Bowser Jr.

115 moves40 changed by HDR75 vanillainternal koopajr
Notes ↓

Jabs

6 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr
Jab
4-53Sakurai10 / 50-8416–0, 1, 2, 3top
4-53Sakurai30 / 15-84top
hdr
Jab
4-5270°24 / 50-10418–0top
4-5275°24 / 50-101top
4-5280°24 / 50-102top
4-52Sakurai30 / 15-104top
hdr↧‡
Jab
6-85Sakurai40 / 80-25636–0, 1, 2clownarml1, clownarml2
vanilla•‡
Jab
no hitboxes–4––
vanilla•
Jab
1-25 (every 6)0.5Sakurai8 / 10–1––0, 1top, clownhandl
4-28 (every 6)0.5Sakurai8 / 10–0, 1top, clownhandr
hdr
Jab
6-73Sakurai60 / 170-30640–0, 1, 2top

Dash Attack

1 move
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr
Dash Attack
8-121.830°50 / 10-39850–0top
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 / 90-14829–0, 1clownarml1
8-129.5Sakurai55 / 90-132clownarml1
hdr
Forward Tilt
7-117.5Sakurai55 / 90-15729–0, 1clownarml1
7-119Sakurai55 / 90-152clownarml1
hdr
Forward Tilt
8-127.5Sakurai55 / 90-14829–0, 1clownarml1
8-129Sakurai55 / 90-142clownarml1
hdr
Up Tilt
7-14895°48 / 110-18732–0, 1, 2clownarml1, top
hdr‡
Down Tilt
6-82.5Sakurai30 fixed-27637–0clowntongue2
6-82.5180°30 fixed-271clowntongue2
11-132.5Sakurai30 fixed-220clowntongue2
11-132.5180°30 fixed-221clowntongue2
18-20654°20 / 131-130, 1clowntongue2

Smash Attacks

8 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
AttackS4Charge vanilla•
Forward Smash
no hitboxes–61––
hdr‡
Forward Smash
16-301.4Sakurai20 fixed-451664–0top
16-301.4180°20 fixed-451top
16-301.4240°20 fixed-452top
33-351146°40 / 129-220, 1top
hdr‡
Forward Smash
16-301.4Sakurai20 fixed-451664–0top
16-301.4180°20 fixed-451top
16-301.4240°20 fixed-452top
33-351146°40 / 126-220, 1top
hdr‡
Forward Smash
16-301.4Sakurai20 fixed-451664–0top
16-301.4180°20 fixed-451top
16-301.4240°20 fixed-452top
33-351146°40 / 129-220, 1top
AttackHi4Charge vanilla•
Up Smash
no hitboxes–61––
hdr
Up Smash
7-81120°80 fixed-45755–0, 1top
9-171.3120°18 fixed-430top
9-181.3190°20 fixed-431top
9-181.3140°50 fixed-432top
181120°55 fixed-340top
22-23690°38 / 168-270top
AttackLw4Charge vanilla•
Down Smash
no hitboxes–61––
hdr‡
Down Smash
11-141844°41 / 82-331156–0, 1top
11-141644°41 / 82-342top

Aerial Attacks

6 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagAuto cancelIDHitbox
hdr‡
Neutral Air
5-81058°10 / 120-253891-4, 37–0, 1, 2, 3clownarmr1, clownarml1
9-17748°5 / 135-40, 1, 2, 3clownarmr1, clownarml1
hdr‡
Forward Air
8-1111Sakurai33 / 105-2842101-3, 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
9-1110Sakurai20 / 91-31, 2clownarmr1
12-179Sakurai20 / 101-40, 1, 2clownarmr1
hdr↛
Up Air
6-8863°30 / 120-163171, 31–0, 1, 2haver, neck
9-101174°40 / 105+10, 1, 2haver, neck
11-13863°30 / 120-10, 1, 2haver, neck
vanilla↛
Up Air
spawns hammer120–––
hdr‡
Down Air
9-381.5290°46 fixed-10951121, 45–0, 1top
9-381.5290°15 fixed-102, 3top

Special Attacks

28 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagCancelIDHitbox
vanilla•‡
Neutral Special
no hitboxes–34–––
SpecialNCharge vanilla•
Neutral Special
no hitboxes–––––
hdr➔
Neutral Special
spawns cannonball432–––
vanilla•‡
Neutral Special
no hitboxes–34–––
SpecialAirNCharge vanilla•
Neutral Special
no hitboxes–––––
hdr➔
Neutral Special
spawns cannonball432–ShC 18–
SpecialSStart vanilla•
Side Special
no hitboxes–20–––
hdr•
Side Special
1+480°60 / 95–1–––0, 1clownhip
hdr
Side Special
4-1410Sakurai60 / 65-28440––0throw
vanilla
Side Special
no hitboxes–1–––
SpecialSCliffJump vanilla•
Side Special
no hitboxes–30–––
vanilla
Side Special
1-34480°60 / 95-29135––0, 1clownhip
SpecialAirSStart vanilla•
Side Special
no hitboxes–20–––
hdr•
Side Special
1+255°65 / 100–1–34ADC0, 1clownhip
hdr•
Side Special
5-148Sakurai60 / 70-2854034ADC0throw
vanilla•
Side Special
no hitboxes–3934––
vanilla•‡
Up Special
no hitboxes–12–––
hdr•
Up Special
no hitboxes–53–––
hdr•
Up Special
no hitboxes–––––
vanilla↛‡
Up Special
8-915Sakurai50 / 90-22841––0top
8-910Sakurai50 / 90-251top
13-1415Sakurai50 / 90-170top
13-1410Sakurai50 / 90-201top
hdr
Up Special
no hitboxes–34–––
SpecialHiJrDamage vanilla•
Up Special
no hitboxes–––––
SpecialHiLanding vanilla
Up Special
no hitboxes–30–––
vanilla↛
Up Special
spawns hammer140–––
SpecialHiDamageEnd vanilla•
Up Special
no hitboxes–16–––
vanilla•‡
Up Special
no hitboxes–1226––
hdr↛
Down Special
spawns mechakoopa1040–––
hdr↛
Down Special
spawns mechakoopa1045–––

Grabs

7 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr‡
Grab
8-10––– / –––36–0grab
CatchPull vanilla
Grab
no hitboxes–2––
CatchWait vanilla•
Grab
no hitboxes––––
vanilla
Pummel
11.3Sakurai30 fixed–18–0top
CatchCut vanilla
Grab
no hitboxes–30––
hdr‡
Dash Grab
14-16––– / –––46–0grab
hdr
Pivot Grab
15-17––– / –––42–0grab

Throws

4 moves
MoveActiveDamageAngleBKB / KBGOn shieldReleaseFAFEndlagIDHitbox
vanilla‡
Forward Throw
1745°60 / 92–1635190–
1-133Sakurai60 / 100–0–
14-15325°50 fixed–0clownarmr1
hdr
Back Throw
11145°30 / 97–2458340–
1-573Sakurai40 / 100–0–
hdr‡
Up Throw
1775°65 / 60–1834160–
1-333Sakurai40 / 100–0–
hdr‡
Down Throw
14275°30 fixed–5064140–
1-153Sakurai60 / 100–0–
16-491.2Sakurai30 fixed–0top

Defensive

45 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 / 20-242456–0top
vanilla
Ledge Attack
24-261045°90 / 20-242456–0top
vanilla
Get-Up Attack
22-23648°80 / 48-262254–0top
vanilla
Get-Up Attack
18-19748°80 / 48-301854–0top
25-26748°80 / 48-230top
DamageFall vanilla•
DamageFall
no hitboxes––––
vanilla
DownBoundU
no hitboxes–26––
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–36––
DownBackU vanilla
Get-Up Roll
no hitboxes–36––
vanilla
DownBoundD
no hitboxes–26––
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–31––
DownForwardD vanilla
Get-Up Roll
no hitboxes–36––
DownBackD vanilla
Get-Up Roll
no hitboxes–36––
DownSpot vanilla
DownSpot
no hitboxes–30––
Passive vanilla
Tech
no hitboxes–27––
PassiveStandF vanilla
Tech
no hitboxes–41––
PassiveStandB vanilla
Tech
no hitboxes–41––
PassiveWall vanilla•
Tech
no hitboxes–27––
PassiveWallJump vanilla•
Tech
no hitboxes–41––
vanilla
Tech
no hitboxes–27––
Pass vanilla•
Pass
no hitboxes–26––
vanilla
Ledge Grab
intangible 1–29–20––
CliffWait vanilla•
Ledge Hang
no hitboxes––––
vanilla
Ledge Grab
no hitboxes–21––
CliffWaitJr vanilla•
Ledge Hang
no hitboxes––––
CliffClimb vanilla
Ledge Climb
no hitboxes–35––
CliffEscape hdr✕
Ledge Roll
no hitboxes–50––
CliffJump1 vanilla•
Ledge Jump
no hitboxes–13––
CliffJump2 vanilla•
Ledge Jump
no hitboxes–67––
CliffClimbJr vanilla
Ledge Climb
no hitboxes–35––
CliffEscapeJr vanilla
Ledge Roll
no hitboxes–50––
CliffJump1Jr vanilla•
Ledge Jump
no hitboxes–13––

Other

5 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
LandingLight vanilla
Landing
no hitboxes–2––
LandingHeavy vanilla
Landing
no hitboxes–6––
GuardOn vanilla
Shield
no hitboxes–8––
Guard vanilla•
Shield
no hitboxes––––
GuardOff vanilla
Shield
no hitboxes–12––

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
1-180varies1°52 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
9
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, Down Tilt, 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; one cycle is 28 frames. 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 39 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
  • FAF is HDR's runtime calculation rather than a param: the air dodge stalls for 28 frames and ends once the fighter has fallen 35 units, so it follows their gravity and fall speed.Air Dodge, Air Dodge (Directional)
  • 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
  • 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.