Donkey Kong

Grounded

Jab 1

Start

5

End

7

Total

24 frames

Jab 2

Start

4

End

10

Total

33 frames

Dashattack

Start

9

End

20

Total

54 frames

Up Smash

Start

14

End

16

Total

53 frames

Forward Smash

Start

22

End

23

Total

54 frames

Down Smash

Start

10

End

13

Total

55 frames

Tilt

Forward Tilt

Start

8

End

11

Total

33 frames

Notes

angled up does 11%, angled down does 9%

Forward Tilt (Up)

Start

8

End

11

Total

33 frames

Notes

angled up does 11%, angled down does 9%

Forward Tilt (Down)

Start

8

End

11

Total

33 frames

Notes

angled up does 11%, angled down does 9%

Up Tilt

Start

6

End

11

Total

39 frames

Down Tilt

Start

6

End

9

Total

22 frames

Air

Neutral Air

Start

10

End

26

Total

43 frames

Auto Cancel Before

10

Auto Cancel After

38

IASA

39

L-Canceled Land Lag

10

Land Lag

20

Up Air

Start

6

End

8

Total

44 frames

Auto Cancel Before

6

Auto Cancel After

12

IASA

38

L-Canceled Land Lag

12

Land Lag

25

Back Air

Start

7

End

15

Total

39 frames

Auto Cancel Before

7

Auto Cancel After

19

IASA

32

L-Canceled Land Lag

7

Land Lag

15

Forward Air

Start

25

End

29

Total

59 frames

Auto Cancel Before

1

Auto Cancel After

59

L-Canceled Land Lag

15

Land Lag

30

Down Air

Start

18

End

23

Total

54 frames

Auto Cancel Before

3

Auto Cancel After

49

L-Canceled Land Lag

15

Land Lag

31

Special

Giant Punch

Start

17

End

21

Total

46 frames

Notes

weak hit frame 18, 10 frames shield stun Intangible frames 17-18, only on fully charged punch

Giant Punch (Air)

Start

17

End

21

Total

46 frames

Notes

for aerial and ground, frame data is dependent on charge stored. listed is the amounts for a full charge

Headbutt

Start

20

End

21

Total

59 frames

Headbutt (Air)

Start

20

End

21

Total

59 frames

Hand Slap

Start

19

End

31

Total

60 frames

Notes

13 frames of startup and 20 frames of endlag account for the startup and finish of down b. if you continue down b after two slaps these frame counts aren't present inbetween slaps

Hand Slap (Air)

There is no GIF available

Start

19

End

31

Total

60 frames

Notes

13 frames of startup and 20 frames of endlag account for the startup and finish of down b. if you continue down b after two slaps these frame counts aren't present inbetween slaps

Spinning Kong

Start

3

End

58

Total

84 frames

Notes

strong hit frames 3-5 and invulnerable. 3 hits from frames 19-42 that do 8% each, and 4 hits from frames 43-74 that do 3% each (and 3 frames shield stun

Spinning Kong (Air)

Start

2

End

66

Total

84 frames

Notes

strong hit frames 2-5 (and inv). followed by 5 hits that do 5% or 4%, and 4 more hits that do 2%. Invunerable arms frames 11-42

Grab/Throw

Grab

Start

8

End

9

Total

30 frames

Dashgrab

Start

10

End

11

Total

40 frames

Pummel

There is no GIF available

Start

End

Total

0 frames

Back throw

There is no GIF available

Start

0

End

0

Total

39 frames

Up throw

There is no GIF available

Start

0

End

0

Total

43 frames

Down throw

There is no GIF available

Start

0

End

0

Total

59 frames

cargo_fthrow

There is no GIF available

Start

End

Total

0 frames

cargo_bthrow

There is no GIF available

Start

End

Total

0 frames

cargo_uthrow

There is no GIF available

Start

End

Total

0 frames

cargo_dthrow

There is no GIF available

Start

End

Total

0 frames

Dodge

Spotdodge

Start

2

End

23

Total

37 frames

Airdodge

Start

0

End

Total

49 frames

Roll backwards

Start

4

End

19

Total

31 frames

Roll forwards

Start

4

End

19

Total

31 frames

Getups/Techs

Getup-Attack (Back)

There is no GIF available

Start

End

Total

49 frames

Notes

Hit: 6-7 (Behind), 18-19 (Front) Invincible: 1-19

Getup-Attack (Stomach)

There is no GIF available

Start

End

Total

49 frames

Notes

Hit: 19-20 (Front), 24-25 (Behind) Invincible: 1-25

Getup-Roll Forward (Back)

There is no GIF available

Start

End

Total

35 frames

Notes

Horizontal Movement At: 10 Distance: 11.4 ft Invincible: 1-19

Getup-Roll Forward (Stomach)

There is no GIF available

Start

End

Total

35 frames

Notes

Horizontal Movement At: 8 Distance: 12 ft Invincible: 1-14 (If the roll takes you to an edge and you try to move/crouch/jump/shield as it ends you will slip off)

Getup-Roll Backward (Back)

There is no GIF available

Start

End

Total

35 frames

Notes

Horizontal Movement At: 16 Distance: 11.6 ft Invincible: 1-24

Getup-Roll Backward (Stomach)

There is no GIF available

Start

End

Total

35 frames

Notes

Horizontal Movement At: 13 Distance: 11.4 ft Invincible: 1-24 (If the roll takes you to an edge you will slip off unless you WALK forward, or if an attack is timed on that exact frame)

Tech-Wall

There is no GIF available

Start

End

Total

30 frames

IASA

6

Notes

Invincible: 1-14 Input an upwards direction anywhere on 1-4 for walljump tech on 6)

Tech-Wall Jump

There is no GIF available

Start

End

Total

40 frames

IASA

1

Tech-Neutral

Start

End

Total

26 frames

Notes

Invincible: 1-20

Tech-Roll Forward

Start

End

Total

40 frames

Notes

Horizontal Movement At: 9 Distance: 14.8 ft Invincible: 1-20

Tech-Roll Backward

Start

End

Total

40 frames

Notes

Horizontal Movement At: 10 Distance: 14.8 ft Invincible: 1-20