Banjo & Kazooie (SSBU)/Up smash: Difference between revisions
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{{ArticleIcons|ssbu=y}} | {{ArticleIcons|ssbu=y}} | ||
[[File:Banjo&KazooieUSmash.gif|thumb| | [[File:Banjo&KazooieUSmash.gif|thumb|350px|Hitbox visualization showing Banjo & Kazooie's up smash.]] | ||
==Overview== | ==Overview== | ||
{{competitive expertise}} | |||
A grounded, vertically inverted version of ''Banjo-Tooie''{{'}}s '''Bill Drill'''. Hits multiple times and is powerful enough to [[KO]] at around 110%. It comes out decently fast (frame 9) and can act as a decent anti-air, though it has a very high [[ending lag]] and mediocre horizontal [[range]]. Generally a consistent followup after [[Banjo & Kazooie (SSBU)/Down throw|down throw]] at high percents. | A grounded, vertically inverted version of ''Banjo-Tooie''{{'}}s '''Bill Drill'''. Hits multiple times and is powerful enough to [[KO]] at around 110%. It comes out decently fast (frame 9) and can act as a decent anti-air, though it has a very high [[ending lag]] and mediocre horizontal [[range]]. Generally a consistent followup after [[Banjo & Kazooie (SSBU)/Down throw|down throw]] at high percents. | ||
==Hitboxes== | ==Hitboxes== |
Revision as of 17:22, January 27, 2022
Overview
A grounded, vertically inverted version of Banjo-Tooie's Bill Drill. Hits multiple times and is powerful enough to KO at around 110%. It comes out decently fast (frame 9) and can act as a decent anti-air, though it has a very high ending lag and mediocre horizontal range. Generally a consistent followup after down throw at high percents.
Hitboxes
Timing
Charges between | 6-7 |
---|---|
Hit 1 | 9-10 |
Multihits | 13-25 |
Final hit | 26-27 |
Interruptible | 66 |
Animation length | 92 |
Lag time |
Charge interval |
Hitbox |
Hitbox change |
Interruptible |
|