Shock Spring Jump
The move involves the duo using a Shock Spring Pad to launch themselves into the air, able to act afterwards. If the move is activated in the air, the pad can then fall on opponents for minor damage. The move can be charged to delay its launch with a slight increase in distance. After using the move, Banjo & Kazooie retain all double jumps and all their other special moves, similarly to Sonic and Mega Man; however, unlike with other similar up special moves, the Shock Spring Pad disappears if touched when on the ground instead of being reusable.
The Shock Spring Jump is a move taught to Banjo and Kazooie by Bottles in Treasure Trove Cove of Banjo-Kazooie. It allows the two to execute a super jump from green Shock Spring Pads for navigation of certain areas. The move consists of Banjo jumping, Kazooie landing and building up power, and finally the duo launching into the air based on how long the jump button is held, with the final launch being the highest jump in the game. Some Shock Spring Pads need to be created before use or are hidden out of sight, so it is not necessarily obvious that a high cliff can be scaled.
The move returns unchanged in Banjo-Tooie, though the pad has undergone a slight redesign with its gold border changed to black. When Kazooie is alone, she can use the move to get even higher than when Banjo's extra weight is present. However, it is now outclassed by the new Springy Step Shoes, another limited jump ability.
The move also returns in Banjo-Kazooie: Grunty's Revenge, though now Banjo no longer does an initial hop; Kazooie performs the jump immediately, mirroring how it is done in Smash Bros.
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