Banjo & Kazooie (SSBU): Difference between revisions

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|nairname=Twirling Wing Whack ({{ja|回転ウイングアタック|Kaiten Uingu Atakku}}, ''Rotating Wing Attack'')
|nairname=Twirling Wing Whack ({{ja|回転ウイングアタック|Kaiten Uingu Atakku}}, ''Rotating Wing Attack'')
|nairdmg={{ShortHopDmgSSBU|0.8}} (hits 1-7), {{ShortHopDmgSSBU|4.1}} (hit 8)
|nairdmg={{ShortHopDmgSSBU|0.8}} (hits 1-7), {{ShortHopDmgSSBU|4.1}} (hit 8)
|nairdesc=Kazooie's [https://banjokazooiewiki.com/wiki/Wing_Whack Wing Whack]. Functions similarly to {{SSBU|Pit}} and {{SSBU|Dark Pit}}'s shared neutral aerial, with this move's looping hitboxes even sharing the exact same properties as those of that move. Has rather slow startup (frame 10) relative to its damage output and knockback. Compared to Pit's neutral aerial, the combination of this move's slower startup with its surprisingly high landing lag (16 frames), inability to autocancel from a short hop, and the final hit's strangely diagonal launch angle makes it far less useful for starting, extending or finishing combos, while also making it less safe on shield. It has immense utility for approaching and interrupting vulnerable recoveries, although this is counterbalanced by the final hit's low knockback scaling and aforementioned diagonal launch angle. Its looping hits can drag opponents downwards to follow into most of the duo's grounded moves, although this can be difficult due to the move's aforementioned high landing lag and the looping hits' unpredictable launching trajectory; the move itself is also a very reliable followup from down throw or to finish a Breegull Blaster close-range egg ladder combo. [[Autocancel]]s from a full hop.
|nairdesc=Kazooie's [https://banjokazooiewiki.com/wiki/Wing_Whack Wing Whack]. Functions similarly to {{SSBU|Pit}} and {{SSBU|Dark Pit}}'s shared neutral aerial, with this move's looping hitboxes even sharing the exact same properties as those of that move. Has rather slow startup (frame 10) relative to its damage output and knockback. Compared to Pit's neutral aerial, the combination of this move's slower startup with its surprisingly high landing lag (17 frames), inability to autocancel from a short hop, and the final hit's strangely diagonal launch angle makes it far less useful for starting, extending or finishing combos, while also making it less safe on shield. It has immense utility for approaching and interrupting vulnerable recoveries, although this is counterbalanced by the final hit's low knockback scaling and aforementioned diagonal launch angle. Its looping hits can drag opponents downwards to follow into most of the duo's grounded moves, although this can be difficult due to the move's aforementioned high landing lag and the looping hits' unpredictable launching trajectory; the move itself is also a very reliable followup from down throw or to finish a Breegull Blaster close-range egg ladder combo. [[Autocancel]]s from a full hop.
|fairname= 
|fairname= 
|fairdmg={{ShortHopDmgSSBU|15}} (clean), {{ShortHopDmgSSBU|12}} (late)
|fairdmg={{ShortHopDmgSSBU|15}} (clean), {{ShortHopDmgSSBU|12}} (late)
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