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m (Text replacement - "Category:Third party characters" to "Category:Third-party characters") |
Luigi86101 (talk | contribs) (→Moveset: added japanese names for moves) |
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|neutralcount=3 | |neutralcount=3 | ||
|neutralinf=y | |neutralinf=y | ||
|neutralname=Claw Swipe / Rat-a-Tat Rap | |neutralname=Claw Swipe ({{ja|ツメツメパンチ|Tsumetsume Panchi}}, ''Claw Claw Punch'') / Rat-a-Tat Rap ({{ja|キツツキアタック|Kitsutsuki Atakku}}, ''Woodpecker Attack'') | ||
|neutral1dmg=2.2% | |neutral1dmg=2.2% | ||
|neutral2dmg=2.2% | |neutral2dmg=2.2% | ||
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|neutralinfdmg=0.4% (loop), 1.6% (last) | |neutralinfdmg=0.4% (loop), 1.6% (last) | ||
|neutraldesc=A combination of Banjo's [https://banjokazooiewiki.com/wiki/Claw_Swipe Claw Swipe] and Kazooie's [https://banjokazooiewiki.com/wiki/Rat-a-tat_Rap Rat-a-Tat Rap]. If the button is held, Banjo will perform two alternating Claw Swipes and then throw an uppercut. If pressed repeatedly, he will Claw Swipe twice before crouching on all fours in order for Kazooie to perform the Rat-a-Tat Rap that concludes with Kazooie performing a headbutt. The first hit starts at frame 4, making it the duo's fastest ground attack. The third hit of the regular neutral attack launches opponents vertically, which can allow it to set up juggles due to its reasonably low ending lag. Forward aerial and up aerial are consistent followups, especially if opponents miss a tech on platforms, though this can be air dodged out of. Unlike most neutral attacks, Banjo will not repeat the first hit if the attack button is held down. It has a very meager damage output for a neutral infinite, although this can be mitigated if an opponent is hit extremely close to the duo while they perform the infinite, specifically around where Banjo's backpack is. This can result in the opponent being pushed back alongside the duo while they attack, allowing the move to rack up large amounts of damage. | |neutraldesc=A combination of Banjo's [https://banjokazooiewiki.com/wiki/Claw_Swipe Claw Swipe] and Kazooie's [https://banjokazooiewiki.com/wiki/Rat-a-tat_Rap Rat-a-Tat Rap]. If the button is held, Banjo will perform two alternating Claw Swipes and then throw an uppercut. If pressed repeatedly, he will Claw Swipe twice before crouching on all fours in order for Kazooie to perform the Rat-a-Tat Rap that concludes with Kazooie performing a headbutt. The first hit starts at frame 4, making it the duo's fastest ground attack. The third hit of the regular neutral attack launches opponents vertically, which can allow it to set up juggles due to its reasonably low ending lag. Forward aerial and up aerial are consistent followups, especially if opponents miss a tech on platforms, though this can be air dodged out of. Unlike most neutral attacks, Banjo will not repeat the first hit if the attack button is held down. It has a very meager damage output for a neutral infinite, although this can be mitigated if an opponent is hit extremely close to the duo while they perform the infinite, specifically around where Banjo's backpack is. This can result in the opponent being pushed back alongside the duo while they attack, allowing the move to rack up large amounts of damage. | ||
|ftiltname=Beak Bayonet | |ftiltname=Beak Bayonet ({{ja|くちばしスピアー|Kuchibashi Supia}}, ''Beak Spear'') | ||
|ftiltdmg=9% (beak), 7% (close) | |ftiltdmg=9% (beak), 7% (close) | ||
|ftiltdesc=The [https://banjokazooiewiki.com/wiki/Beak_Bayonet Beak Bayonet]. Can be angled and has a sweetspot on Kazooie's beak. It has a decent range and quick startup (7 frames), making it a useful spacing option, as well as being a good way of halting vulnerable or predictable approaches. | |ftiltdesc=The [https://banjokazooiewiki.com/wiki/Beak_Bayonet Beak Bayonet]. Can be angled and has a sweetspot on Kazooie's beak. It has a decent range and quick startup (7 frames), making it a useful spacing option, as well as being a good way of halting vulnerable or predictable approaches. | ||
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|utiltdmg=10% | |utiltdmg=10% | ||
|utiltdesc=Kazooie props Banjo up in order for him to perform an upward roundhouse kick. It is somewhat slow on startup for a tilt attack (11 frames), but it has impressive knockback, being able to KO most grounded opponents under 140%. The move also has a fairly large hitbox above Banjo's body, which makes it effective as both an anti-air and as a follow-up from down throw for a KO confirm, although it has barely any hitbox towards the duo's front or rear, strictly limiting its usage to the aforementioned scenarios. Despite its respectable power, it has fairly low ending lag; when combined with its vertical launch angle, this can allow it to set up juggles, with it following into itself against some heavyweights at low percentages. Unlike their other attacks, Kazooie possesses a hurtbox during this move. | |utiltdesc=Kazooie props Banjo up in order for him to perform an upward roundhouse kick. It is somewhat slow on startup for a tilt attack (11 frames), but it has impressive knockback, being able to KO most grounded opponents under 140%. The move also has a fairly large hitbox above Banjo's body, which makes it effective as both an anti-air and as a follow-up from down throw for a KO confirm, although it has barely any hitbox towards the duo's front or rear, strictly limiting its usage to the aforementioned scenarios. Despite its respectable power, it has fairly low ending lag; when combined with its vertical launch angle, this can allow it to set up juggles, with it following into itself against some heavyweights at low percentages. Unlike their other attacks, Kazooie possesses a hurtbox during this move. | ||
|dtiltname=Beak Barge | |dtiltname=Beak Barge ({{ja|くちばしアタック|Kuchibashi Atakku}}, ''Beak Attack'') | ||
|dtiltdmg=6% (beak), 5% (close), 3% (late) | |dtiltdmg=6% (beak), 5% (close), 3% (late) | ||
|dtiltdesc=Kazooie's [https://banjokazooiewiki.com/wiki/Beak_Barge Beak Barge]. It is a [[semi-spike]] with good range and decent duration, all of which make it a good tool for onstage edge-guarding. It lowers the duo's profile to an even greater extent than their crouch, enabling them to duck under some moves like {{SSBU|Wolf}}'s {{b|Blaster|Wolf}} shots. As a launched opponent will usually [[tumble]] onto the stage, this move often allows for read-dependent followups such as neutral aerial, down smash, or another down tilt; its disjoint distance also makes it a great [[tech-chasing]] option in other situations, although its power and speed are somewhat poor, being the duo's slowest tilt attack at 12 frames. Finally, it acts as a pseudo-crawl and can [[cross-up]] against shields when performed close enough to their opponent. | |dtiltdesc=Kazooie's [https://banjokazooiewiki.com/wiki/Beak_Barge Beak Barge]. It is a [[semi-spike]] with good range and decent duration, all of which make it a good tool for onstage edge-guarding. It lowers the duo's profile to an even greater extent than their crouch, enabling them to duck under some moves like {{SSBU|Wolf}}'s {{b|Blaster|Wolf}} shots. As a launched opponent will usually [[tumble]] onto the stage, this move often allows for read-dependent followups such as neutral aerial, down smash, or another down tilt; its disjoint distance also makes it a great [[tech-chasing]] option in other situations, although its power and speed are somewhat poor, being the duo's slowest tilt attack at 12 frames. Finally, it acts as a pseudo-crawl and can [[cross-up]] against shields when performed close enough to their opponent. | ||
|dashname=Forward Roll | |dashname=Forward Roll ({{ja|ローリングアタック|Rōringu Atakku}}, ''Rolling Attack'') | ||
|dashdmg=12% (clean), 8% (late) | |dashdmg=12% (clean), 8% (late) | ||
|dashdesc=Banjo's [https://banjokazooiewiki.com/wiki/Forward_Roll Forward Roll]. Hits on frame 9 and sends the duo a respectable distance, allowing it to punish distant attacks. Its clean hit makes it fairly strong for a dash attack, as it can KO {{SSBU|Mario}} at 152% on {{SSBU|Final Destination}}. Conversely, the late hit can be used for set-ups due at low to medium percentages, thanks to its launching angle and much lower strength. However, it is equally punishable as it has large ending lag, and only the front of the duo is covered by the hitbox, leaving the entire move decently vulnerable. | |dashdesc=Banjo's [https://banjokazooiewiki.com/wiki/Forward_Roll Forward Roll]. Hits on frame 9 and sends the duo a respectable distance, allowing it to punish distant attacks. Its clean hit makes it fairly strong for a dash attack, as it can KO {{SSBU|Mario}} at 152% on {{SSBU|Final Destination}}. Conversely, the late hit can be used for set-ups due at low to medium percentages, thanks to its launching angle and much lower strength. However, it is equally punishable as it has large ending lag, and only the front of the duo is covered by the hitbox, leaving the entire move decently vulnerable. | ||
|fsmashname=Breegull Bash | |fsmashname=Breegull Bash ({{ja|ハリセンカズーイ|Harisen Kazūi}}, ''Harisen Kazooie'') | ||
|fsmashdmg={{ChargedSmashDmgSSBU|16}} | |fsmashdmg={{ChargedSmashDmgSSBU|16}} | ||
|fsmashdesc=The [https://banjokazooiewiki.com/wiki/Breegull_Bash Breegull Bash]. This move is moderately slow (19 frames) and has high ending lag, but is very powerful, KOing at around 100% from center stage. Its speed and the size of its hitbox makes it mainly useful for punishing short-ranged attacks and catching rolls. Its hitbox is wide enough to hit aerial opponents diagonally above the duo, making it particularly useful for catching opponents on platforms, such as [[Dream Land (SSB)|Dream Land]] and [[Pokémon Stadium]]. Additionally, similar to down smash, its large amount of active frames make it deadly for [[2 frame punish]]ing at the edge (although this move is more powerful and lasts shorter). | |fsmashdesc=The [https://banjokazooiewiki.com/wiki/Breegull_Bash Breegull Bash]. This move is moderately slow (19 frames) and has high ending lag, but is very powerful, KOing at around 100% from center stage. Its speed and the size of its hitbox makes it mainly useful for punishing short-ranged attacks and catching rolls. Its hitbox is wide enough to hit aerial opponents diagonally above the duo, making it particularly useful for catching opponents on platforms, such as [[Dream Land (SSB)|Dream Land]] and [[Pokémon Stadium]]. Additionally, similar to down smash, its large amount of active frames make it deadly for [[2 frame punish]]ing at the edge (although this move is more powerful and lasts shorter). | ||
|usmashname=Bill Drill | |usmashname=Bill Drill ({{ja|くちばしドリル|Kuchibashi Doriru}}, ''Beak Drill'') | ||
|usmashdmg={{ChargedSmashDmgSSBU|1}} (hit 1), {{ChargedSmashDmgSSBU|1.5}} (hits 2-7), {{ChargedSmashDmgSSBU|3.5}} (hit 8), {{ChargedSmashDmgSSBU|13.6}} (total) | |usmashdmg={{ChargedSmashDmgSSBU|1}} (hit 1), {{ChargedSmashDmgSSBU|1.5}} (hits 2-7), {{ChargedSmashDmgSSBU|3.5}} (hit 8), {{ChargedSmashDmgSSBU|13.6}} (total) | ||
|usmashdesc=A grounded, vertically inverted version of the [https://banjokazooiewiki.com/wiki/Bill_Drill 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 follow-up after down throw at high percentages. | |usmashdesc=A grounded, vertically inverted version of the [https://banjokazooiewiki.com/wiki/Bill_Drill 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 follow-up after down throw at high percentages. | ||
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|dsmashdmg={{ChargedSmashDmgSSBU|15}} | |dsmashdmg={{ChargedSmashDmgSSBU|15}} | ||
|dsmashdesc=Banjo slams one fist downward while Kazooie slams both of her wings downward on both sides, similarly to {{SSBU|Palutena}}, {{SSBU|Charizard}}, and {{SSBU|Ridley}}'s down smashes. Deals the same amount of damage and knockback throughout the move. Hits on frame 13 and has the fastest [[interruptibility]] out of the duo's smash attacks while having good power despite its speed, being able to KO at the edge at around 85%. As a result, it is the duo's most reliable smash attack for quick punishes. Its long-lasting, constant hitbox also makes it reliable as a deadly 2 framing tool, alongside forward smash (although this move is less powerful and lasts longer). | |dsmashdesc=Banjo slams one fist downward while Kazooie slams both of her wings downward on both sides, similarly to {{SSBU|Palutena}}, {{SSBU|Charizard}}, and {{SSBU|Ridley}}'s down smashes. Deals the same amount of damage and knockback throughout the move. Hits on frame 13 and has the fastest [[interruptibility]] out of the duo's smash attacks while having good power despite its speed, being able to KO at the edge at around 85%. As a result, it is the duo's most reliable smash attack for quick punishes. Its long-lasting, constant hitbox also makes it reliable as a deadly 2 framing tool, alongside forward smash (although this move is less powerful and lasts longer). | ||
|nairname=Twirling Wing Whack | |nairname=Twirling Wing Whack ({{ja|回転ウイングアタック|Kaiten Uingu Atakku}}, ''Spinning Wing Attack'') | ||
|nairdmg={{ShortHopDmgSSBU|0.8}} (hits 1-7), {{ShortHopDmgSSBU|4.1}} (hit 8) | |nairdmg={{ShortHopDmgSSBU|0.8}} (hits 1-7), {{ShortHopDmgSSBU|4.1}} (hit 8) | ||
|nairdesc=Kazooie's [https://banjokazooiewiki.com/wiki/Wing_Whack Wing Whack]. Functions similarly to {{SSBU|Ivysaur}} and {{SSBU|Piranha Plant}}'s neutral aerials, covering all around the duo and hitting multiple times. Deals decent damage, but has a rather slow startup (frame 10). It has immense utility for approaching and interrupting vulnerable recoveries, as well as being arguably the duo's most reliable combo tool. Its looping hits can drag opponents downwards to follow into most of the duo's grounded moves, although this can be difficult due to the move's high landing lag (15 frames) and the looping hits' unpredictable launching trajectory; the move itself is also a very reliable followup from up or down throw. [[Autocancel]]s from a full hop. | |nairdesc=Kazooie's [https://banjokazooiewiki.com/wiki/Wing_Whack Wing Whack]. Functions similarly to {{SSBU|Ivysaur}} and {{SSBU|Piranha Plant}}'s neutral aerials, covering all around the duo and hitting multiple times. Deals decent damage, but has a rather slow startup (frame 10). It has immense utility for approaching and interrupting vulnerable recoveries, as well as being arguably the duo's most reliable combo tool. Its looping hits can drag opponents downwards to follow into most of the duo's grounded moves, although this can be difficult due to the move's high landing lag (15 frames) and the looping hits' unpredictable launching trajectory; the move itself is also a very reliable followup from up or down throw. [[Autocancel]]s from a full hop. | ||
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|fairdmg={{ShortHopDmgSSBU|15}} (clean), {{ShortHopDmgSSBU|12}} (late) | |fairdmg={{ShortHopDmgSSBU|15}} (clean), {{ShortHopDmgSSBU|12}} (late) | ||
|fairdesc=Banjo throws a delayed {{s|wikipedia|overhand punch}}. It is tied with down aerial as the duo's slowest aerial attack with 15 frames of startup and has high ending lag. However, it has a slightly disjointed hitbox on his fist, autocancels from a short hop, has the lowest landing lag of Banjo & Kazooie's aerials (11 frames), is moderately safe on shield, and is very powerful, being able to KO Mario at 89% from the edge of Final Destination, while a clean hit offstage is an almost guaranteed to KO. Due to these strengths, it is great for pressuring shields, covering the duo's approach, and setting up combos. It can be followed up from neutral attack, up throw, or down throw. | |fairdesc=Banjo throws a delayed {{s|wikipedia|overhand punch}}. It is tied with down aerial as the duo's slowest aerial attack with 15 frames of startup and has high ending lag. However, it has a slightly disjointed hitbox on his fist, autocancels from a short hop, has the lowest landing lag of Banjo & Kazooie's aerials (11 frames), is moderately safe on shield, and is very powerful, being able to KO Mario at 89% from the edge of Final Destination, while a clean hit offstage is an almost guaranteed to KO. Due to these strengths, it is great for pressuring shields, covering the duo's approach, and setting up combos. It can be followed up from neutral attack, up throw, or down throw. | ||
|bairname=Air Rat-a-Tat Rap | |bairname=Air Rat-a-Tat Rap ({{ja|空中キツツキアタック|Kūchū Kitsutsuke Atakku}}, ''Aerial Woodpecker Attack'') | ||
|bairdmg={{ShortHopDmgSSBU|1.6}} (hits 1-2), {{ShortHopDmgSSBU|4.8}} (hit 3) | |bairdmg={{ShortHopDmgSSBU|1.6}} (hits 1-2), {{ShortHopDmgSSBU|4.8}} (hit 3) | ||
|bairdesc=An aerial version of Kazooie's Rat-a-Tat Rap. The first hit comes out on frame 8. It has a good overall range and startup, making it a reliable aerial for edgeguarding. The first two hits use the [[autolink]] angle; while it has extremely high landing lag (18 frames), making combos from the first two hits read-dependent, forward tilt is a decently reliable followup on most fighters. Autocancels from a short hop. | |bairdesc=An aerial version of Kazooie's Rat-a-Tat Rap. The first hit comes out on frame 8. It has a good overall range and startup, making it a reliable aerial for edgeguarding. The first two hits use the [[autolink]] angle; while it has extremely high landing lag (18 frames), making combos from the first two hits read-dependent, forward tilt is a decently reliable followup on most fighters. Autocancels from a short hop. | ||
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|uairdmg={{ShortHopDmgSSBU|1.6}} (hit 1), {{ShortHopDmgSSBU|5.8}} (hit 2) | |uairdmg={{ShortHopDmgSSBU|1.6}} (hit 1), {{ShortHopDmgSSBU|5.8}} (hit 2) | ||
|uairdesc=Kazooie flaps her wings upwards in a scissoring motion, similarly to {{SSBU|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 {{SSBU|Meta Knight}}'s up aerial strings. Easily juggles into itself at low percentages, 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. The first hit may also occasionally launch opponents away from the second hit, and the move is extremely weak, having almost no KO potential even at extremely high percentages. | |uairdesc=Kazooie flaps her wings upwards in a scissoring motion, similarly to {{SSBU|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 {{SSBU|Meta Knight}}'s up aerial strings. Easily juggles into itself at low percentages, 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. The first hit may also occasionally launch opponents away from the second hit, and the move is extremely weak, having almost no KO potential even at extremely high percentages. | ||
|dairname=Beak Buster | |dairname=Beak Buster ({{ja|くちばしバスター|Kuchibashi Basutā}}) | ||
|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 vertical knockback. The move has a very weak landing hit that has little use apart from granting minimal protection. The move lasts for an extremely long time, usually making offstage use an inevitable [[self-destruct]], though it is possible to recover if it is used from high enough. It is mostly useful for returning to stage quickly, as the non-meteor smashing hitbox is unable to KO past realistic percentages. However, the meteor smashing hitbox can be used for follow-ups on grounded opponents at high percentages and can act as a powerful [[sacrificial KO]] offstage. | |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 vertical knockback. The move has a very weak landing hit that has little use apart from granting minimal protection. The move lasts for an extremely long time, usually making offstage use an inevitable [[self-destruct]], though it is possible to recover if it is used from high enough. It is mostly useful for returning to stage quickly, as the non-meteor smashing hitbox is unable to KO past realistic percentages. However, the meteor smashing hitbox can be used for follow-ups on grounded opponents at high percentages and can act as a powerful [[sacrificial KO]] offstage. |
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