DKL Tricks & Movement

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Basic Speed

Both characters have essentially identical stats in terms of their basic movement and collision properties. The main differences between the Kongs is how they hold barrels, and DK's ability to stomp Krusha and Army. For this latter reason, and because DK starts in front, and because swapping or taking damage costs a lot of time, Diddy is ideally never used during the run and the entire game is played by DK. Therefore DK will be referenced as the main character throughout this page, however note that almost everything applies to Diddy as well.

Speed Values

  • Walk - 86
  • Run - 144
  • Walk Jump - 86
  • Run Jump - 106
  • Slow Roll - 106 (+30)
  • Fast Roll - 144 (+0)
  • Bounce - 144
  • Carry Barrel - 124

Typical movement priority is: Run = Bounce > Roll > Carry Barrel > Jump > Slow Roll > Walk Jump = Walk

Run Speed Persistence (RSP)

After rolling you gain a "buff" which will hereby be referred to as Run Speed Persistence (RSP). While RSP is active, you can release B and continue running for 20 frames. Actions taken during this time will behave as if you are running, meaning rolls and jumps will be full speed. The 20 frame timer begins to count down when RSP is activated, that is, when the B button is released during a run. Releasing B while standing still does not activate RSP and it can be maintained while walking. Starting a new roll refreshes it. After "burning your slow roll" to gain RSP at the start of a level, it's usually easy to maintain for the rest of the level.

Uppercut

Since bouncing is the same horizontal speed as running, it is advantageous to use bounce chains across enemies whenever possible, especially when traversing ascending or descending platforms in order to avoid jumping. DK's collision is quite generous and many enemies can be bounced by running into them and jumping immediately before contact, hitting them on the way up. This is easiest with Kritter, Hogwash, Krusha (DK only) and Army (DK only). It is possible but difficult with Gnawty and Necky, and even more difficult with Slippa and Klaptrap.

Landing Sequence

When landing from a normal jump onto a regular platform, DK goes through a brief "landing" animation where he is grounded and able to jump again, but has not yet regained running speed. This landing sequence has some funny behavior which is worth discussing. It is possible to buffer rolls slightly before and during the landing animation, but these rolls will always be slow rolls regardless of whether RSP is active or not. Then there is 1 frame where roll inputs always get eaten. The next frame is the first frame where DK is condsidered grounded, making it the frame that DK can get a full speed roll even if RSP isn't active. Following that, DK will be considered grounded and will be able to regain running speed. DK also goes through the landing animation after running off a platform, since this fall is considered to be a jump rather than an "air-run" as it is in other Donkey Kong games. DK cannot be damaged by enemies while landing - jumping while inside them grants consistent uppercuts.

Landing Flat

Landing on entities causes DK to immediately become grounded, skipping the landing animation. This also happens when DK lands after bouncing enemies or getting blasted out of barrel cannons.

Snap to Platform

Standable entities like moving platforms and oil drums have a tendency to "pull" DK up from below as he jumps through from below, making this a consistent way to land on them.

Coyote Jump

It is possible to "coyote" jump midair after running off a platform, even if you didn't roll. This is usually slower and less useful than rolling off the platform, so it isn't intentionally used in many places, but it can be used as a backup. Coyote jumping is not possible for a brief period of time after landing, so it may not be able to save you on small platforms.

Rolling

Rolling is not as central to the movement in this game as it is in other DK games. However, rolls have some funny behavior which is useful to understand. A normal speed roll is the same speed as running, but creates 1 freeze frame at the start and end of the roll, therefore losing 2 frames over just running. Freeze frames are also generated each time an enemy is hit and each time the roll extends. Therefore, rolls are typically used to avoid jumps, but not used when simply running or bouncing enemies is option.

Dead Roll

Avoiding dead rolls in this game is very simple - just hold B until the end of the roll. This rule is active regardless of whether enemies are hit, whether DK starts a roll from standing, walking or running, and whether or not it is a slow roll.

Extended Roll

Rolls can only be extended on the end frame. If DK hits an enemy during the roll, it will be possible to extend the roll once. The roll can be extended again by hitting another enemy after the first extension. Hitting two enemies during one roll segment does not allow the roll to extend twice. Rolls also extend if DK is airborne on the end frame. If DK hits an enemy and then becomes airborne during the first end frame, the roll will extend in the air and the enemy hit will be preserved to extend the roll again on the next end frame. If you have hit an enemy and have an extended roll available and you release B, you can end the roll without dead rolling.