Diddy Kong

114 moves35 changed by HDR79 vanillainternal diddy
Notes ↓

Jabs

3 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr
Jab
3-4380°20 fixed-10317–0, 1, 2shoulderr, armr
3-43Sakurai20 / 20-103top
hdr
Jab
5-6385°20 fixed-9518–0, 1, 2shoulderl, arml
5-63Sakurai20 / 20-93top
hdr
Jab
5-64Sakurai50 / 90-16526–0, 1, 2legr, kneer

Dash Attack

1 move
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagCancelIDHitbox
hdr◆•‡
Dash Attack
5-12975°55 / 80-275399JC 220, 1, 2bust, legl, legr
13-22590°35 / 80-210, 1, 2bust, legl, legr

Tilt Attacks

5 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr
Forward Tilt
10-161035°10 / 100-191037–0, 1handr, handl
10-111035°10 / 100-192, 3top
hdr
Forward Tilt
10-161035°10 / 100-191037–0, 1handr, handl
10-111035°10 / 100-192, 3top
hdr
Forward Tilt
10-161035°10 / 100-191037–0, 1handr, handl
10-111035°10 / 100-192, 3top
hdr
Up Tilt
6-118100°45 / 105-17630–0, 1, 2arml, shoulderl
hdr
Down Tilt
4-5750°30 / 75-9419–0top
4-5755°30 / 75-91top
4-5765°30 / 75-92top

Smash Attacks

6 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
AttackS4Charge vanilla•
Forward Smash
no hitboxes–61––
hdr‡
Forward Smash
12510°20 fixed-361253–0top
12-13545°35 fixed-361armr
12-13580°25 fixed-362armr
12-13522°42 fixed-363shoulderr
1350°20 fixed-350top
18-201146°40 / 116-260arml
18-201150°40 / 116-261arml
18-20960°40 / 116-282shoulderl
AttackHi4Charge vanilla•
Up Smash
no hitboxes–61––
hdr
Up Smash
52.5110°110 fixed-48557–0arml
52.5125°30 fixed-481arml
5-82.595°50 fixed-482shoulderl
6-82.5130°25 fixed-470arml
6-8 (every 1)2.5140°15 fixed-471arml
12-152.5140°65 fixed-410legr
12-142.5140°45 fixed-411kneer
12-152.5140°45 fixed-412kneer
152.5140°80 fixed-381kneer
19-23685°55 / 148-320, 1arml, shoulderl
AttackLw4Charge vanilla•
Down Smash
no hitboxes–61––
hdr
Down Smash
9-1016Sakurai40 / 80-36956–0, 1legl, kneel
9-1014Sakurai40 / 80-372kneel
14-1513Sakurai35 / 80-320, 1legr, kneer
14-1512Sakurai35 / 80-332kneer

Aerial Attacks

5 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagAuto cancelIDHitbox
hdr‡
Neutral Air
5-81275°16 / 100053381-2, 36–0, 1armr, arml
5-81275°16 / 10002, 3kneer, kneel
9-17960°5 / 100-20, 1armr, arml
9-17960°5 / 100-22, 3kneer, kneel
hdr
Forward Air
6-813Sakurai10 / 100-2640111-2, 30–0, 1, 2legl, kneel, footr
9-1410Sakurai10 / 100-40, 1legl, kneel
hdr‡
Back Air
6-911Sakurai20 / 100063281-3, 24–0, 1, 2legr, kneer
hdr◆
Up Air
5-912Sakurai20 / 90-1532927–0, 1, 2legr, kneer
hdr‡
Down Air
12-1414270°20 / 51-31244121-11, 31–0, 1shoulderr, armr

Special Attacks

39 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagCancelIDHitbox
vanilla•
Neutral Special
no hitboxes–14–––
vanilla•‡
Neutral Special
no hitboxes–31–––
vanilla•‡
Neutral Special
no hitboxes–51–––
vanilla↛
Neutral Special
spawns item_peanuts336–ADC 6–
vanilla
Neutral Special
423Sakurai30 / 92-914110––0top
hdr‡
Neutral Special
no hitboxes–10–––
vanilla•
Neutral Special
no hitboxes–144––
vanilla•‡
Neutral Special
no hitboxes–31–––
vanilla•‡
Neutral Special
no hitboxes–51–––
vanilla↛•
Neutral Special
spawns item_peanuts3364ADC 6–
vanilla•
Neutral Special
423Sakurai30 / 92-9141104–0top
hdr•‡
Neutral Special
no hitboxes–114––
SpecialSStart vanilla•
Side Special
no hitboxes–12–––
SpecialSKickLanding vanilla
Side Special
no hitboxes–19–––
hdr•
Side Special
1-102Sakurai0 / 50–1–––1–
101Sakurai0 / 0–0top
281Sakurai0 / 0–0top
hdr
Side Special
17Sakurai50 / 100–121––1–
1-175Sakurai0 / 50–1–
18-203Sakurai60 / 150–0, 1handr, top
hdr
Side Special
1795°50 / 100–117––1–
1-16495°0 / 50–1–
vanilla
Side Special
1-172Sakurai0 / 50–127––0–
18-263Sakurai30 / 40–0rot
vanilla
Side Special
15270°25 / 40–117––0–
1-162Sakurai0 / 50–0–
SpecialSLanding vanilla
Side Special
no hitboxes–27–––
SpecialAirSStart vanilla•
Side Special
no hitboxes–12–––
hdr•
Side Special
no hitboxes–3726––
hdr•
Side Special
6-1014Sakurai80 / 50-1763318–0legl
11-2512Sakurai80 / 50-130legl
SpecialAirSFall vanilla•
Side Special
no hitboxes––26––
SpecialHiStart vanilla•
Up Special
no hitboxes–8–––
SpecialHiCharge vanilla•
Up Special
no hitboxes–91–––
SpecialHiChargeF vanilla•
Up Special
no hitboxes–91–––
SpecialHiChargeB vanilla•
Up Special
no hitboxes–91–––
hdr•
Up Special
no hitboxes–8–––
SpecialAirHiCharge vanilla•
Up Special
no hitboxes–91–––
SpecialAirHiChargeF vanilla•
Up Special
no hitboxes–91–––
SpecialAirHiChargeB vanilla•
Up Special
no hitboxes–91–––
hdr※
Up Special
1-3variesSakurai30 / 100–155––0, 1waist
4-71055°30 / 100-430, 1waist
8-26860°20 / 100-400, 1waist
SpecialAirHiDamage vanilla
Up Special
no hitboxes–61–––
SpecialAirHiJDamage vanilla
Up Special
no hitboxes–61–––
vanilla↛
Down Special
spawns item_banana340–––
vanilla
Down Special
no hitboxes–50–––
vanilla↛
Down Special
spawns item_banana340–––
vanilla
Down Special
no hitboxes–50–––

Grabs

7 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr
Grab
7-8––– / –––37–0grab
CatchPull vanilla
Grab
no hitboxes–2––
CatchWait vanilla•
Grab
no hitboxes––––
vanilla
Pummel
11Sakurai30 fixed–18–0top
CatchCut vanilla
Grab
no hitboxes–30––
hdr
Dash Grab
10-11––– / –––42–0grab
hdr
Pivot Grab
11-12––– / –––40–0grab

Throws

4 moves
MoveActiveDamageAngleBKB / KBGOn shieldReleaseFAFEndlagIDHitbox
vanilla
Forward Throw
1946°69 / 65–2132110–
1-313Sakurai60 / 100–0–
hdr‡
Back Throw
11045°55 / 70–2040200–
1-393Sakurai60 / 100–0–
hdr
Up Throw
1780°50 / 90–192890–
1-163Sakurai60 / 100–0–
17-18175°50 / 120–0top
hdr
Down Throw
17115°75 / 53–2235130–
1-343Sakurai60 / 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 4–26–5210–
hdr•
Air Dodge
intangible 4–26–5210–
vanilla
Ledge Attack
23-25945°90 / 20-262356–0top
vanilla
Get-Up Attack
15-16748°80 / 48-321553–0top
22-23748°80 / 48-250top
vanilla
Get-Up Attack
15-16748°80 / 48-331554–0top
21-22748°80 / 48-270top
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–36––
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–30––
DownForwardD vanilla
Get-Up Roll
no hitboxes–36––
DownBackD vanilla
Get-Up Roll
no hitboxes–36––
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–41––
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–35––
CliffEscape hdr✕
Ledge Roll
no hitboxes–50––
CliffJump1 vanilla•
Ledge Jump
no hitboxes–13––
CliffJump2 vanilla•
Ledge Jump
no hitboxes–25––

Other

5 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
LandingLight vanilla
Landing
no hitboxes–2––
LandingHeavy vanilla
Landing
no hitboxes–5––
GuardOn vanilla
Shield
no hitboxes–8––
Guard vanilla•
Shield
no hitboxes––––
vanilla
Shield
no hitboxes–12––

Projectiles & Articles

2 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.

Barreljet

2 actions
ActionActiveDamageAngleBKB / KBGIDHitbox
vanilla⇥
Fly
1-81Sakurai10 / 1000, 1, 2rot
vanilla
Explosion
1-21870°50 / 700top

Explosion

1 action
ActionActiveDamageAngleBKB / KBGIDHitbox
vanilla⇥
Fly
1-101065°80 / 600top

Attributes

Weight & Size

Weight
85
Jostle Weight
5.3
Shield Radius
9.7

Ground Movement

Walk Speed
1.283
Walk Accel (mul)
0.105
Walk Accel (add)
0.105
Initial Dash
1.7
Run Speed
1.9
Run Accel (mul)
0.1
Run Accel (add)
0.02
Traction
0.06

Jumps

Jumpsquat
3
Jump Initial Y
14.7326
Full Hop Height
41.21
Short Hop Height
17
Air Jump Height
33
Jump Count
2
Horizontal Jump Speed
1.7
Horizontal Wall Jump Speed
1.1
Vertical Wall Jump Speed
2.3

Air Movement

Air Speed
1
Air Accel (add)
0.01
Air Accel (mul)
0.05
Air Friction
0.012
Gravity
0.125
Fall Speed
2.55

Landing Lag

Nair
8
Fair
11
Bair
8
Uair
9
Dair
12
Empty Landing
4
Heavy Landing
5

Notes

◆HDR replaces the vanilla animation, which changes when the move ends.
  • HDR replaces the animation (58 -> 74 frames).Dash Attack
  • HDR replaces the animation (49 -> 42 frames).Up Air
‡Animation speed changes mid-move. Frames shown are real game frames, not animation frames.
  • Dash Attack, Forward Smash, Neutral Air, Back Air, Down Air, Neutral Special (Charge), Neutral Special (Danger), Neutral Special (Cancel), Neutral Special (Air, Charge), Neutral Special (Air, Danger), Neutral Special (Air, Cancel), Back Throw
※Some values are computed at runtime and cannot be read from the script.
  • Computed at runtime, not shown: damage.Up Special (Air, Jump)
✕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.
  • Barreljet is on the field for up to 8 frames (param_barreljet.life), which is what ends the hit -- its script never does. Hitting something usually ends it sooner.Barreljet: Fly
  • Explosion is on the field for up to 10 frames (param_explosion.life), which is what ends the hit -- its script never does. Hitting something usually ends it sooner.Explosion: Fly
↛The move creates something this site has no table for — an item, or an article with no hitbox of its own. The name shown is the engine’s own, not a heading to go looking for.
  • Damage comes from item_peanuts — the engine's name for it, and there is no table for it here.Neutral Special (Shoot), Neutral Special (Air, Shoot)
  • Damage comes from item_banana — the engine's name for it, and there is no table for it here.Down Special, Down Special (Air)
•Other notes.
  • Land cancels: touching the ground during this move ends it with 9 frames of landing lag rather than the usual special-fall landing.Dash Attack
  • 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 (Charge), Neutral Special (Danger), Neutral Special (Air, Start), Neutral Special (Air, Charge), Neutral Special (Air, Danger), Side Special (Start), Side Special (Air, Start), Side Special (Air, Jump), Up Special (Start), Up Special (Charge), Up Special (ChargeF), Up Special (ChargeB), Up Special (Air, Start), Up Special (Air, Charge), Up Special (Air, ChargeF), Up Special (Air, ChargeB), DownDamageU, DownDamageU3, DownDamageD, DownDamageD3, PassiveWall, PassiveWallJump, Pass, CliffJump1, CliffJump2
  • Land cancels: touching the ground during this move ends it with 4 frames of landing lag rather than the usual special-fall landing. The code names the move rather than this animation, so the figure may belong to another of its segments.Neutral Special (Air, Start), Neutral Special (Air, Shoot), Neutral Special (Air, Blow), Neutral Special (Air, Cancel)
  • Held: the animation loops, so this ends on release or on a state change rather than on a fixed frame.Side Special (Stick), Side Special (Air, Fall), CatchWait, DamageFall, DownWaitU, DownWaitD, CliffWait
  • Land cancels: touching the ground during this move ends it in Side Special (Landing), which recovers in 26 frames rather than the 36 this move would otherwise run.Side Special (Air, Jump)
  • Land cancels: touching the ground during this move ends it in Side Special (KickLanding), which recovers in 18 frames rather than the 32 this move would otherwise run.Side Special (Air, Kick)
  • Land cancels: touching the ground during this move ends it in Side Special (Landing), which recovers in 26 frames and is the only way out of it.Side Special (Air, Fall)
  • 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
  • FAF is HDR's runtime calculation rather than a param: the air dodge stalls for 28 frames and ends once the fighter has fallen 35 units, so it follows their gravity and fall speed.Air Dodge, Air Dodge (Directional)
  • 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
  • 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.