Wonderwing: Difference between revisions

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(wanted to write origin section pretty much)
 
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==Origin==
==Origin==
The Wonderwing is a move taught to Banjo and Kazooie by Bottles in Clanker's Cavern of ''Banjo-Kazooie'' as one of the duo's utility moves began from a crouch. It renders the duo invulnerable to all damage, including fall damage and terrain damage (as long as such terrain is shallow enough to walk in), and kills any enemy on contact in one hit (even undead enemies, which are otherwise indestructible). It can be activated anywhere Banjo can crouch, but requires a stock of rare Golden Feathers; the move begins by expending one Golden Feather and continues to use one every two seconds. The duo can hold up to 10 Golden Feathers, though Cheato can double this limit. Unlike most moves in the game, it is almost completely optional, only necessary for a single Jiggy and for avoiding homing spells during the final battle against Gruntilda.
The Wonderwing is a move taught to Banjo and Kazooie by Bottles in Clanker's Cavern of ''Banjo-Kazooie'' as one of the duo's utility moves began from a crouch. It renders the duo invulnerable to all damage, including fall damage and terrain damage (as long as such terrain is shallow enough to walk in), and kills any enemy on contact in one hit (even undead enemies, which are otherwise indestructible). It can be activated anywhere Banjo can crouch, but requires a stock of rare Golden Feathers; the move begins by expending one Golden Feather and continues to use one every two seconds. The duo can hold up to 10 Golden Feathers, though Cheato can double this limit. Unlike most moves in the game, it is completely optional, and only serves to make certain challenges significantly easier.


The move returns in ''Banjo-Tooie'' with minimal changes itself, though the ways the game has changed around it mean it is less useful. Enemies now run from the duo when Wonderwing is active, so it is harder to hit them with it, and most dangerous terrain and crushing hazards now bypass the move's protection. The move also provides a faint light that can be enough to skip some dark room puzzles. It remains very situational, with nothing requiring it aside from a single Jinjo behind a boiling waterfall.
The move returns in ''Banjo-Tooie'' with minimal changes itself, though the ways the game has changed around it mean it is less useful. Enemies now run from the duo when Wonderwing is active, so it is harder to hit them with it, and most dangerous terrain and crushing hazards now bypass the move's protection. The move also provides a faint light that can be enough to skip some dark room puzzles. It remains very situational, with nothing requiring it aside from a single Jinjo behind a boiling waterfall.

Revision as of 18:22, June 16, 2019

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Wonderwing is Banjo & Kazooie's side special move. It involves Kazooie protecting Banjo with her wings as he charges forward.

[put something about the 5-feather limit here once we know how it works]

Origin

The Wonderwing is a move taught to Banjo and Kazooie by Bottles in Clanker's Cavern of Banjo-Kazooie as one of the duo's utility moves began from a crouch. It renders the duo invulnerable to all damage, including fall damage and terrain damage (as long as such terrain is shallow enough to walk in), and kills any enemy on contact in one hit (even undead enemies, which are otherwise indestructible). It can be activated anywhere Banjo can crouch, but requires a stock of rare Golden Feathers; the move begins by expending one Golden Feather and continues to use one every two seconds. The duo can hold up to 10 Golden Feathers, though Cheato can double this limit. Unlike most moves in the game, it is completely optional, and only serves to make certain challenges significantly easier.

The move returns in Banjo-Tooie with minimal changes itself, though the ways the game has changed around it mean it is less useful. Enemies now run from the duo when Wonderwing is active, so it is harder to hit them with it, and most dangerous terrain and crushing hazards now bypass the move's protection. The move also provides a faint light that can be enough to skip some dark room puzzles. It remains very situational, with nothing requiring it aside from a single Jinjo behind a boiling waterfall.