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Banjo & Kazooie (SSBU)/Neutral attack/Hit 2: Difference between revisions

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{{ArticleIcons|ssbu=y}}
{{ArticleIcons|ssbu=y}}
[[File:Banjo&KazooieJab2.gif|thumb|430px|Hitbox visualization showing Banjo & Kazooie's second jab.]]
[[File:Banjo&KazooieJab2.gif|thumb|320px|Hitbox visualization showing Banjo & Kazooie's second jab.]]


==Overview==
==Overview==
Banjo’s '''Claw Swipe'''. It's similar to his [[Banjo & Kazooie (SSBU)/Neutral attack/Hit 1|first jab]], but uses his other claw. It can then be followed by [[Banjo & Kazooie (SSBU)/Neutral attack/Hit 3|the third hit]], or [[Banjo & Kazooie (SSBU)/Neutral attack/Infinite|Kazooie's infinite jab]].
Banjo’s '''Claw Swipe'''. It is similar to the [[../Hit 1|first jab]], also coming out on frame 4, but uses Banjo's other claw. It can then be followed by [[../Hit 3|a launching jab]], or [[../Infinite|Kazooie's rapid jab]].


==Hitboxes==
==Hitboxes==
The ID 0 and 1 hitboxes have different hitstun modifiers coded, but [[Hitstun#List of moves with hitstun modifiers|due to a glitch]], only the modifier of 6 for the last hitbox ends up applying to all of them (including the ID 2 hitbox, which has none assigned).
{{UltimateHitboxTableHeader}}
{{UltimateHitboxTableHeader}}
! Hitstun
! Hitstun
Line 12: Line 13:
|damage=2.2%
|damage=2.2%
|angle=361
|angle=361
|af=3
|bk=22
|bk=22
|ks=26
|ks=26
Line 31: Line 33:
|damage=2.2%
|damage=2.2%
|angle=361
|angle=361
|af=3
|bk=20
|bk=20
|ks=26
|ks=26
Line 50: Line 53:
|damage=2.2%
|damage=2.2%
|angle=180
|angle=180
|af=3
|bk=26
|bk=26
|ks=24
|ks=24
Line 64: Line 68:
|slvl=S
|slvl=S
}}
}}
|—
|}
|}


==Timing==
==Timing==
The third jab and rapid jab have different continuability windows, with the latter being shorter and taking priority. The move transitions into the rapid jab if, since the start of the first jab and before the end of the rapid jab window, the attack button has been pressed at least 3 times and released at least 2 times. Otherwise, it transitions into the third jab.
{|class="wikitable"
{|class="wikitable"
!Hitboxes
!colspan=2|Hitboxes
|4-6
|4-6
|-
|-
!Earliest continuable
!rowspan=2|Continuability!!Rapid jab
|10
|9-11
|-
|-
!Interruptible
!Jab 3
|10-27
|-
!colspan=2|Interruptible
|25
|25
|-
|-
!Animation length
!colspan=2|Animation length
|45
|45
|}
|}


{{FrameStripStart}}
{{FrameStripStart}}
{{FrameStrip|t=Lag|c=3}}{{FrameStrip|t=Hitbox|c=3}}{{FrameStrip|t=Lag|c=3|e=LagContinuableS}}{{FrameStrip|t=Lag|c=15|s=LagContinuableE}}{{FrameStrip|t=Interruptible|c=21}}
!Hitboxes {{FrameStrip|t=Lag|c=3}}{{FrameStrip|t=Hitbox|c=3}}{{FrameStrip|t=Lag|c=2|e=LagContinuableS}}{{FrameStrip|t=Lag|c=1|s=LagContinuableM}}{{FrameStrip|t=Lag|c=15|s=LagContinuableE}}{{FrameStrip|t=Interruptible|c=21}}
|-
!Rapid jab {{FrameStrip|t=Blank|c=8}}{{FrameStrip|t=Continuable|c=3}}{{FrameStrip|t=Blank|c=34}}
|-
!Jab 3 {{FrameStrip|t=Blank|c=9}}{{FrameStrip|t=Continuable|c=18}}{{FrameStrip|t=Blank|c=18}}
{{FrameStripEnd}}
{{FrameStripEnd}}


{{FrameIconLegend|lag=y|hitbox=y|earliestcontinuable=y|interruptible=y}}
{{FrameIconLegend|lag=y|hitbox=y|earliestcontinuable=y|continuable=y|interruptible=y}}
 
==Trivia==
*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 [[item]]s) towards the user rather than away when hit from afar. They share this distinction with {{SSBU|Terry}}'s first and second jabs, {{SSBU|Pyra}}, {{SSBU|Mythra}}, and {{SSBU|Sora}}'s first jabs, and {{SSBU|Fox}}'s second jab.


{{MvSubNavBanjo&Kazooie|g=SSBU}}
{{MvSubNavBanjo&Kazooie|g=SSBU}}
[[Category:Banjo & Kazooie (SSBU)]]
[[Category:Banjo & Kazooie (SSBU)]]
[[Category:Neutral attacks (SSBU)]]
[[Category:Neutral attacks (SSBU)]]

Latest revision as of 12:37, August 6, 2022

Hitbox visualization for Banjo & Kazooie's jab 2
Hitbox visualization showing Banjo & Kazooie's second jab.

Overview[edit]

Banjo’s Claw Swipe. It is similar to the first jab, also coming out on frame 4, but uses Banjo's other claw. It can then be followed by a launching jab, or Kazooie's rapid jab.

Hitboxes[edit]

The ID 0 and 1 hitboxes have different hitstun modifiers coded, but due to a glitch, only the modifier of 6 for the last hitbox ends up applying to all of them (including the ID 2 hitbox, which has none assigned).

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 Sakurai angle Forward 22 26 0 HitboxTableIcon(False).png 2.6 top 0.0 6.0 4.8 1.6× 1.0× 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png EffectIcon(Normal).png TypeIcon(Hand).png HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png S Punch SpecialsDirect.png All All HitboxTableIcon(Blockable).png HitboxTableIcon(Unreflectable).png HitboxTableIcon(Unabsorbable).png HitboxTableIcon(False).png HitboxTableIcon(False).png HitboxTableIcon(False).png +5 frames
1 0 0 2.2% 0 Sakurai angle Forward 20 26 0 HitboxTableIcon(False).png 2.8 top 0.0 6.0 9.0 1.6× 1.0× 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png EffectIcon(Normal).png TypeIcon(Hand).png HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png S Punch SpecialsDirect.png All All HitboxTableIcon(Blockable).png HitboxTableIcon(Unreflectable).png HitboxTableIcon(Unabsorbable).png HitboxTableIcon(False).png HitboxTableIcon(False).png HitboxTableIcon(False).png +6 frames
2 0 0 2.2% 0 AngleIcon180.png Forward 26 24 0 HitboxTableIcon(False).png 3.2 top 0.0 6.0 14.0 to 15.2 1.6× 1.0× 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png EffectIcon(Normal).png TypeIcon(Hand).png HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png S Punch SpecialsDirect.png All All HitboxTableIcon(Blockable).png HitboxTableIcon(Unreflectable).png HitboxTableIcon(Unabsorbable).png HitboxTableIcon(False).png HitboxTableIcon(False).png HitboxTableIcon(False).png

Timing[edit]

The third jab and rapid jab have different continuability windows, with the latter being shorter and taking priority. The move transitions into the rapid jab if, since the start of the first jab and before the end of the rapid jab window, the attack button has been pressed at least 3 times and released at least 2 times. Otherwise, it transitions into the third jab.

Hitboxes 4-6
Continuability Rapid jab 9-11
Jab 3 10-27
Interruptible 25
Animation length 45
Hitboxes  FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Lag).png FrameIcon(LagContinuableS).png FrameIcon(LagContinuableM).png FrameIcon(LagContinuableE).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png
Rapid jab  FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Continuable).png FrameIcon(Continuable).png FrameIcon(Continuable).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png
Jab 3  FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Continuable).png FrameIcon(Continuable).png FrameIcon(Continuable).png FrameIcon(Continuable).png FrameIcon(Continuable).png FrameIcon(Continuable).png FrameIcon(Continuable).png FrameIcon(Continuable).png FrameIcon(Continuable).png FrameIcon(Continuable).png FrameIcon(Continuable).png FrameIcon(Continuable).png FrameIcon(Continuable).png FrameIcon(Continuable).png FrameIcon(Continuable).png FrameIcon(Continuable).png FrameIcon(Continuable).png FrameIcon(Continuable).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png
Legend (1 square = 1 frame)
FrameIcon(Lag).png
Lag time
FrameIcon(Hitbox).png
Hitbox
FrameIcon(Continuable).png
Continuable
FrameIcon(BlankContinuableS).pngFrameIcon(BlankContinuableE).png
Earliest continuable point
FrameIcon(Interruptible).png
Interruptible

Trivia[edit]

  • 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.