Super Smash Bros. Ultimate

Banjo & Kazooie (SSBU)/Down aerial: Difference between revisions

(New Page: {{ArticleIcons|ssbu=y}} thumb|450px|Hitbox visualization showing Banjo & Kazooie's down aerial. File:Banjo&KazooieDAirLanding.gif|thumb|350px|Hitbox vis...)
 
No edit summary
 
(5 intermediate revisions by 4 users not shown)
Line 1: Line 1:
{{ArticleIcons|ssbu=y}}
{{ArticleIcons|ssbu=y}}
[[File:Banjo&KazooieDAir.gif|thumb|450px|Hitbox visualization showing Banjo & Kazooie's down aerial.]]
[[File:Banjo&KazooieDAir.gif|thumb|350px|Hitbox visualization showing Banjo & Kazooie's down aerial.]]
[[File:Banjo&KazooieDAirLanding.gif|thumb|350px|Hitbox visualization showing Banjo & Kazooie's down aerial, when landing.]]
[[File:Banjo&KazooieDAirLanding.gif|thumb|300px|Hitbox visualization showing Banjo & Kazooie's down aerial, when landing.]]
{{competitive expertise}}
{{competitive expertise}}
==Overview==
==Overview==
Kazooie's '''Beak Buster''' move. It is a [[stall-then-fall]] that [[Meteor smash|meteor smashes]] at its beginning, with the later [[Hitbox|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==
==Hitboxes==
{{UltimateHitboxTableHeader}}
{{UltimateHitboxTableHeader}}
{{HitboxTableTitle|Clean hit|24}}
{{HitboxTableTitle|Clean hit|42}}
{{UltimateHitboxTableRow
{{UltimateHitboxTableRow
|id=0
|id=0
Line 25: Line 28:
|slvl=L
|slvl=L
}}
}}
{{HitboxTableTitle|Late hit|24}}
{{HitboxTableTitle|Late hit|42}}
{{UltimateHitboxTableRow
{{UltimateHitboxTableRow
|id=0
|id=0
Line 44: Line 47:
|slvl=L
|slvl=L
}}
}}
{{HitboxTableTitle|Landing hit|24}}
{{HitboxTableTitle|Landing hit|42}}
{{UltimateHitboxTableRow
{{UltimateHitboxTableRow
|id=0
|id=0
Line 65: Line 68:
}}
}}
|}
|}
==Timing==
==Timing==
===Attack===
===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.
{|class="wikitable"
{|class="wikitable"
!Initial autocancel
!Initial autocancel
Line 96: Line 101:
{|class="wikitable"
{|class="wikitable"
!Hitbox
!Hitbox
|1-2
|1-3
|-
|-
!Interruptbile
!Interruptbile
Line 102: Line 107:
|-
|-
!Animation length
!Animation length
|34
|49
|}
|}


{{FrameStripStart}}
{{FrameStripStart}}
{{FrameStrip|t=Hitbox|c=2}}{{FrameStrip|t=Lag|c=25}}{{FrameStrip|t=Interruptible|c=7}}
{{FrameStrip|t=Hitbox|c=3}}{{FrameStrip|t=Lag|c=24}}{{FrameStrip|t=Interruptible|c=22}}
{{FrameStripEnd}}
{{FrameStripEnd}}
{{FrameIconLegend|lag=y|hitbox=y|hitboxchange=y|autocancel=y|interruptible=y}}
{{FrameIconLegend|lag=y|hitbox=y|hitboxchange=y|autocancel=y|interruptible=y}}

Latest revision as of 22:52, August 9, 2022

Hitbox visualization showing Banjo & Kazooie's down aerial.
Hitbox visualization showing Banjo & Kazooie's down aerial, when landing.
Competitive.png This article or section may require competitive expertise.
You can discuss this issue on the talk page or edit this page to improve it.

OverviewEdit

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.

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
Clean hit
0 0 0 10.0% 0   Standard 20 86 0   4.8 top 0.0 -0.8 to 1.8 0.0 1.0× 1.0× 0%               Kick   All All            
Late hit
0 0 0 10.0% 0   Standard 60 80 0   5.2 top 0.0 -0.8 to 1.8 0.0 1.0× 1.0× 0%               Kick   All All            
Landing hit
0 0 0 2.0% 0   Standard 44 142 0   4.0 top 0.0 4.0 8.0 to -8.0 1.0× 1.0× 0%               Punch   All All            

TimingEdit

AttackEdit

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 lagEdit

Hitbox 1-3
Interruptbile 28
Animation length 49
                                                                                                 
Legend (1 square = 1 frame)
 
Lag time
 
Hitbox
  
Hitbox change
 
Autocancel
 
Interruptible