1. This site uses cookies. By continuing to use this site, you are agreeing to our use of cookies. Learn More.
  2. Welcome to Smashboards, the world's largest Super Smash Brothers community! Over 225,000 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!

  3. Use the Smashboards Store to get awesome Smash stuff and support the site, like a Nintendo Controller or the Wii U - Gamecube adaptor ! Check out the inventory in our store and support Smashboards with your purchase today!

Donkey Kong Hitboxes and Frame Data

Discussion in 'Donkey Kong' started by Strong Bad, Feb 28, 2011.

  1. Strong Bad

    Strong Bad
    Expand Collapse
     

    • Moderator
    • Premium
    • Back Roomer
    Joined:
    Feb 27, 2008
    Messages:
    24,090
    Location:
    Oakland, CA

    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
    [​IMG]
    Total: 24
    Hit: 5-7
    Window of the second punch: 3-29
    Second punch starts: 10 or later
    ______________________________________________

    Attack12 | Jab 2
    [​IMG]
    Total: 34
    Hit: 5-11
    ______________________________________________

    AttackS3S | Forward Tilt
    [​IMG]
    Total: 33
    Hit: 8-11
    ______________________________________________

    AttackS3Hi | Up-Forward Tilt
    [​IMG]
    Total: 33
    Hit: 8-11
    ______________________________________________

    AttackS3Lw | Down-Forward Tilt
    [​IMG]
    Total: 33
    Hit: 8-11
    ______________________________________________

    AttackLw3 | Down-Tilt
    [​IMG]
    Total: 22
    Hit: 6-9
    ______________________________________________

    AttackHi3 | Up-Tilt
    [​IMG]
    Total: 39
    Hit: 6-11
    ______________________________________________

    AttackDash | Dash Attack
    [​IMG]
    Total: 54
    Hit: 9-20
    ______________________________________________

    AttackS4 | Forward-Smash
    [​IMG]
    Total: 54
    Hit: 22-23
    Charge frame: 15
    ______________________________________________

    AttackHi4 | Up-Smash
    [​IMG]
    Total: 53
    Hit: 14-16
    Charge frame: 7
    Forearms and head invincible: 12-16
    ______________________________________________

    AttackLw4 | Down-Smash
    [​IMG]
    Total: 55
    Hit: 10-13
    Charge Frame: 3
    ______________________________________________

    AttackAirN | Neutral-Air
    [​IMG]
    Total: 43
    Hit: 10-26
    IASA: 39
    Auto-cancel: <9 39>
    Landlag: 20
    L-Canceled: 10
    ______________________________________________

    AttackAirF | Forward-Air
    [​IMG]
    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
    [​IMG]
    Total: 39
    Hit: 7-15
    IASA: 32
    Auto-cancel: <6 20>
    Landlag: 15
    L-Canceled: 7
    ______________________________________________

    AttackAirHi | Up-Air
    [​IMG]
    Total: 44
    Hit: 6-8
    IASA: 38
    Auto-cancel: <5 13>
    Landlag: 25
    L-Canceled: 12
    ______________________________________________

    AttackAirLw | Down-Air
    [​IMG]
    Total: 54
    Hit: 18-23
    Auto-cancel: <2 50>
    Landlag: 31
    L-Canceled: 15
    ______________________________________________

    Catch | Grab
    [​IMG]
    Total: 30
    Grab: 8-9
    ______________________________________________

    CatchDash | Dash Grab
    [​IMG]
    Total: 40
    Grab: 10-11
    ______________________________________________

    SpecialNStart | Giant Punch Startup
    [​IMG]
    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
    [​IMG]
    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
    [​IMG]
    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
    [​IMG]
    Total: 46
    Hit: 17-21
    Invincibility: 17-18
    ______________________________________________

    SpecialS | Head Butt
    [​IMG]
    Total: 59
    Hit: 20-21
    ______________________________________________

    SpecialHi | Spinning Kong, Grounded
    [​IMG]
    Total: 84
    Hit: 3-5, 19-58
    Invincible: 3-5
    ______________________________________________

    SpecialAirHi | Spinning Kong, Aerial
    [​IMG]
    Total: 84
    Hit: 2-5, 11-66
    Invincible: 2-5
    Invincibility on arms: 11-42

    SpecialFall Landlag: 7
    ______________________________________________

    SpecialLwStart | Hand Slap Startup
    [​IMG]
    Total: 13
    Unsurprisingly, DK has to go through this animation before he can go into the Hand Slap loop.
    ______________________________________________

    SpecialLwLoop | Hand Slap Loop
    [​IMG]
    GO DK GO DK GO
    Total: 27
    Hit: 6-7, 17-18
    ______________________________________________

    SpecialLwEnd | Hand Slap Cooldown
    [​IMG]
    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
    [​IMG]
    Total: 37
    Invincible: 2-23
    ______________________________________________

    EscapeF | Forward Roll
    [​IMG]
    Total: 31
    Invincible: 4-19
    ______________________________________________

    EscapeB | Backward Roll
    [​IMG]
    Total: 31
    Invincible: 4-19
    ______________________________________________

    EscapeAir | Air Dodge
    [​IMG]
    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!
     
    DestinNotDustin likes this.
  2. phish-it

    phish-it
    Expand Collapse
    Smash Champion

    Joined:
    Apr 4, 2004
    Messages:
    2,097
    Location:
    Mahopac, NY
    Nice Work Strong Bad,


    DK's prioirty is pretty bad, but I'm not surprised. I mean some of his damage hitboxes don't even extend past his body hitboxes.
     
    NJzFinest likes this.
  3. Rollz

    Rollz
    Expand Collapse
    Smash Apprentice

    Joined:
    Apr 11, 2006
    Messages:
    114
    Location:
    Roanoke, VA
    This helps me understand DK way better. I am coming closer to switching to DK as a main. He's just so badass.

    Edit: after much thought I have switched mains to DK :D
     
  4. A2ZOMG

    A2ZOMG
    Expand Collapse
    Smash Legend

    Joined:
    Oct 13, 2007
    Messages:
    12,535
    Location:
    RPV, California
    NNID:
    A2ZOMG
    Does Melee use the same logic as Brawl for action organization in character files? I don't think I should be surprised, but I am given that I've never really seen raw data dumps for any character files in Melee, given that tools like PSA, Brawlbox, and OSA2 are obviously for reading data on Brawl files specifically.

    I mean if there's an interface for viewing Melee files and a mediafire download somewhere for the character files...I want to know about it.
     
  5. Strong Bad

    Strong Bad
    Expand Collapse
     

    • Moderator
    • Premium
    • Back Roomer
    Joined:
    Feb 27, 2008
    Messages:
    24,090
    Location:
    Oakland, CA

    There is. It's currently only available to Project M Back Room members, however we plan to eventually release it.
    It doesn't have editing capabilities, though. I had to use a hex editor for this.
     
  6. Mew2King

    Mew2King
    Expand Collapse
    King of the Mews

    Joined:
    Jul 18, 2002
    Messages:
    11,283
    Location:
    Cinnaminson (southwest NJ 5 min drive from Philly)
    wow his hitboxes SUCK LOL
     
    Awstintacious and NJzFinest like this.
  7. Juushichi

    Juushichi
    Expand Collapse
    sugoi ~ sugoi ~

    • Premium
    Joined:
    Dec 8, 2009
    Messages:
    5,523
    Location:
    Columbus, Ohio
    My god, this character's hitboxes are garbage. Barwl DK's are vastly superior.
     
  8. Dimitris

    Dimitris
    Expand Collapse
    Smash Ace

    Joined:
    Apr 13, 2010
    Messages:
    571
    Question: the blue 'flash', for example near the end of the f-air, what does that mean exactly?
     
  9. Strong Bad

    Strong Bad
    Expand Collapse
     

    • Moderator
    • Premium
    • Back Roomer
    Joined:
    Feb 27, 2008
    Messages:
    24,090
    Location:
    Oakland, CA

    That's a graphical effect. It has no effect on gameplay.
     
  10. Dimitris

    Dimitris
    Expand Collapse
    Smash Ace

    Joined:
    Apr 13, 2010
    Messages:
    571
    Okay, thanks.
     
  11. Dimitris

    Dimitris
    Expand Collapse
    Smash Ace

    Joined:
    Apr 13, 2010
    Messages:
    571
    Is it possible to get these for the different get-up attacks and ledge attacks?
     
  12. Strong Bad

    Strong Bad
    Expand Collapse
     

    • Moderator
    • Premium
    • Back Roomer
    Joined:
    Feb 27, 2008
    Messages:
    24,090
    Location:
    Oakland, CA

    I'll get them sometime within the next week or so I guess.
     
  13. Nedech

    Nedech
    Expand Collapse
    Smash Apprentice

    Joined:
    Aug 24, 2005
    Messages:
    199
    Very useful.
     
  14. bubbaking

    bubbaking
    Expand Collapse
    Smash Hero

    Joined:
    Mar 30, 2010
    Messages:
    6,895
    Location:
    Baldwin, NY, USA or Alexandria, VA, USA (Pick one)
    Wow, DK, small shield, small hitboxes, of course he has to be a big target. Anyway, I'm wondering what happened to those getup and ledge attack hitboxes. Do u think u could also get invincibility data for his dodges and such?
     
  15. Strong Bad

    Strong Bad
    Expand Collapse
     

    • Moderator
    • Premium
    • Back Roomer
    Joined:
    Feb 27, 2008
    Messages:
    24,090
    Location:
    Oakland, CA

    yea i should do that sometime.
     
  16. bubbaking

    bubbaking
    Expand Collapse
    Smash Hero

    Joined:
    Mar 30, 2010
    Messages:
    6,895
    Location:
    Baldwin, NY, USA or Alexandria, VA, USA (Pick one)
    So, who will you main when you're done w/ DK, Strong Bad?
     
  17. phish-it

    phish-it
    Expand Collapse
    Smash Champion

    Joined:
    Apr 4, 2004
    Messages:
    2,097
    Location:
    Mahopac, NY
    Again I look at these hitboxes and shake my head in disappointment... Why does such a huge character have such tiny attacks!? I wish the developer that created Sheik or Jigglypuff's hitboxes all did DK's.


    Just look at that forward smash; it's embarrassing.
     
  18. bubbaking

    bubbaking
    Expand Collapse
    Smash Hero

    Joined:
    Mar 30, 2010
    Messages:
    6,895
    Location:
    Baldwin, NY, USA or Alexandria, VA, USA (Pick one)
    Tbh, DK's one of the few almost truly balanced chars in Melee. I'm not saying his hitboxes are fine, but the balance of good things and drawbacks that this char has is pretty even. It's the other unbalanced chars that mess up his metagame. I know it's a bad game, but look at Brawl. DK's hitboxes didn't improve too much from Melee, but look at how much higher on the Brawl tier list DK is up. It's less about those hitboxes and more about that ridiculous shield imo.
     
  19. Strong Bad

    Strong Bad
    Expand Collapse
     

    • Moderator
    • Premium
    • Back Roomer
    Joined:
    Feb 27, 2008
    Messages:
    24,090
    Location:
    Oakland, CA

    I think DK would be a decent point to balance around. The game would probably be less fun but the game would have a bunch of wacky counter situations if everyone was approximately as good as DK and was unique.
     
  20. bubbaking

    bubbaking
    Expand Collapse
    Smash Hero

    Joined:
    Mar 30, 2010
    Messages:
    6,895
    Location:
    Baldwin, NY, USA or Alexandria, VA, USA (Pick one)
  21. Strong Bad

    Strong Bad
    Expand Collapse
     

    • Moderator
    • Premium
    • Back Roomer
    Joined:
    Feb 27, 2008
    Messages:
    24,090
    Location:
    Oakland, CA

    I use it. It's just rare that I mash out of grabs against characters I can get a grab on (chars that slide too far like Marth, Luigi, etc. can't be grabbed in response). Done it against a Fox then 0-death'd them before in tourney. Also did it to M2K's Sheik in a few friendlies.
     
  22. bubbaking

    bubbaking
    Expand Collapse
    Smash Hero

    Joined:
    Mar 30, 2010
    Messages:
    6,895
    Location:
    Baldwin, NY, USA or Alexandria, VA, USA (Pick one)
    Wow! Good stuff. Yeah, I guess a prerequisite of mashing out of a grab does make this tech a bit harder to actually use...
     
  23. TerryJ

    TerryJ
    Expand Collapse
    Smash Journeyman

    Joined:
    Apr 12, 2010
    Messages:
    477
    Location:
    BEST COAST, WA
    3DS FC:
    1337-1337-1337
    NNID:
    1337-1337-1337
    Most of the images are missing, more specifcally the ones I need most. I could reupload them if someone could repost them.
     
  24. Strong Bad

    Strong Bad
    Expand Collapse
     

    • Moderator
    • Premium
    • Back Roomer
    Joined:
    Feb 27, 2008
    Messages:
    24,090
    Location:
    Oakland, CA

    whenever I feel like doing things I'll reupload them and edit the OP
     
  25. TerryJ

    TerryJ
    Expand Collapse
    Smash Journeyman

    Joined:
    Apr 12, 2010
    Messages:
    477
    Location:
    BEST COAST, WA
    3DS FC:
    1337-1337-1337
    NNID:
    1337-1337-1337
    That'd be awesome, after my post I went looking for the .zip file of all the .gif hitboxes. I couldn't find them so maybe you still have them or will have better luck finding them.
     
  26. Strong Bad

    Strong Bad
    Expand Collapse
     

    • Moderator
    • Premium
    • Back Roomer
    Joined:
    Feb 27, 2008
    Messages:
    24,090
    Location:
    Oakland, CA

    they're on my computer somewhere. it'll take effort though so it'll be at least a couple days.
     
  27. Strong Bad

    Strong Bad
    Expand Collapse
     

    • Moderator
    • Premium
    • Back Roomer
    Joined:
    Feb 27, 2008
    Messages:
    24,090
    Location:
    Oakland, CA

    Quoting so you get a notification.

    I re-uploaded the GIFs to Imgur and replaced all of them in the OP. They shouldn't be breaking anymore.

    For anyone wondering, I don't currently have any plans to get GIFs of ledge attacks, rolls, jumps, getup attacks etc.. My productivity is often random and comes without warning though, so who knows. If anyone's interested in getting them for me I can PM you the method I used to get these and I can certainly add them to the OP.
     
  28. TerryJ

    TerryJ
    Expand Collapse
    Smash Journeyman

    Joined:
    Apr 12, 2010
    Messages:
    477
    Location:
    BEST COAST, WA
    3DS FC:
    1337-1337-1337
    NNID:
    1337-1337-1337
    Thanks for the notification mate, really appreciated. I'd love to help, but I don't really think I can. My only computer is a ****ty laptop that can't play much let alone emulate and I don't have a capture card. If it doesn't involve either of those I'm in.
     
  29. Ph1l

    Ph1l
    Expand Collapse
    Smash Cadet

    Joined:
    Aug 10, 2015
    Messages:
    32
    You speak the truth. Why does he have a hurtbox on his tie?
     
  30. TastyCarcass

    TastyCarcass
    Expand Collapse
    Smash Apprentice

    Joined:
    May 27, 2014
    Messages:
    177
    Does anyone have frame data on his different throws? Starting to think his c back throw is faster than his forward.

    This is important, as it means you can know which one to use if you're jumping off the edge with them.
     

Share This Page

Users Viewing Thread (Users: 0, Guests: 0)

We know you don't like ads
Why not buy Premium?