
Down Toss (Ground) | 8 | 31 | Hitbox does not come out.
Dash Toss | 6 | 40
Forward Toss (Air) | 10 | 38
Back Toss (Air) | 14 | 35
Up Toss (Air) | 15 | 37
Down Toss (Air) | 8 | 29

Section 3 / Techniques [TCHN]

[Dunno what to put here yet since I don't have a complete list of techs.]

Section 4 / Credits [CRDT]

Image creator
 
Last edited:

KuroganeHammer

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~Reserved~

THESE WOULDN'T FIT IN THE NOTES BECAUSE DK IS DUMB

Moveset attributes:

Moves with partial intangibility:
Ftilt (all angles; on most of the arm): 8-11
Utilt (CURRENTLY BUGGED and has no intangibility): 6-11
Usmash (both arms and head): 12-16
Dsmash (both arms): 10-13
Nair (both hands): 7-14


Dash Attack: Jump cancellable on 23, light armor on: 9-13
 
Last edited:

KuroganeHammer

It's ya boy
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Aerodrome
[Change Log]

14/3/2014 - Added most data
15/3/2014 - Added most hitbox and block advantage data

also i should mention that a few of DK's moves have partial intangibility so that silly moves that can't clang (mostly aerials) won't just trade or flat out beat out the moves with no consequence

also utilt is meant to have this type of intangibility but the PMBR ****ed up somewhere and accidentally left the intangibility command set to 0 the entire time loalolwlowlowlowllaloaloaoloalowolwolwolloolloolollwllowlawl
 
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Awstintacious

Smash Apprentice
Joined
Mar 17, 2011
Messages
123
Location
Atlanta, Georgia
Thanks a lot, still getting used to the changes from previous versions and frame data helps me understand new limitations.

EDIT: Where are the hitbox images? I want to know how disjoint bair is or where the meteor of fair is. This is the most important part!
 
Last edited:

TheGravyTrain

Smash Ace
Joined
Apr 5, 2014
Messages
866
Location
Ferndale, WA
NNID
Theboyingreen
Can we have short hop ff and full hop ff timings? Also, info on the key differences between different levels of megaton punch. Does the 10 wind still have super armor? Is 9 wind worth charging for, because I don't see people going for it. It doesn't feel slower if I charge to 8 and double top to get the 9 wind. Thanks in advance!
 

KuroganeHammer

It's ya boy
BRoomer
Joined
Jul 15, 2012
Messages
15,985
Location
Australia
NNID
Aerodrome
Hmm, I'll look into FF timings.

9 wind sucks since only the arm is intangible, while 10 wind has the whole body invincible.
 

DiZZ

Smash Apprentice
Joined
Oct 7, 2012
Messages
140
Any way we can see dk aerials and the amount of stun on shields?
 

nimigoha

Smash Ace
Joined
Jan 31, 2014
Messages
877
KuroganeHammer KuroganeHammer can you update with shield advantage? Also any changes from 3.02 > 3.6?

Nair is +0

Fair is -4

Bair is +0

Uair is -5

Dair is -5/-7/-7
 
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