User:Toomai/Banjo-Kazooie (SSBD)

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Banjo-Kazooie
in Super Smash Bros. Dream
Banjo and Kazooie
BanjoSymbol.png
Universe Banjo-Kazooie
Availability Unlockable
Final Smash Breegull Blaster
Designed by Toomai

[intro]

How to unlock[edit]

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Attributes[edit]

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Moveset[edit]

  Name Damage Description
Neutral attack Claw Swipe 3% Banjo swings his hands three times while stepping forwards. Not the quickest neutral attack, but each hit comes out with about equal timing, and it's kind of like Wario's in that it can sometimes loop back into itself.
3%
4%
Forward tilt Backhand Smack 8% Banjo swipes his arm outwards, a lot like DK's forward tilt. Okay range, somewhat weak.
Up tilt Beak Prod 6% Kazooie pops her head straight up. Incapable of hitting opponents that are low or in front, but high vertical range.
Down tilt Foot Punch 7% Banjo does a low-to-the-ground punch. Hits people on the edge but doesn't really do anything special.
Dash attack Forward Roll 11% (clean), 5% (late) Banjo rolls across the ground. If the control stick remains tilted, he'll continue running afterwards; otherwise he'll come to a stop like other characters.
Forward smash Breegull Bash 18% (head), 12% (body) Banjo grabs Kazooie by the legs and slams her into the ground. Her head is the sweetspot, with good KO power, while the body is a sourspot that doesn't KO until the 200%'s. A bit slow to hit.
Up smash Spring Clap 3% (hit 1), 13% (hit 2) Banjo lies on his back while Kazooie propels him upwards, letting him attack with a four-limb clap. Somewhat similar visually to Ivysaur's up tilt. Like Marth's and Shulk's up smashes, the move has a weak hit of fixed knockback that bumps people into the main attack, which otherwise can't really hit people on the ground.
Down smash Pack Whack 21% Banjo grabs his backpack and slams it down in front of him. Very heavy knockback, but only hits on one side.
Neutral aerial Rat-a-tap Rap 2.5% (hits 1-2), 4% (hit 3) Kazooie lashes out for three quick pecks. Good forward range, but doesn't hit anywhere else. Like Fox's forward aerial, Banjo gets a bit of hangtime while the move is in progress.
Forward aerial Beak Dunk 14% (head), 10% (body) Banjo flips forwards while Kazooie pecks downwards, like DK and Yoshi's forward aerials. The head sweetspot is a meteor smash of average power.
Back aerial Leg Spring 12% Kazooie sticks her legs out backwards. If the move hits something, the duo is propelled forwards.
Up aerial Wing Whack 1.1% (hits 1-5), 3.5% (hit 6) Kazooie spins her wings like a propeller, catching opponents above. Combo aerial; poor knockback that just barely KOs in Sudden Death, with reduced SDI multiplier.
Down aerial Beak Buster 17% (clean), 12% (late) The pair flip upside down and plummet downwards. A stall-then-fall that has extremely long distance; it's almost certainly an SD if used offstage without hitting someone. Successfully landing the move results in a vertical boost akin to a footstool jump, and the clean hit is a powerful meteor smash.
Grab Grab Banjo grabs the opponent with both hands.
Pummel Peck 1.5% Kazooie pokes the opponent.
Forward throw Gut Shot 6% (hit 1), 2% (throw) Banjo punches the opponent away. Low scaling, almost to the point of being fixed.
Back throw Reverse Roll 9% Banjo rolls the opponent backwards before releasing them, like Pikachu's back throw. Low angle but not very strong knockback-wise.
Up throw Beak Jab 7% (hit 1), 2% (throw) Banjo lifts the opponent up before Kazooie stabs them. KOs at like 180%, no real standout properties.
Down throw Bill Drill 1% (hits 1-9), 1% (throw) The duo place the opponent on the ground and drill into them. Combo-like knockback, but doesn't really end fast enough to do much out of it.
Floor attack (front) Duo Deck 7% Banjo punches forward while Kazooie kicks backward.
Floor attack (back) Spin Punch 7% Banjo spins his arms as Kazooie gets him back on his feet.
Floor attack (trip) Duo Seesaw 5% Kazooie pecks backward before Banjo kicks forward.
Edge attack Grip Peck 7% Kazooie clears the way before Banjo clambers up.
Neutral special Egg Shot 4% Banjo crouches down while Kazooie fires a Blue Egg forward. Eggs travel about half of Final Destination in a straight line and do knockback like Falco's Blaster - enough to flinch, not much else. They move decently quickly, but the move's ending lag is a bit long, so they can't really be followed up on. Pressing the special button repeatedly allows Kazooie to shoot up to three eggs in quick succession, and can fire another three after a short delay (not quite as long as waiting for the move to finish).
Side special Spanner Spin 7% (ground), 0.5% (air loop hits), 3% (air last hit) Kazooie swings Mumbo's wrench around. On the ground, it swings horizontally and hits once; in the air, it swings vertically and hits multiple times, and slows the pair's descent to a crawl (can be done multiple times, but the ending lag means they can't hang in the air forever). The move is a reflector and can be extended up to a point by holding the button down.
Up special Shock Spring Jump 6% (falling pad) The pair spawn a Shock Spring Pad beneath them and leap off of it, just like Sonic's and Mega Man's recoveries. The pad falls downward, meteoring anything it hits, and lands on the ground if there is one. From there, its acts as a small terrain element that disables edges it's sitting on and doubles the jump power of anyone standing on it. The move itself deals no damage, but gets quite a bit of height.
Down special Beak Barge 5% (uncharged), 40% (fully charged) Banjo crouches down and starts shuffling his feet, charging up for as long as the button's held. On release, he lunges forwards and Kazooie sticks her head out for a beak strike. Uncharged, the move does 5% damage and generally isn't worth it. But at full charge, it does a whopping 40% damage with good sliding range (or aerial momentum). It takes about three seconds to fully charge, so it's not very useful outside an edgeguard or shieldbreak.
Final Smash Breegull Blaster 1% (rapid fire), 25% (grenades), 10% (bayonet) Banjo holds out Kazooie like a shotgun. From here, the duo control like a Cracker Launcher: tap sideways to turn and tilt up and down to angle. Kazooie continually fires a stream of Golden Eggs that flinch for no knockback. Pressing the attack button causes her to stop for a moment to do a Beak Bayonet for a strongish semi-spike. Pressing the special button fires a Grenade Egg that explodes on contact for major damage and high KO power. The move lasts for 15 seconds and provides infinite jumps.

Taunts[edit]

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Idle poses[edit]

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Cheer[edit]

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On-screen appearance[edit]

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Victory theme[edit]

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Victory poses[edit]

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Trophies[edit]

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Alternate costumes[edit]

[probably no image but eh]