Editing Banjo & Kazooie (SSBU)

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Banjo & Kazooie's [[side special]] is [[Wonderwing]], which involves Banjo charging forward while Kazooie shields him with her magic-infused wings. It does high damage and knockback if it connects within the first half of the distance it covers, and its full-body [[invincibility]] that lasts through the entirety of the hitbox's duration allows it to out-prioritize nearly every other move in the game (with the exception of most grabs and [[Grab#Hitboxes that can grab|hit grabs]]), as well as all [[counterattack]]s (aside from {{SSBU|Mii Brawler}}'s [[Counter Throw]] and {{SSBU|Sora}}'s aptly-named [[Counterattack (Sora)|counterattack]]). Wonderwing's duration and the size of its hitbox also allows it to act as a fantastic 2-framing option on the edge in a handful of matchups (mainly {{SSBU|Chrom}}, {{SSBU|Ike}} and {{SSBU|Pichu}}), as the duo will run in place at the edge for some time. Wonderwing can also be an easy and effective way to brute force a predictable opponent out of [[projectile camping]], though this may backfire if the opponent is [[baiting]] the move or otherwise ready for it. It also functions as an excellent recovery option with its horizontal speed, distance and invincibility, and it does not induce [[helpless]]ness either. However, the move runs on a limited stock of five golden feathers that are not replenished until Banjo & Kazooie are KOed, so its usage must be carefully considered; additionally, despite [[Cross-up|crossing up]] shields, Wonderwing's high ending lag and long-lasting singular hitbox can make it fairly unsafe in any case where the opponent can see it coming.
Banjo & Kazooie's [[side special]] is [[Wonderwing]], which involves Banjo charging forward while Kazooie shields him with her magic-infused wings. It does high damage and knockback if it connects within the first half of the distance it covers, and its full-body [[invincibility]] that lasts through the entirety of the hitbox's duration allows it to out-prioritize nearly every other move in the game (with the exception of most grabs and [[Grab#Hitboxes that can grab|hit grabs]]), as well as all [[counterattack]]s (aside from {{SSBU|Mii Brawler}}'s [[Counter Throw]] and {{SSBU|Sora}}'s aptly-named [[Counterattack (Sora)|counterattack]]). Wonderwing's duration and the size of its hitbox also allows it to act as a fantastic 2-framing option on the edge in a handful of matchups (mainly {{SSBU|Chrom}}, {{SSBU|Ike}} and {{SSBU|Pichu}}), as the duo will run in place at the edge for some time. Wonderwing can also be an easy and effective way to brute force a predictable opponent out of [[projectile camping]], though this may backfire if the opponent is [[baiting]] the move or otherwise ready for it. It also functions as an excellent recovery option with its horizontal speed, distance and invincibility, and it does not induce [[helpless]]ness either. However, the move runs on a limited stock of five golden feathers that are not replenished until Banjo & Kazooie are KOed, so its usage must be carefully considered; additionally, despite [[Cross-up|crossing up]] shields, Wonderwing's high ending lag and long-lasting singular hitbox can make it fairly unsafe in any case where the opponent can see it coming.


[[Shock Spring Jump]] functions as Banjo & Kazooie's [[up special]]. It is a decent vertical recovery move that does not render them helpless and preserves their double jumps; it can be charged to increase its travel distance, and when used in the air, the Shock Spring Pad itself possesses a damaging hitbox that can be used to [[gimp]] some recoveries. Shock Spring Jump can also be used on-stage to jump higher than Banjo & Kazooie's full hop height, allowing it to come in handy when anti-airing opponents above the duo or when retreating from foes underneath. [[Rear Egg]], their [[down special]], has Kazooie lay an explosive Grenade Egg behind the duo. It bounces in an unpredictable fashion due to its shape and launches opponents upward. Grenade Eggs are also completely unaffected by [[stale-move negation]] unlike the rest of Banjo & Kazooie's moveset, further adding to Rear Egg's utility. Additionally, the Grenade Egg also functions as an item; it is catchable and throwable, despite its much shorter fuse compared to similar explosive-related attacks. All of these properties make Rear Egg an incredibly versatile projectile that can be used for zoning, approaching, ledgetrapping, comboing, camping, and neutral game control in general. Overall, their four specials have impressive utility with both physical and projectile options.
[[Shock Spring Jump]] functions as Banjo & Kazooie's [[up special]]. It is a decent vertical recovery move that does not render them helpless and preserves their double jumps; it can be charged to increase its travel distance, and when used in the air, the Shock Spring Pad itself possesses a damaging hitbox that can be used to [[gimp]] some recoveries. Shock Spring Jump can also be used on-stage to jump higher than Banjo & Kazooie's full hop height, allowing it to come in handy when anti-airing opponents above the duo or when retreating from foes underneath. [[Rear Egg]], their [[down special]], has Kazooie lay an explosive Grenade Egg behind them. It bounces in an unpredictable fashion due to its shape and launches opponents upward. The Grenade Egg also functions as an item; it is catchable and throwable despite its much shorter fuse compared to similar explosive-related attacks. All of these properties make Rear Egg an incredibly versatile projectile that can be used for ledgetrapping, comboing, camping, and neutral game control in general. Overall, their four specials have impressive utility with both physical and projectile options.


Banjo & Kazooie have a somewhat decent albeit imperfect [[grab]] game. Banjo's grab range is fairly decent, though oddly enough, his pivot grab has less range against airborne opponents. [[Forward throw]] has Kazooie kick the opponent forward with her feet; it can create space between Banjo & Kazooie and their opponent on-stage, though its utility is held back by its awkward launch angle and relatively low base knockback, especially compared to, for example, {{SSBU|Jigglypuff}}'s forward throw. [[Up throw]] sees Banjo toss the opponent upward, followed by Kazooie pecking at them; it can put opponents above Banjo & Kazooie and setup juggles, but has too much base knockback and too much ending lag to actually have any true follow-ups against most characters. [[Down throw]] looks and functions very similarly to {{SSBU|King K. Rool}}'s down throw, being a move where Banjo lifts the opponent upward with both of his hands and slams them downward to [[bury]] them; at high enough percentages, down throw has a guaranteed 50/50 setup into either up tilt or up smash in most matchups, with the former catching opponents who mash out and the latter catching ones who don't. Finally, [[back throw]] is the duo's KO throw, and closely resembles {{SSBU|Mario}}'s back throw; it has a collateral hitbox much like Mario's that gives it utility against bystanders (as well as the {{SSBU|Ice Climbers}} and {{SSBU|Rosalina & Luma}}), and it is incredibly powerful, being even stronger than Mario's back throw.
Banjo & Kazooie have a somewhat decent albeit imperfect [[grab]] game. Banjo's grab range is fairly decent, though oddly enough, his pivot grab has less range against airborne opponents. [[Forward throw]] has Kazooie kick the opponent forward with her feet; it can create space between Banjo & Kazooie and their opponent on-stage, though its utility is held back by its awkward launch angle and relatively low base knockback, especially compared to, for example, {{SSBU|Jigglypuff}}'s forward throw. [[Up throw]] sees Banjo toss the opponent upward, followed by Kazooie pecking at them; it can put opponents above Banjo & Kazooie and setup juggles, but has too much base knockback and too much ending lag to actually have any true follow-ups against most characters. [[Down throw]] looks and functions very similarly to {{SSBU|King K. Rool}}'s down throw, being a move where Banjo lifts the opponent upward with both of his hands and slams them downward to [[bury]] them; at high enough percentages, down throw has a guaranteed 50/50 setup into either up tilt or up smash in most matchups, with the former catching opponents who mash out and the latter catching ones who don't. Finally, [[back throw]] is the duo's KO throw, and closely resembles {{SSBU|Mario}}'s back throw; it has a collateral hitbox much like Mario's that gives it utility against bystanders (as well as the {{SSBU|Ice Climbers}} and {{SSBU|Rosalina & Luma}}), and it is incredibly powerful, being even stronger than Mario's back throw.

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