24 Gedanken zu „Beginnen Sie mit Banjo & Kazooie in Smash Ultimate“
  1. 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 that’ll end your stock.
    3) The move isn’t 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 Isabelle’s Fishing Rod and Terry’s 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 Isabelle’s Fishing Rod). This means every time you waste a feather, you’re wasting a valuable resource.
    5) Some projectiles’ 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 you’d 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 you’re opponent’s gonna flub. It is also important that you use the move at close-range, since the sourspot doesn’t KO as well.

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