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Banjo & Kazooie (SSBU)/Neutral attack/Hit 2

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

OverviewEdit

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.

HitboxesEdit

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   Forward 22 26 0   2.6 top 0.0 6.0 4.8 1.6× 1.0× 0%               Punch   All All             +5 frames
1 0 0 2.2% 0   Forward 20 26 0   2.8 top 0.0 6.0 9.0 1.6× 1.0× 0%               Punch   All All             +6 frames
2 0 0 2.2% 0   Forward 26 24 0   3.2 top 0.0 6.0 14.0 to 15.2 1.6× 1.0× 0%               Punch   All All            

TimingEdit

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                                                                                           
Rapid jab                                                                                           
Jab 3                                                                                           
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.