Banjo & Kazooie (SSBU): Difference between revisions

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{{s|mariowiki|Chris Sutherland}} reprises his role as both Banjo & Kazooie, with his portrayals from across the ''Banjo-Kazooie'' series being repurposed for ''Ultimate'' in all regions.
{{s|mariowiki|Chris Sutherland}} reprises his role as both Banjo & Kazooie, with his portrayals from across the ''Banjo-Kazooie'' series being repurposed for ''Ultimate'' in all regions.


Banjo & Kazooie are ranked 62nd out of 82 on the current [[tier list]], placing them in the C- tier and making them the lowest ranking characters from Fighters Pass Vol. 1. The duo have some notable strengths, such as a strong projectile mixup game: their numerous projectiles such as [[Egg Firing / Breegull Blaster]] and [[Rear Egg]] grant the duo some effective setups and followup potential, with the ability to constantly knock opponents around. Egg Firing generates long-duration eggs that can disrupt approaches or [[gimp]] recoveries, and Rear Egg has niche ability to break out of combos or extend the duo's [[recovery]]. The duo's signature move [[Wonderwing]] is a long-duration dash with [[invincibility]] that is very powerful, has potential to be combo'd into, and can beat out almost every option other than [[grab]]s, giving them a safe recovery option and a powerful (albeit committal) reversal in disadvantage. Most of the duo's attacks feature [[disjointed]] hitboxes due to Kazooie, giving them some adequate range for close quarters. Their tilts all serve some purpose, with forward tilt being a safe poking tool, down tilt functioning as an amazing [[2 frame punish]] and [[edgeguarding]] option thanks to its long duration and range, and up tilt being a powerful anti-air and KO move, with low enough endlag to combo into itself at low percents. Their smash attacks are also adequate with forward smash having good range, up smash as a functional out-of-shield option, and down smash simultaneously hitting on both sides with equal strength. They has some solid aerials with forward air as a viable KO tool, back air as a spacing or edgeguarding option that can combo, and neutral air as a get-off-me tool. Finally, their status as a heavyweight, along with their three midair jumps and ability to extend their recovery with Rear Egg, gives the duo higher-than-average survivability, and Kazooie's dash speed grants the duo surprisingly fast long-distance movement. Overall, the pair has some solid strengths to control the flow of the game.
Banjo & Kazooie are ranked 62nd out of 82 on the current [[tier list]], placing them in the C- tier and making them the lowest ranking characters from Fighters Pass Vol. 1. The duo have some notable strengths, such as a strong projectile mixup game: their numerous projectiles such as [[Egg Firing / Breegull Blaster]] and [[Rear Egg]] grant the duo some effective setups and followup potential, with the ability to constantly knock opponents around and lead into combos if used properly. Egg Firing generates long-duration eggs that can disrupt approaches or [[gimp]] recoveries, and Rear Egg has niche ability to break out of combos or extend the duo's [[recovery]]. The duo's signature move [[Wonderwing]] is a long-duration dash with [[invincibility]] that is very powerful, has potential to be combo'd into, and can beat out almost every option other than [[grab]]s, giving them a safe recovery option and a powerful (albeit committal) reversal in disadvantage. Most of the duo's attacks feature [[disjointed]] hitboxes due to Kazooie, giving them some adequate range for close quarters. Their tilts all serve some purpose, with forward tilt being a safe poking tool, down tilt functioning as an amazing [[2 frame punish]] and [[edgeguarding]] option thanks to its long duration and range, and up tilt being a powerful anti-air and KO move, with low enough endlag to combo into itself at low percents. Their smash attacks are also adequate with forward smash having good range, up smash as a functional out-of-shield option, and down smash simultaneously hitting on both sides with equal strength. They has some solid aerials with forward air as a viable KO tool, back air as a spacing or edgeguarding option that can combo, and neutral air as a get-off-me tool. Finally, their status as a heavyweight, along with their three midair jumps and ability to extend their recovery with Rear Egg, gives the duo higher-than-average survivability, and Kazooie's dash speed grants the duo surprisingly fast long-distance movement. Overall, the pair has some solid strengths to control the flow of the game.


However, Banjo and Kazooie have some noticeable flaws. Most of their attacks have problematic hitboxes which can make general combat quite unwieldy, such as up tilt (which does not hit in front of the duo) or neutral aerial (which has dragdown hitboxes, but is very unpredictable as to where the opponent lands). In addition, their frame data is generally unimpressive, with their landing lag also being rather high, which gives them limited attacks that can be thrown out in neutral since very few have consistent followups or good reward, and also giving them few safe KO options. Their most intricate combos usually require a lot of technical skill, with effective usage of Rear Egg and Breegull Blaster combos being quite difficult to perform. Finally, their damage output is relatively low, and when combined with the aforementioned problems usually means their gameplan is limited to neutral exchanges. Their other problems include their weight, which makes them combo food for a lot of the cast, and their general movement, which is unimpressive outside of Kazooie's dash due to Banjo's slow walk speed, low traction, and poor air speed/jump height. Wonderwing is incredibly risky despite its perks, is designed to be out-prioritized by grabs, is limited to up to five feathers per stock, and is still slow enough to be reacted to. Finally, the duo's throw game is passable, as only back throw has the ability to KO, while down throw is very inconsistent despite [[bury]]ing opponents, which is unusual for a throw of its type (such as similar throws shared by {{SSBU|King K.Rool}} and {{SSBU|Snake}}).
However, Banjo and Kazooie have some noticeable flaws. Most of their attacks have problematic hitboxes which can make general combat quite unwieldy, such as up tilt (which does not hit in front of the duo) or neutral aerial (which has dragdown hitboxes, but is very unpredictable as to where the opponent lands). In addition, their frame data is generally unimpressive, with their landing lag also being rather high, which gives them limited attacks that can be thrown out in neutral since very few have consistent followups or good reward, and also giving them few safe KO options. Their most intricate combos usually require a lot of technical skill, with effective usage of Rear Egg and Breegull Blaster combos being quite difficult to perform. Finally, their damage output is relatively low, and when combined with the aforementioned problems usually means their gameplan is limited to neutral exchanges. Their other problems include their weight, which makes them combo food for a lot of the cast, and their general movement, which is unimpressive outside of Kazooie's dash due to Banjo's slow walk speed, low traction, and poor air speed/jump height. Wonderwing is incredibly risky despite its perks, is designed to be out-prioritized by grabs, is limited to up to five feathers per stock, and is still slow enough to be reacted to. Finally, the duo's throw game is passable, as only back throw has the ability to KO, while down throw is very inconsistent despite [[bury]]ing opponents, which is unusual for a throw of its type (such as similar throws shared by {{SSBU|King K.Rool}} and {{SSBU|Snake}}).
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