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Banjo & Kazooie (SSBU)/Up tilt: Difference between revisions

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{{ArticleIcons|ssbu=y}}
{{ArticleIcons|ssbu=y}}
[[File:Banjo&KazooieUTilt.gif|thumb|500px|Hitbox visualization showing Banjo&Kazooie's up tilt.]]
[[File:Banjo&KazooieUTilt.gif|thumb|350px|Hitbox visualization showing Banjo & Kazooie's up tilt.]]


==Overview==
==Overview==
Kazooie props Banjo up in order for him to perform an upward roundhouse kick. It is somewhat slow on startup for a tilt attack (11 frames), but it has impressive [[knockback]], being able to [[KO]] grounded opponents under 150%. The move also has a fairly large [[hitbox]] above Banjo, which makes it effective as both an anti-air and as a followup from [[Banjo & Kazooie (SSBU)/Down throw|down throw]] for a KO confirm. Despite its respectable power, it has fairly low [[ending lag]]; when combined with its vertical launch angle, this can allow it to set up juggles. However, it has a very short horizontal [[range]], making it difficult to hit grounded opponents who aren't directly touching the duo. Unlike their other attacks, Kazooie possesses a [[hurtbox]] during this move.
{{competitive expertise}}
Kazooie props Banjo up in order for him to perform a stretch kick. It is somewhat slow on startup for a tilt attack (11 frames), but it has impressive [[knockback]], being able to [[KO]] grounded opponents under 150%. The move also has a fairly large [[hitbox]] above Banjo, which makes it effective as both an anti-air and as a followup from [[Banjo & Kazooie (SSBU)/Down throw|down throw]] for a KO confirm. Despite its respectable power, it has fairly low [[ending lag]]; when combined with its vertical launch angle, this can allow it to set up juggles. However, it has a very short horizontal [[range]], making it difficult to hit grounded opponents who aren't directly touching the duo. Unlike their other attacks, Kazooie possesses a [[hurtbox]] during this move.
 
==Update History==
'''{{GameIcon|ssbu}} {{SSBU|12.0.0}}
*{{buff|It has more knockback scaling (114 → 119).}}
==Hitboxes==
==Hitboxes==
{{UltimateHitboxTableHeader}}
{{UltimateHitboxTableHeader}}
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|damage=10.0%
|damage=10.0%
|angle=86
|angle=86
|af=3
|bk=42
|bk=42
|ks=114
|ks=119
|fkv=0
|fkv=0
|r=4.4
|r=4.4
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|damage=10.0%
|damage=10.0%
|angle=86
|angle=86
|af=3
|bk=42
|bk=42
|ks=114
|ks=119
|fkv=0
|fkv=0
|r=4.6
|r=4.6
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|damage=10.0%
|damage=10.0%
|angle=86
|angle=86
|af=3
|bk=42
|bk=42
|ks=114
|ks=119
|fkv=0
|fkv=0
|r=4.4
|r=4.4
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}}
}}
|}
|}
==Timing==
==Timing==
{|class="wikitable"
{|class="wikitable"

Latest revision as of 00:25, June 25, 2023

Hitbox visualization showing Banjo & Kazooie's up tilt.

OverviewEdit

  This article or section may require competitive expertise.
You can discuss this issue on the talk page or edit this page to improve it.

Kazooie props Banjo up in order for him to perform a stretch kick. It is somewhat slow on startup for a tilt attack (11 frames), but it has impressive knockback, being able to KO grounded opponents under 150%. The move also has a fairly large hitbox above Banjo, which makes it effective as both an anti-air and as a followup from down throw for a KO confirm. Despite its respectable power, it has fairly low ending lag; when combined with its vertical launch angle, this can allow it to set up juggles. However, it has a very short horizontal range, making it difficult to hit grounded opponents who aren't directly touching the duo. Unlike their other attacks, Kazooie possesses a hurtbox during this move.

Update HistoryEdit

  12.0.0

  •   It has more knockback scaling (114 → 119).

HitboxesEdit

ID Part Rehit rate Damage SD Angle Angle type BK KS FKV Set weight Radius Bone Offset SDI× T% Clang Rebound Effect Type G A Sound Direct Hit bits Hit part Blockable Reflectable Absorbable Flinchless No GFX Heedless
0 0 0 10.0% 0   Forward 42 119 0   4.4 legr 1.8 0.0 0.0 1.0× 1.0× 0%               Kick   All All            
1 0 0 10.0% 0   Forward 42 119 0   4.6 footr 2.2 0.0 0.0 1.0× 1.0× 0%               Kick   All All            
2 0 0 10.0% 0   Forward 42 119 0   4.4 legl 2.6 0.0 0.0 1.0× 1.0× 0%               Kick   All All            

TimingEdit

Kazooie Hurtboxes 1-24
Hitboxes 11-14
Interruptible 32
Animation length 62
Banjo                                                                                                                             
Kazooie                                                                                                                             
Legend (1 square = 1 frame)
 
Lag time
 
Hitbox
 
Vulnerable
 
Interruptible