Donkey Kong

100 moves39 changed by HDR61 vanillainternal donkey
Notes ↓

Jabs

2 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr
Jab
5-8480°35 / 25-85180, 1top
5-84120°35 / 25-82handl
5-84Sakurai25 / 30-83, 4top, handl
vanilla
Jab
4-6670°40 / 100-194290, 1, 2handr, top

Dash Attack

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

Tilt Attacks

5 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr
Forward Tilt
6-98Sakurai50 / 78-226350, 1, 2arml, shoulderl
hdr
Forward Tilt
6-99Sakurai50 / 78-226350, 1, 2arml, shoulderl
hdr
Forward Tilt
6-99Sakurai50 / 78-226350, 1, 2arml, shoulderl
hdr
Up Tilt
6-119110°70 / 105-236360handr
6-1110110°70 / 110-221armr
6-1111110°70 / 115-212shoulderr
hdr
Down Tilt
6-9940°25 / 95-106230, 1, 2shoulderl, arml

Smash Attacks

6 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
AttackS4Charge vanilla
Forward Smash
no hitboxes61
hdr
Forward Smash
22-242246°21 / 95-2322600top
22-2421Sakurai18 / 93-241top
AttackHi4Charge vanilla
Up Smash
no hitboxes61
hdr
Up Smash
14-161990°40 / 89-2814550, 1top
AttackLw4Charge vanilla
Down Smash
no hitboxes61
hdr◆‡
Down Smash
12-131090°40 / 40-2712470top
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 / 73-239400, 1top, bust
13-197Sakurai20 / 90-210, 1top, bust

Special Attacks

20 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
SpecialNStart vanilla
Neutral Special
no hitboxes8
SpecialNLoop vanilla
Neutral Special
no hitboxes
SpecialNCancel vanilla
Neutral Special
no hitboxes9
hdr‡¶
Neutral Special
15970°30 / 65–70-3815600arml
16-2010Sakurai30 / 75–80-360arml
hdr‡¶
Neutral Special
152570°30 / 65–70-1415450, 1handl
162570°30 / 70-130bust
16-2028Sakurai30 / 70-111handl
vanilla
Neutral Special
no hitboxes8
SpecialAirNLoop vanilla
Neutral Special
no hitboxes
SpecialAirNCancel vanilla
Neutral Special
no hitboxes9
vanilla
Neutral Special
no hitboxes6
hdr‡¶
Neutral Special
15970°30 / 65–70-3815600arml
16-2010Sakurai30 / 75–80-360arml
hdr‡¶
Neutral Special
152570°30 / 65–70-1415450, 1handl
162570°30 / 70-130bust
16-2028Sakurai30 / 70-111handl
hdr
Side Special
20-2110295°40 / 50-3520630top
20-2110295°40 / 50-351top
20-219295°40 / 50-362top
hdr
Side Special
20-2110295°40 / 50-3520630top
20-2110295°40 / 50-351top
20-219295°40 / 50-362top
hdr
Up Special
4-712Sakurai60 / 90-804931, 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 hitboxes8
vanilla
Down Special
4-51478°85 / 30-164270, 3top
4-51484°85 / 30-161, 2top
15-161478°85 / 30-50, 3top
15-161484°85 / 30-51, 2top
SpecialLwEnd vanilla
Down Special
no hitboxes22
hdr◆•
Down Special
19-23– / –60100, 1grab
hdr
Down Special
19-23– / –550, 1grab

Grabs

7 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr
Grab
8-10– / –390grab
CatchPull vanilla
Grab
no hitboxes2
CatchWait vanilla
Grab
no hitboxes
vanilla
Pummel
21.6Sakurai30 fixed-122170top
CatchCut vanilla
Grab
no hitboxes30
hdr
Dash Grab
11-13– / –470grab
hdr
Pivot Grab
12-14– / –420grab

Throws

8 moves
MoveActiveDamageAngleBKB / KBGOn shieldReleaseFAFEndlagIDHitbox
vanilla
Forward Throw
1-154Sakurai30 fixed160
hdr
Forward Throw
1965°70 / 531527120
1-263Sakurai40 / 1000
hdr
Forward Throw
1965°70 / 531630140
1-293Sakurai40 / 1000
hdr
Forward Throw
1790°90 / 601541260
1-403Sakurai40 / 1000
hdr
Forward Throw
1946°70 / 451741240
1-403Sakurai30 / 1000
vanilla
Back Throw
11140°60 / 651540250
1-393Sakurai40 / 1000
hdr
Up Throw
1990°77 / 201446320
1-453Sakurai40 / 1000
hdr
Down Throw
1745°45 / 451945260
1-443Sakurai40 / 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 4–265310
hdr
Air Dodge
intangible 4–265310
vanilla
Ledge Attack
23-251045°90 / 20-2523560top
vanilla
Get-Up Attack
18-19748°80 / 48-3018540top
23-24748°80 / 48-250top
vanilla
Get-Up Attack
18-19748°80 / 48-3018540top
23-24748°80 / 48-250top
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 hitboxes31
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 hitboxes26
PassiveWallJump vanilla
Tech
no hitboxes41
vanilla
Tech
no hitboxes27
Pass vanilla
Pass
no hitboxes26
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 hitboxes30

Other

6 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
LandingLight vanilla
Landing
no hitboxes2
LandingHeavy vanilla
Landing
no hitboxes6
vanilla
Shield
no hitboxes8
Guard vanilla
Shield
no hitboxes
vanilla
Shield
no hitboxes12
vanilla
ShoulderedDonkey
1+6Sakurai30 fixed10

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
  • 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.