Talk:Banjo & Kazooie (SSBU): Difference between revisions

Tag: Mobile edit
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Up for discussion.
Up for discussion.
--[[Special:Contributions/108.247.197.59|108.247.197.59]] 14:20, January 24, 2020 (EST)
 
[[Special:Contributions/108.247.197.59|108.247.197.59]] 14:20, January 24, 2020 (EST)


Hey. I'm the guy who wrote the entirety of the "competitive play" section that's currently up. I was unaware of where it was described in the attributes section, and I'll explain why I find their grabs and throws bad.
Hey. I'm the guy who wrote the entirety of the "competitive play" section that's currently up. I was unaware of where it was described in the attributes section, and I'll explain why I find their grabs and throws bad.
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[[User:PowerShield03|PowerShield03]] 14:31, January 28, 2020 (EST)
[[User:PowerShield03|PowerShield03]] 14:31, January 28, 2020 (EST)
I can kinda see where you're coming from with the Down Throw. But as a B&K main, I can say that KO setups are anything but invalidated at above 120-140%. I've secured many a KO with it in tandem with Wonderwing, Breegull Bash or Bill Drill in the past. Certainly not useless. And then, at percents where Up Throw makes no sense, Down Throw takes over as an extremely handy combo tool, with potential follow-ups like a nice Aerial or well-timed Special move to rack up damage and get 'em off the stage. If the opponent is above 120% (maybe 140% for much heavier ones), this seems like a pretty scary alternative to Back Throw if you're facing towards, as opposed to away from, the nearest edge.
I said all that to say this: To me, the duo's throws cover all situations splendidly. Forward Throw works well for Smash combos at medium-high percents (and the occasional quick off-stage toss); Back Throw similar to Forward but can also KO and is far stronger overall (use this to get your opponent to the other side quick and make combos at certain damage amounts); Up Throw for low percent combos like you said; and I just explained Down Throw, a very flexible tool in my opinion.
We can all agree that Banjo's TERRIBLE ability to actually GRAB his foes is what makes Banjo & Kazooie's defensive game and out-of-shield set so mediocre. But in contrast with your view, I think that once a skilled B&K player has an opponent grabbed, they can pretty much decide their victim's fate. Does this not make sense? All four throws have great usage, and there's a throw for any situation and any percent.
[[Special:Contributions/108.247.197.59|108.247.197.59]] 16:32, February 2, 2020 (EST)
Anonymous user