Editing Banjo & Kazooie (SSBU)/Side special
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[[File:Banjo&KazooieWonderwing.gif|thumb|500px|Hitbox visualization showing Banjo & Kazooie's side special, | [[File:Banjo&KazooieWonderwing.gif|thumb|500px|Hitbox visualization showing Banjo & Kazooie's side special, Wonderwing.]] | ||
==Overview== | ==Overview== | ||
This move is called '''Wonderwing'''. Kazooie covers Banjo with her wings while he charges forward at high speed. It is only usable up to 5 times per stock, which is denoted by the amount of Golden Feathers above their heads. Each successful use consumes 1 Golden Feather, although interrupting the move before the [[hitbox]] begins will not use up a feather. To compensate, it has a large amount of strengths: the move grants full [[invincibility]] from the start of the dash (frame 18) to the end, including immunity to almost all [[Final Smash|Final Smashes]] that do not [[grab]] the opponent, the clean hit deals a high amount of [[damage]], [[shield damage]], and [[knockback]], and can [[KO]] at the edge at 60%, while the late hit is still powerful and can KO effectively offstage or catch options of edge-hanging opponents. It works very well as a horizontal [[recovery]] option, as it does not cause helplessness and travels an excellent amount of horizontal distance. However, the move is specifically designed to be out-prioritized by grabs, and grabbing the duo out of the move causes it to only deal 0.25× damage to the grabber. Its high startup and [[ending lag]] also makes it [[Punishment|punishable]] if it misses or is shielded, which is compounded by the move's reduced shieldstun, especially on the late hit. If they attempt to use it without any feathers remaining, they simply stumble over; an aerial use will cause them to fumble in midair, and using it close to the ground will cause them to land face-first in their floored animation. The number of Golden Feathers available will vary in [[Stamina Mode]] depending on starting [[HP]]. | This move is called '''Wonderwing'''. Kazooie covers Banjo with her wings while he charges forward at high speed. It is only usable up to 5 times per stock, which is denoted by the amount of Golden Feathers above their heads. Each successful use consumes 1 Golden Feather, although interrupting the move before the [[hitbox]] begins will not use up a feather. To compensate, it has a large amount of strengths: the move grants full [[invincibility]] from the start of the dash (frame 18) to the end, including immunity to almost all [[Final Smash|Final Smashes]] that do not [[grab]] the opponent, the clean hit deals a high amount of [[damage]], [[shield damage]], and [[knockback]], and can [[KO]] at the edge at 60%, while the late hit is still powerful and can KO effectively offstage or catch options of edge-hanging opponents. It works very well as a horizontal [[recovery]] option, as it does not cause helplessness and travels an excellent amount of horizontal distance. However, the move is specifically designed to be out-prioritized by grabs, and grabbing the duo out of the move causes it to only deal 0.25× damage to the grabber. Its high startup and [[ending lag]] also makes it [[Punishment|punishable]] if it misses or is shielded, which is compounded by the move's reduced shieldstun, especially on the late hit. If they attempt to use it without any feathers remaining, they simply stumble over; an aerial use will cause them to fumble in midair, and using it close to the ground will cause them to land face-first in their floored animation. The number of Golden Feathers available will vary in [[Stamina Mode]] depending on starting [[HP]]. | ||
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