Banjo & Kazooie (SSBU)/Down aerial: Difference between revisions

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m (Serpent King moved page Kazooie (SSBU)/Down aerial to Banjo & Kazooie (SSBU)/Down aerial over redirect: AFD Cleanup)
 
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{{ArticleIcons|ssbu=y}}
{{ArticleIcons|ssbu=y}}
[[File:Banjo&KazooieDAir.gif|thumb|450px|Hitbox visualization showing Banjo & Kazooie's down aerial.]]
[[File:Banjo&KazooieDAir.gif|thumb|350px|Hitbox visualization showing Banjo & Kazooie's down aerial.]]
[[File:Banjo&KazooieDAirLanding.gif|thumb|350px|Hitbox visualization showing Banjo & Kazooie's down aerial, when landing.]]
[[File:Banjo&KazooieDAirLanding.gif|thumb|300px|Hitbox visualization showing Banjo & Kazooie's down aerial, when landing.]]
{{competitive expertise}}


==Overview==
==Overview==
Kazooie's '''Beak Buster''' move. It is a [[stall-then-fall]] that [[Meteor smash|meteor smashes]] at its beginning, with the later [[Hitbox|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 percents. However, the meteor smashing hitbox can be used for followups on grounded opponents at high percents and can act as a powerful [[sacrificial KO]] offstage.


Kazooie's '''Beak Buster''' move. It is a [[stall-then-fall]] that [[Meteor smash|meteor smashes]] at its beginning, with the later [[Hitbox|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 percents. However, the meteor smashing hitbox can be used for followups on grounded opponents at high percents and can act as a powerful [[sacrificial KO]] offstage.
==Hitboxes==
==Hitboxes==
{{UltimateHitboxTableHeader}}
{{UltimateHitboxTableHeader}}
{{HitboxTableTitle|Clean hit|24}}
{{HitboxTableTitle|Clean hit|42}}
{{UltimateHitboxTableRow
{{UltimateHitboxTableRow
|id=0
|id=0
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|slvl=L
|slvl=L
}}
}}
{{HitboxTableTitle|Late hit|24}}
{{HitboxTableTitle|Late hit|42}}
{{UltimateHitboxTableRow
{{UltimateHitboxTableRow
|id=0
|id=0
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|slvl=L
|slvl=L
}}
}}
{{HitboxTableTitle|Landing hit|24}}
{{HitboxTableTitle|Landing hit|42}}
{{UltimateHitboxTableRow
{{UltimateHitboxTableRow
|id=0
|id=0
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}}
}}
|}
|}
==Timing==
==Timing==
===Attack===
===Attack===
The move resets Banjo & Kazooie's horizontal momentum and first sets their vertical speed to 0.8 on frames 1-13, then sets it to -3.8 from frame 14 onward. Manual horizontal movement is also disabled during frames 1-54, while [[jostling]] is disabled during frames 1-14.
{|class="wikitable"
{|class="wikitable"
!Initial autocancel
!Initial autocancel
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{|class="wikitable"
{|class="wikitable"
!Hitbox
!Hitbox
|1-2
|1-3
|-
|-
!Interruptbile
!Interruptible
|28
|28
|-
|-
!Animation length
!Animation length
|34
|49
|}
|}


{{FrameStripStart}}
{{FrameStripStart}}
{{FrameStrip|t=Hitbox|c=2}}{{FrameStrip|t=Lag|c=25}}{{FrameStrip|t=Interruptible|c=7}}
{{FrameStrip|t=Hitbox|c=3}}{{FrameStrip|t=Lag|c=24}}{{FrameStrip|t=Interruptible|c=22}}
{{FrameStripEnd}}
{{FrameStripEnd}}
{{FrameIconLegend|lag=y|hitbox=y|hitboxchange=y|autocancel=y|interruptible=y}}
{{FrameIconLegend|lag=y|hitbox=y|hitboxchange=y|autocancel=y|interruptible=y}}
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