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Data Donkey Kong Hitboxes and Frame Data

Strong Badam

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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

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

Attack12 | Jab 2

Total: 34
Hit: 5-11
______________________________________________

AttackS3S | Forward Tilt

Total: 33
Hit: 8-11
______________________________________________

AttackS3Hi | Up-Forward Tilt

Total: 33
Hit: 8-11
______________________________________________

AttackS3Lw | Down-Forward Tilt

Total: 33
Hit: 8-11
______________________________________________

AttackLw3 | Down-Tilt

Total: 22
Hit: 6-9
______________________________________________

AttackHi3 | Up-Tilt

Total: 39
Hit: 6-11
______________________________________________

AttackDash | Dash Attack

Total: 54
Hit: 9-20
______________________________________________

AttackS4 | Forward-Smash

Total: 54
Hit: 22-23
Charge frame: 15
______________________________________________

AttackHi4 | Up-Smash

Total: 53
Hit: 14-16
Charge frame: 7
Forearms and head invincible: 12-16
______________________________________________

AttackLw4 | Down-Smash

Total: 55
Hit: 10-13
Charge Frame: 3
______________________________________________

AttackAirN | Neutral-Air

Total: 43
Hit: 10-26
IASA: 39
Auto-cancel: <9 39>
Landlag: 20
L-Canceled: 10
______________________________________________

AttackAirF | Forward-Air

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

Total: 39
Hit: 7-15
IASA: 32
Auto-cancel: <6 20>
Landlag: 15
L-Canceled: 7
______________________________________________

AttackAirHi | Up-Air

Total: 44
Hit: 6-8
IASA: 38
Auto-cancel: <5 13>
Landlag: 25
L-Canceled: 12
______________________________________________

AttackAirLw | Down-Air

Total: 54
Hit: 18-23
Auto-cancel: <2 50>
Landlag: 31
L-Canceled: 15
______________________________________________

Catch | Grab

Total: 30
Grab: 8-9
______________________________________________

CatchDash | Dash Grab

Total: 40
Grab: 10-11
______________________________________________

SpecialNStart | Giant Punch Startup

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

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

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

Total: 46
Hit: 17-21
Invincibility: 17-18
______________________________________________

SpecialS | Head Butt

Total: 59
Hit: 20-21
______________________________________________

SpecialHi | Spinning Kong, Grounded

Total: 84
Hit: 3-5, 19-58
Invincible: 3-5
______________________________________________

SpecialAirHi | Spinning Kong, Aerial

Total: 84
Hit: 2-5, 11-66
Invincible: 2-5
Invincibility on arms: 11-42

SpecialFall Landlag: 7
______________________________________________

SpecialLwStart | Hand Slap Startup

Total: 13
Unsurprisingly, DK has to go through this animation before he can go into the Hand Slap loop.
______________________________________________

SpecialLwLoop | Hand Slap Loop

GO DK GO DK GO
Total: 27
Hit: 6-7, 17-18
______________________________________________

SpecialLwEnd | Hand Slap Cooldown

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

Total: 37
Invincible: 2-23
______________________________________________

EscapeF | Forward Roll

Total: 31
Invincible: 4-19
______________________________________________

EscapeB | Backward Roll

Total: 31
Invincible: 4-19
______________________________________________

EscapeAir | Air Dodge

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!
 

phish-it

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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.
 

Rollz

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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
 

A2ZOMG

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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.
 

Strong Badam

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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.
 

Dimitris

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Question: the blue 'flash', for example near the end of the f-air, what does that mean exactly?
 

Strong Badam

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

Dimitris

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Is it possible to get these for the different get-up attacks and ledge attacks?
 

Strong Badam

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

phish-it

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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.
 

bubbaking

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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.
 

Strong Badam

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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.
 

Strong Badam

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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.
 

TerryJ

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Most of the images are missing, more specifcally the ones I need most. I could reupload them if someone could repost them.
 

Strong Badam

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

TerryJ

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

Strong Badam

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

Strong Badam

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Most of the images are missing, more specifcally the ones I need most. I could reupload them if someone could repost them.
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.
 

TerryJ

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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.
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.
 

TastyCarcass

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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.
 
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