King K. Rool

121 moves48 changed by HDR73 vanillainternal krool
Notes ↓

Jabs

3 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr
Jab
4-83.568°35 / 30-10418–0, 1, 2top
4-83.5Sakurai20 / 30-103top
hdr
Jab
3-43.5Sakurai25 / 30-13320–0, 1, 2top
3-43.5Sakurai20 / 15-133top
43.5Sakurai25 / 30-124, 5, 6top
43.5Sakurai20 / 15-127top
hdr
Jab
5-86Sakurai59 / 80-23534–0, 1, 2top

Dash Attack

1 move
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr‡∅
Dash Attack
7-181545°55 / 75-30748–0hip
27-31570°45 / 113-160, 1top

Tilt Attacks

5 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr※
Forward Tilt
12-14variesSakurai63 / 75–1243–0, 1top
12-14varies42°60 / 75–2havel
hdr※
Forward Tilt
12-14variesSakurai63 / 75–1243–0, 1top
12-14varies42°60 / 75–2havel
hdr※
Forward Tilt
12-14variesSakurai63 / 75–1243–0, 1top
12-14varies42°60 / 75–2havel
hdr‡※
Up Tilt
9-11varies84°76 / 63–936–0, 1, 2arml, shoulderl
12-17varies84°60 / 49–0, 1arml
12-17varies84°60 / 49–2arml
hdr‡※
Down Tilt
12varies270°80 / 40–1240–0kneel
12variesSakurai40 / 85–1kneel
13-16varies270°89 / 44–0top
13-16varies270°30 / 50–1top
13-16varies85°100 / 30–2top

Smash Attacks

8 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
AttackS4Charge vanilla•
Forward Smash
no hitboxes–61––
hdr‡
Forward Smash
17-2019Sakurai40 / 96-301760–0arml
17-2016.5Sakurai40 / 100-311, 2arml, shoulderl
hdr‡
Forward Smash
17-2019Sakurai40 / 92-301760–0arml
17-2016.5Sakurai40 / 96-311, 2arml, shoulderl
hdr‡
Forward Smash
17-2019Sakurai40 / 96-301760–0arml
17-2016.5Sakurai40 / 100-311, 2arml, shoulderl
AttackHi4Charge vanilla•
Up Smash
no hitboxes–61––
hdr
Up Smash
6-91783°31 / 90-54672–1bust
10-11883°32 / 84-551bust
198Sakurai60 / 45-460bust
203290°80 / 5-480bust
213Sakurai30 / 20-470bust
22-2310Sakurai70 / 50-420, 1top
vanilla•
Down Smash
no hitboxes–61––
hdr
Down Smash
2115270°200 fixed-382170–0, 1, 2hip
2118Sakurai65 / 80-370, 1, 2hip
2218Sakurai65 / 80-360top
23-2418Sakurai65 / 80-350top
25-26485°80 / 30-400top

Aerial Attacks

5 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagAuto cancelIDHitbox
hdr
Neutral Air
7-913Sakurai40 / 93074391-3, 40–0top
10-30835°13 / 120-30top
hdr
Forward Air
1113Sakurai36 / 75-21142111-2, 30–0top
1116Sakurai36 / 94-11top
12-1413Sakurai36 / 75-20top
12-1416Sakurai36 / 94-11top
15-1710Sakurai30 / 85-40, 1top
hdr‡
Back Air
15-1616Sakurai45 / 87-41544141-4, 50–0, 1shoulderr
15-1617Sakurai45 / 87-32armr
17-1916Sakurai45 / 87-40, 1shoulderr
17-1919270°15 / 58-22armr
hdr◆
Up Air
7-216366°38 / 33-7745121-2, 34–0, 1top
22-25879°40 / 125-60, 1top
hdr
Down Air
14-1515270°23 / 55-31447131-3, 40–0, 1top
16-2111Sakurai23 / 85-50, 1top

Special Attacks

44 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagCancelIDHitbox
hdr➔‡
Neutral Special
spawns ironball2057–––
SpecialNSuction vanilla•
Neutral Special
no hitboxes–7–––
hdr•¶
Neutral Special
1+––– / ––1–––0, 1grab
1+5Sakurai0 / 100–0–
1+0160°50 fixed–1top
SpecialNEnd vanilla
Neutral Special
no hitboxes–18–––
vanilla•‡
Neutral Special
no hitboxes–14–––
hdr➔‡
Neutral Special
1-75Sakurai0 / 100–129––0–
8-281642°78 / 54–0–
vanilla➔‡
Neutral Special
1-75Sakurai0 / 100–141––0–
8-401289°90 / 38–0–
hdr➔‡
Neutral Special
1-75Sakurai0 / 100–142––0–
8-411642°78 / 54–0–
hdr➔‡
Neutral Special
spawns ironball841–––
hdr➔‡
Neutral Special
spawns ironball2057–––
SpecialAirNSuction vanilla•
Neutral Special
no hitboxes–7–––
hdr•¶
Neutral Special
1+––– / ––1–––0, 1grab
1+5Sakurai0 / 100–0–
1+0160°50 fixed–1top
SpecialAirNEnd vanilla
Neutral Special
no hitboxes–18–––
vanilla•‡
Neutral Special
no hitboxes–14–––
hdr➔‡
Neutral Special
1-75Sakurai0 / 100–129––0–
8-281642°78 / 54–0–
vanilla➔‡
Neutral Special
1-75Sakurai0 / 100–141––0–
8-401289°90 / 38–0–
hdr➔‡
Neutral Special
1-75Sakurai0 / 100–142––0–
8-411642°78 / 54–0–
hdr➔‡
Neutral Special
spawns ironball866–––
hdr➔
Side Special
18-230Sakurai30 fixed–1844––0arml
SpecialSCatch vanilla
Side Special
no hitboxes–1–––
SpecialSFailure vanilla
Side Special
no hitboxes–37–––
SpecialSGet vanilla
Side Special
no hitboxes–1–––
hdr➔
Side Special
18-230Sakurai30 fixed–1844––0arml
SpecialAirSCatch vanilla
Side Special
no hitboxes–1–––
SpecialAirSFailure vanilla
Side Special
no hitboxes–37–––
SpecialAirSGet vanilla
Side Special
no hitboxes–1–––
hdr◆
Up Special
12-56390°90 fixed-411257––0head
12-563100°90 fixed-411top
hdr◆•
Up Special
1-17390°90 fixed–1–26–0head
1-173100°110 fixed–1top
18-25390°80 fixed–0head
18-253100°100 fixed–1top
SpecialHiF vanilla•
Up Special
no hitboxes–––––
SpecialHiB vanilla•
Up Special
no hitboxes–––––
hdr※
Up Special
1-8varies90°60 / 100–126––0, 1head, top
SpecialHiAirEndF vanilla•
Up Special
no hitboxes–26–––
SpecialHiAirEndB vanilla•
Up Special
no hitboxes–26–––
SpecialHiFall vanilla•
Up Special
no hitboxes–––––
SpecialHiFallF vanilla•
Up Special
no hitboxes–––––
SpecialHiFallB vanilla•
Up Special
no hitboxes–––––
SpecialHiLanding vanilla
Up Special
no hitboxes–30–––
hdr◆•
Up Special
12-56390°90 fixed-41125726–0head
12-563100°90 fixed-411top
hdr◆※¶
Down Special
30-32varies50°50 / 105–3048–JC0top
30-32869°80 / 57-110top
vanilla‡
Down Special
3-6045°90 / 56–339–JC0top
3-6045°80 / 50–1top
vanilla‡
Down Special
9-12045°90 / 56–944–JC0top
9-12045°80 / 50–1top
hdr◆※¶
Down Special
30-32varies50°50 / 105–3048–JC0top
30-32869°80 / 57-110top
vanilla‡
Down Special
3-6045°90 / 56–339–JC0top
3-6045°80 / 50–1top
vanilla‡
Down Special
9-12045°90 / 56–944–JC0top
9-12045°80 / 50–1top

Grabs

7 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr‡
Grab
8-10––– / –––40–0grab
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––– / –––46–0grab
hdr
Pivot Grab
12-14––– / –––41–0grab

Throws

4 moves
MoveActiveDamageAngleBKB / KBGOn shieldReleaseFAFEndlagIDHitbox
hdr
Forward Throw
11060°60 / 55–2842140–
1-263Sakurai60 / 100–0–
hdr
Back Throw
11135°70 / 60–3263310–
1-623Sakurai40 / 100–0–
hdr‡
Up Throw
11388°97 / 56–4067270–
1-663Sakurai40 / 100–0–
hdr‡
Down Throw
110270°30 / 30–3044140–
1-292Sakurai40 / 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
24-261045°90 / 20-262458–0top
vanilla
Get-Up Attack
19-20748°80 / 48-271952–0top
22-23748°80 / 48-240top
vanilla
Get-Up Attack
19-20748°80 / 48-271952–0top
24-25748°80 / 48-220top
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–33––
DownForwardU vanilla
Get-Up Roll
no hitboxes–38––
DownBackU vanilla
Get-Up Roll
no hitboxes–38––
DownSpotU vanilla
DownSpotU
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–38––
DownBackD vanilla
Get-Up Roll
no hitboxes–38––
Passive vanilla
Tech
no hitboxes–27––
PassiveStandF vanilla
Tech
no hitboxes–41––
PassiveStandB vanilla
Tech
no hitboxes–41––
PassiveWall vanilla•
Tech
no hitboxes–27––
PassiveWallJump vanilla•
Tech
no hitboxes–42––
vanilla
Tech
no hitboxes–27––
Pass vanilla•
Pass
no hitboxes–31––
vanilla
Ledge Grab
intangible 1–29–20––
CliffWait vanilla•
Ledge Hang
no hitboxes––––
CliffClimb vanilla
Ledge Climb
no hitboxes–37––
CliffEscape hdr✕
Ledge Roll
no hitboxes–52––
CliffJump1 vanilla•
Ledge Jump
no hitboxes–13––
hdr•
Ledge Jump
no hitboxes–39––

Other

5 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––––
GuardOff vanilla
Shield
no hitboxes–12––

Projectiles & Articles

4 articles

Spawned objects carry their own hitboxes. Some moves put all of their damage here and none on the fighter, so this is where their numbers live. Frames count from the article appearing, not from the input.

Backpack

2 actions
ActionActiveDamageAngleBKB / KBGIDHitbox
vanilla
Fly
1+380°90 / 300wingl1
vanilla
FlyWind
1+380°90 / 300wingl1

Crown

2 actions
ActionActiveDamageAngleBKB / KBGIDHitbox
hdr
Throw
1965°45 / 790rot
2-38965°45 / 790rot
39-79765°45 / 790rot
vanilla
Shot
1+965°45 / 790rot

Ironball

4 actions
ActionActiveDamageAngleBKB / KBGIDHitbox
hdr⇥
Shoot
1-1501360°18 / 920top
vanilla⇥
Hop
1-150960°30 / 700top
hdr⇥
SpitShoot
1-1501760°55 / 870top
vanilla⇥
SpitHop
1-150960°30 / 700top

Spitball

1 action
ActionActiveDamageAngleBKB / KBGIDHitbox
vanilla
Fly
1+1865°60 / 900top

Attributes

Weight & Size

Weight
116
Jostle Weight
9
Shield Radius
17.7

Ground Movement

Walk Speed
1.03
Walk Accel (mul)
0.0315
Walk Accel (add)
0.0525
Initial Dash
1.71
Run Speed
1.645
Run Accel (mul)
0.0557
Run Accel (add)
0.02
Traction
0.055

Jumps

Jumpsquat
5
Jump Initial Y
11.7975
Full Hop Height
33
Short Hop Height
13.5
Air Jump Height
32.61
Jump Count
2
Horizontal Jump Speed
1.567

Air Movement

Air Speed
0.93
Air Accel (add)
0.025
Air Accel (mul)
0.03
Air Friction
0.0175
Gravity
0.118
Fall Speed
2.3

Landing Lag

Nair
9
Fair
11
Bair
14
Uair
12
Dair
13
Empty Landing
5
Heavy Landing
5

Notes

◆HDR replaces the vanilla animation, which changes when the move ends.
  • HDR replaces the animation (101 -> 50 frames).Up Air
  • HDR replaces the animation (11 -> 57 frames).Up Special (Start), Up Special (Air, Start)
  • HDR replaces the animation (15 -> 38 frames).Up Special
  • HDR replaces the animation (83 -> 91 frames).Down Special
  • HDR replaces the animation (85 -> 87 frames).Down Special (Air)
‡Animation speed changes mid-move. Frames shown are real game frames, not animation frames.
  • Dash Attack, Up Tilt, Down Tilt, Forward Smash, Forward Smash (Up), Forward Smash (Down), Back Air, Neutral Special (Fire), Neutral Special (Swallow), Neutral Special (SpitF), Neutral Special (SpitHi), Neutral Special (SpitB), Neutral Special (FireHi), Neutral Special (Air, Fire), Neutral Special (Air, Swallow), Neutral Special (Air, SpitF), Neutral Special (Air, SpitHi), Neutral Special (Air, SpitB), Neutral Special (Air, FireHi), Down Special (Hit), Down Special (Turn), Down Special (Air, Hit), Down Special (Air, Turn), Grab, Up Throw, Down Throw
Some hits only apply under a condition the generator cannot evaluate. Hover a damage value to see the condition on that hit.
  • Down Smash, Neutral Special (Loop), Neutral Special (Air, Loop), Down Special, Down Special (Air)
※Some values are computed at runtime and cannot be read from the script.
  • Computed at runtime, not shown: damage.Forward Tilt, Forward Tilt (Up), Forward Tilt (Down), Up Tilt, Down Tilt, Up Special (AirEnd), Down Special, Down Special (Air)
∅A hitbox is out on these frames but cannot collide with a fighter, so they are not counted as active. HDR instantiates one early to widen the arc the next hit sweeps, and disarms one between the hits of a multi-hit.
  • Inert hitboxes on frames 19-26: out, but unable to collide with a fighter, so not counted as active frames.Dash Attack
✕HDR removes this move’s hitboxes.
  • CliffEscape
⇥The hit lasts as long as the object carrying it does. Its script never closes the hitbox, so the active frames end where the article’s life runs out.
  • Ironball is on the field for up to 150 frames (param_ironball.life), which is what ends the hit -- its script never does. Hitting something usually ends it sooner.Ironball: Shoot, Ironball: Hop, Ironball: SpitShoot, Ironball: SpitHop
➔Damage comes from a spawned article, listed under Projectiles & Articles.
  • Damage comes from Ironball — see Projectiles & Articles below.Neutral Special (Fire), Neutral Special (FireHi), Neutral Special (Air, Fire), Neutral Special (Air, FireHi)
  • Also spawns Ironball — see Projectiles & Articles below.Neutral Special (SpitF), Neutral Special (SpitHi), Neutral Special (SpitB), Neutral Special (Air, SpitF), Neutral Special (Air, SpitHi), Neutral Special (Air, SpitB)
  • Also spawns Crown — see Projectiles & Articles below.Side Special (Throw), Side Special (Air, Throw)
•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 (Suction), Neutral Special (Swallow), Neutral Special (Air, Suction), Neutral Special (Air, Swallow), Up Special (AirEndF), Up Special (AirEndB), 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), Up Special, Up Special (F), Up Special (B), Up Special (Fall), Up Special (FallF), Up Special (FallB), CatchWait, DamageFall, DownWaitU, DownWaitD, CliffWait
  • Land cancels: touching the ground during this move ends it in Up Special (Landing), which recovers in 26 frames and is the only way out of it. The figure is param_special_hi.special_hi_landing_frame, which is what that status becomes actionable on -- its animation runs longer.Up Special
  • Land cancels: touching the ground during this move ends it in Up Special (Landing), which recovers in 26 frames rather than the 56 this move would otherwise run. The figure is param_special_hi.special_hi_landing_frame, which is what that status becomes actionable on -- its animation runs longer.Up Special (Air, Start)
  • 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.