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Super smash banjo kazooie amiibo
Super smash banjo kazooie amiibo








The duo's neutral aerial is the Twirling Wing Whack, a multi-hitting circular wing spin from Kazooie that functions very similarly to Pit's neutral aerial. Notably, their forward and down smashes, especially the latter, have long-lasting hitboxes that slightly penetrate the stage downwards, making them both deadly 2-framing tools at the ledge.īanjo & Kazooie's aerial moveset also combines old and new moves. Their down smash is an original move, a wing-slam from Kazooie on both sides of them much like Ridley, albeit weaker and much faster, making it a useful tool for catching rolls. The duo's up smash is the Bill Drill, a spinning attack with Kazooie's beak that is fairly useful as an anti-aerial and out of shield option, and is a reliable follow up to the duo's burying down throw, as the move is deceptively fast with a 7 frame startup. It is a slow, yet long-ranged and powerful move that serves as a notable example of Kazooie's disjointed nature. Their forward smash, the Breegull Bash, involves Banjo swinging Kazooie as a makeshift bludgeon. Their dash attack, Banjo's Forward Roll, looks and functions very similarly to Donkey Kong's dash attack, but differs from his by having a noticeably stronger clean hit (which can function as a situational KO option) and fewer active frames.Ĭomplementing their versatile tilts, Banjo & Kazooie sport very useful smash attacks. It launches at a very low semi-spike angle, making it a very potent edgeguarding and tech-chasing option, although it is laggy overall and has a meager damage output. Their down tilt, Beak Barge, involves Kazooie thrusting her beak forward as Banjo slides belly-first along the ground. However, like Pac-Man's up tilt, it has almost nonexistent horizontal range in front of or behind them. Despite its respectable power, its low base knockback and fairly low ending lag grant it minor combo potential at very low percentages. Unlike most up tilts, it is strong enough to KO reliably, especially when it is used as a follow-up from their down throw. Their up tilt consists of Kazooie quickly propping Banjo upward in order for him to perform a stretch kick. Like Ridley's forward tilt, it can be angled and has a respectable amount of disjointed range, especially for its speed, making it useful for stopping predictable or vulnerable approaches. Their forward tilt, Beak Bayonet, involves Banjo quickly thrusting Kazooie as a makeshift bayonet. This can cause the opponent to be continually jabbed into the duo's rear, keeping them locked in the hitbox and causing both of the fighters to be slowly moved backwards, often amounting to extremely high percentages by the time they reach the edge of a platform. It should be noted that the hitbox of Kazooie's neutral infinite is large enough to sometimes hit opponents standing directly behind the duo. The duo have a chooseable neutral attack: their standard neutral attack is a 3-hit combo that consists of Banjo using his Claw Swipe twice and then throwing an uppercut, whereas their neutral infinite consists of Kazooie's Rat-a-Tat Rap. The majority of Banjo & Kazooie's grounded arsenal makes use of moves from their first two games, Banjo-Kazooie and Banjo-Tooie. Additionally, they have a fast falling speed, high gravity, slow air speed, and average air acceleration. Similar to Ridley and Pit, Kazooie's Feathery Flap grants the duo a second double jump. This means that all standard attacks involving her (other than up tilt) are disjointed. Kazooie, however, lacks a hurtbox of any kind outside of dashing and their up tilt. With Kazooie hidden in his backpack when the duo are not attacking or dashing, Banjo has a relatively average height and a somewhat wide hurtbox, being rather short as far as heavyweights go. In stark contrast to Banjo's walking speed, Kazooie's dashing speed is very fast specifically, it is the 12th fastest in the game, and is only surpassed by Charizard among heavyweights.

super smash banjo kazooie amiibo

Conversely, Kazooie handles the duo's dashing, in which she uses the Talon Trot to carry Banjo. As Banjo handles the duo's walking, their walking speed is below-average, and their initial dash and traction values are among the worst in the game. as the 18th heaviest fighter in the game. Together, they are a heavyweight, and are tied with Snake and R.O.B. 4.2 Most historically significant playersīanjo & Kazooie, like Duck Hunt, are a tag team that fight together as if they were a singular character.










Super smash banjo kazooie amiibo