Diddy Kong

114 moves35 changed by HDR79 vanillainternal diddy
Notes ↓

Jabs

3 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr
Jab
3-4380°20 fixed-103170, 1, 2shoulderr, armr
3-43Sakurai20 / 20-103top
hdr
Jab
5-6385°20 fixed-95180, 1, 2shoulderl, arml
5-63Sakurai20 / 20-93top
hdr
Jab
5-64Sakurai50 / 90-165260, 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 / 100-1910370, 1handr, handl
10-111035°10 / 100-192, 3top
hdr
Forward Tilt
10-161035°10 / 100-1910370, 1handr, handl
10-111035°10 / 100-192, 3top
hdr
Forward Tilt
10-161035°10 / 100-1910370, 1handr, handl
10-111035°10 / 100-192, 3top
hdr
Up Tilt
6-118100°45 / 105-176300, 1, 2arml, shoulderl
hdr
Down Tilt
4-5750°30 / 75-94190top
4-5755°30 / 75-91top
4-5765°30 / 75-92top

Smash Attacks

6 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
AttackS4Charge vanilla
Forward Smash
no hitboxes61
hdr
Forward Smash
12510°20 fixed-3612530top
12-13545°35 fixed-361armr
12-13580°25 fixed-362armr
12-13522°42 fixed-363shoulderr
13520 fixed-350top
18-201146°40 / 116-260arml
18-201150°40 / 116-261arml
18-20960°40 / 116-282shoulderl
AttackHi4Charge vanilla
Up Smash
no hitboxes61
hdr
Up Smash
52.5110°110 fixed-485570arml
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 hitboxes61
hdr
Down Smash
9-1016Sakurai40 / 80-369560, 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 hitboxes14
SpecialNCharge vanilla
Neutral Special
no hitboxes61
SpecialNDanger vanilla
Neutral Special
no hitboxes101
vanilla
Neutral Special
spawns item_peanuts336ADC 6
vanilla
Neutral Special
423Sakurai30 / 92-9141100top
hdr
Neutral Special
no hitboxes10
vanilla
Neutral Special
no hitboxes144
SpecialAirNCharge vanilla
Neutral Special
no hitboxes61
SpecialAirNDanger vanilla
Neutral Special
no hitboxes101
vanilla↛•
Neutral Special
spawns item_peanuts3364ADC 6
vanilla
Neutral Special
423Sakurai30 / 92-91411040top
hdr•‡
Neutral Special
no hitboxes114
SpecialSStart vanilla
Side Special
no hitboxes12
SpecialSKickLanding vanilla
Side Special
no hitboxes19
hdr
Side Special
1-102Sakurai0 / 5011
101Sakurai0 / 00top
281Sakurai0 / 00top
hdr
Side Special
17Sakurai50 / 1001211
1-175Sakurai0 / 501
18-203Sakurai60 / 150+10, 1handr, top
hdr
Side Special
1795°50 / 1001171
1-16495°0 / 501
vanilla
Side Special
1-172Sakurai0 / 501270
18-263Sakurai30 / 40-50rot
vanilla
Side Special
15270°25 / 401170
1-162Sakurai0 / 500
SpecialSLanding vanilla
Side Special
no hitboxes27
SpecialAirSStart vanilla
Side Special
no hitboxes12
hdr
Side Special
no hitboxes3726
hdr
Side Special
6-1014Sakurai80 / 50-17633180legl
11-2512Sakurai80 / 50-130legl
SpecialAirSFall vanilla
Side Special
no hitboxes26
SpecialHiStart vanilla
Up Special
no hitboxes8
SpecialHiCharge vanilla
Up Special
no hitboxes91
SpecialHiChargeF vanilla
Up Special
no hitboxes91
SpecialHiChargeB vanilla
Up Special
no hitboxes91
hdr
Up Special
no hitboxes8
SpecialAirHiCharge vanilla
Up Special
no hitboxes91
SpecialAirHiChargeF vanilla
Up Special
no hitboxes91
SpecialAirHiChargeB vanilla
Up Special
no hitboxes91
hdr
Up Special
1-3variesSakurai30 / 1001550, 1waist
4-71055°30 / 100-430, 1waist
8-26860°20 / 100-400, 1waist
SpecialAirHiDamage vanilla
Up Special
no hitboxes61
SpecialAirHiJDamage vanilla
Up Special
no hitboxes61
vanilla
Down Special
spawns item_banana340
vanilla
Down Special
no hitboxes50
vanilla
Down Special
spawns item_banana340
vanilla
Down Special
no hitboxes50

Grabs

7 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr
Grab
7-8– / –370grab
CatchPull vanilla
Grab
no hitboxes2
CatchWait vanilla
Grab
no hitboxes
vanilla
Pummel
11Sakurai30 fixed-261300top
CatchCut vanilla
Grab
no hitboxes30
hdr
Dash Grab
10-11– / –420grab
hdr
Pivot Grab
11-12– / –400grab

Throws

4 moves
MoveActiveDamageAngleBKB / KBGOn shieldReleaseFAFEndlagIDHitbox
vanilla
Forward Throw
1946°69 / 652132110
1-313Sakurai60 / 1000
hdr
Back Throw
11045°55 / 702040200
1-393Sakurai60 / 1000
hdr
Up Throw
1780°50 / 90192890
1-163Sakurai60 / 1000
17-18175°50 / 120-80top
hdr
Down Throw
17115°75 / 532235130
1-343Sakurai60 / 1000

Defensive

39 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
EscapeN vanilla
Spot Dodge
intangible 3–1527
vanilla
Forward Roll
intangible 4–1334
EscapeB vanilla
Back Roll
intangible 4–1334
hdr
Air Dodge
intangible 4–265210
hdr
Air Dodge
intangible 4–265210
vanilla
Ledge Attack
23-25945°90 / 20-2623560top
vanilla
Get-Up Attack
15-16748°80 / 48-3215530top
22-23748°80 / 48-250top
vanilla
Get-Up Attack
15-16748°80 / 48-3315540top
21-22748°80 / 48-270top
DamageFall vanilla
DamageFall
no hitboxes
vanilla
DownBoundU
no hitboxes26
DownWaitU vanilla
DownWaitU
no hitboxes
DownDamageU vanilla
DownDamageU
no hitboxes14
DownDamageU3 vanilla
DownDamageU3
no hitboxes40
vanilla
DownEatU
no hitboxes30
DownStandU vanilla
Get-Up
no hitboxes30
DownForwardU vanilla
Get-Up Roll
no hitboxes36
DownBackU vanilla
Get-Up Roll
no hitboxes36
DownSpot vanilla
DownSpot
no hitboxes30
vanilla
DownBoundD
no hitboxes26
DownWaitD vanilla
DownWaitD
no hitboxes
DownDamageD vanilla
DownDamageD
no hitboxes14
DownDamageD3 vanilla
DownDamageD3
no hitboxes40
vanilla
DownEatD
no hitboxes30
DownStandD vanilla
Get-Up
no hitboxes30
DownForwardD vanilla
Get-Up Roll
no hitboxes36
DownBackD vanilla
Get-Up Roll
no hitboxes36
Passive vanilla
Tech
no hitboxes27
PassiveStandF vanilla
Tech
no hitboxes41
PassiveStandB vanilla
Tech
no hitboxes41
PassiveWall vanilla
Tech
no hitboxes27
PassiveWallJump vanilla
Tech
no hitboxes41
vanilla
Tech
no hitboxes27
Pass vanilla
Pass
no hitboxes31
vanilla
Ledge Grab
intangible 1–2920
CliffWait vanilla
Ledge Hang
no hitboxes
CliffClimb vanilla
Ledge Climb
no hitboxes35
CliffEscape hdr
Ledge Roll
no hitboxes50
CliffJump1 vanilla
Ledge Jump
no hitboxes13
CliffJump2 vanilla
Ledge Jump
no hitboxes25

Other

5 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
LandingLight vanilla
Landing
no hitboxes2
LandingHeavy vanilla
Landing
no hitboxes5
GuardOn vanilla
Shield
no hitboxes8
Guard vanilla
Shield
no hitboxes
vanilla
Shield
no hitboxes12

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
0.08

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 (Cancel), 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.