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Banjo & Kazooie (SSBU)/Up aerial: Difference between revisions

(New Page: {{ArticleIcons|ssbu=y}} thumb|450px|Hitbox visualization showing Banjo & Kazooie's up aerial. {{competitive expertise}} ==Overview== ==Hitboxes== {{Ultima...)
 
 
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{{ArticleIcons|ssbu=y}}
{{ArticleIcons|ssbu=y}}
[[File:Banjo&KazooieUAir.gif|thumb|450px|Hitbox visualization showing Banjo & Kazooie's up aerial.]]
[[File:Banjo&KazooieUAir.gif|thumb|350px|Hitbox visualization showing Banjo & Kazooie's up aerial.]]
==Overview==
{{competitive expertise}}
{{competitive expertise}}
==Overview==
Kazooie flaps her wings upwards in a scissoring motion, similarly to {{SSBU|Sonic}}'s [[Sonic (SSBU)/Up aerial|up aerial]]. Hits twice, with the first hit leading to the second. Has a wide [[hitbox]] with good [[range]], with the first hit being able to hit grounded opponents if performed while the duo is falling. Additionally, it is fast in general (frame 7) while also being [[interruptible]] extremely early; this allows the duo to perform up to four up aerials while using their jumps, similarly to {{SSBU|Meta Knight}}'s [[Meta Knight (SSBU)/Up aerial|up aerial]] strings. Easily juggles into itself at low percents, and can even lead into other aerials such as [[Banjo & Kazooie (SSBU)/Forward aerial|forward air]]. Even further boosting its utility is that its first hit can set up [[KO]] confirms into [[Banjo & Kazooie (SSBU)/Forward smash|forward smash]], forward aerial and [[Wonderwing]] on landing. However, it has very low hitstun due to its low damage, making the move easily escapable. Additionally, the first hit may occasionally launch opponents away from the second hit, and the move is extremely weak, having almost no KO potential even at high percents.
==Hitboxes==
==Hitboxes==
{{UltimateHitboxTableHeader}}
{{UltimateHitboxTableHeader}}
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|damage=1.6%
|damage=1.6%
|angle=130
|angle=130
|af=3
|bk=80
|bk=80
|ks=30
|ks=30
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|damage=1.6%
|damage=1.6%
|angle=50
|angle=50
|af=3
|bk=80
|bk=80
|ks=30
|ks=30
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|damage=1.6%
|damage=1.6%
|angle=178
|angle=178
|af=3
|bk=60
|bk=60
|ks=30
|ks=30
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|damage=1.6%
|damage=1.6%
|angle=2
|angle=2
|af=3
|bk=60
|bk=60
|ks=30
|ks=30
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|-
|-
!Animation length
!Animation length
|44
|28
|}
|}


{{FrameStripStart}}
{{FrameStripStart}}
{{FrameStrip|t=Lag|c=12}}{{FrameStrip|t=Interruptible|c=32}}
{{FrameStrip|t=Lag|c=12}}{{FrameStrip|t=Interruptible|c=16}}
{{FrameStripEnd}}
{{FrameStripEnd}}



Latest revision as of 22:41, August 9, 2022

Hitbox visualization for Banjo & Kazooie's up aerial
Hitbox visualization showing Banjo & Kazooie's up aerial.

OverviewEdit

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You can discuss this issue on the talk page or edit this page to improve it.

Kazooie flaps her wings upwards in a scissoring motion, similarly to Sonic's up aerial. Hits twice, with the first hit leading to the second. Has a wide hitbox with good range, with the first hit being able to hit grounded opponents if performed while the duo is falling. Additionally, it is fast in general (frame 7) while also being interruptible extremely early; this allows the duo to perform up to four up aerials while using their jumps, similarly to Meta Knight's up aerial strings. Easily juggles into itself at low percents, and can even lead into other aerials such as forward air. Even further boosting its utility is that its first hit can set up KO confirms into forward smash, forward aerial and Wonderwing on landing. However, it has very low hitstun due to its low damage, making the move easily escapable. Additionally, the first hit may occasionally launch opponents away from the second hit, and the move is extremely weak, having almost no KO potential even at high percents.

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
Early hit 1
0 0 0 1.6% 0   Standard 80 30 0   4.4 top 0.0 12.0 0.0 1.0× 0.0× 0%               None   All All            
1 0 0 1.6% 0   Forward 80 30 0   4.8 top 0.0 11.8 9.4 1.0× 0.0× 0%               None   All All            
2 0 0 1.6% 0   Forward 80 30 0   4.8 top 0.0 11.8 -9.4 1.0× 0.0× 0%               None   All All            
Late hit 1
0 0 0 1.6% 0   Standard 80 30 0   4.4 top 0.0 14.0 0.0 1.0× 0.0× 0%               None   All All            
1 0 0 1.6% 0   Forward 60 30 0   4.8 top 0.0 18.6 8.8 1.0× 0.0× 0%               None   All All            
2 0 0 1.6% 0   Forward 60 30 0   4.8 top 0.0 18.6 -8.8 1.0× 0.0× 0%               None   All All            
Early hit 2
0 1 0 5.8% 0   Standard 42 94 0   5.8 top 0.0 13.8 0.0 1.0× 1.0× 0%               Kazooie Wing   All All            
1 1 0 5.8% 0   Standard 42 94 0   6.4 top 0.0 20.0 0.0 1.0× 1.0× 0%               Kazooie Wing   All All            
Late hit 2
0 1 0 5.8% 0   Standard 42 94 0   5.2 top 0.0 12.8 0.0 1.0× 1.0× 0%               Kazooie Wing   All All            
1 1 0 5.8% 0   Standard 42 94 0   5.8 top 0.0 19.0 0.0 1.0× 1.0× 0%               Kazooie Wing   All All            

TimingEdit

AttackEdit

Initial autocancel 1
Hit 1 (early, late) 7, 8
Hit 2 (early, late) 9, 10-11
Ending autocancel 30-
Interruptible 34
Animation length 53
                                                                                                         
                                                                                                         

Landing lagEdit

Interruptible 13
Animation length 28
                                                       
Legend (1 square = 1 frame)
 
Lag time
 
Hitbox
  
Hitbox change
 
Autocancel
 
Interruptible