Banjo & Kazooie

111 moves39 changed by HDR72 vanillainternal buddy
Notes ↓

Jabs

6 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr
Jab
4-6380°20 / 45-94170, 1, 2shoulderl, arml
4-63Sakurai30 / 24-93top
hdr
Jab
4-7375°30 fixed-114190, 1, 2shoulderr, armr
4-73Sakurai30 / 24-113top
hdr
Jab
4-9474°72 / 98-204290, 1, 2, 3shoulderl, arml, handl
Attack100Start vanilla
Jab
no hitboxes4
hdr
Jab
1-15 (every 2)0.4Sakurai16 / 1010top
1-15 (every 2)0.4Sakurai12 / 101top
1-15 (every 2)0.4Sakurai10 / 102, 3top, k_neck
vanilla
Jab
8-91.650°98 / 66-288390, 1, 2, 3top, k_head

Dash Attack

1 move
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagCancelIDHitbox
hdr
Dash Attack
8-111166°40 / 98-20837JC 280top
12-19866°29 / 87-180top

Tilt Attacks

5 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr
Forward Tilt
7-9945°46 / 67-157290, 2top
7-91145°46 / 71-131top
hdr
Forward Tilt
7-9950°46 / 67-157290, 2top
7-91150°46 / 71-131top
hdr
Forward Tilt
7-9940°46 / 67-157290, 2top
7-91140°46 / 71-131top
hdr
Up Tilt
6-81170°55 / 94-156300, 1handl, arml
6882°45 / 83-172top
7882°45 / 83-162top
8-9782°45 / 83-162k_wingr4
9-11975°55 / 94-140, 1handl, arml
hdr
Down Tilt
9-10938°48 / 79-239390, 1top
9-101038°48 / 79-222top
11-16790°48 / 81-220, 1top
11-16890°48 / 81-212top

Smash Attacks

6 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
vanilla
Forward Smash
no hitboxes61
hdr
Forward Smash
18-2116Sakurai36 / 97-3218610armr
18-1916Sakurai36 / 97-321, 2, 3haver
1816Sakurai36 / 97-324haver
1916Sakurai36 / 97-314haver
20-2116Sakurai36 / 97-301, 2, 3, 4haver
AttackHi4Charge vanilla
Up Smash
no hitboxes61
hdr◆‡
Up Smash
10-112110°100 fixed-3410480top
13-151386°42 / 99-251, 2legl, legr
13-151786°40 / 91-233footr
AttackLw4Charge vanilla
Down Smash
no hitboxes61
hdr
Down Smash
13-171544°64 / 69-2713510top

Aerial Attacks

5 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagAuto cancelIDHitbox
hdr
Neutral Air
8-1110Sakurai48 / 73-284891-5, 42–0handr
812Sakurai48 / 73-11top
9-111232°48 / 73-11top
12-19750°48 / 76-40handr
15945°48 / 76-31top
16-17945°48 / 76-31top
18-19945°48 / 76-31top
25792°78 / 26-41top
26-28792°78 / 26-41top
hdr
Forward Air
15-161347°37 / 98-31543121-2, 38–0shoulderl
15-171547°37 / 98-21arml
171347°37 / 98-30shoulderl
18-191347°37 / 98-30shoulderl
18-1915288°25 / 56-21arml
hdr
Back Air
8-9470°1 / 180-8840121-7, 37–0, 1top
13-14460°1 / 180-80, 1top
18-19550°22 / 177-80, 1top
hdr
Up Air
7-11870°50 / 101-273081, 30–0, 1, 2top, k_wingr3, k_wingl3
7-9870°50 / 101-23, 4k_wingr3, k_wingl3
hdr
Down Air
14-1614270°23 / 50-91457 (on hit: +12)181-2, 55–0top
14-1614270°54 / 40-91top
17-451076°67 / 63-110top

Special Attacks

33 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagCancelIDHitbox
hdr
Neutral Special
spawns bullet1350
vanilla•‡
Neutral Special
no hitboxes29
SpecialNWait vanilla
Neutral Special
no hitboxes
hdr
Neutral Special
no hitboxes25
SpecialNTurn vanilla
Neutral Special
no hitboxes17
SpecialNJump vanilla
Neutral Special
no hitboxes60
SpecialNJumpAerialF1 vanilla
Neutral Special
no hitboxes45
SpecialNFall vanilla
Neutral Special
no hitboxes
vanilla
Neutral Special
no hitboxes8
SpecialNUpperWait vanilla
Neutral Special
no hitboxes
hdr
Neutral Special
no hitboxes25
vanilla➔•
Neutral Special
spawns bullet135012
vanilla•‡
Neutral Special
no hitboxes2912
vanilla➔•
Neutral Special
spawns bullet42512
vanilla➔•
Neutral Special
spawns bullet42512
SpecialAirNTurn vanilla
Neutral Special
no hitboxes17
vanilla
Neutral Special
no hitboxes8
vanilla•‡
Side Special
no hitboxes19
hdr
Side Special
1-121843°66 / 72-28136ShC 120, 1top
13-361343°56 / 63-180, 1top
SpecialSEnd vanilla
Side Special
no hitboxes30
vanilla
Side Special
no hitboxes37
SpecialSWall vanilla
Side Special
no hitboxes46
hdr•‡
Side Special
no hitboxes22
hdr
Side Special
1-101643°76 / 70-241360, 1top
11-361043°66 / 57-170, 1top
hdr
Side Special
no hitboxes25
vanilla
Side Special
no hitboxes15
hdr
Side Special
no hitboxes47C 15
hdr➔•
Up Special
spawns pad130
hdr
Up Special
no hitboxes29
vanilla
Down Special
spawns bullet1040ADC 18
SpecialLwFail vanilla
Down Special
no hitboxes45
vanilla
Down Special
spawns bullet1040ADC 18
SpecialAirLwFail vanilla
Down Special
no hitboxes45

Grabs

7 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr
Grab
7-8– / –370grab
CatchPull vanilla
Grab
no hitboxes2
CatchWait vanilla
Grab
no hitboxes
vanilla
Pummel
11.4Sakurai30 fixed-181220top
CatchCut vanilla
Grab
no hitboxes30
hdr
Dash Grab
10-11– / –450grab
hdr
Pivot Grab
11-12– / –400grab

Throws

4 moves
MoveActiveDamageAngleBKB / KBGOn shieldReleaseFAFEndlagIDHitbox
hdr
Forward Throw
1452°65 / 701134230
1-84Sakurai60 / 1000
9-10664°82 / 34-190k_footr
hdr
Back Throw
11245°64 / 803654180
1-333Sakurai60 / 1000
hdr
Up Throw
13104°78 / 641537220
1-123Sakurai60 / 1000
13-145.4Sakurai10 / 100-190top
hdr
Down Throw
1675°60 / 802749220
1-263Sakurai60 / 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 4–265410
hdr
Air Dodge
intangible 4–265410
vanilla
Ledge Attack
24-261045°90 / 20-2624580top
vanilla
Get-Up Attack
19-20748°80 / 48-2719520top
24-25748°80 / 48-220top
vanilla
Get-Up Attack
16-17748°80 / 48-3016520top
21-22748°80 / 48-250top
DamageFall vanilla
DamageFall
no hitboxes
vanilla
DownBoundU
no hitboxes27
DownWaitU vanilla
DownWaitU
no hitboxes
DownDamageU vanilla
DownDamageU
no hitboxes14
DownDamageU3 vanilla
DownDamageU3
no hitboxes40
vanilla
DownEatU
no hitboxes30
DownStandU vanilla
Get-Up
no hitboxes30
DownForwardU vanilla
Get-Up Roll
no hitboxes38
DownBackU vanilla
Get-Up Roll
no hitboxes38
vanilla
DownBoundD
no hitboxes27
DownWaitD vanilla
DownWaitD
no hitboxes
DownDamageD vanilla
DownDamageD
no hitboxes14
DownDamageD3 vanilla
DownDamageD3
no hitboxes40
vanilla
DownEatD
no hitboxes30
DownStandD vanilla
Get-Up
no hitboxes30
DownForwardD vanilla
Get-Up Roll
no hitboxes38
DownBackD vanilla
Get-Up Roll
no hitboxes38
DownSpot vanilla
DownSpot
no hitboxes33
Passive vanilla
Tech
no hitboxes29
PassiveStandF vanilla
Tech
no hitboxes43
PassiveStandB vanilla
Tech
no hitboxes43
PassiveWall vanilla
Tech
no hitboxes27
PassiveWallJump vanilla
Tech
no hitboxes41
vanilla
Tech
no hitboxes27
Pass vanilla
Pass
no hitboxes30
vanilla
Ledge Grab
intangible 1–2921
CliffWait vanilla
Ledge Hang
no hitboxes
CliffClimb vanilla
Ledge Climb
no hitboxes37
CliffEscape hdr
Ledge Roll
no hitboxes52
CliffJump1 vanilla
Ledge Jump
no hitboxes13
hdr
Ledge Jump
no hitboxes56

Other

5 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
LandingLight vanilla
Landing
no hitboxes2
LandingHeavy vanilla
Landing
no hitboxes5
vanilla
Shield
no hitboxes8
Guard vanilla
Shield
no hitboxes
GuardOff vanilla
Shield
no hitboxes12

Projectiles & Articles

2 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.

Bullet

4 actions
ActionActiveDamageAngleBKB / KBGIDHitbox
hdr
Missile
1-96Sakurai25 / 400top
10-395Sakurai25 / 400top
40+4Sakurai40 / 200top
hdr
Bakyun
12.486°72 / 620top
2-42.486°72 / 620top
5-112.4Sakurai8 / 80top
12+2.4Sakurai8 / 60top
hdr
BakyunW1
1-21.680°72 / 320top
3-51.6Sakurai8 / 80top
6-111.6Sakurai8 / 60top
12+1.6Sakurai8 / 40top
vanilla
BakyunW2
1-20.886°72 / 320top
3-50.8Sakurai4 / 60top
6-110.8Sakurai4 / 40top
12+0.8Sakurai4 / 20top

Pad

1 action
ActionActiveDamageAngleBKB / KBGIDHitbox
hdr
Fall
1-240346°40 / 700top

Attributes

Weight & Size

Weight
100
Jostle Weight
5.9
Shield Radius
9.8

Ground Movement

Walk Speed
1.1
Walk Accel (mul)
0.04
Walk Accel (add)
0.06
Initial Dash
1.525
Run Speed
1.716
Run Accel (mul)
0.0832
Run Accel (add)
0.02
Traction
0.0595

Jumps

Jumpsquat
4
Jump Initial Y
10.654
Full Hop Height
29.8
Short Hop Height
14.3
Air Jump Height
32
Jump Count
3
Horizontal Jump Speed
1.5

Air Movement

Air Speed
0.906
Air Accel (add)
0.01
Air Accel (mul)
0.05
Air Friction
0.013
Gravity
0.127
Fall Speed
2.33

Landing Lag

Nair
9
Fair
12
Bair
12
Uair
8
Dair
18
Empty Landing
4
Heavy Landing
4

Notes

HDR replaces the vanilla animation, which changes when the move ends.
  • HDR replaces the animation (63 -> 65 frames).Up Tilt
  • HDR replaces the animation (93 -> 70 frames).Up Smash
  • HDR replaces the animation (71 -> 54 frames).Neutral Air
  • HDR replaces the animation (47 -> 46 frames).Side Special (Air, Dash)
Animation speed changes mid-move. Frames shown are real game frames, not animation frames.
  • Jab 3, Forward Tilt, Forward Tilt (Up), Forward Tilt (Down), Down Tilt, Forward Smash, Up Smash, Down Smash, Forward Air, Back Air, Neutral Special (Start), Neutral Special (Air, Start), Side Special (Start), Side Special (Air, Start), Up Throw, Down Throw
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.
  • Pad is on the field for up to 240 frames (param_pad.life), which is what ends the hit -- its script never does. Hitting something usually ends it sooner.Pad: Fall
Damage comes from a spawned article, listed under Projectiles & Articles.
  • Damage comes from Bullet — see Projectiles & Articles below.Neutral Special (Fire), Neutral Special (Air, Fire), Neutral Special (Air, Fire2), Neutral Special (Air, Fire3)
  • Damage comes from Pad — see Projectiles & Articles below.Up Special (Start)
  • Damage comes from Grenade Egg, listed under Bullet as Missile — see Projectiles & Articles below.Down Special, Down Special (Air)
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.Attack100Start, AttackS4Charge, AttackHi4Charge, AttackLw4Charge, Neutral Special (Start), Neutral Special (Turn), Neutral Special (Jump), Neutral Special (JumpAerialF1), Neutral Special (Air, Start), Neutral Special (Air, Turn), Side Special (Start), Side Special (Air, Start), Up Special (Start), DownDamageU, DownDamageU3, DownDamageD, DownDamageD3, PassiveWall, PassiveWallJump, Pass, CliffJump1, CliffJump2
  • Repeats while the input is held or mashed; one cycle is 15 frames. Frames shown are one cycle, so there is no fixed FAF.Rapid Jab
  • HDR ends this status after 42 frames and goes into a fall; the animation does not bound it (dash_attack_jump_cancels, fighters/buddy/src/opff.rs). Only while airborne.Dash Attack
  • Held: the animation loops, so this ends on release or on a state change rather than on a fixed frame.Neutral Special (Wait), Neutral Special (Fall), Neutral Special (UpperWait), CatchWait, DamageFall, DownWaitU, DownWaitD, CliffWait
  • Land cancels: touching the ground during this move ends it with 12 frames of landing lag rather than the usual special-fall landing.Neutral Special (Air, Fire), Neutral Special (Air, Start), Neutral Special (Air, Fire2), Neutral Special (Air, Fire3)
  • 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
  • Timing from fighter_param_motion (escape_air_cancel_frame), not the animation.Air Dodge
  • 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
  • Timing from fighter_param_motion (escape_air_slide_cancel_frame), not the animation.Air Dodge (Directional)
  • 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.