Banjo & Kazooie

111 moves39 changed by HDR72 vanillainternal buddy
Notes ↓

Jabs

6 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr
Jab
4-6380°20 / 45-9417–0, 1, 2shoulderl, arml
4-63Sakurai30 / 24-93top
hdr
Jab
4-7375°30 fixed-11419–0, 1, 2shoulderr, armr
4-73Sakurai30 / 24-113top
hdr‡
Jab
4-9474°72 / 98-20429–0, 1, 2, 3shoulderl, arml, handl
Attack100Start vanilla•
Jab
no hitboxes–4––
hdr•
Jab
1-15 (every 2)0.4Sakurai16 / 10–1––0top
1-15 (every 2)0.4Sakurai12 / 10–1top
1-15 (every 2)0.4Sakurai10 / 10–2, 3top, k_neck
vanilla
Jab
8-91.650°98 / 66-28839–0, 1, 2, 3top, k_head

Dash Attack

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

Tilt Attacks

5 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr‡
Forward Tilt
7-9945°46 / 67-15729–0, 2top
7-91145°46 / 71-131top
hdr‡
Forward Tilt
7-9950°46 / 67-15729–0, 2top
7-91150°46 / 71-131top
hdr‡
Forward Tilt
7-9940°46 / 67-15729–0, 2top
7-91140°46 / 71-131top
hdr◆
Up Tilt
6-81170°55 / 94-15630–0, 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 / 79-23939–0, 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 hitboxes–61––
hdr‡
Forward Smash
18-2116Sakurai36 / 97-321861–0armr
18-1916Sakurai36 / 97-321, 2, 3haver
1816Sakurai36 / 97-324haver
1916Sakurai36 / 97-314haver
20-2116Sakurai36 / 97-301, 2, 3, 4haver
AttackHi4Charge vanilla•
Up Smash
no hitboxes–61––
hdr◆‡
Up Smash
10-112110°100 fixed-341048–0top
13-151386°42 / 99-251, 2legl, legr
13-151786°40 / 91-233footr
AttackLw4Charge vanilla•
Down Smash
no hitboxes–61––
hdr‡
Down Smash
13-171544°64 / 69-271351–0top

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 hitboxes–29–––
SpecialNWait vanilla•
Neutral Special
no hitboxes–––––
hdr
Neutral Special
no hitboxes–25–––
SpecialNTurn vanilla•
Neutral Special
no hitboxes–17–––
SpecialNJump vanilla•
Neutral Special
no hitboxes–60–––
SpecialNJumpAerialF1 vanilla•
Neutral Special
no hitboxes–45–––
SpecialNFall vanilla•
Neutral Special
no hitboxes–––––
vanilla
Neutral Special
no hitboxes–8–––
SpecialNUpperWait vanilla•
Neutral Special
no hitboxes–––––
hdr
Neutral Special
no hitboxes–25–––
vanilla➔•
Neutral Special
spawns bullet135012––
vanilla•‡
Neutral Special
no hitboxes–2912––
vanilla➔•
Neutral Special
spawns bullet42512––
vanilla➔•
Neutral Special
spawns bullet42512––
SpecialAirNTurn vanilla•
Neutral Special
no hitboxes–17–––
vanilla
Neutral Special
no hitboxes–8–––
vanilla•‡
Side Special
no hitboxes–19–––
hdr
Side Special
1-121843°66 / 72-28136–ShC 120, 1top
13-361343°56 / 63-180, 1top
SpecialSEnd vanilla
Side Special
no hitboxes–30–––
vanilla
Side Special
no hitboxes–37–––
SpecialSWall vanilla
Side Special
no hitboxes–46–––
hdr•‡
Side Special
no hitboxes–22–––
hdr◆
Side Special
1-101643°76 / 70-24136––0, 1top
11-361043°66 / 57-170, 1top
hdr
Side Special
no hitboxes–25–––
vanilla
Side Special
no hitboxes–15–––
hdr
Side Special
no hitboxes–47–C 15–
hdr➔•
Up Special
spawns pad130–––
hdr
Up Special
no hitboxes–29–––
vanilla➔
Down Special
spawns bullet1040–ADC 18–
SpecialLwFail vanilla
Down Special
no hitboxes–45–––
vanilla➔
Down Special
spawns bullet1040–ADC 18–
SpecialAirLwFail vanilla
Down Special
no hitboxes–45–––

Grabs

7 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr
Grab
7-8––– / –––37–0grab
CatchPull vanilla
Grab
no hitboxes–2––
CatchWait vanilla•
Grab
no hitboxes––––
vanilla
Pummel
11.4Sakurai30 fixed–18–0top
CatchCut vanilla
Grab
no hitboxes–30––
hdr
Dash Grab
10-11––– / –––45–0grab
hdr
Pivot Grab
11-12––– / –––40–0grab

Throws

4 moves
MoveActiveDamageAngleBKB / KBGOn shieldReleaseFAFEndlagIDHitbox
hdr
Forward Throw
1452°65 / 70–1134230–
1-84Sakurai60 / 100–0–
9-10664°82 / 34–0k_footr
hdr
Back Throw
11245°64 / 80–3654180–
1-333Sakurai60 / 100–0–
hdr‡
Up Throw
13104°78 / 64–1537220–
1-123Sakurai60 / 100–0–
13-145.4Sakurai10 / 100–0top
hdr‡
Down Throw
1675°60 / 80–2749220–
1-263Sakurai60 / 100–0–

Defensive

39 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
EscapeN vanilla•
Spot Dodge
intangible 3–15–27––
vanilla•
Forward Roll
intangible 4–13–34––
EscapeB vanilla•
Back Roll
intangible 4–13–34––
hdr•
Air Dodge
intangible 4–26–5410–
hdr•
Air Dodge
intangible 4–26–5410–
vanilla
Ledge Attack
24-261045°90 / 20-262458–0top
vanilla
Get-Up Attack
19-20748°80 / 48-271952–0top
24-25748°80 / 48-220top
vanilla
Get-Up Attack
16-17748°80 / 48-301652–0top
21-22748°80 / 48-250top
DamageFall vanilla•
DamageFall
no hitboxes––––
vanilla
DownBoundU
no hitboxes–27––
DownWaitU vanilla•
DownWaitU
no hitboxes––––
DownDamageU vanilla•
DownDamageU
no hitboxes–14––
DownDamageU3 vanilla•
DownDamageU3
no hitboxes–40––
vanilla
DownEatU
no hitboxes–30––
DownStandU vanilla
Get-Up
no hitboxes–30––
DownForwardU vanilla
Get-Up Roll
no hitboxes–38––
DownBackU vanilla
Get-Up Roll
no hitboxes–38––
vanilla
DownBoundD
no hitboxes–27––
DownWaitD vanilla•
DownWaitD
no hitboxes––––
DownDamageD vanilla•
DownDamageD
no hitboxes–14––
DownDamageD3 vanilla•
DownDamageD3
no hitboxes–40––
vanilla
DownEatD
no hitboxes–30––
DownStandD vanilla
Get-Up
no hitboxes–30––
DownForwardD vanilla
Get-Up Roll
no hitboxes–38––
DownBackD vanilla
Get-Up Roll
no hitboxes–38––
vanilla‡
DownSpot
no hitboxes–30––
Passive vanilla
Tech
no hitboxes–29––
PassiveStandF vanilla
Tech
no hitboxes–43––
PassiveStandB vanilla
Tech
no hitboxes–43––
PassiveWall vanilla•
Tech
no hitboxes–27––
PassiveWallJump vanilla•
Tech
no hitboxes–41––
vanilla
Tech
no hitboxes–27––
Pass vanilla•
Pass
no hitboxes–30––
vanilla
Ledge Grab
intangible 1–29–21––
CliffWait vanilla•
Ledge Hang
no hitboxes––––
CliffClimb vanilla
Ledge Climb
no hitboxes–37––
CliffEscape hdr✕
Ledge Roll
no hitboxes–52––
CliffJump1 vanilla•
Ledge Jump
no hitboxes–13––
hdr•
Ledge Jump
no hitboxes–56––

Other

5 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
LandingLight vanilla
Landing
no hitboxes–2––
LandingHeavy vanilla
Landing
no hitboxes–5––
vanilla
Shield
no hitboxes–8––
Guard vanilla•
Shield
no hitboxes––––
GuardOff vanilla
Shield
no hitboxes–12––

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, DownSpot
✕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

Loading…

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.