Banjo & Kazooie (SSBU)/Neutral attack/Hit 2
The ID 0 and 1 hitboxes have different hitstun modifiers coded, but due to a glitch, only the modifier of 6 for the last hitbox ends up applying to all of them (including the ID 2 hitbox, which has none assigned).
The third jab and rapid jab have different continuability windows, with the latter being shorter and taking priority. The move transitions into the rapid jab if, since the start of the first jab and before the end of the rapid jab window, the attack button has been pressed at least 3 times and released at least 2 times. Otherwise, it transitions into the third jab.
Earliest continuable point
- Interestingly enough, Banjo & Kazooie's first and second jabs are among the few jabs with a 180° angle hitbox that do not have a separate hitbox with a different angle for non-fighter targets, causing them to launch non-fighter targets (such as damageable items) towards the user rather than away when hit from afar. They share this distinction with Terry's first and second jabs, Pyra, Mythra, and Sora's first jabs, and Fox's second jab.