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Banjo & Kazooie (SSBU)/Neutral attack/Infinite

Hitbox visualization for Banjo & Kazooie's rapid jab
Hitbox visualization showing Banjo & Kazooie's rapid jab.
Hitbox visualization for Banjo & Kazooie's rapid jab finisher
Hitbox visualization showing Banjo & Kazooie's rapid jab finisher.

OverviewEdit

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Kazooie's Rat-a-Tat Rap. Banjo assumes a quadrupedal stance while Kazooie comes out to perform a rapid flurry of pecks, ending with a sideways headbutt. After the first and second hits of Banjo's claw swipe, the player may choose to use this attack, or use an uppercut finisher. The rapid jab sends opponents at a more horizontal angle, but usually deals more damage, than said uppercut finisher. This attack's hitbox is large enough to sometimes hit opponents directly behind the duo (approximately at Banjo's backpack), causing both fighters to be pushed backwards, racking up large amounts of damage, until the move is manually ended or they reach a ledge.

Update HistoryEdit

  9.0.0

HitboxesEdit

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 Shieldstun
Rapid jab
0 0 0 0.4% 0   Forward 16 10 0   3.8 top 0.0 6.8 4.0 0.6× 0.6× 0%               Slash   All All             +3 frames
1 0 0 0.4% 0   Forward 12 10 0   3.8 top 0.0 6.8 10.0 0.6× 0.6× 0%               Slash   All All             +3 frames
2 0 0 0.4% 0   Forward 10 10 0   3.8 top 0.0 6.8 16.0 0.6× 0.6× 0%               Slash   All All             +3 frames
3 0 0 0.4% 0   Forward 10 10 0   3.2 k_neck 3.0 to 12.0 0.0 0.0 0.6× 0.6× 0%               Slash   All All             +3 frames
Rapid jab finisher
0 0 0 1.6% 0   Forward 98 66 0   4.4 top 0.0 6.8 7.0 2.0× 1.0× 0%               Kick   All All            
1 0 0 1.6% 0   Forward 98 66 0   4.4 top 0.0 6.8 13.0 2.0× 1.0× 0%               Kick   All All            
2 0 0 1.6% 0   Forward 98 66 0   4.4 top 0.0 6.8 19.0 2.0× 1.0× 0%               Kick   All All            
3 0 0 1.6% 0   Forward 98 66 0   4.4 k_head 2.0 5.4 0.0 2.0× 1.0× 0%               Kick   All All            

TimingEdit

After one full loop, releasing the attack button at any point causes the infinite to transition into the finisher. Interruptibility and animation length are for the finisher only.

Loop points 3-4, 19-20
Rapid jab 5, 7, 9, 11, 13, 15, 17, 19
Finisher 7-8
Interruptible 42
Animation length 72
                                                                                                                                                                                     
Legend (1 square = 1 frame)
 
Lag time
 
Hitbox
  
Loop point
 
Interruptible