nyuuzyou/wikis huggingface dataset:
Bahamian Power Rankings

The Bahamian Power Rankings are the power rankings for The Bahamas, a country in the Caribbean.
== rankings==
===2018===
*Braccket
|}
===2017===
*Braccket
|}
==Super Smash Bros. Ultimate rankings==
*Braacket
===Fall 2019===
*Start.gg page
|}
===Spring 2019===
*Start.gg page
|}
The 0th position was given to "The Can", a running joke in the community that refers to Cameron's infamous Duck Hunt and how it often kills everyone, including itself.
==External links==
*NBH Smash Braacket
Category:North American Power Rankings
Bahamut ZERO

Bahamut ZERO (, Bahamut Type-0) is a summon from the series.
==Origin==
Bahamut, as well as his various versions, is a commonly appearing summon in the Final Fantasy series. His first appearance was in the very first Final Fantasy, where he optionally granted the Warriors of Light (the playable characters) a class upgrade in exchange for a rat tail found in the Castle of Ordeals.
Bahamut ZERO was introduced in Final Fantasy VII as a stronger form of the traditional Bahamut summon. His Materia can be obtained at the planetarium in Cosmo Canyon when the player touches the blue Huge Materia, after having obtained both Bahamut and Neo Bahamut. If the player did not obtain the blue Huge Materia, Bahamut ZERO can later be dug up from Bone Village. Obtaining the blue Huge Materia but not having the Bahamut and Neo Bahamut Materia will make Bahamut ZERO completely unobtainable.
With Final Fantasy III introducing the Summon ability, Bahamut became available as the most powerful summon-able monster. His signature attack is Mega Flare, which deals heavy non-elemental damage to all targets. Final Fantasy VII introduced two new Bahamut variants, Neo Bahamut and Bahamut ZERO, which use even more powerful attacks named Giga Flare and Tera Flare respectively.
==In Super Smash Bros. 4==
===As a stage element===
Bahamut ZERO appears as one of the summons on Midgar. When it appears, it attacks with Tera Flare, a flare that destroys the background and creates a continuously damaging pillar of light on the stage.
==Super Smash Bros. Ultimate==
===As a stage element===
Bahamut ZERO reprises its role as a summon on Midgar, with no changes to how it functions.
===As a spirit===
Bahamut ZERO also appears as a Legend-class support spirit in the Final Fantasy DLC Spirit Board.
Bahamut ZERO uses a Giant puppet fighter and is fought on the Midgar stage. During the battle, Ridley will suddenly receive a Final Smash when reaching high damage, referencing Bahamut ZERO's signature move, Tera Flare, a destructive beam fired from outer space, much like Ridley's Plasma Scream Final Smash.
No. 	Image	Name	Type	Class	Cost 	Ability 	Series
1,449	 	 	★★★★	2 	Final Smash ↑	FINAL FANTASY Series	
==Gallery==
Cloud5.jpg|Cloud with Bahamut ZERO.
Bahamut ZERO on midgar.jpg|Bahamut ZERO as he appears in Midgar
Bahamut ZERO Teraflare.jpg|Bahamut ZERO using Tera Flare.
==Names in other languages==
==External links==
*Article on the Final Fantasy Wiki
Category:Square Enix
Category:Third-party characters
Category:Spirits
Baja California Power Ranking

The Baja California Power Ranking, abbreviated BJPR, was a list compiled by Smash Mexico which listed the most powerful players of Baja California. But however, due to the lack of community support, it was discontinued and released only one list.
==Super Smash Bros. Ultimate rankings==
===July-December 2021===
Announcement Tweet
|}
==External links==
*Smash Mexico Twitter
Category:North American Power Rankings
Category:Discontinued Power Rankings
Ball (disambiguation)

Ball can refer to:
*Ball, a game which is the basis for Mr. Game & Watch's throws in all of his Smash appearances and a spirit in Ultimate.
*Numerous items:
**The Beastball.
**The Party Ball.
**The Poké Ball and Master Ball.
**The Soccer Ball.
**The Smash Ball and Fake Smash Ball.
**The Smoke Ball.
**The Stock Ball.
*Abilities and moves used by various characters:
**Fireball, Mario and Luigi's neutral special move in all of their Smash appearances.
**The , an ability from the series.
**Shadow Ball, Mewtwo's neutral special move in all of its Smash appearances.
**The soccer ball from Header, Wii Fit Trainer's side special move in all of her Smash appearances.
*, a Smasher from Japan.
Category:Spirits
Category:Game & Watch universe
Ballistic Barrage

Ballistic Barrage (known as Going Ballistic in PAL regions) was an Event Tourney. It ran from 6 a.m. on February 4, 2021 to 6 a.m. on February 7, 2021 (). The event limited the playable roster to fighters that have at least three projectile moves in their movesets.
==Description==
===North America===
:Projectiles will be flying every which way in this time-limited tourney, open only to fighters who possess three or more projectile attacks!
:The further you advance, the better spirit you'll win!North American event page
===PAL regions===
:Projectiles are flying every which way in this time-limited tourney, open only to fighters who possess three or more ranged attacks!
:The further you advance, the better the spirit you'll win!PAL region event page
==Rules==
*Format: Smash
*Rules: Time
*Time Limit: 2:30
*FS Meter: On
*Items: Medium
==Available fighters==
 	 	 	 	 	 	 	 	 	 	 	
Fighters	Fighters	Fighters	Fighters	Fighters	Fighters	Fighters	Fighters	Fighters	Fighters	Fighters	Fighters
 	 	 	 	 	 	 	 	 	 	 	
 	 	 	 	 	 	 	 	 	 	 	
 	 	 	 	 	 	 	 	 	 	 	
==Names in other languages==
==Trivia==
*Despite , , and having three or more projectile moves, they were not included in the tournament, even if multiple versions/different versions of a projectile aren’t counted.
**For Banjo & Kazooie, their projectiles are Egg Firing, Breegull Blaster, Shock Spring Jump (specifically the jump pad itself when airborne), and Rear Egg.
**For Steve, his projectiles are his , , , Minecart, and TNT.
**For Sephiroth, his projectiles are Flare, Megaflare, Gigaflare, Shadow Flare, and Scintilla.
* technically has three projectile moves: Gordo Throw, the Drop Stars from Super Dedede Jump, and spitting out characters in a star projectile with . However, as Inhale is a conditional projectile move, this most likely made King Dedede illegible for the tourney. 
*Met afstand de beste, the Dutch name for this event, might be a pun. It can also be translated to "With distance the best".
==References==
Balloon Fight (game)

Balloon Fight (, Balloon Fight) is a 1985 video game developed by Nintendo. The Arcade (Nintendo Vs. System), Vs. Balloon Fight, was originally released in 1984 and its Nintendo Entertainment System counterpart was Internationally released in 1986. The gameplay is similar to the arcade game Joust by Williams Electronics. The home Nintendo Entertainment System version was ported to the NEC PC-8801 in October 1985, the Sharp X1 in November 1985, the Game Boy Advance as Balloon Fight-e for the e-Reader in the United States on September 16, 2002, and as part of the Famicom Mini Series in Japan on May 21, 2004.
==In the series==
===Move===
Villager's up special move, , comes from this game. In this move, Villager uses balloons to rise into the air, in a similar way to how the playable characters and enemies do in this game. In addition, Villager's helpless animation mimics the losing animation from this game.
===Stage===
Balloon Fight comes from this game. The stage looks like the original game, retaining the 8-bit graphics.
===Item===
The Flipper comes from this game. Flippers knockback any fighter or enemy that touches it a bit. It appears as an item in Super Smash Bros. Melee and as a stage hazard on the Balloon Fight stage in and Super Smash Bros. Ultimate.
===Music===
"Balloon Fight", "Balloon Trip (Brawl)", "Balloon Fight Medley" and "Balloon Trip (3DS)" come from this game. "Baloon Fight (Melee) is a direct port of the song that plays during the Balloon Trip mode and during a Bonus Round. Both "Balloon Trip" songs are remixes of the same theme.
===Trophies===
====In Melee====
Name 	Image	Description
Flipper 	 	Made famous as an unpredictable obstacle in Balloon Fight, the Flipper stops and hangs in midair when thrown. Any character who comes in contact with the bumper-balls on its ends will be knocked away as the Flipper spins wildly. Flippers can be a bit irksome: in Balloon Fight they caused accidents to friends and foes alike.
Balloon Fighter	 	The goal in Balloon Fight is to break your enemy's two balloons, depriving him of his flotation devices. If you lose one balloon, your buoyancy drops and it becomes harder to rise. As you can pop both friends' and enemies' balloons, you have to stay alert in this two-player fun fest. The balloonist's name is unknown.
===Stickers===
No.	Image	Name 	Effect 	Characters
622	 	Balloon Fighter 	Attack +4	
623	 	Balloon Fight Enemy	Attack +4	
===Spirits===
====Primary====
No. 	Image	Name	Type	Class	Slots	Base	Max	Base	Max 	Base	Max 	Ability
1,125	 	 	★★ 	0 	1954 	7861	830	3337	1014	4079	Electric Weakness	
====Support====
No. 	Image	Name	Class	Cost 	Ability
1,124	 	★★ 	1 	Jump ↑	
===Masterpiece===
The NES version of the game is available as a default Masterpiece in . After the timer elapsed, players were given the opportunity to purchase the game as a Virtual Console title on the Nintendo eShop before its shutdown on March 27, 2023.
Category:Games
Category:Balloon Fight universe
Balloon Trip (disambiguation)

Balloon Trip could refer to:
*The music from the Balloon Trip side-game in , appearing as:
**A direct chiptune port in Super Smash Bros. Melee, entitled Balloon Fighter.
**An arranged version in Super Smash Bros. Brawl, supervised by Koji Hayama.
**A new arranged version in Super Smash Bros. 4, supervised by Hirokazu Tanaka.
*A move used by Villager and Isabelle in Smash 4 and Ultimate.
Banana (disambiguation)

Banana may refer to:
* One of Food items in Melee.
* Banana Peel, an item that causes the opponent to trip. Diddy Kong can also spawn a Banana Peel via his down special.
* Banana Gun, a ranged item that launches a banana fruit.
* A smasher from Texas, 
* A smasher from Utah, .
* A smasher from England, .
Banana Gun

The Banana Gun (, Banana Gun) is a shooting type item introduced in Super Smash Bros. Ultimate.
==Overview==
The Banana Gun is a one-use ranged item that appears as a simple banana. Contrary to its appearance, it fires a single banana fruit "bullet" that travels forward slowly and explodes with contact with anything, dealing 30% damage and high knockback alongside a comical banana-filled explosion. Once its single round of ammo is used, throwing it causes it to turn into a Banana Peel.
==Spirits==
Equipping the Piantas, Swanky Kong or Ukiki support spirits will give the player a Banana Gun at a start of their stock.
No.	Image	Name	Type	Class	Cost 	Ability 	Series
69 	 	 	★ 	1 	Banana Gun Equipped	Super Mario Series	
143	 	 	★ 	1 	Banana Gun Equipped	Donkey Kong Series	
320	 	 	★ 	1 	Banana Gun Equipped	Yoshi Series 	
==Gallery==
File:SSBUWebsiteDiddyKong3.jpg|Ness holding a Banana Gun in Ultimate. with Diddy Kong trying to steal it.
==Names in other languages==
==Trivia==
*A similar weapon is used by the Eggplant Wizard in the animated series . The gun is held and fired in an identical fashion; however, when struck by the banana 'bullet' the target is trapped in a giant banana peel as opposed to exploding.
*A similar weapon is used by Big Boss in . It cannot fire a banana 'bullet' however.
Category:Items (SSBU)
Category:Shooter items
Category:Items
Banjo & Kazooie (SSBU)/Back aerial

==Overview==
Kazooie's three-hit Air Rat-a-Tat Rap. It is similar to her grounded rapid jab. The first hit comes out on frame 8. It has a good overall range and startup, making it a reliable aerial for edgeguarding and useful as an out of shield option. The first two hits use the autolink angle, and the final hit sends at a slightly horizontal angle. While the move has extremely high landing lag (18 frames), making most combos from the first two hits read-dependent on landing, forward tilt is generally a reliable followup on most opponents when landing from the first or second hit due to its range and speed. Can auto-cancel from a short hop.
==Update History==
 
*
==Hitboxes==
|}
==Timing==
===Attack===
Initial autocancel	1-7
Hits 1-2 	8-9, 12-13
Hit 3 	16-17
Ending autocancel 	37-
Interruptible 	44
Animation length 	55
|-
===Landing lag===
Interruptible 	19
Animation length	42
Category:Banjo & Kazooie (SSBU)
Category:Back aerials (SSBU)
Banjo & Kazooie (SSBU)/Back throw

==Overview==
's back throw involves Banjo spinning his opponent around three times before throwing them behind him. It is Banjo & Kazooie's strongest throw, KOing from the center of at 154%, and even earlier near the ledge and/or with rage. Due to this, back throw is one of Banjo & Kazooie's main ways to KO opponents.
Back throw also has a collateral hitbox on the victim ahead of the actual throw, which can damage other nearby opponents.
==Throw and Hitbox Data==
|}
|}
==Timing==
Invincibility 	1-36
Collateral hit 	13-33
Turnaround 	35
Throw release 	36
Interruptible 	54
Animation length	71
|-
==Similar moves==
*Mario (SSBU)/Back throw
Category:Banjo & Kazooie (SSBU)
Category:Back throws (SSBU)
Banjo & Kazooie (SSBU)/Dash attack

==Overview==
Banjo performs the Forward Roll from Banjo-Kazooie, resembling 's dash attack. Hits on frame 9 and sends the duo a respectable distance, allowing it to punish distant attacks. However, it is equally punishable on shield. The clean hit deals strong vertical knockback at a slight diagonal angle, KOing at 152% on , while the late hit has some combo potential at low to mid percentages.
==Hitboxes==
|}
==Timing==
Clean hit 	9-12
Late hit 	13-20
Interruptible 	37
Animation length	65
Category:Banjo & Kazooie (SSBU)
Category:Dash attacks (SSBU)
Banjo & Kazooie (SSBU)/Down aerial

==Overview==
Kazooie's Beak Buster move. It is a stall-then-fall that meteor smashes at its beginning, with the later hitboxes dealing vertical knockback. The move has a very weak landing hit that has little use apart from granting minimal protection. The move lasts for an extremely long time, usually making offstage use an inevitable self-destruct, though it is possible to recover if it is used from high enough. It is mostly useful for returning to stage quickly, as the non-meteor smashing hitbox is unable to KO past realistic percents. However, the meteor smashing hitbox can be used for followups on grounded opponents at high percents and can act as a powerful sacrificial KO offstage.
==Hitboxes==
|}
==Timing==
===Attack===
The move resets Banjo & Kazooie's horizontal momentum and first sets their vertical speed to 0.8 on frames 1-13, then sets it to -3.8 from frame 14 onward. Manual horizontal movement is also disabled during frames 1-54, while jostling is disabled during frames 1-14.
Initial autocancel	1-2
Clean hit 	15-17
Late hit 	18-45
Ending autocancel 	55-
Interruptible 	57
Animation length 	74
|-
===Landing lag===
Hitbox 	1-3
Interruptible 	28
Animation length	49
Category:Banjo & Kazooie (SSBU)
Category:Down aerials (SSBU)
Banjo & Kazooie (SSBU)/Down smash

==Overview==
Banjo performs a forearm club while Kazooie slams both of her wings downwards on both sides. Deals the same amount of damage and knockback throughout the move. Hits on frame 13 and has the fastest interruptibility out of the duo's smash attacks while having good power despite its speed, being able to KO at the edge at around 85%. As a result, it is the duo's most reliable smash attack for quick punishes.
==Hitboxes==
|}
==Timing==
Charges between 	2-3
Hitboxes 	13-17
Interruptible 	47
Animation length	65
Category:Banjo & Kazooie (SSBU)
Category:Down smashes (SSBU)
Banjo & Kazooie (SSBU)/Down special

==Overview==
==Hitboxes==
|}
==Timing==
Explosion is frame 1 on contact. Data below is valid if the projectile is left alone.
Projectile 	10-143
Explosion 	144
Interruptible 	45
Animation length	71
|-
Category:Banjo & Kazooie (SSBU)
Category:Down special moves (SSBU)
Banjo & Kazooie (SSBU)/Down throw

==Overview==
Banjo performs a powerbomb. It buries an opponent and functions similarly to and 's down throws: it is ineffective and easily escapable at very low percents, but grants a read-dependent followup based on the opponent's reaction at medium percents, and guaranteed KO confirms at extremely high percents, such as into up smash and up tilt. Its combo potential, however, is somewhat limited if the opponent mashes well due to the low base burying time; generally, forward and up aerials are the most reliable follow-ups.
==Throw Data==
The move buries the opponent upside down. The bury duration is determined by the formula 35 + 0.5p, where p is the target's percent before damage from the throw.
|}
==Timing==
Invincibility 	1-34
Throw Release 	34
Interruptible 	56
Animation length	74
|-
==Trivia==
*Interestingly enough, the move's scripts have a line for deleting hitboxes on the same frame it buries the opponent, implying it was originally intended to have a hitbox before the throw.
==Similar moves==
*R.O.B. (SSBU)/Down throw
*King K. Rool (SSBU)/Down throw
Category:Banjo & Kazooie (SSBU)
Category:Down throws (SSBU)
Banjo & Kazooie (SSBU)/Down tilt

==Overview==
Kazooie's Beak Barge. It is a semi-spike with good range and decent duration, all of which make it a good tool for onstage edgeguarding. It lowers the duo's profile to an even greater extent than their crouch, enabling them to duck under some moves like 's Blaster shots. Conversely, its power and speed are poor, being the duo's slowest tilt attack at frame 12. Finally, it acts as a pseudo-crawl and is capable of crossing up against shields when performed close enough to their opponent.
==Hitboxes==
|}
==Timing==
Clean hit 	12-17
Late hit 	18-21
Interruptible 	38
Animation length	46
Category:Banjo & Kazooie (SSBU)
Category:Down tilts (SSBU)
Banjo & Kazooie (SSBU)/Edge attack

==Overview==
Banjo gets himself up from the ledge before performing an inwards swipe with his hand.
==Update History==
 
*
==Hitboxes==
|}
==Timing==
For each ledge grab without touching the ground or being hit, intangibility is reduced on subsequent ledge grabs, until it is lost entirely from the fourth grab onward. The hitbox visualization only shows intangibility for the first ledge grab.
Intangibility (1st grab)	1-26
Intangibility (2nd grab)	1-20
Intangibility (3rd grab)	1-13
Hitbox 	24-26
Interruptible 	56
Animation length 	63
!Hitbox 
|-
!1st grab 
|-
!2nd grab 
|-
!3rd grab 
|-
Category:Banjo & Kazooie (SSBU)
Category:Edge attacks (SSBU)
Banjo & Kazooie (SSBU)/Floor attack (back)

==Overview==
Banjo kicks around himself in the front and back before getting up. Can be used to knock opponents away.
==Hitboxes==
|}
==Timing==
Intangibility 	1-25
Hit 1 	16-17
Hit 2 	24-25
Interruptible 	46
Animation length	65
|-
Category:Banjo & Kazooie (SSBU)
Category:Floor attacks (SSBU)
Banjo & Kazooie (SSBU)/Floor attack (front)

==Overview==
Banjo kicks behind and then in front of himself before getting up. Can be used to knock opponents away.
==Hitboxes==
|}
==Timing==
Intangibility 	1-22
Hit 1 	16-17
Hit 2 	21-22
Interruptible 	46
Animation length	61
|-
Category:Banjo & Kazooie (SSBU)
Category:Floor attacks (SSBU)
Banjo & Kazooie (SSBU)/Floor attack (trip)

==Overview==
Banjo claps behind and then in front of himself.
==Hitboxes==
|}
==Timing==
Intangibility 	1-7
Hit 1 	19-20
Hit 2 	31-32
Interruptible 	50
Animation length	61
|-
Category:Banjo & Kazooie (SSBU)
Category:Floor attacks (SSBU)
Banjo & Kazooie (SSBU)/Forward aerial

==Overview==
Banjo throws a delayed overhand punch. It is tied with down aerial as the duo's slowest aerial attack with 15 frames of startup and has high ending lag. However, it has a slightly disjointed hitbox on his fist, can auto-cancel from a short hop, has the lowest landing lag of Banjo & Kazooie's aerials (11 frames), is moderately safe on shield, and is very powerful, being able to KO at 89% from the edge of . It can be followed up from neutral attack, up throw or down throw.
==Hitboxes==
|}
==Timing==
===Attack===
Initial autocancel	1-2
Clean hit 	15-17
Late hit 	18
Ending autocancel 	37-
Interruptible 	52
Animation length 	73
|-
===Landing lag===
Interruptible 	12
Animation length	29
Category:Banjo & Kazooie (SSBU)
Category:Forward aerials (SSBU)
Banjo & Kazooie (SSBU)/Forward smash

==Overview==
The Breegull Bash. It is moderately slow (19 frames) and has high ending lag, but very powerful, KOing at around 100% from center-stage. Its hitbox is wide enough to hit aerial opponents diagonally above the duo, making it particularly useful for catching opponents on platforms, such as and Pokémon Stadium.
==Update History==
 
*
==Hitboxes==
|}
==Timing==
Charges between 	9-10
Early hit 	19
Late hit 	20-21
Interruptible 	53
Animation length	80
Category:Banjo & Kazooie (SSBU)
Category:Forward smashes (SSBU)
Banjo & Kazooie (SSBU)/Forward throw

==Overview==
Banjo faces away and Kazooie performs a double-footed stretch kick. Very low knockback growth even at very high percents, making it mostly used for sending opponents off-stage. Overall, it is the duo's least useful throw.
==Throw and Hitbox Data==
|}
|}
==Timing==
Invincibility 	1-11
Hitbox 	9-10
Throw Release 	11
Interruptible 	34
Animation length	55
|-
Category:Banjo & Kazooie (SSBU)
Category:Forward throws (SSBU)
Banjo & Kazooie (SSBU)/Forward tilt

Banjo & Kazooie forward tilt hitbox visualizations	Banjo & Kazooie forward tilt hitbox visualizations	Banjo & Kazooie forward tilt hitbox visualizations	Banjo & Kazooie forward tilt hitbox visualizations	Banjo & Kazooie forward tilt hitbox visualizations
↗ 	 	 	 	
→ 	 	 	 	
↘ 	 	 	 	
==Overview==
The Beak Bayonet. Banjo quickly thrusts Kazooie forward like a spear. Can be angled and has a sweetspot on Kazooie's beak. It has a decent range and has quick startup (7 frames), making it a useful spacing option.
==Hitboxes==
|}
==Timing==
Early hit 	7
Late hit 	8-9
Interruptible 	29
Animation length	64
Category:Banjo & Kazooie (SSBU)
Category:Forward tilts (SSBU)
Banjo & Kazooie (SSBU)/Grab

==Overview==
Banjo grabs with his hand. Compared to every other grab in the game, Banjo & Kazooie's pivot grab has less range against aerial opponents, due to the aerial grabbox's horizontal stretch erroneously being coded to be shorter than the grounded grabbox's, instead of larger to compensate for its smaller radius.
==Grabbox Data==
===Standing Grab===
|}
===Dash Grab===
|}
===Pivot Grab===
|}
==Timing==
===Standing grab===
Grab 	7-8
Interruptible 	37
Animation length	41
===Dash grab===
Grab 	10-11
Interruptible 	45
Animation length	49
===Pivot grab===
Grab 	11-12
Interruptible 	40
Animation length	49
Category:Banjo & Kazooie (SSBU)
Category:Grabs (SSBU)
Banjo & Kazooie (SSBU)/Hitboxes

==Hitboxes==
Move 	Name 	Hitbox
Neutral attack 1 	Claw Swipe 	
Neutral attack 2 	Claw Swipe 	
Neutral attack 3 	Claw Swipe 	
Neutral attack infinite 	Rat-a-Tat Rap 	
Neutral attack finisher 	Rat-a-Tat Rap 	
Forward tilt (mid) 	Beak Bayonet 	
Forward tilt (high) 	Beak Bayonet 	
Forward tilt (low) 	Beak Bayonet 	
Up tilt 	 	
Down tilt 	Beak Barge 	
Dash attack 	Forward Roll 	
Forward smash 	Breegull Bash 	
Up smash 	Bill Drill 	
Down smash 	 	
Neutral aerial 	Twirling Wing Whack	
Forward aerial 	 	
Back aerial 	Air Rat-a-Tat Rap 	
Up aerial 	 	
Down aerial 	Beak Buster 	
Down aerial (landing) 	Beak Buster 	
Neutral special (Egg Firing) 	Egg Firing 	
Neutral special (Breegull Blaster, shots 1-6) 	Breegull Blaster 	
Neutral special (Breegull Blaster, shots 7-12)	Breegull Blaster 	
Neutral special (Breegull Blaster, shots 13+) 	Breegull Blaster 	
Side special 	Wonderwing 	
Up special 	Shock Spring Jump 	
Down special 	Rear Egg 	
Down special (explosion) 	Rear Egg 	
Standing grab 	 	
Dash grab 	 	
Pivot grab 	 	
Pummel 	 	
Forward throw 	 	
Back throw 	 	
Up throw 	 	
Down throw 	 	
Getup attack front 	 	
Getup attack back 	 	
Getup attack trip 	 	
Ledge attack 	 	
Category:Banjo & Kazooie (SSBU)
Category:Hitboxes (SSBU)