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Banjo & Kazooie (SSBU)/Neutral attack/Hit 1

Hitbox visualization for Banjo & Kazooie's jab 1
Hitbox visualization showing Banjo & Kazooie's first jab.

OverviewEdit

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Banjo's Claw Swipe. Coming out on frame 4, this is the duo's fastest attack overall. It can be followed by another jab then a launching jab, or a rapid jab.

HitboxesEdit

The scripts only specify hitstun modifiers for the ID 0 and 1 hitboxes, but they also apply to the ID 2 hitbox due to a glitch.

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 Hitstun
0 0 0 2.2% 0   Forward 20 26 0   2.4 top 0.0 6.0 4.8 1.8× 1.0× 0%               Punch   All All             +5 frames
1 0 0 2.2% 0   Forward 18 26 0   2.6 top 0.0 6.0 8.4 1.8× 1.0× 0%               Punch   All All             +5 frames
2 0 0 2.2% 0   Forward 30 24 0   2.8 top 0.0 6.0 13.2 to 15.0 1.8× 1.0× 0%               Punch   All All            

TimingEdit

Hitboxes 4-6
Continuability window 8-30
Interruptible 28
Animation length 41
                                                                                 
                                                                                 
Legend (1 square = 1 frame)
 
Lag time
 
Hitbox
 
Continuable
  
Earliest continuable point
 
Interruptible

TriviaEdit

  • Interestingly enough, Banjo & Kazooie's first and second jabs are among the few jabs with a 180° angle hitbox that do not have a separate hitbox with a different angle for non-fighter targets, causing them to launch non-fighter targets (such as damageable items) towards the user rather than away when hit from afar. They share this distinction with Terry's first and second jabs, Pyra, Mythra, and Sora's first jabs, and Fox's second jab.