Editing Wonderwing

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The move involves Kazooie protecting Banjo with her magic-infused wings as he charges forward, which deals large damage and knockback if it connects with an opponent. Each attempt of this moves uses a Gold Feather displayed above them during the startup. However, the duo only have five feathers at a time, and thus can only use the move five times. The only way to refresh these feathers is to lose a stock, where the duo respawn with five feathers again. If the side special input is performed without any feathers available, the duo simply stumbles; if used in the air too close to the ground, they hit the floor in a [[floor recovery|downed state]], which cannot be [[tech]]ed. Feathers are only spent once the dash initiates; if the duo is interrupted in any way during the move's startup, the move is aborted but a feather will not be spent.
The move involves Kazooie protecting Banjo with her magic-infused wings as he charges forward, which deals large damage and knockback if it connects with an opponent. Each attempt of this moves uses a Gold Feather displayed above them during the startup. However, the duo only have five feathers at a time, and thus can only use the move five times. The only way to refresh these feathers is to lose a stock, where the duo respawn with five feathers again. If the side special input is performed without any feathers available, the duo simply stumbles; if used in the air too close to the ground, they hit the floor in a [[floor recovery|downed state]], which cannot be [[tech]]ed. Feathers are only spent once the dash initiates; if the duo is interrupted in any way during the move's startup, the move is aborted but a feather will not be spent.


From frames 18-53 - as long as its hitboxes are out - Banjo & Kazooie will gain a special form of [[invincibility]]. This invincibility is specially designed to lose to grab trades, through a specific hurtbox on the front. This includes [[grab#Special moves that can grab|grabbing special moves]], meaning moves like [[Counter Throw]], [[Flame Choke]], and [[Buster Wolf]] will beat out Wonderwing every time. In addition, grabbing the duo out of the move causes it to only deal 0.25x damage to the grabber <ref>https://twitter.com/Ruben_dal/status/1169773295002144768</ref>. Some [[Final Smash]]es that mechanically involve grabs may interact oddly with Wonderwing, such as [[Dark Pit Staff]] stopping the move without dealing damage.
From frames 18-53 - as long as its hitboxes are out - Banjo & Kazooie will gain a special form of [[invincibility]]. This invincibility is specially designed to lose to grab trades, through a specific hurtbox on the front. This includes [[grab#Special moves that can grab|grabbing special moves]], meaning moves like [[Flame Choke]] and [[Buster Wolf]] will beat out Wonderwing every time. In addition, grabbing the duo out of the move causes it to only deal 0.25x damage to the grabber <ref>https://twitter.com/Ruben_dal/status/1169773295002144768</ref>. Some [[Final Smash]]es that mechanically involve grabs may interact oddly with Wonderwing, such as [[Dark Pit Staff]] stopping the move without dealing damage.


The duo does not get the full five Gold Feathers to begin a stock in certain situations:
The duo does not get the full five Gold Feathers to begin a stock in certain situations:

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