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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==Hitboxes== | ==Hitboxes== | ||
{{UltimateHitboxTableHeader}} | {{UltimateHitboxTableHeader}} | ||
{{HitboxTableTitle|Hit 1|37}} | {{HitboxTableTitle|Hit 1|37}} | ||
{{UltimateHitboxTableRow | {{UltimateHitboxTableRow | ||
Line 29: | Line 28: | ||
|a=f | |a=f | ||
}} | }} | ||
{{HitboxTableTitle|Multihits|37}} | {{HitboxTableTitle|Multihits|37}} | ||
{{UltimateHitboxTableRow | {{UltimateHitboxTableRow | ||
Line 52: | Line 50: | ||
|slvl=S | |slvl=S | ||
}} | }} | ||
{{UltimateHitboxTableRow | {{UltimateHitboxTableRow | ||
|id=1 | |id=1 | ||
Line 74: | Line 71: | ||
|slvl=S | |slvl=S | ||
}} | }} | ||
{{UltimateHitboxTableRow | {{UltimateHitboxTableRow | ||
|id=2 | |id=2 | ||
Line 96: | Line 92: | ||
|slvl=S | |slvl=S | ||
}} | }} | ||
{{HitboxTableTitle|Final hit|37}} | {{HitboxTableTitle|Final hit|37}} | ||
{{UltimateHitboxTableRow | {{UltimateHitboxTableRow | ||
Line 118: | Line 113: | ||
|slvl=L | |slvl=L | ||
}} | }} | ||
{{UltimateHitboxTableRow | {{UltimateHitboxTableRow | ||
|id=1 | |id=1 | ||
Line 139: | Line 133: | ||
|slvl=L | |slvl=L | ||
}} | }} | ||
{{UltimateHitboxTableRow | {{UltimateHitboxTableRow | ||
|id=2 | |id=2 | ||
Line 160: | Line 153: | ||
|slvl=L | |slvl=L | ||
}} | }} | ||
|} | |} | ||
==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 | ||
Line 172: | Line 167: | ||
|- | |- | ||
!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 |
|