Banjo & Kazooie (SSBU): Difference between revisions

m
→‎Moveset: Grammar check
m (→‎Attributes: Grammar check)
m (→‎Moveset: Grammar check)
Line 51: Line 51:
|utiltname= 
|utiltname= 
|utiltdmg=10%
|utiltdmg=10%
|utiltdesc=Kazooie lifts Banjo upwards while he kicks up. It is somewhat slow on startup for a tilt attack (11 frames), however it has impressive knockback, being able to KO grounded opponents under 150%. The move also has a fairly large hitbox above Banjo, which can make for an effective anti-air. 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 very short horizontal range, making it difficult to hit grounded opponents who aren't directly touching the duo. Unlike the duo's other attacks, Kazooie possesses a hurtbox during this move.
|utiltdesc=Kazooie lifts Banjo upwards while he kicks up. 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 can make for an effective anti-air. 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 very short horizontal range, making it difficult to hit grounded opponents who aren't directly touching the duo. Unlike the duo's other attacks, Kazooie possesses a hurtbox during this move.
|dtiltname=Beak Barge
|dtiltname=Beak Barge
|dtiltdmg=6% (beak), 5% (close), 3% (late)
|dtiltdmg=6% (beak), 5% (close), 3% (late)
Line 69: Line 69:
|nairname=Twirling Wing Whack
|nairname=Twirling Wing Whack
|nairdmg={{ShortHopDmgSSBU|0.8}} (hits 1-7), {{ShortHopDmgSSBU|4.1}} (hit 8)
|nairdmg={{ShortHopDmgSSBU|0.8}} (hits 1-7), {{ShortHopDmgSSBU|4.1}} (hit 8)
|nairdesc=Kazooie's [https://banjokazooiewiki.com/wiki/Wing_Whack Wing Whack]. Functions similarly to {{SSBU|Ivysaur}} and {{SSBU|Piranha Plant}}'s neutral aerials. Deals decent damage but has rather slow startup (frame 10) and surprisingly high landing lag for an aerial of its kind (15 frames). The looping hits can drag opponents downwards for followups, though this is difficult due to the move's aforementioned landing lag and the looping hit's unpredictable launching trajectory. [[Autocancel]]s from a full hop.
|nairdesc=Kazooie's [https://banjokazooiewiki.com/wiki/Wing_Whack Wing Whack]. Functions similarly to {{SSBU|Ivysaur}} and {{SSBU|Piranha Plant}}'s neutral aerials. Deals decent damage, but has rather slow startup (frame 10) and surprisingly high landing lag for an aerial of its kind (15 frames). The looping hits can drag opponents downwards for followups, though this is difficult due to the move's aforementioned landing lag and the looping hit's unpredictable launching trajectory. [[Autocancel]]s from a full hop.
|fairname= 
|fairname= 
|fairdmg={{ShortHopDmgSSBU|15}} (clean), {{ShortHopDmgSSBU|12}} (late)
|fairdmg={{ShortHopDmgSSBU|15}} (clean), {{ShortHopDmgSSBU|12}} (late)
Line 89: Line 89:
|fthrowname= 
|fthrowname= 
|fthrowdmg=5.4% (hit 1), 3% (throw)
|fthrowdmg=5.4% (hit 1), 3% (throw)
|fthrowdesc=Banjo & Kazooie simultaneously perform a [[Wikipedia:Professional wrestling attacks#Hip attack|hip attack]] and double-footed front kick, respectively. Very low knockback growth even at very high percents, making it mostly used for sending opponents offstage. Overall, it is the duo's least useful throw.
|fthrowdesc=Banjo & Kazooie simultaneously perform a [[Wikipedia:Professional wrestling attacks#Hip attack|hip attack]] and double-footed front kick, respectively. Very low knockback growth even at very high percents, making it mostly used for sending opponents off-stage. Overall, it is the duo's least useful throw.
|bthrowname= 
|bthrowname= 
|bthrowdmg=11.4% (throw), 8% (collateral)
|bthrowdmg=11.4% (throw), 8% (collateral)
Line 98: Line 98:
|dthrowname= 
|dthrowname= 
|dthrowdmg=5.6%
|dthrowdmg=5.6%
|dthrowdesc=Banjo performs a {{s|wikipedia|powerbomb}}. Functions similarly to other [[bury]]ing throws, such as {{SSBU|King K. Rool}}'s down throw: it is ineffective and easily escapable at very low percents, but grants a read followup based on the opponent's reaction at medium percents, and guaranteed followups at extremely high percents. Its followup potential, however, is somewhat limited if the opponent mashes well due to the low base burying time; generally forward and up aerials are the most reliable followups.
|dthrowdesc=Banjo performs a {{s|wikipedia|powerbomb}}. Functions similarly to other [[bury]]ing throws, such as {{SSBU|King K. Rool}}'s down throw: it is ineffective and easily escapable at very low percents, but grants a read followup based on the opponent's reaction at medium percents, and guaranteed followups at extremely high percents. Its followup potential, however, is somewhat limited if the opponent mashes well due to the low base burying time; generally, forward and up aerials are the most reliable followups.
|floorfname= 
|floorfname= 
|floorfdmg=7%
|floorfdmg=7%
Line 113: Line 113:
|nsname=Egg Firing
|nsname=Egg Firing
|nsdmg=5.4%-3.8% (egg), 2.4% (Breegull Blaster hits 1-6), 1.6% (Breegull Blaster hits 7-12), 0.8% (Breegull Blaster hits 13+)
|nsdmg=5.4%-3.8% (egg), 2.4% (Breegull Blaster hits 1-6), 1.6% (Breegull Blaster hits 7-12), 0.8% (Breegull Blaster hits 13+)
|nsdesc=For '''Egg Firing''', Banjo gets down on all fours while Kazooie spits out an egg. These eggs will obey gravity, bounce off the ground and linger for quite some time (around the length of half of Final Destination) before breaking on their own, and become weaker as time passes. It is rather slow to fire, making the projectile mostly suited for stage control. If the special button is held, the duo will instead perform the '''Breegull Blaster''', where Banjo takes Kazooie out of his backpack and uses her in a manner similar to a [[Super Scope]]. In this mode, pressing either attack button will cause Kazooie to quickly fire smaller, weaker straight-flying eggs that travel a third of Final Destination; subsequent eggs gradually deal less damage. These smaller eggs cause minimal flinching at long range and weak vertical knockback up close. Banjo can move and triple jump freely while in this mode, and can turn around (the latter is not possible while firing). Crouching or shielding will put Kazooie away. Due to the mechanics of this move, Egg Firing can only be done repeatedly if the player button mashes, since holding the button transitions into the Breegull Blaster.  
|nsdesc=For '''Egg Firing''', Banjo gets down on all fours while Kazooie spits out an egg. These eggs will obey gravity, bounce off the ground and linger for quite some time (around the length of half of Final Destination) before breaking on their own, and become weaker as time passes. It is rather slow to fire, making the projectile mostly suited for stage control. If the special button is held, the duo will instead perform the '''Breegull Blaster''', where Banjo takes Kazooie out of his backpack and uses her in a manner similar to a [[Super Scope]]. In this mode, pressing either attack button will cause Kazooie to quickly fire smaller, weaker straight-flying eggs that travel for a third of Final Destination's length; subsequent eggs gradually deal less damage. These smaller eggs cause minimal flinching at long range and weak vertical knockback up close. Banjo can move and triple jump freely while in this mode, and can turn around (the latter is not possible while firing). Crouching or shielding will put Kazooie away. Due to the mechanics of this move, Egg Firing can only be done repeatedly if the player button mashes, since holding the button transitions into the Breegull Blaster.  
|ssname=Wonderwing
|ssname=Wonderwing
|ssdmg=22% (clean), 16% (late)
|ssdmg=22% (clean), 16% (late)
|ssdesc=Kazooie covers Banjo with her wings while he charges forward at a very fast pace. It is only usable up to 5 times per stock, 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 Smashes]] (that don't 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 kill 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 0.25x damage to the grabber. Its high startup and ending lag also makes it 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 Banjo to land face first in his floored animation.
|ssdesc=Kazooie covers Banjo with her wings while he charges forward at a very fast pace. It is only usable up to 5 times per stock, 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 Smashes]] (that don't 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 kill 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 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 Banjo to land face-first in his floored animation.
|usname=Shock Spring Jump
|usname=Shock Spring Jump
|usdmg=3% (Shock Spring Pad)
|usdmg=3% (Shock Spring Pad)
|usdesc=Banjo & Kazooie use a Shock Spring Pad to launch themselves upward. The longer the special button is held, the more height they gain. Slows the duo's descent upon starting up if used in the air. Midair jumps and airdodges are still usable as the duo aren't put into a [[helpless]] state. In the air, the pad itself acts as a projectile after its use like [[Spring Jump]], which can gimp recoveries; unlike that move, however, a grounded Shock Spring Pad cannot be used again by opponents or the duo.
|usdesc=Banjo & Kazooie use a Shock Spring Pad to launch themselves upward. The longer the special button is held, the more height they gain. Slows the duo's descent upon starting up if used in the air. Midair jumps and airdodges are still usable, as the duo aren't put into a [[helpless]] state. In the air, the pad itself acts as a projectile after its use like [[Spring Jump]], which can gimp recoveries; unlike that move, however, a grounded Shock Spring Pad cannot be used again by opponents or the duo.
|dsname=Rear Egg
|dsname=Rear Egg
|dsdmg=9.22%
|dsdmg=9.22%
|dsdesc=Banjo bends over and Kazooie appears out of Banjo's backpack, firing a [https://banjokazooiewiki.com/wiki/Grenade_Egg Grenade Egg] from her rear behind the duo. The Grenade Egg has a fixed timer of around 2 seconds, and has a floaty, slightly unpredictable bouncing trajectory that varies based on where the egg lands when it hits the ground. Only one Grenade Egg can be fired at a time; if the move is used while an egg is already active, Kazooie will pop her head out from Banjo's backpack and shake her head profusely. Can be picked up, thrown and dropped like an item, similarly to [[Hand Grenade]]. Grenade Eggs do very little knockback, although their short fuses allow for creative item play. Using the move in midair will stall the duo slightly and makes it easy to catch an airborne Grenade Egg, and can be used to [https://twitter.com/HeeewwWin/status/1169442695007363072 stall in midair] similarly to [[C4]].
|dsdesc=Banjo bends over and Kazooie appears out of Banjo's backpack, firing a [https://banjokazooiewiki.com/wiki/Grenade_Egg Grenade Egg] from her rear behind the duo. The Grenade Egg has a fixed timer of around 2 seconds, and has a floaty, slightly unpredictable bouncing trajectory that varies based on where the egg lands when it hits the ground. Only one Grenade Egg can be fired at a time; if the move is used while an egg is already active, Kazooie will pop her head out from Banjo's backpack and shake her head profusely. Can be picked up, thrown, and dropped like an item, similarly to [[Hand Grenade]]. Grenade Eggs do very little knockback, although their short fuses allow for creative item play. Using the move in midair will stall the duo slightly and makes it easy to catch an airborne Grenade Egg, and can be used to [https://twitter.com/HeeewwWin/status/1169442695007363072 stall in midair] similarly to [[C4]].
|fsname=The Mighty Jinjonator
|fsname=The Mighty Jinjonator
|fsdmg=10% (initial hit), 54.3% (total)
|fsdmg=10% (initial hit), 54.3% (total)
1,451

edits