Banjo & Kazooie (SSBU)/Up smash: Difference between revisions
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(I knew there was something weird about this move) |
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==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 | ||
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|- | |- | ||
!Multihits | !Multihits | ||
|13-25 | |13-25 (rehit rate: 2*) | ||
|- | |- | ||
!Final hit | !Final hit |
Latest revision as of 19:26, August 9, 2022
Overview[edit]
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 down throw at high percents.
Hitboxes[edit]
Timing[edit]
Rehit rate anomaly[edit]
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.
Charges between | 6-7 |
---|---|
Hit 1 | 9-10 |
Multihits | 13-25 (rehit rate: 2*) |
Final hit | 26-27 |
Interruptible | 66 |
Animation length | 92 |
Lag time |
Charge interval |
Hitbox |
Hitbox change |
Interruptible |
|