donkey kong

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Ground Attacks

Jab 1
5
24
--
Transitions to Jab 2 as early as frame 8.
4.0
8
5
--
-14
5—6
Jab 2
5
34
--
--
6.0
11
6
--
-24
5—6
Forward Tilt
7
34
--
Arm intangibility on frame 6-9
8.0/9.0
7/7
8/9
No angle/angled
-19/-18
7—9
Up Tilt
5
38
--
Arm intangibility on frame 5-11
10.0
8
10
--
-23
5—11
Down Tilt
6
24
--
Arm intangibility on frame 5-7
6.0
6
6
--
-12
6—7
Dash Attack
9
34
--
--
12.0/9.0
11/9
11/9
Early/Late
-14
9—12/13—24
Forward Smash
22
54
--
Arm and head intangibility on frame 20-26. Charge hold is frame 14.
22.0/21.0
16
14
Far/Close
-18
22—23
Up Smash
14
49
--
Arm and head intangibility on frame 12-15. Charge hold is frame 6
19.0
12
13
--
-22
14—15
Down Smash
11
55
--
Arm intangibility on frame 11-14. Charge hold is frame 2
17.0
11
11
--
-33
11—12/13—14

Aerial Attacks

Neutral Air
10
38
10
Autocancels on frame 1-9 and 27 onward
11.0/8.0
8/7
4/4
Early/Late
-6
10—13/14—26
Forward Air
18
55
17
Autocancels on frame 56 onward
16.0/15.0
10/15
6/5
Early/Meteor
-11/-12
18—20/21—23
Back Air
7
31
11
Autocancels on frame 1-6 and 31 onward
13.0/8.0
9/7
5/4
Early/Late
-6/-7
7—8/9—16
Up Air
6
37
15
Head intangibility on frame 5-10. Autocancels on frame 1-5 and 26 onward
13.0
9
5
--
-10
6—10
Down Air
14
54
14
Autocancels on frame 1-2 and 50 onward
16.0
10
6
--
-8
14—16

Special Attacks

Neutral B (Giant Punch)
19(+7)
62
--
Entering charge window takes 7 frames. 4 to cancel with shield. Arm intangibility on frame 4-20.
10.0—27.0
8—14
10—22
--
-33 to -21
26—27 (19—20 after starting charge)
Giant Punch, Full Charge
19
47
--
Super armor on frame 11-20 on the ground. Takes 131 frames to reach full charge
28.0
15
24
--
-4
19—20
Side B (Headbutt)
20
62
--
Super armor on frame 5-14 on the ground and in the air.
10.0
8
10
--
-32
20—21
Up B (Spinning Kong)
19/25/32/40/49/55/62
104
--
Super armor on frame 8-17. Arm intangibility on frame 19-24
5.0/1.3/4.0
6/4/11
6/3/5
First/multi/Final
-37
¯\_(ツ)_/¯
Spinning Kong, Air
4/12...
--
38
Past frame 12, this move hits once every 1, 2, or 3 frames, seems inconsistent. Arm intangibility from frame 10-38
5.0/1.0/2.0
6/4/4
6/2/3
First/Multi/Final
**
¯\_(ツ)_/¯
Down B (Hand Slap)
15/26
57
--
Each additional rep takes another 27 frames as you mash.
14.0
10
8
--
-23
15—16/26—27...
Hand Slap, Air
19/28
49
10
--
5.0/6.0
6/6
6/6
First/Second
-4
19—21/28—30

Grabs / Throws

Grab
8
38
--
--
--
Dash Grab
11
46
--
--
--
Pivot Grab
12
41
--
--
--
Pummel
2
21
--
Total frames includes 16 frames of hitlag
1.6
Cargo Forward Throw
15
45
--
--
12.0
Cargo Backward Throw
16
42
--
--
13.0
Cargo Up Throw
15
29
--
--
12.0
Cargo Down Throw
17
44
--
--
11.0
Backward Throw
15
39
--
--
11.0
Up Throw
14
43
--
--
9.0
Down Throw
19
54
--
--
7.0

Dodges / Rolls

Spot Dodge
21/26
--
Invulnerable on frame 3-17
Forward Roll
30
--
Invulnerable on frame 4-15
Backward Roll
35
--
Invulnerable on frame 5-16
Neutral Air Dodge
48
10
Invulnerable on frame 4-32
Air Dodge, Down
66
11-19
Invulnerable on frame 4-22
Air Dodge, Diagonally Down
73
11-19
Invulnerable on frame 4-22
Air Dodge, Left/Right
82
11-19
Invulnerable on frame 4-22
Air Dodge, Diagonally Up
88
11-19
Invulnerable on frame 4-22
Air Dodge, Up
109
11-19
Invulnerable on frame 4-22

Misc Info

Weight — 127
Gravity — 0.085
Walk Speed — 1.365
Run Speed — 1.873
Initial Dash — 2.09
Air Speed — 1.208
Total Air Acceleration — 0.06
Fall Speed / Fast Fall Speed — 1.63 / 2.608
Out of Shield, Up B (Air) — 7 frames
Out of Shield, Up Air — 9 frames
Out of Shield, Back Air — 10 frames
Shield Grab (Grab, post-Shieldstun) — 12 frames
Shield Drop — 11 frames (universal)
Jump Squat (pre-Jump frames) — 3 frames (universal)