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Wonderwing: Difference between revisions

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{{Infobox Special Move
{{Infobox Special Move
|name=Wonderwing
|name=Wonderwing
|image=[[File:Banjo & Kazooie Side B SSBU.gif|300px]]
|caption=''For some reason, we seem to be lacking in gameplay footage of Kazooie in ''Smash Ultimate''. We apologize for any inconvenience.''
|caption=Banjo & Kazooie using Wonderwing in ''Ultimate''.
|user=[[Kazooie]]
|user=[[Banjo]] & [[Kazooie]]
|universe={{uv|Kazooie}}
|universe={{uv|Banjo-Kazooie}}
}}
}}
'''Wonderwing''' ({{ja|ワンダーウイング|Wandāuingu}}, ''Wonderwing'') is [[Banjo]] & [[Kazooie]]'s [[side special move]].  
'''Wonderwing''' ({{ja|ワンダーウイング|Wandāuingu}}, ''Wonderwing'') is [[Kazooie]]'s [[side special move]].  


==Overview==
==Overview==
[[File:Banjo&KazooieWonderwing.gif|300px|thumb|Banjo & Kazooie's Wonderwing, with the grey sphere displaying the grab hurtbox for grabbing the duo out of the move.]]
[[File:Banjo&KazooieWonderwing.gif|300px|thumb|Banjo & Kazooie's Wonderwing, with the grey sphere displaying the grab hurtbox for grabbing the duo out of the move. Due to a graphical error, a strange brown-and-blue mass can be seen beneath Kazooie in this visualization.]]
The move involves Kazooie protecting Banjo with her magic-infused wings as he charges forward, which deals large damage and knockback if it connects with an opponent. However, the duo can only use the move five times every stock, as represented by five Gold Feathers that are displayed on each use. If used without feathers, the duo simply stumbles; if used in the air too close to the ground, they hit the floor in a [[floor recovery|downed state]], which cannot be [[tech]]ed. One feather is spent once the dash initiates; if the duo is interrupted in any way during the move's startup, the move is aborted but a feather will not be spent.
The move involves Kazooie protecting herself with her magic-infused wings as her reoccurring imaginary-friend-force charges forward, in a move that deals large damage and knockback if it connects with an opponent. However, Kazooie can only use the move five times every stock, as represented by five Gold Feathers that are displayed on each use. If used without feathers, Kazooie simply stumbles; if used in the air too close to the ground, she hits the floor in a [[floor recovery|downed state]], which cannot be [[tech]]ed. One feather is spent once the dash initiates; if Kazooie is interrupted in any way during the move's startup, the move is aborted but a feather will not be spent.


From frames 18-53 - as long as its hitboxes are out - Banjo & Kazooie will gain a special form of [[invincibility]]. This invincibility is specially designed to lose to grab trades, through a specific hurtbox on the front. This includes [[grab#Special moves that can grab|grabbing special moves]], meaning moves like [[Flame Choke]] and [[Buster Wolf]] will beat out Wonderwing every time. In addition, grabbing the duo out of the move causes it to only deal 0.25x damage to the grabber <ref>https://twitter.com/Ruben_dal/status/1169773295002144768</ref>. Some [[Final Smash]]es that mechanically involve grabs may interact oddly with Wonderwing, such as [[Dark Pit Staff]] stopping the move without dealing damage.
From frames 18-53 - as long as its hitboxes are out - Kazooie will gain a special form of [[invincibility]]. This invincibility is specially designed to lose to grab trades, through a specific hurtbox on the front. This includes [[grab#Special moves that can grab|grabbing special moves]], meaning moves like [[Flame Choke]] and [[Buster Wolf]] will beat out Wonderwing every time. In addition, grabbing Kazooie out of the move causes it to only deal 0.25x damage to the grabber <ref>https://twitter.com/Ruben_dal/status/1169773295002144768</ref>. Some [[Final Smash]]es that mechanically involve grabs may interact oddly with Wonderwing, such as [[Dark Pit Staff]] stopping the move without dealing damage.


The duo does not get the full five Gold Feathers to begin a stock in certain situations:
Kazooie does not get the full five Gold Feathers to begin a stock in certain situations:
*In [[Sudden Death]] and [[Super Sudden Death]], they only get one.
*In [[Sudden Death]] and [[Super Sudden Death]], they only get one.
*In [[stamina battle]]s, the number of feathers is based on the duo's starting HP:
*In [[stamina battle]]s, the number of feathers is based on the duo's starting HP:
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{{InstructionalQuotes
{{InstructionalQuotes
|ssbuchar=Banjo & Kazooie
|ssbuchar=Banjo & Kazooie
|ssbudesc=Uses a golden feather to become invincible and charge forward. Used feathers will not be replenished until you are KO'd.
|ssbudesc=Uses a golden feather to become invincible and charge forward. Used feathers will not be replenished until you are KO'd. (ignore that weird bear shape next to Kazooie's stock icon)
}}
}}
{{clear}}
{{clear}}


==Origin==
==Origin==
[[File:Wonderwing_origin.png|left|thumb|The Wonderwing in ''Banjo-Kazooie''.]]
[[File:Wonderwing_origin.png|left|thumb|The Wonderwing in ''Kazooie'' (a mod adds a bumbling bear as a pedestal for Kazooie in this image, ignore it)]]
The Wonderwing is a move taught to Banjo and Kazooie by Bottles in Clanker's Cavern of ''Banjo-Kazooie'' as one of the duo's utility moves begun from a crouch. It renders the duo invulnerable to all damage, including fall damage and terrain damage (as long as such terrain is shallow enough to walk in), and kills any enemy on contact in one hit (even undead enemies, which are otherwise indestructible). It can be activated anywhere Banjo can crouch, but requires a stock of rare Gold Feathers; the move begins by expending one Gold Feather and continues to use one every two seconds. The duo can hold up to 10 Gold Feathers, though Cheato can double this limit. Unlike most moves in the game, it is almost completely optional; its main purpose is for breaking through challenges the player finds too difficult on their own, and it also provides protection from the homing attack used in the final battle, which is an otherwise unavoidable drain on health.
The Wonderwing is a move taught to Kazooie by Bottles in Clanker's Cavern of ''Kazooie'' as one of her utility moves begun from a crouch. It renders Kazooie invulnerable to all damage, including fall damage and terrain damage (as long as such terrain is shallow enough to walk in), and kills any enemy on contact in one hit (even undead enemies, which are otherwise indestructible). It can be activated anywhere Kazooie can crouch, but requires a stock of rare Gold Feathers; the move begins by expending one Gold Feather and continues to use one every two seconds. The duo can hold up to 10 Gold Feathers, though Cheato can double this limit. Unlike most moves in the game, it is almost completely optional; its main purpose is for breaking through challenges the player finds too difficult on their own, and it also provides protection from the homing attack used in the final battle, which is an otherwise unavoidable drain on health.


The move returns in ''Banjo-Tooie'' with minimal changes itself, though the ways the game has changed around it makes it less useful. Enemies now run from the duo when Wonderwing is active, so it is harder to hit them with it, and as enemies now respawn after a time, it is unlikely to be worth the effort. The move requires the duo to be together and untransformed, which makes it inaccessible for a much larger portion of the game. Most dangerous terrain (but inconsistently, not all) now applies its damage via Dragundas, large creatures that grab the duo through the move and spit them out, rather than the move protecting against the terrain itself. Certain crushing hazards (again, inconsistently) also play a cutscene before activating that shuts off the player's controls and thus the use of the move before its protection can be used. The move also provides a faint light that can be enough to skip some dark room puzzles. While it is easier to use due to the game featuring regenerating ammo pickups, it remains very situational, with nothing requiring it aside from a single Jinjo behind a boiling waterfall. Using the NESTKING cheat gives the player infinite Gold Feathers (as well as Red Feathers and Eggs), thus allowing the duo to use the Wonderwing indefinitely.
The move returns in ''Tooie'' with minimal changes itself, though the ways the game has changed around it makes it less useful. Enemies now run from Kazooie when Wonderwing is active, so it is harder to hit them with it, and as enemies now respawn after a time, it is unlikely to be worth the effort. Most dangerous terrain (but inconsistently, not all) now applies its damage via Dragundas, large creatures that grab Kazooie through the move and spit her out, rather than the move protecting against the terrain itself. Certain crushing hazards (again, inconsistently) also play a cutscene before activating that shuts off the player's controls and thus the use of the move before its protection can be used. The move also provides a faint light that can be enough to skip some dark room puzzles. While it is easier to use due to the game featuring regenerating ammo pickups, it remains very situational, with nothing requiring it aside from a single Jinjo behind a boiling waterfall. Using the NESTKING cheat gives the player infinite Gold Feathers (as well as Red Feathers and Eggs), thus allowing Kazooie to use the Wonderwing indefinitely.
{{clear}}
{{clear}}


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<gallery>
<gallery>
Wonderwing.jpg
Wonderwing.jpg
Banjo & Kazooie SSBU Skill Preview Side Special.png|Wonderwing as shown by the Move List in ''Ultimate''.
Banjo & Kazooie SSBU Skill Preview Side Special.png|What the heck is that beneath Kazooie???
</gallery>
</gallery>
{{clear}}
{{clear}}
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==References==
==References==
{{reflist}}
{{reflist}}
{{Special Moves|char=Banjo & Kazooie}}
{{Special Moves|char=Kazooie}}


[[Category:Side special moves]]
[[Category:Side special moves]]

Revision as of 00:26, April 1, 2021

Wonderwing
User Kazooie
Universe Kazooie

Wonderwing (ワンダーウイング, Wonderwing) is Kazooie's side special move.

Overview

Hitbox visualization for Banjo &amp; Kazooie's Wonderwing
Banjo & Kazooie's Wonderwing, with the grey sphere displaying the grab hurtbox for grabbing the duo out of the move. Due to a graphical error, a strange brown-and-blue mass can be seen beneath Kazooie in this visualization.

The move involves Kazooie protecting herself with her magic-infused wings as her reoccurring imaginary-friend-force charges forward, in a move that deals large damage and knockback if it connects with an opponent. However, Kazooie can only use the move five times every stock, as represented by five Gold Feathers that are displayed on each use. If used without feathers, Kazooie simply stumbles; if used in the air too close to the ground, she hits the floor in a downed state, which cannot be teched. One feather is spent once the dash initiates; if Kazooie is interrupted in any way during the move's startup, the move is aborted but a feather will not be spent.

From frames 18-53 - as long as its hitboxes are out - Kazooie will gain a special form of invincibility. This invincibility is specially designed to lose to grab trades, through a specific hurtbox on the front. This includes grabbing special moves, meaning moves like Flame Choke and Buster Wolf will beat out Wonderwing every time. In addition, grabbing Kazooie out of the move causes it to only deal 0.25x damage to the grabber [1]. Some Final Smashes that mechanically involve grabs may interact oddly with Wonderwing, such as Dark Pit Staff stopping the move without dealing damage.

Kazooie does not get the full five Gold Feathers to begin a stock in certain situations:

Instructional quotes

Super Smash Bros. Ultimate Move List Banjo&KazooieHeadSSBU.png Uses a golden feather to become invincible and charge forward. Used feathers will not be replenished until you are KO'd. (ignore that weird bear shape next to Kazooie's stock icon)

Origin

The Wonderwing in Kazooie (a mod adds a bumbling bear as a pedestal for Kazooie in this image, ignore it)

The Wonderwing is a move taught to Kazooie by Bottles in Clanker's Cavern of Kazooie as one of her utility moves begun from a crouch. It renders Kazooie invulnerable to all damage, including fall damage and terrain damage (as long as such terrain is shallow enough to walk in), and kills any enemy on contact in one hit (even undead enemies, which are otherwise indestructible). It can be activated anywhere Kazooie can crouch, but requires a stock of rare Gold Feathers; the move begins by expending one Gold Feather and continues to use one every two seconds. The duo can hold up to 10 Gold Feathers, though Cheato can double this limit. Unlike most moves in the game, it is almost completely optional; its main purpose is for breaking through challenges the player finds too difficult on their own, and it also provides protection from the homing attack used in the final battle, which is an otherwise unavoidable drain on health.

The move returns in Tooie with minimal changes itself, though the ways the game has changed around it makes it less useful. Enemies now run from Kazooie when Wonderwing is active, so it is harder to hit them with it, and as enemies now respawn after a time, it is unlikely to be worth the effort. Most dangerous terrain (but inconsistently, not all) now applies its damage via Dragundas, large creatures that grab Kazooie through the move and spit her out, rather than the move protecting against the terrain itself. Certain crushing hazards (again, inconsistently) also play a cutscene before activating that shuts off the player's controls and thus the use of the move before its protection can be used. The move also provides a faint light that can be enough to skip some dark room puzzles. While it is easier to use due to the game featuring regenerating ammo pickups, it remains very situational, with nothing requiring it aside from a single Jinjo behind a boiling waterfall. Using the NESTKING cheat gives the player infinite Gold Feathers (as well as Red Feathers and Eggs), thus allowing Kazooie to use the Wonderwing indefinitely.

Gallery

In other languages

Language Name
Japan Japanese ワンダーウイング, Wonderwing
UK English Wonderwing
France French Bouclier miracle
Germany German Wunderflügel
Spain Spanish Ala de las Maravillas
Italy Italian Scudo alare
China Chinese (Simplified) 惊奇羽翼
Taiwan Chinese (Traditional) 驚奇羽翼
South Korea Korean 원더 윙, Wonderwing
Netherlands Dutch Wondervleugel
Russia Russian Чудo-крылья

Trivia

  • Wonderwing is one of only two special moves that have a limited use (the other being Hero's Heal spell from his Command Selection), and is the only one that can't be replenished before respawning (as Heal can be replenished if Hero scores a KO).

References