Banjo & Kazooie (SSBU)/Up smash: Difference between revisions

I knew there was something weird about this move
m (Serpent King moved page Kazooie (SSBU)/Up smash to Banjo & Kazooie (SSBU)/Up smash over redirect: AFD Cleanup)
(I knew there was something weird about this move)
 
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{{ArticleIcons|ssbu=y}}
{{ArticleIcons|ssbu=y}}
[[File:Banjo&KazooieUSmash.gif|thumb|450px|Hitbox visualization showing Banjo & Kazooie's up smash.]]
[[File:Banjo&KazooieUSmash.gif|thumb|350px|Hitbox visualization showing Banjo & Kazooie's up smash.]]


==Overview==
==Overview==
A grounded, vertically inverted version of the '''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 followup after [[Banjo & Kazooie (SSBU)/Down throw|down throw]] at high percents.
{{competitive expertise}}
A grounded, vertically inverted version of ''Banjo-Tooie''{{'}}s '''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 followup after [[Banjo & Kazooie (SSBU)/Down throw|down throw]] at high percents.
==Hitboxes==
==Hitboxes==
{{UltimateHitboxTableHeader}}
{{UltimateHitboxTableHeader}}
! {{rollover|Rehit rate|If not 0, hits again every X frames|y}}
{{HitboxTableTitle|Hit 1|37}}
{{HitboxTableTitle|Hit 1|25}}
{{UltimateHitboxTableRow
{{UltimateHitboxTableRow
|id=0
|id=0
Line 28: Line 28:
|a=f
|a=f
}}
}}
|0
{{HitboxTableTitle|Multihits|37}}
{{HitboxTableTitle|Multihits|25}}
{{UltimateHitboxTableRow
{{UltimateHitboxTableRow
|id=0
|id=0
Line 51: Line 50:
|slvl=S
|slvl=S
}}
}}
|2
{{UltimateHitboxTableRow
{{UltimateHitboxTableRow
|id=1
|id=1
Line 73: Line 71:
|slvl=S
|slvl=S
}}
}}
|2
{{UltimateHitboxTableRow
{{UltimateHitboxTableRow
|id=2
|id=2
Line 95: Line 92:
|slvl=S
|slvl=S
}}
}}
|2
{{HitboxTableTitle|Final hit|37}}
{{HitboxTableTitle|Final hit|25}}
{{UltimateHitboxTableRow
{{UltimateHitboxTableRow
|id=0
|id=0
Line 117: Line 113:
|slvl=L
|slvl=L
}}
}}
|0
{{UltimateHitboxTableRow
{{UltimateHitboxTableRow
|id=1
|id=1
Line 138: Line 133:
|slvl=L
|slvl=L
}}
}}
|0
{{UltimateHitboxTableRow
{{UltimateHitboxTableRow
|id=2
|id=2
Line 159: Line 153:
|slvl=L
|slvl=L
}}
}}
|0
|}
|}


==Timing==
==Timing==
===Rehit rate anomaly===
Oddly enough, if the multihits strike more than three times, their rehit rate will be delayed by one frame for the next hit, causing the move to hit a total of eight times instead of nine. This anomaly does not seem to be present for any other attacks with rehit rates.
{|class="wikitable"
{|class="wikitable"
!Charges between
!Charges between
Line 171: Line 167:
|-
|-
!Multihits
!Multihits
|13-25
|13-25 (rehit rate: 2*)
|-
|-
!Final hit
!Final hit