Super Smash Bros. Ultimate

Banjo & Kazooie (SSBU)/Dash attack: Difference between revisions

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(New Page: {{ArticleIcons|ssbu=y}} thumb|500px|Hitbox visualization showing Banjo & Kazooie's Dash Attack. ==Hitboxes== {{UltimateHitboxTableHeader}} {{HitboxT...)
 
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{{ArticleIcons|ssbu=y}}
{{ArticleIcons|ssbu=y}}
[[File:Banjo&KazooieDashAttack.gif|thumb|500px|Hitbox visualization showing Banjo & Kazooie's Dash Attack.]]
[[File:Banjo&KazooieDashAttack.gif|thumb|350px|Hitbox visualization showing Banjo & Kazooie's Dash Attack.]]
 
==Overview==
{{competitive expertise}}
Banjo performs the '''Forward Roll''' from ''Banjo-Kazooie'', resembling {{SSBU|Donkey Kong}}'s dash attack. Hits on frame 9 and sends the duo a respectable distance, allowing it to punish distant attacks. However, it is equally [[Punishment|punishable]] on shield. The clean hit deals strong vertical knockback at a slight diagonal angle, KOing {{SSBU|Mario}} at 152% on {{SSBU|Final Destination}}, while the late hit has some combo potential at low to mid percentages.
 
==Hitboxes==
==Hitboxes==
{{UltimateHitboxTableHeader}}
{{UltimateHitboxTableHeader}}
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|damage=12.0%
|damage=12.0%
|angle=62
|angle=62
|af=3
|bk=74
|bk=74
|ks=72
|ks=72
Line 17: Line 23:
|zpos=3.6
|zpos=3.6
|ff=1.25
|ff=1.25
|type=Foot
|type=Body
|effect=Normal
|effect=Normal
|sfx=Kick
|sfx=Kick
Line 27: Line 33:
|damage=8.0%
|damage=8.0%
|angle=62
|angle=62
|af=3
|bk=58
|bk=58
|ks=42
|ks=42
Line 36: Line 43:
|zpos=3.6
|zpos=3.6
|ff=1.0
|ff=1.0
|type=Foot
|type=Body
|effect=Normal
|effect=Normal
|sfx=Kick
|sfx=Kick
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|-
|-
!Late hit
!Late hit
|13-21
|13-20
|-
!Interruptible
|37
|-
|-
!Animation length
!Animation length
|36
|65
|}
|}


{{FrameStripStart}}
{{FrameStripStart}}
{{FrameStrip|t=Lag|c=4}}{{FrameStrip|t=Hitbox|c=4|e=HitboxChangeS}}{{FrameStrip|t=Hitbox|c=8|s=HitboxChangeE}}{{FrameStrip|t=Lag|c=16}}
{{FrameStrip|t=Lag|c=8}}{{FrameStrip|t=Hitbox|c=4|e=HitboxChangeS}}{{FrameStrip|t=Hitbox|c=8|s=HitboxChangeE}}{{FrameStrip|t=Lag|c=16}}{{FrameStrip|t=Interruptible|c=29}}
{{FrameStripEnd}}
{{FrameStripEnd}}


{{FrameIconLegend|lag=y|hitbox=y|hitboxchange=y|interruptible=y|vulnerable=y|intangible=y}}
{{FrameIconLegend|lag=y|hitbox=y|hitboxchange=y|interruptible=y}}
{{MvSubNavBanjo&Kazooie|g=SSBU}}
{{MvSubNavBanjo&Kazooie|g=SSBU}}
[[Category:Banjo & Kazooie (SSBU)]]
[[Category:Banjo & Kazooie (SSBU)]]
[[Category:Dash attacks (SSBU)]]
[[Category:Dash attacks (SSBU)]]

Latest revision as of 16:21, January 27, 2022

Hitbox visualization showing Banjo & Kazooie's Dash Attack.

Overview[edit]

Competitive.png This article or section may require competitive expertise.
You can discuss this issue on the talk page or edit this page to improve it.

Banjo performs the Forward Roll from Banjo-Kazooie, resembling Donkey Kong's dash attack. Hits on frame 9 and sends the duo a respectable distance, allowing it to punish distant attacks. However, it is equally punishable on shield. The clean hit deals strong vertical knockback at a slight diagonal angle, KOing Mario at 152% on Final Destination, while the late hit has some combo potential at low to mid percentages.

Hitboxes[edit]

ID Part Rehit rate Damage SD Angle Angle type BK KS FKV Set weight Radius Bone Offset SDI× T% Clang Rebound Effect Type G A Sound Direct Hit bits Hit part Blockable Reflectable Absorbable Flinchless No GFX Heedless
Clean hit
0 0 0 12.0% 0 AngleIcon62.png Forward 74 72 0 HitboxTableIcon(False).png 5.2 top 0.0 5.8 3.6 1.25× 1.0× 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Normal (effect) Body (type) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png M Kick SpecialsDirect.png All All HitboxTableIcon(Blockable).png HitboxTableIcon(Unreflectable).png HitboxTableIcon(Unabsorbable).png HitboxTableIcon(False).png HitboxTableIcon(False).png HitboxTableIcon(False).png
Late hit
0 0 0 8.0% 0 AngleIcon62.png Forward 58 42 0 HitboxTableIcon(False).png 4.8 top 0.0 5.8 3.6 1.0× 1.0× 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Normal (effect) Body (type) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png S Kick SpecialsDirect.png All All HitboxTableIcon(Blockable).png HitboxTableIcon(Unreflectable).png HitboxTableIcon(Unabsorbable).png HitboxTableIcon(False).png HitboxTableIcon(False).png HitboxTableIcon(False).png

Timing[edit]

Clean hit 9-12
Late hit 13-20
Interruptible 37
Animation length 65
FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(HitboxChangeS).png FrameIcon(HitboxChangeE).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png
Legend (1 square = 1 frame)
Lag
Lag time
Hitbox
Hitbox
FrameIcon(HitboxChangeS).pngFrameIcon(HitboxChangeE).png
Hitbox change
Interruptibility
Interruptible