Banjo & Kazooie (SSBU)/Down throw: Difference between revisions
From SmashWiki, the Super Smash Bros. wiki
Jump to navigationJump to search
No edit summary |
(Description added.) Tag: Mobile edit |
||
Line 1: | Line 1: | ||
{{ArticleIcons|ssbu=y}} | {{ArticleIcons|ssbu=y}} | ||
{|class="wikitable" style="float:right; margin:4pt;" | {|class="wikitable" style="float:right; margin:4pt;" | ||
!colspan=5|Banjo & Kazooie down throw hurtbox visualization | !colspan=5|Banjo & Kazooie down throw hurtbox visualization | ||
Line 9: | Line 8: | ||
==Overview== | ==Overview== | ||
{{SSBU| | Banjo performs a powerbomb. It [[buries]] an opponent and functions similarly to {{SSBU|King K. Rool}} and {{SSBU|R.O.B.}}'s down throws: it is ineffective and easily escapable at very low percents, but grants a read-dependent followup based on the opponent's reaction at medium percents, and guaranteed [[KO]] confirms at extremely high percents, such as into [[Banjo & Kazooie (SSBU)/Up smash|up smash]] and [[Banjo & Kazooie (SSBU)/Up tilt|up tilt]]. Its combo potential, however, is somewhat limited if the opponent mashes well due to the low base burying time; generally, [[Banjo & Kazooie (SSBU)/Forward aerial|forward]] and [[Banjo & Kazooie (SSBU)/Up aerial|up aerials]] are the most reliable follow-ups. | ||
==Throw Data== | ==Throw Data== | ||
{{UltimateThrowTableHeader}} | {{UltimateThrowTableHeader}} |
Revision as of 16:57, January 12, 2021
Banjo & Kazooie down throw hurtbox visualization | ||||
---|---|---|---|---|
Overview
Banjo performs a powerbomb. It buries an opponent and functions similarly to King K. Rool and R.O.B.'s down throws: it is ineffective and easily escapable at very low percents, but grants a read-dependent followup based on the opponent's reaction at medium percents, and guaranteed KO confirms at extremely high percents, such as into up smash and up tilt. Its combo 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 follow-ups.
Throw Data
Kind | ID | Damage | Angle | Angle type | BK | KS | FKV | H× | Effect | Type | Sound | ||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Throw | |||||||||||||||||||||||
Throw | 0 | 5.6% | Forward | 40 | 100 | 0 | 0.0× | None |
Timing
Invincibility | 1-34 |
---|---|
Throw Release | 34 |
Interruptible | 56 |
Animation length | 74 |
Lag time |
Hitbox |
Vulnerable |
Invincible |
Throw point |
Interruptible |
Similar moves
|