Banjo & Kazooie (SSBU): Difference between revisions

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However, Banjo and Kazooie have some noticeable flaws. Their moveset suffers from being quite inconsistent due to problematic hitboxes, weak damage and knockback, or both, which can make general combat quite unwieldy. 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. 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; while some can lead into Wonderwing punishes, most of these combos do extremely low damage. Finally, their damage output is relatively low, and when combined with the aforementioned problems gives them very few consistent followups or good reward for landing attacks, while also giving them few safe KO options. Combined, this means their gameplan is usually limited to winning neutral exchanges using their projectiles to get opponents to make mistakes. 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 slow enough to be reacted to. Finally, the duo's grab game is passable: their grab is only average, and their pivot grab has the odd quirk of having lower range on aerial foes due to a coding error, while only back throw has the ability to directly KO, and 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. Their moveset suffers from being quite inconsistent due to problematic hitboxes, weak damage and knockback, or both, which can make general combat quite unwieldy. 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. 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; while some can lead into Wonderwing punishes, most of these combos do extremely low damage. Finally, their damage output is relatively low, and when combined with the aforementioned problems gives them very few consistent followups or good reward for landing attacks, while also giving them few safe KO options. Combined, this means their gameplan is usually limited to winning neutral exchanges using their projectiles to get opponents to make mistakes. 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 slow enough to be reacted to. Finally, the duo's grab game is passable: their grab is only average, and their pivot grab has the odd quirk of having lower range on aerial foes due to a coding error, while only back throw has the ability to directly KO, and 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}}).


Overall, Banjo and Kazooie function as an unusual mix of a heavyweight and a zoner: most of their gameplan revolves around picking openings granted by their projectiles, although their general inconsistencies tend to make them considered relatively weak for their archetype. Due to their issues, Banjo and Kazooie has seen minimal representation throughout the course of ''Ultimate''’s lifespan, with most of their results coming from early during their release, such as from {{Sm|Tweek}} and {{Sm|Raito}}. In the post-pandemic era, {{Sm|Toriguri}} has brought about some of the best results and wins the duo has ever had, with some major top 8 performances worldwide.  
Overall, Banjo and Kazooie function as an unusual mix of a heavyweight and a zoner: most of their gameplan revolves around picking openings granted by their projectiles, although their general inconsistencies tend to make them considered relatively weak for their archetype. Due to their issues, Banjo and Kazooie have seen minimal representation throughout the course of ''Ultimate''’s lifespan, with most of their results coming from early during their release, such as from {{Sm|Tweek}} and {{Sm|Raito}}. In the post-pandemic era, {{Sm|Toriguri}} has brought about some of the best results and wins the duo has ever had, with some major top 8 performances worldwide.


==Attributes==
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