King K. Rool

123 moves52 changed by HDR71 vanillainternal krool
Notes ↓

Jabs

3 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr
Jab
4-83.568°35 / 30-104180, 1, 2top
4-83.5Sakurai20 / 30-103top
hdr
Jab
3-43.5Sakurai25 / 30-133200, 1, 2top
3-43.5Sakurai20 / 15-133top
43.5Sakurai25 / 30-124, 5, 6top
43.5Sakurai20 / 15-127top
hdr
Jab
5-86Sakurai59 / 80-235340, 1, 2top

Dash Attack

1 move
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr‡∅
Dash Attack
7-181545°55 / 75-307480hip
27-31570°45 / 113-160, 1top

Tilt Attacks

5 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr
Forward Tilt
12-14variesSakurai63 / 7512430, 1top
12-14varies42°60 / 752havel
hdr
Forward Tilt
12-14variesSakurai63 / 7512430, 1top
12-14varies42°60 / 752havel
hdr
Forward Tilt
12-14variesSakurai63 / 7512430, 1top
12-14varies42°60 / 752havel
hdr‡※
Up Tilt
9-11varies84°76 / 639360, 1, 2arml, shoulderl
12-17varies84°60 / 490, 1arml
12-17varies84°60 / 492arml
hdr‡※
Down Tilt
12varies270°80 / 4012400kneel
12variesSakurai40 / 851kneel
13-16varies270°89 / 440top
13-16varies270°30 / 501top
13-16varies85°100 / 302top

Smash Attacks

8 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
AttackS4Charge vanilla
Forward Smash
no hitboxes61
hdr
Forward Smash
17-2016Sakurai40 / 96-3217600, 1shoulderl, arml
17-2019Sakurai40 / 96-302arml
hdr
Forward Smash
17-2016Sakurai40 / 96-3217600, 1shoulderl, arml
17-2019Sakurai40 / 96-302arml
hdr
Forward Smash
17-2016Sakurai40 / 96-3217600, 1shoulderl, arml
17-2019Sakurai40 / 96-302arml
AttackHi4Charge vanilla
Up Smash
no hitboxes61
hdr
Up Smash
6-91783°31 / 90-546721bust
10-11883°32 / 84-551bust
198Sakurai60 / 45-460bust
203290°80 / 5-480bust
213Sakurai30 / 20-470bust
22-2310Sakurai70 / 50-420, 1top
vanilla
Down Smash
no hitboxes61
hdr
Down Smash
2115270°200 fixed-3821700, 1, 2hip
2118Sakurai65 / 73-370top
2218Sakurai65 / 73-360top
23-2418Sakurai65 / 73-350top
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, 50–0shoulderr
15-1617Sakurai45 / 87-31, 2shoulderr, armr
17-1916Sakurai45 / 87-40, 1shoulderr
17-1919270°15 / 58-22armr
hdr
Up Air
7-215366°37 / 38-8745121-2, 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

46 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagCancelIDHitbox
hdr➔‡
Neutral Special
spawns ironball1656
SpecialNSuction vanilla
Neutral Special
no hitboxes7
hdr•¶
Neutral Special
1+– / –10grab
1+5Sakurai0 / 1000
1+0160°25 fixed1top
SpecialNEnd vanilla
Neutral Special
no hitboxes18
vanilla•‡
Neutral Special
no hitboxes14
hdr➔‡
Neutral Special
1-75Sakurai0 / 1001290
8-281642°78 / 540
vanilla➔‡
Neutral Special
1-75Sakurai0 / 1001410
8-401289°90 / 380
hdr➔‡
Neutral Special
1-75Sakurai0 / 1001420
8-411642°78 / 540
hdr➔‡
Neutral Special
spawns ironball1644
hdr➔‡
Neutral Special
spawns ironball1342
hdr➔‡
Neutral Special
spawns ironball1656
SpecialAirNSuction vanilla
Neutral Special
no hitboxes7
hdr•¶
Neutral Special
1+– / –10grab
1+5Sakurai0 / 1000
1+0160°25 fixed1top
SpecialAirNEnd vanilla
Neutral Special
no hitboxes18
vanilla•‡
Neutral Special
no hitboxes14
hdr➔‡
Neutral Special
1-75Sakurai0 / 1001290
8-281642°78 / 540
vanilla➔‡
Neutral Special
1-75Sakurai0 / 1001410
8-401289°90 / 380
hdr➔‡
Neutral Special
1-75Sakurai0 / 1001420
8-411642°78 / 540
hdr➔‡
Neutral Special
spawns ironball1644
hdr➔‡
Neutral Special
spawns ironball1342
hdr
Side Special
18-230Sakurai30 fixed18440arml
hdr
Side Special
no hitboxes1
SpecialSFailure vanilla
Side Special
no hitboxes37
SpecialSGet vanilla
Side Special
no hitboxes1
hdr
Side Special
18-230Sakurai30 fixed18440arml
hdr
Side Special
no hitboxes1
SpecialAirSFailure vanilla
Side Special
no hitboxes37
SpecialAirSGet vanilla
Side Special
no hitboxes1
hdr
Up Special
8-563100°85 fixed-458570top
8-56390°50 fixed-451head
hdr◆•
Up Special
1-253100°85 fixed1260top
1-25390°50 fixed1head
SpecialHiF vanilla
Up Special
no hitboxes
SpecialHiB vanilla
Up Special
no hitboxes
hdr
Up Special
no hitboxes26
SpecialHiAirEndF vanilla
Up Special
no hitboxes26
SpecialHiAirEndB vanilla
Up Special
no hitboxes26
SpecialHiFall vanilla
Up Special
no hitboxes
SpecialHiFallF vanilla
Up Special
no hitboxes
SpecialHiFallB vanilla
Up Special
no hitboxes
SpecialHiLanding vanilla
Up Special
no hitboxes30
hdr◆•
Up Special
8-563100°85 fixed-45857260top
8-56390°50 fixed-451head
hdr◆※¶
Down Special
30-32varies50°50 / 1053048JC0top
30-32869°80 / 57-110top
vanilla
Down Special
3-6045°90 / 56339JC0top
3-6045°80 / 501top
vanilla
Down Special
9-12045°90 / 56944JC0top
9-12045°80 / 501top
hdr◆※¶
Down Special
30-32varies50°50 / 1053048JC0top
30-32869°80 / 57-110top
vanilla
Down Special
3-6045°90 / 56339JC0top
3-6045°80 / 501top
vanilla
Down Special
9-12045°90 / 56944JC0top
9-12045°80 / 501top

Grabs

7 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr
Grab
8-10– / –400grab
CatchPull vanilla
Grab
no hitboxes2
CatchWait vanilla
Grab
no hitboxes
vanilla
Pummel
21.6Sakurai30 fixed-192240top
CatchCut vanilla
Grab
no hitboxes30
hdr
Dash Grab
11-13– / –460grab
hdr
Pivot Grab
12-14– / –410grab

Throws

4 moves
MoveActiveDamageAngleBKB / KBGOn shieldReleaseFAFEndlagIDHitbox
hdr
Forward Throw
11060°60 / 552842140
1-263Sakurai60 / 1000
hdr
Back Throw
11135°70 / 603263310
1-623Sakurai40 / 1000
hdr
Up Throw
11388°97 / 564067270
1-663Sakurai40 / 1000
hdr
Down Throw
110270°30 / 303248160
1-312Sakurai40 / 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
24-261045°90 / 20-2424560top
vanilla
Get-Up Attack
19-20748°80 / 48-2919540top
22-23748°80 / 48-260top
vanilla
Get-Up Attack
19-20748°80 / 48-2919540top
24-25748°80 / 48-240top
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 hitboxes31
DownForwardU vanilla
Get-Up Roll
no hitboxes36
DownBackU vanilla
Get-Up Roll
no hitboxes36
DownSpotU vanilla
DownSpotU
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 hitboxes27
PassiveWallJump vanilla
Tech
no hitboxes42
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
hdr
Ledge Jump
no hitboxes39

Other

5 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
LandingLight vanilla
Landing
no hitboxes2
LandingHeavy vanilla
Landing
no hitboxes6
vanilla
Shield
no hitboxes8
Guard vanilla
Shield
no hitboxes
GuardOff vanilla
Shield
no hitboxes12

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
11360°18 / 920top
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 (FireB), 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, FireB), 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, 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 (FireB), Neutral Special (FireHi), Neutral Special (Air, Fire), Neutral Special (Air, FireB), 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 (AirEnd), 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
  • 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.