Super Smash Bros. Ultimate

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

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{{ArticleIcons|ssbu=y}}
{{ArticleIcons|ssbu=y}}
[[File:Banjo&KazooieRapidJab.gif|thumb|300px|Hitbox visualization showing Banjo & Kazooie's rapid jab.]]
[[File:Banjo&KazooieRapidJabFinisher.gif|thumb|300px|Hitbox visualization showing Banjo & Kazooie's rapid jab finisher.]]
==Overview==
{{competitive expertise}}
{{competitive expertise}}
[[File:Banjo&KazooieRapidJab.gif|thumb|380px|Hitbox visualization showing Banjo & Kazooie's rapid jab.]]
Kazooie's '''Rat-a-Tat Rap'''. Banjo assumes a quadrupedal stance while Kazooie comes out to perform a rapid flurry of pecks, ending with a sideways headbutt. After the [[../Hit 1|first]] and [[../Hit 2|second]] hits of Banjo's claw swipe, the player may choose to use this attack, or use [[../Hit 3|an uppercut]] finisher. The rapid jab sends opponents at a more horizontal angle, but usually deals more damage, than said uppercut finisher. This attack's hitbox is large enough to sometimes hit opponents directly behind the duo (approximately at Banjo's backpack), causing both fighters to be pushed backwards, racking up large amounts of [[damage]], until the move is manually ended or they reach a ledge.
[[File:Banjo&KazooieRapidJabFinisher.gif|thumb|380px|Hitbox visualization showing Banjo & Kazooie's rapid jab finisher.]]


==Overview==
==Update History==
'''{{GameIcon|ssbu}} {{SSBU|9.0.0}}'''
*{{buff|[[Rapid jab]] and its finisher have [[transcendent priority]], preventing them from being canceled out by weak attacks.}}
==Hitboxes==
==Hitboxes==
{{UltimateHitboxTableHeader}}
{{UltimateHitboxTableHeader}}
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|damage=0.4%
|damage=0.4%
|angle=361
|angle=361
|af=3
|bk=16
|bk=16
|ks=10
|ks=10
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|effect=Stab
|effect=Stab
|sfx=Slash
|sfx=Slash
|nogfx=true
|slvl=S
|slvl=S
|clang=f
|rebound=f
}}
}}
|'''+3''' frames
|'''+3''' frames
|6x
|
{{UltimateHitboxTableRow
{{UltimateHitboxTableRow
|id=1
|id=1
|damage=0.4%
|damage=0.4%
|angle=361
|angle=361
|af=3
|bk=12
|bk=12
|ks=10
|ks=10
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|effect=Stab
|effect=Stab
|sfx=Slash
|sfx=Slash
|nogfx=true
|slvl=S
|slvl=S
|clang=f
|rebound=f
}}
}}
|'''+3''' frames
|'''+3''' frames
|6x
|
{{UltimateHitboxTableRow
{{UltimateHitboxTableRow
|id=2
|id=2
|damage=0.4%
|damage=0.4%
|angle=361
|angle=361
|af=3
|bk=10
|bk=10
|ks=10
|ks=10
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|effect=Stab
|effect=Stab
|sfx=Slash
|sfx=Slash
|nogfx=true
|slvl=S
|slvl=S
|clang=f
|rebound=f
}}
}}
|'''+3''' frames
|'''+3''' frames
|6x
|
{{UltimateHitboxTableRow
{{UltimateHitboxTableRow
|id=3
|id=3
|damage=0.4%
|damage=0.4%
|angle=361
|angle=361
|af=3
|bk=10
|bk=10
|ks=10
|ks=10
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|effect=Stab
|effect=Stab
|sfx=Slash
|sfx=Slash
|nogfx=true
|slvl=S
|slvl=S
|clang=f
|rebound=f
}}
}}
|'''+3''' frames
|'''+3''' frames
|6x
|
{{HitboxTableTitle|Rapid jab finisher|42}}
{{HitboxTableTitle|Rapid jab finisher|42}}
{{UltimateHitboxTableRow
{{UltimateHitboxTableRow
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|damage=1.6%
|damage=1.6%
|angle=50
|angle=50
|af=3
|bk=98
|bk=98
|ks=66
|ks=66
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|sfx=Kick
|sfx=Kick
|slvl=M
|slvl=M
|clang=f
|rebound=f
}}
}}
|—
|—
{{UltimateHitboxTableRow
{{UltimateHitboxTableRow
|id=1
|id=1
|damage=1.6%
|damage=1.6%
|angle=50
|angle=50
|af=3
|bk=98
|bk=98
|ks=66
|ks=66
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|sfx=Kick
|sfx=Kick
|slvl=M
|slvl=M
|clang=f
|rebound=f
}}
}}
|—
|—
{{UltimateHitboxTableRow
{{UltimateHitboxTableRow
|id=2
|id=2
|damage=1.6%
|damage=1.6%
|angle=50
|angle=50
|af=3
|bk=98
|bk=98
|ks=66
|ks=66
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|sfx=Kick
|sfx=Kick
|slvl=M
|slvl=M
|clang=f
|rebound=f
}}
}}
|—
|—
{{UltimateHitboxTableRow
{{UltimateHitboxTableRow
|id=3
|id=3
|damage=1.6%
|damage=1.6%
|angle=50
|angle=50
|af=3
|bk=98
|bk=98
|ks=66
|ks=66
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|sfx=Kick
|sfx=Kick
|slvl=M
|slvl=M
|clang=f
|rebound=f
}}
}}
|—
|—
|}
|}


==Timing==
==Timing==
Interruptibility and animation length are only for the finisher.
After one full loop, releasing the attack button at any point causes the infinite to transition into the finisher. Interruptibility and animation length are for the finisher only.
{|class="wikitable"
{|class="wikitable"
!Rapid Jab
!Loop points
|5, 7, 9, 11...
|3-4, 19-20
|-
!Rapid jab
|5, 7, 9, 11, 13, 15, 17, 19
|-
|-
!Finisher
!Finisher

Latest revision as of 11:15, August 6, 2022

Hitbox visualization showing Banjo & Kazooie's rapid jab.
Hitbox visualization showing Banjo & Kazooie's rapid jab finisher.

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.

Kazooie's Rat-a-Tat Rap. Banjo assumes a quadrupedal stance while Kazooie comes out to perform a rapid flurry of pecks, ending with a sideways headbutt. After the first and second hits of Banjo's claw swipe, the player may choose to use this attack, or use an uppercut finisher. The rapid jab sends opponents at a more horizontal angle, but usually deals more damage, than said uppercut finisher. This attack's hitbox is large enough to sometimes hit opponents directly behind the duo (approximately at Banjo's backpack), causing both fighters to be pushed backwards, racking up large amounts of damage, until the move is manually ended or they reach a ledge.

Update History[edit]

Super Smash Bros. Ultimate 9.0.0

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 Hitstun Shieldstun
Rapid jab
0 0 0 0.4% 0 Sakurai angle Forward 16 10 0 HitboxTableIcon(False).png 3.8 top 0.0 6.8 4.0 0.6× 0.6× 0% HitboxTableIcon(NoClang).png HitboxTableIcon(NoRebound).png Stab (effect) Head (type) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png S Slash SpecialsDirect.png All All HitboxTableIcon(Blockable).png HitboxTableIcon(Unreflectable).png HitboxTableIcon(Unabsorbable).png HitboxTableIcon(False).png HitboxTableIcon(True).png HitboxTableIcon(False).png +3 frames
1 0 0 0.4% 0 Sakurai angle Forward 12 10 0 HitboxTableIcon(False).png 3.8 top 0.0 6.8 10.0 0.6× 0.6× 0% HitboxTableIcon(NoClang).png HitboxTableIcon(NoRebound).png Stab (effect) Head (type) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png S Slash SpecialsDirect.png All All HitboxTableIcon(Blockable).png HitboxTableIcon(Unreflectable).png HitboxTableIcon(Unabsorbable).png HitboxTableIcon(False).png HitboxTableIcon(True).png HitboxTableIcon(False).png +3 frames
2 0 0 0.4% 0 Sakurai angle Forward 10 10 0 HitboxTableIcon(False).png 3.8 top 0.0 6.8 16.0 0.6× 0.6× 0% HitboxTableIcon(NoClang).png HitboxTableIcon(NoRebound).png Stab (effect) Head (type) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png S Slash SpecialsDirect.png All All HitboxTableIcon(Blockable).png HitboxTableIcon(Unreflectable).png HitboxTableIcon(Unabsorbable).png HitboxTableIcon(False).png HitboxTableIcon(True).png HitboxTableIcon(False).png +3 frames
3 0 0 0.4% 0 Sakurai angle Forward 10 10 0 HitboxTableIcon(False).png 3.2 k_neck 3.0 to 12.0 0.0 0.0 0.6× 0.6× 0% HitboxTableIcon(NoClang).png HitboxTableIcon(NoRebound).png Stab (effect) Head (type) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png S Slash SpecialsDirect.png All All HitboxTableIcon(Blockable).png HitboxTableIcon(Unreflectable).png HitboxTableIcon(Unabsorbable).png HitboxTableIcon(False).png HitboxTableIcon(True).png HitboxTableIcon(False).png +3 frames
Rapid jab finisher
0 0 0 1.6% 0 AngleIcon50.png Forward 98 66 0 HitboxTableIcon(False).png 4.4 top 0.0 6.8 7.0 2.0× 1.0× 0% HitboxTableIcon(NoClang).png HitboxTableIcon(NoRebound).png Normal (effect) Head (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
1 0 0 1.6% 0 AngleIcon50.png Forward 98 66 0 HitboxTableIcon(False).png 4.4 top 0.0 6.8 13.0 2.0× 1.0× 0% HitboxTableIcon(NoClang).png HitboxTableIcon(NoRebound).png Normal (effect) Head (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
2 0 0 1.6% 0 AngleIcon50.png Forward 98 66 0 HitboxTableIcon(False).png 4.4 top 0.0 6.8 19.0 2.0× 1.0× 0% HitboxTableIcon(NoClang).png HitboxTableIcon(NoRebound).png Normal (effect) Head (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
3 0 0 1.6% 0 AngleIcon50.png Forward 98 66 0 HitboxTableIcon(False).png 4.4 k_head 2.0 5.4 0.0 2.0× 1.0× 0% HitboxTableIcon(NoClang).png HitboxTableIcon(NoRebound).png Normal (effect) Head (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

Timing[edit]

After one full loop, releasing the attack button at any point causes the infinite to transition into the finisher. Interruptibility and animation length are for the finisher only.

Loop points 3-4, 19-20
Rapid jab 5, 7, 9, 11, 13, 15, 17, 19
Finisher 7-8
Interruptible 42
Animation length 72
FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(LagLoopS).png FrameIcon(LagLoopE).png FrameIcon(Hitbox).png FrameIcon(Lag).png FrameIcon(Hitbox).png FrameIcon(Lag).png FrameIcon(Hitbox).png FrameIcon(Lag).png FrameIcon(Hitbox).png FrameIcon(Lag).png FrameIcon(Hitbox).png FrameIcon(Lag).png FrameIcon(Hitbox).png FrameIcon(Lag).png FrameIcon(Hitbox).png FrameIcon(Lag).png FrameIcon(HitboxLoopS).png FrameIcon(LagLoopE).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).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(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(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 FrameIcon(Interruptible).png FrameIcon(Interruptible).png
Legend (1 square = 1 frame)
Lag
Lag time
Hitbox
Hitbox
FrameIcon(BlankLoopS).pngFrameIcon(BlankLoopE).png
Loop point
Interruptibility
Interruptible