Just remember that each button needs to go back to a neutral state before the next one. Example: (AB)(release to neutral) -> (shield/z)(release to neutral) -> (turnaround). Neutral just means making the buttons go back to a state where they aren't being touched or have pressure on them. Also the quicker you release the inputs the quicker you can make the cancel happen. If you're starting to run into trouble you are holding the buttons too long, I like to think of it as a street fighter input if that helps. If you're rolling too much just remember that turnaround input always comes last, relax after you get the first two inputs. I also switched my (x) button to special since I use (y) to jump, and I use (z) to put Kazooie away. So my inputs are (a)(x) -> (z) -> (turnaround). Good luck everyone!
@@jannomeeuwessen4886 turbo mod that's safe on elite smash, got posted on twitter a couple weeks back, and people have started farming elite smash with the mod specifically with banjo
@@tallen3057 No, it’s essential. Period. It took me two years to get it, and the top percentage of competitive Banjo play, in Ultimate Comp, does. As someone who plays in Comp, you’re missing early kill-opportunities, you’re not taking away options from your opponent, and you certainly missing improvement in your neutral game. If you’re not worried about playing professionally/competitively in Ultimate, then it’s not essential. *To anyone struggling to learn it:* You can do it. Believe in your ability. Study the timing on the landing. If you’re rolling, input the walk zone, and quickly release the analog stick as fast as possible. It’s possible, I thought it was going to be impossible to implement. I believe in you. ❤️ (Some top level players: Naytro, OwlBBs, JPlay, and myself.)
@@itsMKiAM Thanks for the support, but I digress. Although I find myself using it occasionally, I would note that grenade setup combos are far more universally applicable than fishing for grounded/platform bb combos. Especially when you're fighting a bad/difficult matchup like Palu or Pika, Grenade setups are far more invaluable. I would note that basic combos for racking up damage, such as staggered ladder combos, are a great tool to get your opponent to kill percent!
@@tallen3057 Here's the math: (I respectfully want to mention, I broke all of this down. Frame by Frame.) *Grenade Egg* : You spend *ten frames* in the grenade egg animation *before you can act out of it.* You can act out on *frame 11* , but then you take about *ten* more frames to chase and grab. You then spend about *24 frames* no matter what, in the throw animation *regardless* if airborne, on ground, or both... *before you can act* . (TIP: You can cut down your throw animation with AB Macro. By dashing for about seven frames, and throwing using AB Macro, you can accelerate with the throw, and it'll place you significantly closer to your opponent, and *act out of it on Frame 16*. Calculation = 10 + 11 + 24 = 45. (You spend around 22 frames just grabbing the grenade egg, on average.) WITH AB Macro = 37 frames of total commitment. *_________________________________________________________________________________* *KFC* : One frame before landing, I can input Smash Attack to start KFC. Frame one of landing I finish shooting egg, right into Smash Turnaround Cancelling. I sit in the animation for *7 frames*. No matter what. If my shot connects, my opponent is entirely helpless. If my shot sours, and does chip damage, I still have seven frames to wait until I can run/act. *It is stupidly safe.* *_________________________________________________________________________________* KFC Calculation = Shot + Wonder Wing @ 75-80% on midweights: I sit 10-15 frames of opponent being hit by hitstun + 25ish frames of WW. (Opponent can act out within 5-8 frames of WW cooling down. = 35-40 frames total, opponent can act at 32-35 frames. That leaves me *8 frames* of vulnerability out of 35-40 frames, total. Shot hits lightly: Opponent has seven or more frames to punish. (Seven frames total I'm stuck until my first free frame at Frame 8.) Shot misses: Opponent has 10+ frames to act. I can act on the first available frame. (Frame 8) *________________________________________________________________________________* *Both of these by default *: Grenade makes you commit around *35 frames* , vulnerable entirely. - If you minus throwing, and commit to shield-dashing the grenade to the opponent. (Deduct 10 frames here, 10 before you can act out of shieldstun.) *ONLY IF your opponent doesn't grab you and use throw invulnerability to evade GrenEgg.* KFC makes you commit to *seven frames*, vulnerable if shot sours. That's a difference of *25 frames* --without GrenEgg's shield option. 15 with GrenEgg's shield option. These are both calculated. *KFC Wins In Kill Power and overall the least likely to ever get punished.*
Well, while there is no-at least reasonable-infinite here, I’m pretty sure, there is seemingly a pretty decent kill confirm here with some practice. Yay Banjo mains!! Only I’m a secondary Ganondorf main hoping for something to boost his place in the meta….oh well
So like, how would you ever make this work in a game? I’m trying to mess around with banjo but breegul blaster legitimately feels like one of the worst moves in the entire game. The normal shot is fine but having to choose to pull kazooie out before you can react to if that first egg hits makes it way too risky to use right?
I wish wonderwing is faster to use like common why we have to use a glitch to use this combo, I would love to see banjo use regular close bird blaster and combo with wonderwing more than this.
thx for the tutorial ! I just don't figure out how you chain eggs like in your joke video, do you perform a STC each time you turnaround ? I don't understand how you cancel the shot in the back without canceling with shield or grab.
The tech is good but we will probaly only see this offline since a 13 frame tech online is relly hard also its way too much situational its hard to pull of on someone unless on the case of whif punishing
Actually, this tech is completely reasonable to perform online if there's a consistent ping and not lag spikes. LTC is less likely as you have to time the inputs based on when you land so the latency will mess with it, but STC is an isolated input that can be done at any time on the ground so as long as you build the muscle memory latency doesn't matter.
Yeah but when is 10 frames p second its hard and yes i experinced such lag its awful but i fell like in general the tech is somewhat hard to use on a real match whithout being a shield break setup its reactable unless the first egg hit and we confirm from the first egg i fell like the best use of the tech is cancel the bb and its less punisheble
Dude real talk I don’t understand how standing breegul blast is even a thing when takes 50 frames to come out and gives you the worst mobility of any character in the game. How y’all found a way to make this move function in a competitive game is insane to me
@@jasonlobo2350 Because I was bad and looking for excuses. It's definitely possible with a gc controller. I'm able to consistently do both standing and falling cancels now. Took some grinding but they're not thaaaaat bad. Ignore me, and instead listen to me
@@jasonlobo2350 I'd use x or z as shield to put kazooie away rather than r or l though. The gc triggers are way too clunky to be consistent (at least for me). I also find it easiest to use A+B smash.
@@jannomeeuwessen4886 So you think that them being a few and not a lot means that it is fair? i hope you're not thinking that because steve is 1 and kazuya is 1 are fair lol
Just remember that each button needs to go back to a neutral state before the next one. Example: (AB)(release to neutral) -> (shield/z)(release to neutral) -> (turnaround).
Neutral just means making the buttons go back to a state where they aren't being touched or have pressure on them. Also the quicker you release the inputs the quicker you can make the cancel happen. If you're starting to run into trouble you are holding the buttons too long, I like to think of it as a street fighter input if that helps. If you're rolling too much just remember that turnaround input always comes last, relax after you get the first two inputs. I also switched my (x) button to special since I use (y) to jump, and I use (z) to put Kazooie away.
So my inputs are (a)(x) -> (z) -> (turnaround). Good luck everyone!
Just realized that I was practicing this wrong, no wonder I was hardly getting it. Thank you!
HOLY SHIT
That's so cool that the smash input still activates effects despite not being intended
Let's gooo!!! I cant stop getting the stupid roll after the cancel.
You posted gold right here and may not even realize it. Thanks bro. 💯
this aged horribly for elite smash
Lol
Wym?
@@jannomeeuwessen4886 because there is now a macro mod that allows you to do this online, which is wifi-safe
@@jannomeeuwessen4886 turbo mod that's safe on elite smash, got posted on twitter a couple weeks back, and people have started farming elite smash with the mod specifically with banjo
I just can’t get this down no matter how much I practice
It took me two years, but if you want to play Banjo & Kazooie at a top level, this is essential.
It's only essential if your banjo air game is bad
@@tallen3057 No, it’s essential. Period. It took me two years to get it, and the top percentage of competitive Banjo play, in Ultimate Comp, does.
As someone who plays in Comp, you’re missing early kill-opportunities, you’re not taking away options from your opponent, and you certainly missing improvement in your neutral game.
If you’re not worried about playing professionally/competitively in Ultimate, then it’s not essential.
*To anyone struggling to learn it:*
You can do it. Believe in your ability. Study the timing on the landing. If you’re rolling, input the walk zone, and quickly release the analog stick as fast as possible. It’s possible, I thought it was going to be impossible to implement.
I believe in you. ❤️ (Some top level players: Naytro, OwlBBs, JPlay, and myself.)
@@itsMKiAM Thanks for the support, but I digress. Although I find myself using it occasionally, I would note that grenade setup combos are far more universally applicable than fishing for grounded/platform bb combos. Especially when you're fighting a bad/difficult matchup like Palu or Pika, Grenade setups are far more invaluable. I would note that basic combos for racking up damage, such as staggered ladder combos, are a great tool to get your opponent to kill percent!
@@tallen3057
Here's the math:
(I respectfully want to mention, I broke all of this down. Frame by Frame.)
*Grenade Egg* :
You spend *ten frames* in the grenade egg animation *before you can act out of it.*
You can act out on *frame 11* , but then you take about *ten* more frames to chase and grab.
You then spend about *24 frames* no matter what, in the throw animation *regardless* if airborne, on ground, or both... *before you can act* .
(TIP: You can cut down your throw animation with AB Macro. By dashing for about seven frames, and throwing using AB Macro,
you can accelerate with the throw, and it'll place you significantly closer to your opponent, and *act out of it on Frame 16*.
Calculation = 10 + 11 + 24 = 45. (You spend around 22 frames just grabbing the grenade egg, on average.)
WITH AB Macro = 37 frames of total commitment.
*_________________________________________________________________________________*
*KFC* :
One frame before landing, I can input Smash Attack to start KFC.
Frame one of landing I finish shooting egg, right into Smash Turnaround Cancelling.
I sit in the animation for *7 frames*.
No matter what. If my shot connects, my opponent is entirely helpless.
If my shot sours, and does chip damage, I still have seven frames to wait until I can run/act.
*It is stupidly safe.*
*_________________________________________________________________________________*
KFC Calculation =
Shot + Wonder Wing @ 75-80% on midweights: I sit 10-15 frames of opponent being hit by hitstun + 25ish frames of WW.
(Opponent can act out within 5-8 frames of WW cooling down. = 35-40 frames total, opponent can act at 32-35 frames.
That leaves me *8 frames* of vulnerability out of 35-40 frames, total.
Shot hits lightly:
Opponent has seven or more frames to punish.
(Seven frames total I'm stuck until my first free frame at Frame 8.)
Shot misses:
Opponent has 10+ frames to act. I can act on the first available frame. (Frame 8)
*________________________________________________________________________________*
*Both of these by default *:
Grenade makes you commit around *35 frames* , vulnerable entirely.
- If you minus throwing, and commit to shield-dashing the grenade to the opponent.
(Deduct 10 frames here, 10 before you can act out of shieldstun.)
*ONLY IF your opponent doesn't grab you and use throw invulnerability to evade GrenEgg.*
KFC makes you commit to *seven frames*, vulnerable if shot sours.
That's a difference of *25 frames*
--without GrenEgg's shield option. 15 with GrenEgg's shield option.
These are both calculated.
*KFC Wins In Kill Power and overall the least likely to ever get punished.*
Been waiting for this thanks!
Well, while there is no-at least reasonable-infinite here, I’m pretty sure, there is seemingly a pretty decent kill confirm here with some practice. Yay Banjo mains!! Only I’m a secondary Ganondorf main hoping for something to boost his place in the meta….oh well
This aged poorly, people started macroing with it now online and infiniting people
Excellent work boss! Seriously a great guide.
So like, how would you ever make this work in a game? I’m trying to mess around with banjo but breegul blaster legitimately feels like one of the worst moves in the entire game. The normal shot is fine but having to choose to pull kazooie out before you can react to if that first egg hits makes it way too risky to use right?
I wish wonderwing is faster to use like common why we have to use a glitch to use this combo, I would love to see banjo use regular close bird blaster and combo with wonderwing more than this.
Anyone else gere from Beefysmashdudes?
Me
mm hm
thx for the tutorial !
I just don't figure out how you chain eggs like in your joke video, do you perform a STC each time you turnaround ? I don't understand how you cancel the shot in the back without canceling with shield or grab.
Finally i figured out how to do in frame by frame setup x)
@@MegaEBAO How does he do it?
@@MegaEBAOwait, can you explain how he does it?
Thank you for your guides!
The tech is good but we will probaly only see this offline since a 13 frame tech online is relly hard also its way too much situational its hard to pull of on someone unless on the case of whif punishing
Actually, this tech is completely reasonable to perform online if there's a consistent ping and not lag spikes. LTC is less likely as you have to time the inputs based on when you land so the latency will mess with it, but STC is an isolated input that can be done at any time on the ground so as long as you build the muscle memory latency doesn't matter.
Yeah but when is 10 frames p second its hard and yes i experinced such lag its awful but i fell like in general the tech is somewhat hard to use on a real match whithout being a shield break setup its reactable unless the first egg hit and we confirm from the first egg i fell like the best use of the tech is cancel the bb and its less punisheble
Dude real talk I don’t understand how standing breegul blast is even a thing when takes 50 frames to come out and gives you the worst mobility of any character in the game. How y’all found a way to make this move function in a competitive game is insane to me
Ive been trying to get this tech down and cant seen to find the inputs that make this consistent
So does any tell me how i can do the joke thing?
we have the same controller scheme! thanks for the video
legend
With a Gamecube controller I'm convinced it is impossible to do the cancel consistently.
I agree, I just swapped from GC to Pro and am getting way better results.
Why though?
@@jasonlobo2350 Because I was bad and looking for excuses. It's definitely possible with a gc controller. I'm able to consistently do both standing and falling cancels now. Took some grinding but they're not thaaaaat bad. Ignore me, and instead listen to me
@@jasonlobo2350 I'd use x or z as shield to put kazooie away rather than r or l though. The gc triggers are way too clunky to be consistent (at least for me). I also find it easiest to use A+B smash.
@@oomenacka I find it easier to the right analog stick on either GC or Pro controller to perform tilts.
Welp guess im not maining banjo
amongus
thanks
heh
lol
Hopefully this will brake banjo and we will see more than swords in grand finals.
The only swords that consistently get high results, are Aegis, Cloud and Byleth.
@@jannomeeuwessen4886 So you think that them being a few and not a lot means that it is fair? i hope you're not thinking that because steve is 1 and kazuya is 1 are fair lol