Banjo & Kazooie (SSBU)/Up aerial: Difference between revisions
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{{ArticleIcons|ssbu=y}} | {{ArticleIcons|ssbu=y}} | ||
[[File:Banjo&KazooieUAir.gif|thumb| | [[File:Banjo&KazooieUAir.gif|thumb|350px|Hitbox visualization showing Banjo & Kazooie's up aerial.]] | ||
==Overview== | ==Overview== | ||
{{competitive expertise}} | |||
Kazooie flaps her wings upwards in a scissoring motion, similarly to {{SSBU|Sonic}}'s [[Sonic (SSBU)/Up aerial|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 [[Meta Knight (SSBU)/Up aerial|up aerial]] strings. Easily juggles into itself at low percents, and can even lead into other aerials such as [[Banjo & Kazooie (SSBU)/Forward aerial|forward air]]. Even further boosting its utility is that its first hit can set up [[KO]] confirms into [[Banjo & Kazooie (SSBU)/Forward smash|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. | Kazooie flaps her wings upwards in a scissoring motion, similarly to {{SSBU|Sonic}}'s [[Sonic (SSBU)/Up aerial|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 [[Meta Knight (SSBU)/Up aerial|up aerial]] strings. Easily juggles into itself at low percents, and can even lead into other aerials such as [[Banjo & Kazooie (SSBU)/Forward aerial|forward air]]. Even further boosting its utility is that its first hit can set up [[KO]] confirms into [[Banjo & Kazooie (SSBU)/Forward smash|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== | ==Hitboxes== | ||
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|damage=1.6% | |damage=1.6% | ||
|angle=130 | |angle=130 | ||
|af=3 | |||
|bk=80 | |bk=80 | ||
|ks=30 | |ks=30 | ||
Line 49: | Line 50: | ||
|damage=1.6% | |damage=1.6% | ||
|angle=50 | |angle=50 | ||
|af=3 | |||
|bk=80 | |bk=80 | ||
|ks=30 | |ks=30 | ||
Line 88: | Line 90: | ||
|damage=1.6% | |damage=1.6% | ||
|angle=178 | |angle=178 | ||
|af=3 | |||
|bk=60 | |bk=60 | ||
|ks=30 | |ks=30 | ||
Line 107: | Line 110: | ||
|damage=1.6% | |damage=1.6% | ||
|angle=2 | |angle=2 | ||
|af=3 | |||
|bk=60 | |bk=60 | ||
|ks=30 | |ks=30 | ||
Line 235: | Line 239: | ||
|- | |- | ||
!Animation length | !Animation length | ||
| | |28 | ||
|} | |} | ||
{{FrameStripStart}} | {{FrameStripStart}} | ||
{{FrameStrip|t=Lag|c=12}}{{FrameStrip|t=Interruptible|c= | {{FrameStrip|t=Lag|c=12}}{{FrameStrip|t=Interruptible|c=16}} | ||
{{FrameStripEnd}} | {{FrameStripEnd}} | ||
Latest revision as of 21:41, August 9, 2022
Overview[edit]
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[edit]
Timing[edit]
Attack[edit]
Initial autocancel | 1 |
---|---|
Hit 1 (early, late) | 7, 8 |
Hit 2 (early, late) | 9, 10-11 |
Ending autocancel | 30- |
Interruptible | 34 |
Animation length | 53 |
Landing lag[edit]
Interruptible | 13 |
---|---|
Animation length | 28 |
Lag time |
Hitbox |
Hitbox change |
Autocancel |
Interruptible |
|