Editing Banjo & Kazooie (SSBU)

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|uairname= 
|uairname= 
|uairdmg={{ShortHopDmgSSBU|1.6}} (hit 1), {{ShortHopDmgSSBU|5.8}} (hit 2)
|uairdmg={{ShortHopDmgSSBU|1.6}} (hit 1), {{ShortHopDmgSSBU|5.8}} (hit 2)
|uairdesc=Kazooie flaps her wings upwards in a scissoring motion, similarly to {{SSBU|Sonic}}'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 Banjo & Kazooie's fastest aerial, coming out on frame 7, and has the quickest interruptibility of the duo's aerials; this allows the duo to perform up to four up aerials while using their jumps, somewhat similarly to {{SSBU|Meta Knight}}'s up aerial strings. Can set up juggles into itself at low to medium percentages. A landing up aerial against a grounded opponent can combo into up tilt, up smash, and also any aerial except for down aerial, depending the opponent's percentage. Even further boosting its utility is that the move's first hit on its own, depending on the positioning, can potentially set up KO confirms into up tilt, forward smash, forward aerial and Wonderwing on landing. However, it has relatively low hitstun due to its low damage and slightly higher ending lag compared to other weak up aerials, making up aerial ladder juggles easily escapable. The first hit may also occasionally launch opponents away from the second hit, and the move is extremely weak, having almost no KO potential even at extremely high percentages. Additionally, the move has 12 frames of landing lag, which is unusually high compared to other up aerials of comparable speed and strength. The move autocancels from a short hop.
|uairdesc=Kazooie flaps her wings upwards in a scissoring motion, similarly to {{SSBU|Sonic}}'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, somewhat similarly to {{SSBU|Meta Knight}}'s up aerial strings. Easily juggles into itself at low to medium percentages, and can potentially lead into other aerials. A landing up aerial against a grounded opponent can combo into up tilt, up smash, and also any aerial except for down aerial, depending the opponent's percentage. Even further boosting its utility is that the move's first hit on its own, depending on the positioning, can potentially set up KO confirms into up tilt, forward smash, forward aerial and Wonderwing on landing. However, it has relatively low hitstun due to its low damage and slightly higher ending lag compared to other weak up aerials, making up aerial ladder juggles easily escapable. The first hit may also occasionally launch opponents away from the second hit, and the move is extremely weak, having almost no KO potential even at extremely high percentages. Additionally, the move has 12 frames of landing lag, which is unusually high compared to other up aerials of comparable speed and strength.
|dairname=Beak Buster ({{ja|くちばしバスター|Kuchibashi Basutā}})
|dairname=Beak Buster ({{ja|くちばしバスター|Kuchibashi Basutā}})
|dairdmg={{ShortHopDmgSSBU|10}} (dive), 2% (landing)
|dairdmg={{ShortHopDmgSSBU|10}} (dive), 2% (landing)

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