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Hitbox visualization showing Banjo & Kazooie's rapid jab.
Hitbox visualization showing Banjo & Kazooie's rapid jab finisher.
Overview
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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
9.0.0
Hitboxes
ID |
Part |
Rehit rate |
Damage |
SD |
Angle |
Angle type |
BK |
KS |
FKV |
Set weight |
Radius |
Bone |
Offset |
H× |
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 |
 |
Forward |
16 |
10 |
0 |
 |
3.8 |
top |
0.0 |
6.8 |
4.0 |
0.6× |
0.6× |
0% |
 |
 |
 |
 |
 |
 |
Slash |
 |
All |
All |
 |
 |
 |
 |
 |
|
+3 frames
|
6x
|
1 |
0 |
0 |
0.4% |
0 |
 |
Forward |
12 |
10 |
0 |
 |
3.8 |
top |
0.0 |
6.8 |
10.0 |
0.6× |
0.6× |
0% |
 |
 |
 |
 |
 |
 |
Slash |
 |
All |
All |
 |
 |
 |
 |
 |
|
+3 frames
|
6x
|
2 |
0 |
0 |
0.4% |
0 |
 |
Forward |
10 |
10 |
0 |
 |
3.8 |
top |
0.0 |
6.8 |
16.0 |
0.6× |
0.6× |
0% |
 |
 |
 |
 |
 |
 |
Slash |
 |
All |
All |
 |
 |
 |
 |
 |
|
+3 frames
|
6x
|
3 |
0 |
0 |
0.4% |
0 |
 |
Forward |
10 |
10 |
0 |
 |
3.2 |
k_neck |
3.0 to 12.0 |
0.0 |
0.0 |
0.6× |
0.6× |
0% |
 |
 |
 |
 |
 |
 |
Slash |
 |
All |
All |
 |
 |
 |
 |
 |
|
+3 frames
|
6x
|
Rapid jab finisher
|
0 |
0 |
0 |
1.6% |
0 |
 |
Forward |
98 |
66 |
0 |
 |
4.4 |
top |
0.0 |
6.8 |
7.0 |
2.0× |
1.0× |
0% |
 |
 |
 |
 |
 |
 |
Kick |
 |
All |
All |
 |
 |
 |
 |
 |
|
—
|
—
|
1 |
0 |
0 |
1.6% |
0 |
 |
Forward |
98 |
66 |
0 |
 |
4.4 |
top |
0.0 |
6.8 |
13.0 |
2.0× |
1.0× |
0% |
 |
 |
 |
 |
 |
 |
Kick |
 |
All |
All |
 |
 |
 |
 |
 |
|
—
|
—
|
2 |
0 |
0 |
1.6% |
0 |
 |
Forward |
98 |
66 |
0 |
 |
4.4 |
top |
0.0 |
6.8 |
19.0 |
2.0× |
1.0× |
0% |
 |
 |
 |
 |
 |
 |
Kick |
 |
All |
All |
 |
 |
 |
 |
 |
|
—
|
—
|
3 |
0 |
0 |
1.6% |
0 |
 |
Forward |
98 |
66 |
0 |
 |
4.4 |
k_head |
2.0 |
5.4 |
0.0 |
2.0× |
1.0× |
0% |
 |
 |
 |
 |
 |
 |
Kick |
 |
All |
All |
 |
 |
 |
 |
 |
|
—
|
—
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Timing
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
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3-4, 19-20
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Rapid jab
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5, 7, 9, 11, 13, 15, 17, 19
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Finisher
|
7-8
|
Interruptible
|
42
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Animation length
|
72
|
|
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Banjo & Kazooie's moveset
|
|