Bowser Jr.

115 moves39 changed by HDR76 vanillainternal koopajr
Notes ↓

Jabs

6 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr
Jab
4-52Sakurai25 / 25-84160, 1, 2, 3top
hdr
Jab
4-52Sakurai25 / 25-104180, 1, 2top
hdr↧‡
Jab
6-85Sakurai40 / 80-256360, 1, 2clownarml1, clownarml2
vanilla•‡
Jab
no hitboxes4
vanilla
Jab
10.5Sakurai8 / 1010, 1top, clownhandr, clownhandl
4-22 (every 6)0.5Sakurai8 / 100, 1top, clownhandr
7-25 (every 6)0.5Sakurai8 / 100, 1top, clownhandl
hdr
Jab
6-73Sakurai60 / 170-306400, 1, 2top

Dash Attack

1 move
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr
Dash Attack
8-121.830°50 / 10-398500top
8-121.834°45 / 10-391top
8-121.865°20 / 10-392top
13-201.832°40 / 10-341top
13-201.865°20 / 10-342top
25-26475°60 / 121-200, 1top, clowntongue3

Tilt Attacks

5 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr
Forward Tilt
8-127.5Sakurai55 / 90-148290, 1clownarml1
8-129.5Sakurai55 / 90-132clownarml1
hdr
Forward Tilt
7-117.5Sakurai55 / 90-157290, 1clownarml1
7-119Sakurai55 / 90-152clownarml1
hdr
Forward Tilt
8-127.5Sakurai55 / 90-148290, 1clownarml1
8-129Sakurai55 / 90-142clownarml1
hdr
Up Tilt
7-14895°48 / 110-187320, 1, 2clownarml1, top
hdr
Down Tilt
4-62Sakurai30 fixed-324400, 1, 2clownhip, clowntongue2
12-142Sakurai30 fixed-240, 1, 2clownhip, clowntongue2
23-25634°20 / 131-110, 1, 2clownhip, clowntongue2

Smash Attacks

8 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
AttackS4Charge vanilla
Forward Smash
no hitboxes61
hdr
Forward Smash
16-30193°20 / 0-4516640top
16-301Sakurai20 / 0-451top
33-351146°40 / 129-220top
hdr
Forward Smash
16-30193°20 / 0-4516640top
16-301Sakurai20 / 0-451top
33-351146°40 / 126-220top
hdr
Forward Smash
16-30193°20 / 0-4516640top
16-301Sakurai20 / 0-451top
33-351146°40 / 129-220top
AttackHi4Charge vanilla
Up Smash
no hitboxes61
hdr
Up Smash
7-81110°80 fixed-457550, 1top
9-171.3120°18 fixed-430top
9-181.3190°20 fixed-431top
9-181.3140°50 fixed-432top
181120°35 fixed-340top
22-23685°38 / 173-270top
AttackLw4Charge vanilla
Down Smash
no hitboxes61
hdr
Down Smash
11-141844°41 / 82-3311560, 1top
11-141644°41 / 82-342top

Aerial Attacks

6 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagAuto cancelIDHitbox
hdr
Neutral Air
5-8860°60 / 85-253881-4, 37–0, 1, 2, 3clownarmr1, clownarml1
9-176.5Sakurai40 / 88-30, 1, 2, 3clownarmr1, clownarml1
hdr
Forward Air
8-1111Sakurai33 / 105-2839101-3, 33–0clownarml1
8-119Sakurai33 / 105-41, 2clownarml1
12-21848°33 / 102-40clownarml1
12-21748°33 / 102-51, 2clownarml1
hdr
Back Air
9-1113Sakurai30 / 96-1943101-8, 38–0clownarmr1
9-1710Sakurai20 / 91-31, 2clownarmr1
12-1710Sakurai20 / 101-30clownarmr1
hdr
Up Air
5-13974°50 / 115-152971, 35–0, 1, 2haver, neck
vanilla
Up Air
spawns hammer120
hdr
Down Air
9-381.5290°46 fixed-10947121, 54–0, 1top
9-381.5290°20 fixed-102, 3top

Special Attacks

28 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagCancelIDHitbox
vanilla•‡
Neutral Special
no hitboxes34
SpecialNCharge vanilla
Neutral Special
no hitboxes
hdr
Neutral Special
spawns cannonball432
vanilla•‡
Neutral Special
no hitboxes34
SpecialAirNCharge vanilla
Neutral Special
no hitboxes
hdr
Neutral Special
spawns cannonball432ShC 18
SpecialSStart vanilla
Side Special
no hitboxes20
hdr
Side Special
1+480°60 / 9510, 1clownhip
hdr
Side Special
4-1410Sakurai60 / 65-474590throw
vanilla
Side Special
no hitboxes1
SpecialSCliffJump vanilla
Side Special
no hitboxes30
vanilla
Side Special
1-34480°60 / 95-291350, 1clownhip
SpecialAirSStart vanilla
Side Special
no hitboxes20
hdr
Side Special
1+255°65 / 100134ADC0, 1clownhip
hdr
Side Special
5-148Sakurai60 / 70-4755934ADC0throw
vanilla
Side Special
no hitboxes3934
vanilla•‡
Up Special
no hitboxes12
hdr
Up Special
no hitboxes53
hdr
Up Special
no hitboxes
vanilla↛‡
Up Special
8-915Sakurai50 / 90-228410top
8-910Sakurai50 / 90-251top
13-1415Sakurai50 / 90-170top
13-1410Sakurai50 / 90-201top
hdr
Up Special
no hitboxes34
SpecialHiJrDamage vanilla
Up Special
no hitboxes
SpecialHiLanding vanilla
Up Special
no hitboxes30
vanilla
Up Special
spawns hammer140
SpecialHiDamageEnd vanilla
Up Special
no hitboxes16
vanilla•‡
Up Special
no hitboxes1226
hdr
Down Special
spawns mechakoopa1040
hdr
Down Special
spawns mechakoopa1045

Grabs

7 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr
Grab
8-10– / –360grab
CatchPull vanilla
Grab
no hitboxes2
CatchWait vanilla
Grab
no hitboxes
vanilla
Pummel
11.3Sakurai30 fixed-161200top
CatchCut vanilla
Grab
no hitboxes30
hdr
Dash Grab
14-16– / –460grab
hdr
Pivot Grab
15-17– / –420grab

Throws

4 moves
MoveActiveDamageAngleBKB / KBGOn shieldReleaseFAFEndlagIDHitbox
vanilla
Forward Throw
1745°60 / 921635190
1-133Sakurai60 / 1000
14-15325°50 fixed-170clownarmr1
hdr
Back Throw
11145°50 / 852462380
1-613Sakurai40 / 1000
vanilla
Up Throw
1775°65 / 601834160
1-333Sakurai40 / 1000
hdr
Down Throw
14275°30 fixed5064140
1-153Sakurai60 / 1000
16-491.2Sakurai30 fixed-450top

Defensive

45 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 4–265610
hdr
Air Dodge
intangible 4–265610
vanilla
Ledge Attack
24-261045°90 / 20-2624580top
vanilla
Ledge Attack
24-261045°90 / 20-2424560top
vanilla
Get-Up Attack
22-23648°80 / 48-2422520top
vanilla
Get-Up Attack
18-19748°80 / 48-2818520top
25-26748°80 / 48-210top
DamageFall vanilla
DamageFall
no hitboxes
vanilla
DownBoundU
no hitboxes26
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 hitboxes26
DownWaitD vanilla
DownWaitD
no hitboxes
DownDamageD vanilla
DownDamageD
no hitboxes14
DownDamageD3 vanilla
DownDamageD3
no hitboxes40
vanilla
DownEatD
no hitboxes30
DownStandD vanilla
Get-Up
no hitboxes31
DownForwardD vanilla
Get-Up Roll
no hitboxes38
DownBackD vanilla
Get-Up Roll
no hitboxes38
DownSpot vanilla
DownSpot
no hitboxes30
Passive vanilla
Tech
no hitboxes27
PassiveStandF vanilla
Tech
no hitboxes41
PassiveStandB vanilla
Tech
no hitboxes41
PassiveWall vanilla
Tech
no hitboxes27
PassiveWallJump vanilla
Tech
no hitboxes41
vanilla
Tech
no hitboxes27
Pass vanilla
Pass
no hitboxes26
vanilla
Ledge Grab
intangible 1–2920
CliffWait vanilla
Ledge Hang
no hitboxes
vanilla
Ledge Grab
no hitboxes21
CliffWaitJr vanilla
Ledge Hang
no hitboxes
CliffClimb vanilla
Ledge Climb
no hitboxes35
CliffEscape hdr
Ledge Roll
no hitboxes52
CliffJump1 vanilla
Ledge Jump
no hitboxes13
CliffJump2 vanilla
Ledge Jump
no hitboxes67
CliffClimbJr vanilla
Ledge Climb
no hitboxes35
CliffEscapeJr vanilla
Ledge Roll
no hitboxes50
CliffJump1Jr vanilla
Ledge Jump
no hitboxes13

Other

5 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
LandingLight vanilla
Landing
no hitboxes2
LandingHeavy vanilla
Landing
no hitboxes6
GuardOn vanilla
Shield
no hitboxes8
Guard vanilla
Shield
no hitboxes
GuardOff vanilla
Shield
no hitboxes12

Projectiles & Articles

1 article

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.

Cannonball

2 actions
ActionActiveDamageAngleBKB / KBGIDHitbox
vanilla
Shoot
1-180148°90 / 520top
hdr
Hop
1-180varies52 fixed0

Attributes

Weight & Size

Weight
110
Jostle Weight
6.8
Shield Radius
11.3

Ground Movement

Walk Speed
1.124
Walk Accel (mul)
0.105
Walk Accel (add)
0.105
Initial Dash
1.745
Run Speed
1.724
Run Accel (mul)
0.0858
Run Accel (add)
0.02
Traction
0.07

Jumps

Jumpsquat
4
Jump Initial Y
12.298
Full Hop Height
34.4
Short Hop Height
15.59
Air Jump Height
34.4
Jump Count
2
Horizontal Jump Speed
1.5

Air Movement

Air Speed
0.98
Air Accel (add)
0.01
Air Accel (mul)
0.058
Air Friction
0.015
Gravity
0.111
Fall Speed
2.238

Landing Lag

Nair
8
Fair
10
Bair
10
Uair
7
Dair
12
Empty Landing
5
Heavy Landing
4

Notes

Animation speed changes mid-move. Frames shown are real game frames, not animation frames.
  • Jab 3 (Gentleman), Attack100Start, Forward Smash, Forward Smash (Up), Forward Smash (Down), Down Smash, Neutral Air, Forward Air, Back Air, Down Air, Neutral Special (Start), Neutral Special (Air, Start), Up Special (Start), Up Special (JrAttack), Up Special (Air, Start), Grab, Dash Grab, Forward Throw, Up Throw, Down Throw
HDR's optional gentleman jab. Land jab 1, then hold attack for this sequence, or tap repeatedly for the rapid jab.
  • Jab 3 (Gentleman)
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.
  • Cannonball is on the field for up to 180 frames (param_cannonball.life), which is what ends the hit -- its script never does. Hitting something usually ends it sooner.Cannonball: Shoot, Cannonball: Hop
The move creates something this site has no table for — an item, or an article with no hitbox of its own. The name shown is the engine’s own, not a heading to go looking for.
  • Also spawns hammer — the engine's name for it, and there is no table for it here.Up Air, Up Special (JrAttack)
  • Damage comes from hammer — the engine's name for it, and there is no table for it here.Uair Landing, Up Special (AttackLanding)
  • Damage comes from mechakoopa — the engine's name for it, and there is no table for it here.Down Special, Down Special (Air)
Damage comes from a spawned article, listed under Projectiles & Articles.
  • Damage comes from Cannonball — see Projectiles & Articles below.Neutral Special (Shoot), Neutral Special (Air, Shoot)
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 (Air, Start), Side Special (Start), Side Special (CliffJump), Side Special (Air, Start), Up Special (Start), Up Special (JrRise), Up Special (DamageEnd), Up Special (Air, Start), DownDamageU, DownDamageU3, DownDamageD, DownDamageD3, PassiveWall, PassiveWallJump, Pass, CliffJump1, CliffJump2, CliffJump1Jr
  • Repeats while the input is held or mashed. Frames shown are one cycle, so there is no fixed FAF.Rapid Jab
  • Held: the animation loops, so this ends on release or on a state change rather than on a fixed frame.Neutral Special (Charge), Neutral Special (Air, Charge), Side Special, Side Special (Air), Up Special (JrFall), Up Special (JrDamage), CatchWait, DamageFall, DownWaitU, DownWaitD, CliffWait, CliffWaitJr
  • Land cancels: touching the ground during this move ends it in Side Special (Landing), which recovers in 34 frames and is the only way out of it. That is the landing animation's own length, since its motion sets no cancel frame, so the true recovery may be shorter.Side Special (Air)
  • Land cancels: touching the ground during this move ends it in Side Special (Landing), which recovers in 34 frames rather than the 58 this move would otherwise run. That is the landing animation's own length, since its motion sets no cancel frame, so the true recovery may be shorter.Side Special (Air, Spin)
  • Land cancels: touching the ground during this move ends it in Side Special (Landing), which recovers in 34 frames rather than the 38 this move would otherwise run. That is the landing animation's own length, since its motion sets no cancel frame, so the true recovery may be shorter.Side Special (Air, WallClash)
  • Landing lag is 26 frames, from `param_special_hi.landing_frame`. This special has no landing animation of its own — it hands the figure to the landing directly — so nothing in the script or the motion list shows it.Up Special (Air, Start)
  • 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.