Sieh dir Anleitungen an, um dein Smash Ultimate-Spiel zu verbessern! Wir haben Tweeks Banjo gesehen und …
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Sieh dir Anleitungen an, um dein Smash Ultimate-Spiel zu verbessern! Wir haben Tweeks Banjo gesehen und …
© Artikelquelle
Whereâs the song from at :21?
just side b looolllllllllll
Why donât you show relevant clips with your voice over? I donât get it. Itâs so simple and you just give up after the intro every time like we wonât notice
5:45 That Ganondorf was trying to quit but you wouldn't let him lol
down throw jab infinite
Would you be able to do these for Yoshi, K Rool, and Piranha Plant as well? I'd love to see some secrets of my other three mains I may not have found already.
1:56 Perfect Musical Timing
im so sold
what stage is that at 3:31
Please do some videos on Little Mac.
For those complaining about Wonderwing
Credit goes to WizardGeno:
1) The move is unsafe on shields and laggy: The move is -54 on shield, meaning it is incredibly unsafe, and fast characters can punish it with practically anything, especially since the move stalls at the ledge
2) The move is predictable depending on your playstyle: The startup of the move is Frame 18. It is barely reactable by itself, and less so with online input lag, but if you play predictably, no amount of input lag is gonna save you from a punishment thatâll end your stock.
3) The move isnât invincible against all forms of grabs: Any and every grab in the game can interrupt your Wonderwing, effectively wasting a Golden Feather on top of a hard punish. This includes all grabs, all command grabs, all hit grabs like Isabelleâs Fishing Rod and Terryâs Buster Wolf, and the Final Smashes of Young Link, Toon Link and Incineroar.
4) The number of Golden Feathers are limited: The move is not only a good KOing move, but also a good recovery move, as you can ignore most edgeguard attempts with your invincibility (with the exception of Isabelleâs Fishing Rod). This means every time you waste a feather, youâre wasting a valuable resource.
5) Some projectilesâ hitlag stall Wonderwing, making it even more punishable: A lot of projectiles in the game slow down Banjo to the point where the opponent can figure out a KO or combo setup while Banjo is still in the lag.
As a result, Wonderwing is a move youâd only want to use to get out of bad situations, to recover when really far from the stage, or to secure a KO when you know youâre opponentâs gonna flub. It is also important that you use the move at close-range, since the sourspot doesnât KO as well.
2:32 video starts here
Whoa whoa whoa whoa wait–
I didn't know there was COACHING for Smash Bros.! That's actually amazing!! I might need to look into this đ
"If you ever wanted to watch a bear smack people with a bird he keeps in his backpack" yes that's actually my favorite part. Other than when you win he pulls out a banjo and performs a diddy
10:18 I beg to differ
Only âTRYâ spiking with down air off stage if you have a good stock lead
Banjo is bad…
I love how they don't have Gimmicks
Banjo Kazooie? Who else can they add? MINECRAFT??
As a Banjo main, I think Banjo is really underrated. He is powerful, he can survive for a long time.
the thing i need in a smash character is either fast or fun
so basically his side-special is flare blitz or Squirtle's side b but 100x better
I am a kid
GUH-BRUH. My other main along with the croc