Editing Banjo & Kazooie (SSBU)
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|dairdmg={{ShortHopDmgSSBU|10}} (dive), 2% (landing) | |dairdmg={{ShortHopDmgSSBU|10}} (dive), 2% (landing) | ||
|dairdesc=Kazooie's [https://banjokazooiewiki.com/wiki/Beak_Buster Beak Buster]. It is a [[stall-then-fall]] that meteor smashes at its beginning, with the later hitboxes dealing slightly diagonal vertical knockback. The move has a very weak landing hit that has little use aside from granting minimal protection. The move lasts for a fairly long time, often making off-stage use an inevitable [[self-destruct]], though it is still possible to recover if it is used from a great enough height. It is mostly useful for returning to stage quickly, as the non-meteor smashing hitbox is unable to KO past realistic percentages. The move's high landing lag (27 frames) greatly limits its combo potential on-stage. | |dairdesc=Kazooie's [https://banjokazooiewiki.com/wiki/Beak_Buster Beak Buster]. It is a [[stall-then-fall]] that meteor smashes at its beginning, with the later hitboxes dealing slightly diagonal vertical knockback. The move has a very weak landing hit that has little use aside from granting minimal protection. The move lasts for a fairly long time, often making off-stage use an inevitable [[self-destruct]], though it is still possible to recover if it is used from a great enough height. It is mostly useful for returning to stage quickly, as the non-meteor smashing hitbox is unable to KO past realistic percentages. The move's high landing lag (27 frames) greatly limits its combo potential on-stage. | ||
|grabname= | |grabname= | ||
|grabdesc=Banjo reaches out with his hand. Strangely, Banjo's pivot grab has noticeably shorter horizontal range against airborne opponents compared to grounded ones. | |grabdesc=Banjo reaches out with his hand. Strangely, Banjo's pivot grab has noticeably shorter horizontal range against airborne opponents compared to grounded ones. | ||
|pummelname= | |pummelname= |