Banjo & Kazooie (SSBU)/Up aerial: Difference between revisions
Serpent King (talk | contribs) m (Serpent King moved page Banjo & Kazooie (SSBU)/Up aerial to Kazooie (SSBU)/Up aerial) |
Serpent King (talk | contribs) m (Serpent King moved page Kazooie (SSBU)/Up aerial to Banjo & Kazooie (SSBU)/Up aerial over redirect: AFD Cleanup) |
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Revision as of 18:51, April 1, 2021
Overview
Kazooie flaps her wings upwards in a scissoring motion, similarly to 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 Meta Knight's up aerial strings. Easily juggles into itself at low percents, 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. 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
Timing
Attack
Initial autocancel | 1 |
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Hit 1 (early, late) | 7, 8 |
Hit 2 (early, late) | 9, 10-11 |
Ending autocancel | 30- |
Interruptible | 34 |
Animation length | 53 |
Landing lag
Interruptible | 13 |
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Animation length | 44 |
Lag time |
Hitbox |
Hitbox change |
Autocancel |
Interruptible |
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