Editing Banjo & Kazooie (SSBU)/Up aerial
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{{ArticleIcons|ssbu=y}} | {{ArticleIcons|ssbu=y}} | ||
[[File:Banjo&KazooieUAir.gif|thumb| | [[File:Banjo&KazooieUAir.gif|thumb|450px|Hitbox visualization showing Banjo & Kazooie's up aerial.]] | ||
==Overview== | ==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. | 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== | ||
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|damage=1.6% | |damage=1.6% | ||
|angle=130 | |angle=130 | ||
|bk=80 | |bk=80 | ||
|ks=30 | |ks=30 | ||
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|damage=1.6% | |damage=1.6% | ||
|angle=50 | |angle=50 | ||
|bk=80 | |bk=80 | ||
|ks=30 | |ks=30 | ||
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|damage=1.6% | |damage=1.6% | ||
|angle=178 | |angle=178 | ||
|bk=60 | |bk=60 | ||
|ks=30 | |ks=30 | ||
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|damage=1.6% | |damage=1.6% | ||
|angle=2 | |angle=2 | ||
|bk=60 | |bk=60 | ||
|ks=30 | |ks=30 |