Talk:Banjo & Kazooie (SSBU)

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OK, I need to say this for these two:

Welcome home.

Also, I believe we should put in Jinjonator for their Final Smash. CleffaGirl173 (talk) 15:34, June 11, 2019 (EDT)

We will put their Final Smash when we get a name for it (which will be when the duo come home in the fall). Aidan, the Rurouni 15:36, June 11, 2019 (EDT)
OK, I understand. But either way, welcome home you two! CleffaGirl173 (talk) 15:43, June 11, 2019 (EDT)

Press Kit Render[edit]

Will it replace the current render? Its higher quality and I think it has less compression? GregoryTheGamer (talk) 22:50, June 12, 2019 (EDT)

Can you link me to the press kit? Aidan, the Rurouni 23:10, June 12, 2019 (EDT) username is "Nintendo" password is "Mario2019!" GregoryTheGamer (talk) 00:36, June 13, 2019 (EDT)

Excuse me[edit]

I did some research and it appears this is the first time they have made a playable appearance on a Nintendo console since Banjo Pilot on the Game Boy Advance in 2005. Yoshi1 (talk) 15:28, June 13, 2019 (EDT)

That's alreaedy mentioned in the trivia. "Their inclusion in Ultimate marks their first physical appearance on a Nintendo console since Banjo-Pilot, released in 2005." Awesomelink234, the Super Cool Gamer Leave a message if needed 15:30, June 13, 2019 (EDT)

Pink Alternate Costume[edit]

Hey, any chance that the origin of the costume is actually based on the orange/pink color scheme of Glowbos ( from Banjo-Tooie? —Preceding unsigned comment added by Meeper12346 (talkcontribs) 17:25, June 26, 2019 (EDT)

I don't think so? Mumbo seems more likely to me given his distinctive yellow/pink color scheme. (Also, remember to sign your talk page posts with ~~~~.) ~ Serena Strawberry (talk) 17:42, June 29, 2019 (EDT)
Is there a yellow/pink color scheme? I think it could be that they just left his pants unchanged. (also, sorry about that :[)Meeper12346 (talk) 17:47, June 29, 2019 (EDT)
I think they could probably have changed the color of the pants if they wanted to, so keeping it the same is probably meant to look like Mumbo's skull, combined with his pink fur corresponding to his pink body. ~ Serena Strawberry (talk) 17:50, June 29, 2019 (EDT)

"in" or "around"[edit]

Due to the ad for Banjo in 7-11 being practically identical to Hero's, should we say Banjo and Kazooie will release around Fall 2019? It seems like they will drop before Fall officially begins. Redlarkk (talk) 17:24, September 2, 2019 (EDT)

For now, I'd say just leave it be. Most people consider September (specifically, when school starts for many places) to be the start of fall regardless of when it officially begins anyway. CardboardLuigi (talk) 19:08, September 2, 2019 (EDT)


Does Banjo & Kazooie’s artwork by any chance have a shadow, like most fighters would? Pratikmii03 (talk) 21:59, September 4, 2019 (EDT)

It does not, apparently. Nothing we can do. Toomai Glittershine ??? The Steppin' 22:01, September 4, 2019 (EDT)
Actually it does, and it can be found here. But the artwork is protected and can't be replaced by most people. Mariofan12ify (talk) 09:56, September 16, 2019 (EDT)

Banjo & Kazooie's Final Boss[edit]

I don't think the Hands are meant to reference anything specific to the Banjo-Kazooie series. Rather, because of the stage and music used, they're probably meant to represent Super Smash Bros. itself (with both Hands being present no matter what you do in particular conforming to the theme of the route) since both series got their start on the same console (and their very first releases came out within a year of each other), much like the penultimate battle is based on Donkey Kong Country due to Rare's prior work on that series than on Banjo-Kazooie like the first five stages in the route. Folt (talk) 03:57, September 15, 2019 (EDT)

The Motzand resemblance is interesting enough to be worth keeping on the page in my opinion, but Master and Crazy are probably there simply because they are also a duo. I edited the page accordingly. Rdrfc (talk) 04:50, September 15, 2019 (EDT)

Inconsistency regarding Banjo's grab reach[edit]

"Attributes" section: "...respectable grab game, with above-average reach. ... Overall, Banjo & Kazooie have a fairly standard set of throws."

"In competitive play" section: "...both horrible grab range and ineffective throws."

Which is it?

I'm a noob, but here's my opinion:

  • Horrible grab range, not "respectable" in any way UNTIL he manages to take hold of his opponents.
  • Above-average set of throws, however. Possibly great, in fact. There's a good throw option for any situation, isn't there?

Up for discussion. 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.
Banjo's grab has little range, his dash grab makes him go nowhere, and for this throws:
Forward throw is too weak of a throw to KO and only has a niche usage of throwing the opponent offstage.
Back throw is their best throw. Fairly powerful and has a collateral hitbox. Fills out its purpose.
Up throw can start combos, but at high percents it's barely useful.
Down throw's bury time formula makes the move his worst throw. Opponents can easily mash out of it which invalidates its intended purpose of a KO setup.
This is my opinion and this mainly comes from me using Banjo as a secondary. 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. 16:32, February 2, 2020 (EST)

Trivia template[edit]

I cleaned up the Trivia section, and now it is a good bit shorter than other Trivia sections that don't have this template, like Joker. Can we remove this template? 12:10, February 3, 2020 (EST)