Banjo & Kazooie

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Ground Attacks

Jab 1
4
27
--
Transitions to Jab 2 as early as frame 8
2.2
8
3
--
-20
4—6
Jab 2
4
24
--
Transitions to Jab 3 as early as frame 10 or Rapid on 9.
2.2
7
3
--
-17
4—6
Jab 3
5
31
--
--
3.8
10
5
--
-21
5—7
Rapid Jab
5/7/9...
--
--
--
0.4
4
3
--
--
**
Rapid Jab Finisher
7
41
--
--
1.6
9
3
--
-31
7—8
Forward Tilt
7
28
--
--
9.0/7.0
8/7
9/7
Far/Close
-12/-14
7—9
Up Tilt
11
31
--
--
10.0
8
10
--
-10
11—14
Down Tilt
12
37
--
--
6.0/5.0/4.0
7/6/6
6/6/5
Far/Close/Late
-19/-19
12—17(18—21)
Dash Attack
9
36
--
--
12.0/8.0
10/7
11/8
Early/Late
-16
9—12(13—20)
Forward Smash
19
52
--
Charge hold is frame 9
16.0
12
11
--
-22
19—22
Up Smash
9/13/15/17/19/21/23/25/26
65
--
Charge hold is frame 6
1.0/1.5/3.6
4/4/10
2/**/4
First/Multi/Final
-35
9—10/13/15/17/19/21/23/25/26—27
Down Smash
13
46
--
Charge hold is frame 2
15.0
10
10
--
-23
13—17

Aerial Attacks

Neutral Air
10/13/16/19/22/25/28/31
47
16
Autocancels on frame 1-9 and 39 onward
0.8/4.2
4/10
2/3
Multi/Final
-14/-13
10-11/13-14/16-17/19-20/22-23/25-26/28-29/31-32
Forward Air
15
51
11
Autocancels on frame 1-2 and 37 onward
15.0/12.0
13/10
5/5
Early/Late
-6/-6
15—17(18)
Back Air
8/12/16
43
18
Autocancels on frame 1-7 and 37 onward
1.6/4.8
4/6
2/3
Multi/Final
-16/-15
8—9/12—13/16—17
Up Air
7/9
33
12
Autocancels on frame 35 onward
1.6/5.8
4/6
2/3
First/Second
-10/-9
7—8/9—11
Down Air
15
56
27
Landing hit on frame 1. Autocancels on frame 55 onward
10.0/2.0
8/4
4/3
Falling/Landing
-23
15—17(18—45)/1—3

Special Attacks

Neutral B (Egg Firing)
13
49
--
Transitions to Blaster on frame 20.
5.4/4.6/3.8
6/6/5
3/3/2
Early/Late/Latest
-27
13—21(22—51/52—102)
Breegull Blaster
4(+28)
24
--
Taking out Kazooie is a 28 frame animation. Putting her away is 11 frames.
2.4 — 0.8
5—4
2—2
--
-13 — -14
4—5/6—8/9—14/15—18
Side B (Wonderwing)
18
82
--
Invincible on frames 18-53. Wonderwing is specially designed to lose to grab trades.
22.0/16.0
16/11
10/5
Early/Late
-54
18—30(31—53)
Up B (Shock Spring Jump)
15
42
42
Invulnerable on frame 15-17. Can be charged an additional 16 frames. Does not place Banjo in a helpless state.
3.0
5
2
--
-20
**
Down B (Rear Egg)
10
44
--
Damage varies slightly based on velocity. Explodes 1 frame after contact.
0.5/8.5
--/-7
--/-3
Contact/Explosion
-23
10—143/1

Grabs / Throws

Grab
7
36
--
--
--
Dash Grab
10
44
--
--
--
Pivot Grab
11
39
--
--
--
Pummel
1
19
--
total frames includes 14 frames of hitlag (plus one in 1v1)
1.4
Forward Throw
9/11
33
--
--
5.4/3.0
Backward Throw
36
53
--
--
11.4
Up Throw
13/15
39
--
--
5.4/3.0
Down Throw
34
55
--
--
5.6

Dodges / Rolls

Spot Dodge
20/25
--
Invulnerable on frame 3-17
Forward Roll
29
--
Invulnerable on frame 4-15
Backward Roll
34
--
Invulnerable on frame 5-16
Neutral Air Dodge
45
**
Invulnerable on frame 3-30
Air Dodge, Down
62
**
Invulnerable on frame 3-21
Air Dodge, Diagonally Down
69
**
Invulnerable on frame 3-21
Air Dodge, Left/Right
75
**
Invulnerable on frame 3-21
Air Dodge, Diagonally Up
88
**
Invulnerable on frame 3-21
Air Dodge, Up
97
**
Invulnerable on frame 3-21

Misc Info

Weight — 106
Gravity — 0.11
Walk Speed — 1.06
Run Speed — 2.18
Initial Dash — 1.68
Air Speed — 0.92
Total Air Acceleration — **
SH / FH / SHFF / FHFF Frames — 36 / 44 / 25 / 31
Fall Speed / Fast Fall Speed — 1.76 / 2.816
Out of Shield, Up Smash — 9 frames
Out of Shield, Up Air — 10 frames
Out of Shield, Back Air — 11 frames
Shield Grab (Grab, post-Shieldstun) — 11 frames
Shield Drop — 11 frames (universal)
Jump Squat (pre-Jump frames) — 3 frames (universal)