Banjo & Kazooie (SSBU): Difference between revisions

Line 104: Line 104:
|nairname=Twirling Wing Whack ({{ja|回転ウイングアタック|Kaiten Uingu Atakku}}, ''Spinning Wing Attack'')
|nairname=Twirling Wing Whack ({{ja|回転ウイングアタック|Kaiten Uingu Atakku}}, ''Spinning Wing Attack'')
|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|Pit}} and {{SSBU|Dark Pit}}'s shared neutral aerial, with this move's looping hitboxes even sharing the exact same properties as those of that move. Has rather slow startup (frame 10) relative to its damage output and knockback. Compared to Pit's neutral aerial, the combination of this move's slower startup with its surprisingly high landing lag (15 frames), inability to autocancel from a short hop, and the final hit's strangely diagonal launch angle makes it far less useful for starting, extending or finishing combos. It has immense utility for approaching and interrupting vulnerable recoveries, although this is counterbalanced by the final hit's low knockback scaling and aforementioned diagonal launch angle. Its looping hits can drag opponents downwards to follow into most of the duo's grounded moves, although this can be difficult due to the move's aforementioned high landing lag and the looping hits' unpredictable launching trajectory; the move itself is also a very reliable followup from down throw or to finish a Breegull Blaster close-range egg ladder combo. [[Autocancel]]s from a full hop.
|nairdesc=Kazooie's [https://banjokazooiewiki.com/wiki/Wing_Whack Wing Whack]. Functions similarly to {{SSBU|Pit}} and {{SSBU|Dark Pit}}'s shared neutral aerial, with this move's looping hitboxes even sharing the exact same properties as those of that move. Has rather slow startup (frame 10) relative to its damage output and knockback. Compared to Pit's neutral aerial, the combination of this move's slower startup with its surprisingly high landing lag (16 frames), inability to autocancel from a short hop, and the final hit's strangely diagonal launch angle makes it far less useful for starting, extending or finishing combos, while also making it less safe on shield. It has immense utility for approaching and interrupting vulnerable recoveries, although this is counterbalanced by the final hit's low knockback scaling and aforementioned diagonal launch angle. Its looping hits can drag opponents downwards to follow into most of the duo's grounded moves, although this can be difficult due to the move's aforementioned high landing lag and the looping hits' unpredictable launching trajectory; the move itself is also a very reliable followup from down throw or to finish a Breegull Blaster close-range egg ladder combo. [[Autocancel]]s from a full hop.
|fairname= 
|fairname= 
|fairdmg={{ShortHopDmgSSBU|15}} (clean), {{ShortHopDmgSSBU|12}} (late)
|fairdmg={{ShortHopDmgSSBU|15}} (clean), {{ShortHopDmgSSBU|12}} (late)
Line 110: Line 110:
|bairname=Air Rat-a-Tat Rap ({{ja|空中キツツキアタック|Kūchū Kitsutsuki Atakku}}, ''Aerial Woodpecker Attack'')
|bairname=Air Rat-a-Tat Rap ({{ja|空中キツツキアタック|Kūchū Kitsutsuki Atakku}}, ''Aerial Woodpecker Attack'')
|bairdmg={{ShortHopDmgSSBU|1.6}} (hits 1-2), {{ShortHopDmgSSBU|4.8}} (hit 3)
|bairdmg={{ShortHopDmgSSBU|1.6}} (hits 1-2), {{ShortHopDmgSSBU|4.8}} (hit 3)
|bairdesc=An aerial three-hit version of Kazooie's Rat-a-Tat Rap. The first hit comes out on frame 8. It has a good overall range and startup, making it a reliable aerial for edgeguarding. The first two hits use the [[autolink]] angle; while it has extremely high landing lag (18 frames), making combos from the first two hits read-dependent, forward tilt is a decently reliable followup on most fighters. Autocancels from a short hop.
|bairdesc=A backward-facing aerial three-hit version of Kazooie's Rat-a-Tat Rap. The first hit comes out on frame 8. It has good overall range and quick startup, making it a reliable aerial for edgeguarding. The first two hits use the [[autolink]] angle. However, the move has extremely high landing lag (18 frames) relative to how weak it is, limiting its combo potential on-stage and making it rather unsafe on shield. Autocancels from a short hop.
|uairname= 
|uairname= 
|uairdmg={{ShortHopDmgSSBU|1.6}} (hit 1), {{ShortHopDmgSSBU|5.8}} (hit 2)
|uairdmg={{ShortHopDmgSSBU|1.6}} (hit 1), {{ShortHopDmgSSBU|5.8}} (hit 2)
|uairdesc=Kazooie flaps her wings upwards in a scissoring motion, similarly to {{SSBU|Sonic}}'s up aerial. Hits twice, with the first hit leading to the second. Has a wide hitbox with good range, with the first hit being able to hit grounded opponents if performed while the duo is falling. Additionally, it is fast in general (frame 7) while also being interruptible extremely early; this allows the duo to perform up to four up aerials while using their jumps, similarly to {{SSBU|Meta Knight}}'s up aerial strings. Easily juggles into itself at low to medium percentages, and can potentially lead into other aerials. Even further boosting its utility is that its first hit can set up KO confirms into forward smash, forward aerial and Wonderwing on landing. However, it has very low hitstun due to its low damage and slightly higher ending lag compared to other weak up aerials, making the move easily escapable. The first hit may also occasionally launch opponents away from the second hit, and the move is extremely weak, having almost no KO potential even at extremely high percentages.
|uairdesc=Kazooie flaps her wings upwards in a scissoring motion, similarly to {{SSBU|Sonic}}'s up aerial. Hits twice, with the first hit leading to the second. Has a wide hitbox with good range, with the first hit being able to hit grounded opponents if performed while the duo is falling. Additionally, it is fast in general (frame 7) while also being interruptible extremely early; this allows the duo to perform up to four up aerials while using their jumps, somewhat similarly to {{SSBU|Meta Knight}}'s up aerial strings. Easily juggles into itself at low to medium percentages, and can potentially lead into other aerials. A landing up aerial against a grounded opponent can combo into up tilt, up smash, and also any aerial except for down aerial, depending the opponent's percentage. Even further boosting its utility is that the move's first hit on its own, depending on the positioning, can potentially set up KO confirms into up tilt, forward smash, forward aerial and Wonderwing on landing. However, it has relatively low hitstun due to its low damage and slightly higher ending lag compared to other weak up aerials, making up aerial ladder juggles easily escapable. The first hit may also occasionally launch opponents away from the second hit, and the move is extremely weak, having almost no KO potential even at extremely high percentages. Additionally, the move has 12 frames of landing lag, which is unusually high compared to other up aerials of comparable speed and strength.
|dairname=Beak Buster ({{ja|くちばしバスター|Kuchibashi Basutā}})
|dairname=Beak Buster ({{ja|くちばしバスター|Kuchibashi Basutā}})
|dairdmg={{ShortHopDmgSSBU|10}} (dive), 2% (landing)
|dairdmg={{ShortHopDmgSSBU|10}} (dive), 2% (landing)
|dairdesc=Kazooie's [https://banjokazooiewiki.com/wiki/Beak_Buster Beak Buster]. It is a [[stall-then-fall]] that meteor smashes at its beginning, with the later hitboxes dealing slightly diagonal vertical knockback. The move has a very weak landing hit that has little use aside from granting minimal protection. The move lasts for an extremely long time, often making off-stage 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 percentages. The move's high landing lag (27 frames) greatly limits its combo potential.
|dairdesc=Kazooie's [https://banjokazooiewiki.com/wiki/Beak_Buster Beak Buster]. It is a [[stall-then-fall]] that meteor smashes at its beginning, with the later hitboxes dealing slightly diagonal vertical knockback. The move has a very weak landing hit that has little use aside from granting minimal protection. The move lasts for a fairly long time, often making off-stage use an inevitable [[self-destruct]], though it is still possible to recover if it is used from a great enough height. It is mostly useful for returning to stage quickly, as the non-meteor smashing hitbox is unable to KO past realistic percentages. The move's high landing lag (27 frames) greatly limits its combo potential on-stage.
|grabname= 
|grabname= 
|grabdesc=Banjo reaches out with his hand. Strangely, Banjo's pivot grab has noticeably shorter horizontal range against airborne opponents compared to grounded ones.
|grabdesc=Banjo reaches out with his hand. Strangely, Banjo's pivot grab has noticeably shorter horizontal range against airborne opponents compared to grounded ones.
Line 124: Line 124:
|fthrowname= 
|fthrowname= 
|fthrowdmg=5.4% (hit 1), 3% (throw)
|fthrowdmg=5.4% (hit 1), 3% (throw)
|fthrowdesc=Banjo faces away and Kazooie performs a double-footed stretch kick. The move's generally horizontal launch angle, along with its somewhat decent base knockback, makes it useful for creating space between Banjo & Kazooie and their opponent on-stage, as well as setting up edgeguards and potentially also tech-chases.
|fthrowdesc=Banjo faces away and Kazooie performs a double-footed stretch kick. The move's generally horizontal launch angle, along with its somewhat decent base knockback, makes it useful for creating space between Banjo & Kazooie and their opponent on-stage, as well as setting up edgeguards and potentially also tech-chases. However, it has lower base knockback and a more diagonal launch angle compared to some other forward throws, limiting its utility.
|bthrowname= 
|bthrowname= 
|bthrowdmg=11.4% (throw), 8% (collateral)
|bthrowdmg=11.4% (throw), 8% (collateral)
Line 130: Line 130:
|uthrowname= 
|uthrowname= 
|uthrowdmg=5.4% (hit 1), 3% (throw)
|uthrowdmg=5.4% (hit 1), 3% (throw)
|uthrowdesc=Banjo throws the opponent overhead and Kazooie pecks them upwards. The move has high ending lag after the opponent is thrown, has no true follow-ups, and cannot KO opponents. It is generally considered to be Banjo & Kazooie's worst throw.
|uthrowdesc=Banjo throws the opponent overhead and Kazooie pecks them upwards. The move has relatively high ending lag after the opponent is thrown, has no true follow-ups guaranteed against all opponents, and cannot KO opponents. It is generally considered to be Banjo & Kazooie's worst throw.
|dthrowname= 
|dthrowname= 
|dthrowdmg=5.6%
|dthrowdmg=5.6%
Line 142: Line 142:
|floortname= 
|floortname= 
|floortdmg=5%
|floortdmg=5%
|floortdesc= Banjo claps behind and then in front of himself. One of the only attacks to use a "slap" sound effect, with the others being [[Pound]] and {{SSBU|Peach}}/{{SSBU|Daisy}}'s shared neutral attack. Unlike those moves, the "slap" sound effect plays even if Banjo does not successfully hit any opponents.
|floortdesc= Banjo claps behind and then in front of himself. One of the only attacks to use a "slap" sound effect, with the others being [[Pound]] and {{SSBU|Peach}}/{{SSBU|Daisy}}'s shared neutral attack. Unlike those moves however, the "slap" sound effect plays even if Banjo does not successfully hit any opponents.
|edgename= 
|edgename= 
|edgedmg=10%
|edgedmg=10%
Line 148: Line 148:
|nsname=Egg Firing / Breegull Blaster
|nsname=Egg Firing / Breegull Blaster
|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 a slow-moving projectile, similar in function to moves such as [[Fireball]]. It also stalls the duo's vertical momentum slightly if used in midair.<br><br>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 the [[Super Scope]]. In this mode, pressing either attack button will cause Kazooie to quickly fire smaller and weaker eggs that travel in a straight line and as far as 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 at close range. 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, which has minimal ending lag. Notably, Breegull Blaster is a very effective combo move if the close-range vertically-launching egg hitbox is landed, with close-range eggs comboing into more close-range eggs among other things. Breegull Blaster also has a KO confirm into up tilt at high percentages.<br><br>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. To compensate for the lack of a dash while Kazooie is out, Banjo's walking speed is 10% faster than normal when Breegull Blaster is being used (although the duo maintain their two midair jumps).
|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 a slow-moving projectile, similar in function to moves such as [[Fireball]]. It also stalls the duo's vertical momentum slightly if used in midair.<br><br>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 the [[Super Scope]]. In this mode, pressing either attack button will cause Kazooie to quickly fire smaller and weaker eggs that travel in a straight line and as far as 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 at close range. 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, which has minimal ending lag. Notably, Breegull Blaster is a very effective combo move if the close-range vertically-launching egg hitbox is landed, with close-range eggs comboing into more close-range eggs among other things. Breegull Blaster also has a KO confirm into up tilt at high percentages.<br><br>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. To compensate for the lack of a dash while Kazooie is out, Banjo's walking speed is 10% faster than normal when Breegull Blaster is being used (although the duo maintains their two midair jumps).
|ssname=Wonderwing
|ssname=Wonderwing
|ssdmg=22% (clean), 16% (late)
|ssdmg=22% (clean), 16% (late)
2,127

edits