nyuuzyou/wikis huggingface dataset:
Banjo & Kazooie (SSBU)/Neutral aerial

==Overview==
Kazooie's Twirling Wing Whack. Functions similarly to and 's neutral aerials. Deals decent damage, but has a rather slow startup (frame 10). The looping hits can drag opponents downwards for follow-ups, though this is difficult due to the move's high landing lag (15 frames) and the looping hits' unpredictable launching trajectory. Can auto-cancel from a full hop.
==Hitboxes==
|}
==Timing==
===Attack===
Initial autocancel	1-9
Hits 1-7 	10-11, 13-14, 16-17, 19-20, 22-23, 25-26, 28-29
Hit 8 	31-32
Ending autocancel 	39-
Interruptible 	48
Animation length 	70
|-
===Landing lag===
Interruptible 	17
Animation length	33
Category:Banjo & Kazooie (SSBU)
Category:Neutral aerials (SSBU)
Banjo & Kazooie (SSBU)/Neutral attack

==Overview==
Banjo & Kazooie's neutral attack consists of 2 punches followed by either a third upwards punch or a flurry or beak stabs ending with a headbutt from Kazooie.
For the technical data of each individual hit, see:
*Banjo & Kazooie (SSBU)/Neutral attack/Hit 1
*Banjo & Kazooie (SSBU)/Neutral attack/Hit 2
*Banjo & Kazooie (SSBU)/Neutral attack/Hit 3
*Banjo & Kazooie (SSBU)/Neutral attack/Infinite
==Quickest loop==
The third jab and rapid jab have different continuability windows, with the latter being shorter and taking priority. The move transitions into the rapid jab if, since the start of the first jab and before the end of the rapid jab window, the attack button has been pressed at least 3 times and released at least 2 times. Otherwise, it transitions into the third jab.
Jab 1 	4-6
Jab 2 	11-13
Jab 3 	21-23
Rapid jab 	20, 22, 24, 26, 28, 30, 32, 34
Rapid jab finisher	41-42
Interruptible 	28, 32, 48, 76
Animation lengths 	41, 52, 79, 106
|-
|-
|-
Category:Banjo & Kazooie (SSBU)
Category:Neutral attacks (SSBU)
Banjo & Kazooie (SSBU)/Neutral attack/Hit 1

==Overview==
Banjo's Claw Swipe. Coming out on frame 4, this is the duo's fastest attack overall. It can be followed by another jab then a launching jab, or a rapid jab.
==Hitboxes==
The scripts only specify hitstun modifiers for the ID 0 and 1 hitboxes, but they also apply to the ID 2 hitbox due to a glitch.
! Hitstun
|+5 frames
|+5 frames
|—
|}
==Timing==
Hitboxes 	4-6
Continuability window	8-30
Interruptible 	28
Animation length 	41
|-
==Trivia==
*Interestingly enough, Banjo & Kazooie's first and second jabs are among the few jabs with a 180° angle hitbox that do not have a separate hitbox with a different angle for non-fighter targets, causing them to launch non-fighter targets (such as damageable items) towards the user rather than away when hit from afar. They share this distinction with 's first and second jabs, , , and 's first jabs, and 's second jab.
Category:Banjo & Kazooie (SSBU)
Category:Neutral attacks (SSBU)
Banjo & Kazooie (SSBU)/Neutral attack/Hit 2

==Overview==
Banjo’s Claw Swipe. It is similar to the first jab, also coming out on frame 4, but uses Banjo's other claw. It can then be followed by a launching jab, or Kazooie's rapid jab.
==Hitboxes==
The ID 0 and 1 hitboxes have different hitstun modifiers coded, but due to a glitch, only the modifier of 6 for the last hitbox ends up applying to all of them (including the ID 2 hitbox, which has none assigned).
! Hitstun
|+5 frames
|+6 frames
|—
|}
==Timing==
The third jab and rapid jab have different continuability windows, with the latter being shorter and taking priority. The move transitions into the rapid jab if, since the start of the first jab and before the end of the rapid jab window, the attack button has been pressed at least 3 times and released at least 2 times. Otherwise, it transitions into the third jab.
Hitboxes 	Hitboxes 	4-6
Continuability 	Rapid jab 	9-11
Continuability 	Jab 3 	10-27
Interruptible 	Interruptible 	25
Animation length	Animation length	45
!Hitboxes 
|-
!Rapid jab 
|-
!Jab 3 
==Trivia==
*Interestingly enough, Banjo & Kazooie's first and second jabs are among the few jabs with a 180° angle hitbox that do not have a separate hitbox with a different angle for non-fighter targets, causing them to launch non-fighter targets (such as damageable items) towards the user rather than away when hit from afar. They share this distinction with 's first and second jabs, , , and 's first jabs, and 's second jab.
Category:Banjo & Kazooie (SSBU)
Category:Neutral attacks (SSBU)
Banjo & Kazooie (SSBU)/Neutral attack/Hit 3

==Overview==
An uppercut to complete Banjo's claw swipe. After the previous jab, the player may choose to use this attack, or use Kazooie's rapid jab. This finisher usually deals less damage, but send opponents at a more vertical angle, than said rapid jab.
==Hitboxes==
|}
==Timing==
Hitboxes 	5-7
Interruptible 	32
Animation length	63
Category:Banjo & Kazooie (SSBU)
Category:Neutral attacks (SSBU)
Banjo & Kazooie (SSBU)/Neutral attack/Infinite

==Overview==
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==
 
*
==Hitboxes==
!Hitstun
!Shieldstun
|+3 frames
|6×
|+3 frames
|6×
|+3 frames
|6×
|+3 frames
|6×
|—
|—
|—
|—
|—
|—
|—
|—
|}
==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 	3-4, 19-20
Rapid jab 	5, 7, 9, 11, 13, 15, 17, 19
Finisher 	7-8
Interruptible 	42
Animation length	72
Category:Banjo & Kazooie (SSBU)
Category:Neutral attacks (SSBU)
Banjo & Kazooie (SSBU)/Neutral special

==Overview==
This move has two names: Egg Firing and Breegull Blaster.
For Egg Firing, Banjo gets down on all fours while Kazooie spits out an egg. These eggs will obey gravity, bounce off the ground and linger for quite some time (around the length of half of ) before breaking on their own, and become weaker as time passes. It is rather slow to fire, making the projectile mostly suited for stage control.
If the special button is held, the duo will instead perform the Breegull Blaster, where Banjo takes Kazooie out of his backpack and uses her in a manner similar to the Super Scope. In this mode, pressing either attack button will cause Kazooie to quickly fire smaller and weaker eggs that travel in a straight line and as far as a third of Final Destination's length; subsequent eggs gradually deal less damage. These smaller eggs cause minimal flinching at long range and weak vertical knockback at close range. Banjo can move and triple jump freely while in this mode, and can turn around (the latter is not possible while firing). Crouching or shielding will put Kazooie away, which has minimal ending lag; this allows Breegull Blaster to start aerial combos. Due to the mechanics of this move, Egg Firing can only be done repeatedly if the player button mashes, since holding the button transitions into the Breegull Blaster. On a side note, the duo's walk speed is 10% faster than normal when they are using Breegull Blaster.
==Hitboxes==
===Egg Firing===
|}
===Breegull Blaster (Shots 1-6)===
! Hitstun
|+6 frames
|+6 frames
|—
|—
|}
===Breegull Blaster (Shots 7-12)===
! Hitstun
|+6 frames
|—
|—
|}
===Breegull Blaster (Shots 13+)===
|+6 frames
|+6 frames
|—
|+6 frames
|}
==Timing==
===Egg Firing===
Eggs (clean, late, latest)	13-22, 23-52, 53-102
Interruptible 	50
Animation length 	74
|-
===Breegull Blaster===
Eggs (early, mid, late, latest) 	4-6, 7-9, 10-15, 16-18
Firing animation length 	24
Interruptible (putting Kazooie away) 	12
Animation length (putting Kazooie away)	47
|-
Category:Banjo & Kazooie (SSBU)
Category:Neutral special moves (SSBU)
Banjo & Kazooie (SSBU)/Pummel

==Overview==
Banjo crouches down while Kazooie pecks at the opponent with her beak. The move's speed and damage output is fairly average for an attack of its kind.
==Hitboxes==
|}
==Timing==
Hitbox 	1
Interruptible 	7
Animation length	21
Category:Banjo & Kazooie (SSBU)
Category:Pummels (SSBU)
Banjo & Kazooie (SSBU)/Side special

==Overview==
This move is called Wonderwing. Kazooie covers Banjo with her wings while he charges forward at high speed. It is only usable up to 5 times per stock, which is denoted by the amount of Golden Feathers above their heads. Each successful use consumes 1 Golden Feather, although interrupting the move before the hitbox begins will not use up a feather. To compensate, it has a large amount of strengths: the move grants full invincibility from the start of the dash (frame 18) to the end, including immunity to almost all Final Smashes that do not grab the opponent, the clean hit deals a high amount of damage, shield damage, and knockback, and can KO at the edge at 60%, while the late hit is still powerful and can KO effectively offstage or catch options of edge-hanging opponents. It works very well as a horizontal recovery option, as it does not cause helplessness and travels an excellent amount of horizontal distance. However, the move is specifically designed to be out-prioritized by grabs, and grabbing the duo out of the move causes it to only deal 0.25× damage to the grabber. Its high startup and ending lag also makes it punishable if it misses or is shielded, which is compounded by the move's reduced shieldstun, especially on the late hit. If they attempt to use it without any feathers remaining, they simply stumble over; an aerial use will cause them to fumble in midair, and using it close to the ground will cause them to land face-first in their floored animation. The number of Golden Feathers available will vary in Stamina Mode depending on starting HP.
==Hitboxes==
! Shieldstun
|0.48x
|0.48x
|0.28x
|0.28x
|}
==Timing==
Clean hit 	18-35
Late hit 	36-53
Invincibility 	18-53
Interruptible 	83
Animation length	105
|-
Category:Banjo & Kazooie (SSBU)
Category:Side special moves (SSBU)
Banjo & Kazooie (SSBU)/Up aerial

==Overview==
Kazooie flaps her wings upwards in a scissoring motion, similarly to 's up aerial. Hits twice, with the first hit leading to the second. Has a wide hitbox with good range, with the first hit being able to hit grounded opponents if performed while the duo is falling. Additionally, it is fast in general (frame 7) while also being interruptible extremely early; this allows the duo to perform up to four up aerials while using their jumps, similarly to 's up aerial strings. Easily juggles into itself at low percents, and can even lead into other aerials such as forward air. Even further boosting its utility is that its first hit can set up KO confirms into forward smash, forward aerial and Wonderwing on landing. However, it has very low hitstun due to its low damage, making the move easily escapable. Additionally, the first hit may occasionally launch opponents away from the second hit, and the move is extremely weak, having almost no KO potential even at high percents.
==Hitboxes==
|}
==Timing==
===Attack===
Initial autocancel 	1
Hit 1 (early, late)	7, 8
Hit 2 (early, late)	9, 10-11
Ending autocancel 	30-
Interruptible 	34
Animation length 	53
|-
===Landing lag===
Interruptible 	13
Animation length	28
Category:Banjo & Kazooie (SSBU)
Category:Up aerials (SSBU)
Banjo & Kazooie (SSBU)/Up smash

==Overview==
A grounded, vertically inverted version of Banjo-Tooies Bill Drill. Hits multiple times and is powerful enough to KO at around 110%. It comes out decently fast (frame 9) and can act as a decent anti-air, though it has a very high ending lag and mediocre horizontal range. Generally a consistent followup after down throw at high percents.
==Hitboxes==
|}
==Timing==
===Rehit rate anomaly===
Oddly enough, if the multihits strike more than three times, their rehit rate will be delayed by one frame for the next hit, causing the move to hit a total of eight times instead of nine. This anomaly does not seem to be present for any other attacks with rehit rates.
Charges between 	6-7
Hit 1 	9-10
Multihits 	13-25 (rehit rate: 2*)
Final hit 	26-27
Interruptible 	66
Animation length	92
Category:Banjo & Kazooie (SSBU)
Category:Up smashes (SSBU)
Banjo & Kazooie (SSBU)/Up special

==Overview==
This move is called Shock Spring Jump. Banjo & Kazooie spawn a Shock Spring Pad beneath them to propel themselves upward. The longer the special button is held, the more height they gain. Slows the duo's descent upon starting up if used in the air. Midair jumps and air dodges are still usable, as the duo are not rendered helpless. In the air, the pad itself acts as a projectile after its use like Spring Jump's spring, which can gimp recoveries; unlike that move, however, a grounded Shock Spring Pad cannot be reused by opponents or the duo.
==Hitboxes==
|}
Category:Banjo & Kazooie (SSBU)
Category:Up special moves (SSBU)
Banjo & Kazooie (SSBU)/Up throw

==Overview==
Banjo throws the opponent overhead and Kazooie pecks them upwards. The move has high ending lag after the opponent is thrown, has no true follow-ups, and cannot KO opponents. It is considered to be Banjo & Kazooie's worst throw.
==Throw and Hitbox Data==
|}
|}
==Timing==
Invincibility 	1-15
Hitbox 	13-14
Throw Release 	15
Interruptible 	40
Animation length	47
|-
Category:Banjo & Kazooie (SSBU)
Category:Up throws (SSBU)
Banjo & Kazooie (SSBU)/Up tilt

==Overview==
Kazooie props Banjo up in order for him to perform a stretch kick. It is somewhat slow on startup for a tilt attack (11 frames), but it has impressive knockback, being able to KO grounded opponents under 150%. The move also has a fairly large hitbox above Banjo, which makes it effective as both an anti-air and as a followup from down throw for a KO confirm. Despite its respectable power, it has fairly low ending lag; when combined with its vertical launch angle, this can allow it to set up juggles. However, it has a very short horizontal range, making it difficult to hit grounded opponents who aren't directly touching the duo. Unlike their other attacks, Kazooie possesses a hurtbox during this move.
==Update History==
 
*
==Hitboxes==
|}
==Timing==
Kazooie Hurtboxes	1-24
Hitboxes 	11-14
Interruptible 	32
Animation length 	62
|Banjo 
|-
|Kazooie 
Category:Banjo & Kazooie (SSBU)
Category:Up tilts (SSBU)
Barbara

Barbara (, Barbara), whose full name is Barbara the Bat, is the mascot of the series.
==Origin==
Barbara debuted in the Japan-only game Daigasso! Band Brothers. She is the manager of the music store, Great Barbara (GB) Music, in Waruwaru Town, and an avid guitar player. She guides the player throughout the game and possesses a rather arrogant personality. She also appears in the Nintendo DS game Master of Illusion as owner of the magic shop.
==In Super Smash Bros. Brawl==
Barbara appears as a trophy and an Assist Trophy.
===As an Assist Trophy===
Barbara can be unlocked as an Assist Trophy after collecting 25 CDs. Her attack is similar to 's Konga Beat. Upon appearing she remains in place for a few seconds, playing her guitar which produces musical shockwaves that damage the summoner's opponents and cause reasonable knockback. Her last soundwave has a bigger range and damage.
===Trophy===
The Japanese version of Brawl lists Barbara's other game appearance as .
==In Super Smash Bros. 4==
===As a costume===
Barbara serves as the basis for the Barbara the Bat Wig headgear for the s.
===Trophy===
Barbara appears as a trophy exclusive to .
==In Super Smash Bros. Ultimate==
===As a costume===
The Barbara the Bat Wig headgear returns for the s.
===Spirit===
Barbara also appears as an Ace-class primary spirit. 
Barbara can be summoned using the cores of , , and one Grab type.
No. 	Image	Name	Type	Class	Slots	Base	Max 	Base	Max 	Base	Max 	Ability 	Series
1,211	 	 	★★★ 	3 	2675 	8047	1525	4587	1150	3460	No Effect	Jam with the Band Series	
==Gallery==
BarbaraAT.jpg|Barbara's artwork in Brawl.
==Names in other languages==
==Trivia==
*If Barbara is summoned while the game's speed is at 1.5x, she will disappear before the music has a chance to finish.
==External links==
*Barbara the Bat in action (00:19)
Category:Trophies (SSBB)
Category:Trophies (SSB4-3DS)
Category:Jam with the Band universe
Category:Spirits
es:Barbara
Barranquilla Power Rankings

The Barranquilla Power Rankings is for the region of Barranquilla in Colombia.
====
===2018===
|}
==Super Smash Bros. Ultimate==
===2024 Season 1https://x.com/SmashQuilla/status/1802802058317238674===
|}
===2023 Season 2https://twitter.com/SmashQuilla/status/1737209963335008360===
|}
===2023 Season 1https://twitter.com/SmashQuilla/status/1673517059383128065===
|}
===2022 Season 2https://twitter.com/NEO_CyanSmash/status/1617246036971655168===
|}
===2022 Season 1https://twitter.com/NEO_CyanSmash/status/1541153200400728067===
|}
===2021===
|}
===2019 Season 2===
|}
===2019 Season 1===
|}
==References==
Category:South American Power Rankings
Bass

Bass (, Forte) is a character from the universe.
==Origin==
Bass is a Robot Master created by Dr. Wily as an arch-nemesis to Mega Man, in an attempt to exceed his power. Bass was made using a material that Wily created by accident called "Bassnium". He debuted in Mega Man 7 alongside his partner Treble (who is much like Mega Man's Rush) as a villainous character, initially gaining Mega Man's trust only to later steal new enhancements from Dr. Light's lab to help Dr. Wily in his attempt at world domination. Bass is fought several times in the game, including at the end of the introductory level. After the final battle against Dr. Wily, he saves his creator from Mega Man's attempt at killing him. Bass is also playable in the game's secret two-player mode.
Bass' rivalry with Mega Man would continue from that point onward, even with a boost of power from a mysterious energy that landed on Earth, as shown in Mega Man 8. Mega Man even trades words with his rival, suggesting that they not be enemies. During the events of Mega Man & Bass, Bass and Mega Man were soon forced to team up when a new threat known as "King" began to stage an uprising among other robots. The two defeated King, finding out that he was in fact made by Dr. Wily. According to Dr. Wily, King was to be Bass' successor should Dr. Wily lose faith in Bass, wanting to test his ability with a mightier robot. Bass angrily lashes out against Dr. Wily, defeating his creator. After the battle, Wily presents Bass with the blueprints for "King II", offering him the chance to work alongside this upgraded King. However, Proto Man arrives before the plan could be put into motion, destroying the blueprints.
In later games, he has adopted more of an anti-hero role, siding with Mega Man in a few games such as Mega Man: The Power Battle and Mega Man 2: The Power Fighters, and also being playable in games such as the aforementioned Mega Man & Bass and Mega Man 10, where he opposes Dr. Wily or King depending on the scenario. At the end of his scenario in The Power Fighters, Dr. Wily reveals that he has a new robot in the works that will blow both he and Mega Man away, having learned from his past mistakes and showing the blueprints to Bass. Bass then scoffs the design calling it a very girly looking robot.
==In ==
===Trophy===
Bass's trophy is exclusive to the Wii U version. It is part of the Mega Man .
==In Super Smash Bros. Ultimate==
===Assist role===
Bass, along with Proto Man is updated to appear alongside during his Final Smash Mega Legends.
===Spirit===
No.	Image	Name	Type	Class	Slots	Base	Max 	Base	Max 	Base	Max 	Ability 	Series
866	 	 	★★★ 	3 	2544 	7652	1374	4132	1170	3520	No Effect	Mega Man Series	
==Names in other languages==
==See also==
*Bass on the Mega Man Knowledge Base
Category:Third-party characters
Category:Trophies (SSB4-Wii U)
Category:Capcom
Category:Spirits
Bat dropping

Bat dropping (sometimes abbreviated as BD) is a technique used primarily in the Home-Run Contest minigame to rack up very high damage on Sandbag. It is the act of dropping the bat over Sandbag, then hitting the bag with a move that does not send Sandbag flying, usually a meteor smash to hit the bag back into the ground, or some weak attack that negates the knockback of the bat drop.
==In Super Smash Bros. Melee==
 or 's bat dropping technique is a classic example: they jump over the Sandbag, drop the bat, and then hit it with a down aerial. The bat knocks the bag up in midair and the spike immediately hits Sandbag back down; thus, Sandbag doesn't move. The bat should bounce off Sandbag, so one can jump and catch it again. 
Not all characters have to use down aerial; examples are 's forward aerial, 's forward aerial, and 's up aerial. The timing for every character is different because of varying falling speed, attack speed, and jumping height.
When combined with fastfalling, L-canceling, and air grabbing, one can perform many bat drops quickly.
==In Super Smash Bros. Brawl and Super Smash Bros. 4==
Bat dropping requires more precise timing in Super Smash Bros. Brawl since the C-Stick, the A button, and shake smashing in the air can end up unintentionally grabbing the bat again.
==In Super Smash Bros. Ultimate==
The bat only appears after six seconds have passed, limiting opportunities for bat drops.
==Terms==
*Spacing: Spacing is a simple concept; it just means changing the position of one's character to improve a strategy.
*JJC: Jump Jump Catch
*JCJ: Jump Catch Jump
*Singles: Single jump bat drops
*Delayed fastfall: Generally applied in high-level strategies, the delayed fastfall involves dropping the bat, starting the move, then fastfalling. Most often used in single-jump bat drop strategies.
*DBD: Double Bat Drop: Brawl Only. This involves dropping the bat, catching it again, then dropping it again. Can be followed with an aerial, or a simple jab.
*TBD: Triple Bat Drop: Brawl Only. Same as Double Bat Drops, but this time, dropping the bat three times. Impossible to follow with an aerial, but jabs are possible. Usually used with a pause in between the second and third bat drop.
==External links==
*Bat drops for beginners
==Example videos==
Category:Techniques (SSBM)
Category:Techniques (SSBB)
Category:Techniques (SSB4)
Category:Techniques (SSBU)
Category:Advanced techniques
Battle for Spirit Supremacy

Battle for Spirit Supremacy (, Spirits No.1 Deciding Match) was an Event Tourney. It ran from 6 a.m. on October 4, 2019 to 6 a.m. on October 7, 2019 (), and was repeated on the following dates:
*6 a.m. on December 10, 2021 to 6 a.m. on December 13, 2021 (UTC)
*6 a.m. on December 9, 2022 to 6 a.m. on December 12, 2022 (UTC)
*6 a.m. on December 6, 2024 to 6 a.m. on December 9, 2024 (UTC)
During the event, Spirits were enabled in battle.
==Description==
This time-limited tourney lets you fight with spirits enabled. The further you advance, the better the spirit you'll win!
Lay down the law with your carefully coached spirit squad!North American event pageNorth American event page (repeat)North American event page (second repeat)
==Rules==
*Format: Smash
*Rules: Time
*Time Limit: 2:30
*FS Meter: On
*Items: Medium
*Spirits: On
==Names in other languages==
==Trivia==
* This is the first Online Tourney event where the entire playable roster is available.
==References==