Donkey Kong

100 moves38 changed by HDR62 vanillainternal donkey
Notes ↓

Jabs

2 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr
Jab
5-8480°35 / 25-8518–0, 1top
5-84120°35 / 25-82handl
5-84Sakurai25 / 30-83, 4top, handl
vanilla
Jab
4-6670°40 / 100-19429–0, 1, 2handr, top

Dash Attack

1 move
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagCancelIDHitbox
hdr‡
Dash Attack
9-121065°60 / 73-23940–JC 270, 1top, bust
13-197Sakurai20 / 90-210, 1top, bust

Tilt Attacks

5 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr‡
Forward Tilt
6-98Sakurai50 / 78-22635–0, 1, 2arml, shoulderl
hdr‡
Forward Tilt
6-99Sakurai50 / 78-22635–0, 1, 2arml, shoulderl
hdr‡
Forward Tilt
6-99Sakurai50 / 78-22635–0, 1, 2arml, shoulderl
hdr
Up Tilt
6-119110°70 / 105-23636–0handr
6-1110110°70 / 110-221armr
6-1111110°70 / 115-212shoulderr
hdr
Down Tilt
6-9940°25 / 95-10623–0, 1, 2shoulderl, arml

Smash Attacks

6 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
AttackS4Charge vanilla•
Forward Smash
no hitboxes–61––
hdr
Forward Smash
22-242246°21 / 95-232260–0top
22-2421Sakurai18 / 93-241top
AttackHi4Charge vanilla•
Up Smash
no hitboxes–61––
hdr
Up Smash
14-161990°40 / 89-281455–0, 1top
AttackLw4Charge vanilla•
Down Smash
no hitboxes–61––
hdr◆‡
Down Smash
12-131090°40 / 40-271247–0top
23-241482°45 / 85-140top

Aerial Attacks

6 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagAuto cancelIDHitbox
hdr‡
Neutral Air
7-1013Sakurai25 / 100-1737101-6, 29–0, 1, 2handr, handl, hip
11-25950°10 / 100-40, 1, 2handr, handl, hip
hdr‡
Forward Air
20-2218Sakurai20 / 85-220511351–0, 1arml
23-2517275°20 / 70-20, 1arml
hdr
Back Air
7-813Sakurai20 / 104073291-6, 22–0, 1, 2footl, kneel, hip
9-198Sakurai10 / 100-30, 1, 2footl, kneel, hip
hdr‡
Up Air
6-81290°54 / 86-5638131-5, 16–0head
hdr‡
Down Air
16-2116270°23 / 52-21643121-2, 41–0kneer
16-2113270°23 / 59-31, 2legl, hip
hdr‡
AttackAirDash
9-121065°60 / 73-23940––0, 1top, bust
13-197Sakurai20 / 90-210, 1top, bust

Special Attacks

20 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
SpecialNStart vanilla•
Neutral Special
no hitboxes–8––
SpecialNLoop vanilla•
Neutral Special
no hitboxes––––
SpecialNCancel vanilla
Neutral Special
no hitboxes–9––
hdr‡¶
Neutral Special
15970°30 / 65–70-381560–0arml
16-2010Sakurai30 / 75–80-360arml
hdr‡¶
Neutral Special
152570°30 / 65–70-141545–0, 1handl
162570°30 / 70-130bust
16-2028Sakurai30 / 70-111handl
vanilla•
Neutral Special
no hitboxes–8––
SpecialAirNLoop vanilla•
Neutral Special
no hitboxes––––
SpecialAirNCancel vanilla
Neutral Special
no hitboxes–9––
vanilla
Neutral Special
no hitboxes–6––
hdr‡¶
Neutral Special
15970°30 / 65–70-381560–0arml
16-2010Sakurai30 / 75–80-360arml
hdr‡¶
Neutral Special
152570°30 / 65–70-141545–0, 1handl
162570°30 / 70-130bust
16-2028Sakurai30 / 70-111handl
hdr
Side Special
20-2110295°40 / 50-352063–0top
20-2110295°40 / 50-351top
20-219295°40 / 50-362top
hdr
Side Special
20-2110295°40 / 50-352063–0top
20-2110295°40 / 50-351top
20-219295°40 / 50-362top
hdr‡
Up Special
4-712Sakurai60 / 90-80493–1, 2, 3armr, arml, top
17-59 (every 7)7Sakurai30 / 80-700top
hdr‡•
Up Special
4-610Sakurai40 / 80-11471180top
13, 24, 319Sakurai30 / 80-120, 1arml, armr
16, 20, 27, 34, 389Sakurai30 / 80-120, 1arml, armr
hdr•‡
Down Special
no hitboxes–8––
vanilla‡
Down Special
4-51478°85 / 30-16427–0, 3top
4-51484°85 / 30-161, 2top
15-161478°85 / 30-50, 3top
15-161484°85 / 30-51, 2top
SpecialLwEnd vanilla
Down Special
no hitboxes–22––
hdr◆•
Down Special
19-23––– / –––60100, 1grab
hdr‡
Down Special
19-23––– / –––55–0, 1grab

Grabs

7 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr‡
Grab
8-10––– / –––39–0grab
CatchPull vanilla
Grab
no hitboxes–2––
CatchWait vanilla•
Grab
no hitboxes––––
vanilla
Pummel
21.6Sakurai30 fixed–28–0top
CatchCut vanilla
Grab
no hitboxes–30––
hdr
Dash Grab
11-13––– / –––47–0grab
hdr
Pivot Grab
12-14––– / –––42–0grab

Throws

8 moves
MoveActiveDamageAngleBKB / KBGOn shieldReleaseFAFEndlagIDHitbox
vanilla
Forward Throw
1-154Sakurai30 fixed––16–0–
hdr
Forward Throw
1965°70 / 53–1527120–
1-263Sakurai40 / 100–0–
hdr
Forward Throw
1965°70 / 53–1630140–
1-293Sakurai40 / 100–0–
hdr
Forward Throw
1790°90 / 50–1538230–
1-373Sakurai40 / 100–0–
hdr
Forward Throw
1946°70 / 45–1741240–
1-403Sakurai30 / 100–0–
vanilla
Back Throw
11140°60 / 65–1540250–
1-393Sakurai40 / 100–0–
vanilla
Up Throw
1990°70 / 50–1444300–
1-433Sakurai40 / 100–0–
hdr
Down Throw
1745°45 / 45–1945260–
1-443Sakurai40 / 100–0–

Defensive

39 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
EscapeN vanilla•
Spot Dodge
intangible 3–15–27––
vanilla•
Forward Roll
intangible 4–13–34––
EscapeB vanilla•
Back Roll
intangible 4–13–34––
hdr•
Air Dodge
intangible 4–26–5510–
hdr•
Air Dodge
intangible 4–26–5510–
vanilla
Ledge Attack
23-251045°90 / 20-272358–0top
vanilla
Get-Up Attack
18-19748°80 / 48-281852–0top
23-24748°80 / 48-230top
vanilla
Get-Up Attack
18-19748°80 / 48-281852–0top
23-24748°80 / 48-230top
DamageFall vanilla•
DamageFall
no hitboxes––––
vanilla
DownBoundU
no hitboxes–26––
DownWaitU vanilla•
DownWaitU
no hitboxes––––
DownDamageU vanilla•
DownDamageU
no hitboxes–14––
DownDamageU3 vanilla•
DownDamageU3
no hitboxes–40––
vanilla
DownEatU
no hitboxes–30––
DownStandU vanilla
Get-Up
no hitboxes–30––
DownForwardU vanilla
Get-Up Roll
no hitboxes–38––
DownBackU vanilla
Get-Up Roll
no hitboxes–36––
DownSpot vanilla
DownSpot
no hitboxes–30––
vanilla
DownBoundD
no hitboxes–26––
DownWaitD vanilla•
DownWaitD
no hitboxes––––
DownDamageD vanilla•
DownDamageD
no hitboxes–14––
DownDamageD3 vanilla•
DownDamageD3
no hitboxes–40––
vanilla
DownEatD
no hitboxes–30––
DownStandD vanilla
Get-Up
no hitboxes–33––
DownForwardD vanilla
Get-Up Roll
no hitboxes–36––
DownBackD vanilla
Get-Up Roll
no hitboxes–38––
Passive vanilla
Tech
no hitboxes–29––
PassiveStandF vanilla
Tech
no hitboxes–41––
PassiveStandB vanilla
Tech
no hitboxes–41––
PassiveWall vanilla•
Tech
no hitboxes–26––
PassiveWallJump vanilla•
Tech
no hitboxes–41––
vanilla
Tech
no hitboxes–27––
Pass vanilla•
Pass
no hitboxes–26––
vanilla
Ledge Grab
intangible 1–29–20––
CliffWait vanilla•
Ledge Hang
no hitboxes––––
CliffClimb vanilla
Ledge Climb
no hitboxes–35––
CliffEscape hdr✕
Ledge Roll
no hitboxes–52––
CliffJump1 vanilla•
Ledge Jump
no hitboxes–13––
CliffJump2 vanilla•
Ledge Jump
no hitboxes–30––

Other

6 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
LandingLight vanilla
Landing
no hitboxes–2––
LandingHeavy vanilla
Landing
no hitboxes–6––
vanilla
Shield
no hitboxes–8––
Guard vanilla•
Shield
no hitboxes––––
vanilla
Shield
no hitboxes–12––
vanilla•
ShoulderedDonkey
1+6Sakurai30 fixed–1––0–

Attributes

Weight & Size

Weight
109
Jostle Weight
8.2
Shield Radius
15.4

Ground Movement

Walk Speed
1.265
Walk Accel (mul)
0.105
Walk Accel (add)
0.105
Initial Dash
1.76
Run Speed
1.76
Run Accel (mul)
0.0734
Run Accel (add)
0.02
Traction
0.08

Jumps

Jumpsquat
5
Jump Initial Y
12.155
Full Hop Height
34
Short Hop Height
13
Air Jump Height
34.5
Jump Count
2
Horizontal Jump Speed
1.8

Air Movement

Air Speed
1.105
Air Accel (add)
0.01
Air Accel (mul)
0.03
Air Friction
0.02
Gravity
0.12
Fall Speed
2.4

Landing Lag

Nair
10
Fair
13
Bair
9
Uair
13
Dair
12
Empty Landing
5
Heavy Landing
4

Notes

◆HDR replaces the vanilla animation, which changes when the move ends.
  • HDR replaces the animation (64 -> 73 frames).Down Smash
  • HDR replaces the animation (70 -> 60 frames).Down Special (Air)
‡Animation speed changes mid-move. Frames shown are real game frames, not animation frames.
  • Dash Attack, Forward Tilt, Forward Tilt (Up), Forward Tilt (Down), Down Smash, Neutral Air, Forward Air, Up Air, Down Air, Neutral Special, Neutral Special (Max), Neutral Special (Air), Neutral Special (Air, Max), Up Special, Up Special (Air), Down Special (Start), Down Special (Loop), Down Special (Air, Landing), Grab, AttackAirDash
Some hits only apply under a condition the generator cannot evaluate. Hover a damage value to see the condition on that hit.
  • Neutral Special, Neutral Special (Max), Neutral Special (Air), Neutral Special (Air, Max)
✕HDR removes this move’s hitboxes.
  • CliffEscape
•Other notes.
  • FAF here is the animation's length: the motion list sets no cancel frame for this action, so the true actionable frame may be earlier.AttackS4Charge, AttackHi4Charge, AttackLw4Charge, Neutral Special (Start), Neutral Special (Air, Start), Down Special (Start), DownDamageU, DownDamageU3, DownDamageD, DownDamageD3, PassiveWall, PassiveWallJump, Pass, CliffJump1, CliffJump2
  • Held: the animation loops, so this ends on release or on a state change rather than on a fixed frame.Neutral Special (Loop), Neutral Special (Air, Loop), CatchWait, DamageFall, ShoulderedDonkey, DownWaitU, DownWaitD, CliffWait
  • Landing lag is 18 frames, from `param_special_hi.landing_frame`. This special has no landing animation of its own — it hands the figure to the landing directly — so nothing in the script or the motion list shows it.Up Special (Air)
  • Land cancels: touching the ground during this move ends it in Down Special (Air, Landing), which recovers in 10 frames rather than the 59 this move would otherwise run. The figure is param_special_lw.landing_frame, which is what that status becomes actionable on -- its animation runs longer.Down Special (Air)
  • Timing from fighter_param_motion (escape_n_cancel_frame), not the animation.Spot Dodge
  • Intangible on frames 3-15.Spot Dodge
  • Timing from fighter_param_motion (escape_f_cancel_frame), not the animation.Forward Roll
  • Intangible on frames 4-13.Forward Roll, Back Roll
  • Timing from fighter_param_motion (escape_b_cancel_frame), not the animation.Back Roll
  • Timing from fighter_param_motion (escape_air_cancel_frame), not the animation.Air Dodge
  • Intangible on frames 4-26.Air Dodge, Air Dodge (Directional)
  • Landing lag is 10 frames, from common's `landing_frame_escape_air` — the param HDR's air dodge status hands the landing when the dodge ends on the ground.Air Dodge
  • Timing from fighter_param_motion (escape_air_slide_cancel_frame), not the animation.Air Dodge (Directional)
  • Landing lag is 10 frames, from param_motion's `landing_frame_escape_air_slide_max` — the param HDR's air dodge status hands the landing when the dodge ends on the ground.Air Dodge (Directional)
  • Held: the animation is a hold placeholder, so this ends on release or on a state change rather than on a fixed frame.Shield

ACMD

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The animation command script the frame data on this page was read from. frame and wait move the animation on; ATTACK, CATCH and hitbox! create the hitboxes; clear_all ends them.