diddy kong

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Ground Attacks

Hitbox Image
Jab 1
3
19
--
Transitions to jab 2 as ealy as frame 6
2.0
7
3
--
-13
3
16
Hitbox Image
Jab 2
5
20
--
Transitions to jab 3 as early as frame 6
1.5
5
3
--
-12
5
15
Hitbox Image
Jab 3
5
34
--
--
4.0
11
5
--
-24
5
29
Hitbox Image Hitbox Image Hitbox Image
Forward Tilt
10
36
--
--
10.0/7.0
8
10
Early/Late
-16
10—11(12/13—16)
20
Hitbox Image
Up Tilt
6
29
--
--
6.0
6
6
--
-17
6—11
18
Hitbox Image
Down Tilt
4
18
--
--
5.5
6
6
--
-8
4—5
13
Hitbox Image
Dash Attack
8/16/22
40
--
--
2.0/3.0
4/5
3/4
Multi/Final
-14
8—9/16—17/22—23
17
Hitbox Image
Forward Smash
12/21
50
--
Charge hold is frame 4
5.0/11.0
6/10
4/8
--
-21
12(13)/21—23
27
Hitbox Image
Up Smash
5/12/19
53
--
Charge hold is frame 1
2.5/6.0
5/6
3/5
Multihit/Final
-29
5(6—8)/12—14(15)/19—23
30
Hitbox Image
Down Smash
7/12
50
--
Charge hold frame is 2
12.0/15.0
9/10
8/10
--
-35/-28
7—8/12—13
37

Aerial Attacks

Hitbox Image
Neutral Air
8
48
8
Autocancels on frame 1-3 and 27 onward
6.0
6
3
--
-5
8—20
SH, FH, SHFF, FHFF
FH
28
Hitbox Image
Forward Air
6
46
16
Autocancels on frame 1-2 and 26 onward
10.0/8.0
8/7
4/4
Early/Late
-12/-12
6—9(10—16)
SH, FH, SHFF, FHFF
FH
30
Hitbox Image
Back Air
5
30
7
Autocancels on frame 1-2 and 20 onward
9.0
7
4
--
-3
5—8
SH, FH, SHFF, FHFF
SH, FH, FHFF
22
Hitbox Image
Up Air
4
36
9
Autocancels on frame 27 onward
7.0
7
3
--
-7
4—7
SH, FH, SHFF, FHFF
SH, FH, FHFF
29
Hitbox Image
Down Air
15
46
17
Autocancels on frame 1-14 and 35 onward
13.0/10.0
9/8
5/4
--
-26 (-13 landing)
15—16
SH, FH, FHFF
FH
30

Special Attacks

Neutral B (Peanut Popgun)
16/17—121/124
48
--
Melee hitbox generated after projectile. Diddy does not suffer hitlag from melee attack
3.3—15.0/2.0
5—10/10—14
2—5/2—2
Projectile/melee
-25 to -17/-19 to -13
**
--
Hitbox Image
Peanut Popgun, Misfire
123
228
--
You can cancel charge into shield/air dodge as early as frame 14.
23.0
16
20
--
-85
**
--
Hitbox Image
Peanuts (Thrown)
--
--
--
--
--
--
--
--
--
--
--
Hitbox Image
Side B (Monkey Flip)
18
47/61
26
First total frames is in the air, second is along level ground.
--
--
--
--
--
18—36
11
Hitbox Image
Monkey Flip, Attack
6
32
18
Total frames is in the air.
14.0/10.0
10/8
13/10
Early/Late
-5/-8
6—10(11—25)
7
Hitbox Image
Monkey Flip, Grab Success
11/29/59...
--
--
--
--
--
--
--
--
**
--
Hitbox Image
Monkey Flip, Grab Attack
18/21
36
--
--
--
--
--
--
--
**
--
Monkey Flip, Grab Jump
18/27
42
--
--
--
--
--
--
--
**
--
Hitbox Image Hitbox Image
Up B (Rocketbarrel Boost)
8—68
--
30
Touching a solid surface during boost activates explosion
10.0/8.0/6.0
8/7/6
10/8/6
Early/Late/Later
--
8—9(10—16/17—35)
--
Hitbox Image
Rocketbarrel Boost, Explosion
1
57-59
--
Total frames assumes exploding on level ground, Diddy does not suffer hitlag from explosion
18.0
11
6
--
-39 to -41
1—2
55
Hitbox Image Hitbox Image
Down B (Banana Peel)
--
39
--
Item generated on frame 20
--
6
6
--
--
20 (banana appears)
--

Grabs / Throws

Hitbox Image
Grab
7
36
--
--
--
7—8
28
Hitbox Image
Dash Grab
10
44
--
--
--
10—11
33
Hitbox Image
Pivot Grab
11
39
--
--
--
11—12
27
Hitbox Image
Pummel
1
16
--
Total frames includes 10 frames of hitlag
1.0
Hitbox Image
Forward Throw
21
31
--
--
9.0
Hitbox Image
Backward Throw
18
51
--
--
12.0
Hitbox Image
Up Throw
17/19
26
--
--
1.0/4.0
Hitbox Image
Down Throw
22
31
--
--
7.0

Dodges / Rolls

Spot Dodge
19/24
--
Intangible on frame 3-16
Forward Roll
28
--
Intangible on frame 4-14
Backward Roll
33
--
Intangible on frame 4-15
Neutral Air Dodge
44
10
Intangible on frame 2-27
Air Dodge, Down
62
11-19
Intangible on frame 2-19
Air Dodge, Diagonally Down
68
11-19
Intangible on frame 2-19
Air Dodge, Left/Right
74
11-19
Intangible on frame 2-19
Air Dodge, Diagonally Up
86
11-19
Intangible on frame 2-19
Air Dodge, Up
96
11-19
Intangible on frame 2-19

Misc Info

Stats
Weight — 90
Gravity — 0.125
Walk Speed — 1.313
Run Speed — 2.006
Initial Dash — 2.09
Air Speed — 0.924
Total Air Acceleration — 0.05
SH / FH / SHFF / FHFF Frames — 36 / 51 / 26 / 36
Fall Speed / Fast Fall Speed — 1.75 / 2.8
Out of Shield, Z-Drop Banana — 4 frames
Out of Shield, Up Smash — 5 frames
Out of Shield, Up B or Back Air — 8 frames
Out of Shield, Forward Air — 9 frames
Shield Grab (Grab, post-Shieldstun) — 11 frames
Shield Drop — 11 frames (universal)
Jump Squat (pre-Jump frames) — 3 frames (universal)
Ledge Grab
NormalHitbox Image Up BHitbox Image
Ledge Hang
Hitbox Image
Getup Attacks
Facing UpHitbox Image Facing DownHitbox Image TripHitbox Image LedgeHitbox Image