Banjo & Kazooie (SSBU): Difference between revisions

As usual there's issues with how you word the final summary, but I'll fix it.
(As usual there's issues with how you word the final summary, but I'll fix it.)
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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 bear and bird have some notable strengths akin to their home series with a strong zoning capability with their numerous projectiles, such as [[Breegull Blaster]] and [[Rear Egg]], with the former as a tool for applying pressure from afar that can also confirm into some moves like up tilt. Rear Egg spawns a throwable item which can set up confirms as well. Banjo’s signature move [[Wonderwing]] is a strong invincible burst and KO option to go through opponents as well as a solid zone breaking tool to power through projectiles or attacks. His normals are also useful as all his tilts serve some purpose with forward tilt as a safe poking tool, down tilt as an amazing 2 framing option or forcing foes off the ledge, and up tilt as a solid anti air. His smash attacks are also pretty powerful 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. He 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, them being a heavyweight help them survive to higher percents more often than other characters. 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: 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 several flaws that hold him back. A lot of their moves do not do much damage making racking up damage take longer than usual. Their weight is also susceptible for them being combo food for a lot of the cast. Wonderwing is also a high risk move to throw out so if it gets shielded, Banjo will be in a lot of endlag to be punished and the move also loses to any type of grab, which includes but not limited to command grabs and hit grabs. Wonderwing is also limited to up to five feathers per stock so players have to be wary when using this move as whiffing it can be detrimental when it comes to recovery or KOing.  
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}}).


Therefore, Banjo players have to think outside the box using their unique strengths while being equipped with these character-specific weaknesses. Banjo has seen minimal representation throughout tue course of Ultimate’s lifespan with {{Sm|Tweek}} and {{Sm|Raito}} having some results early on with the character. 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 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.




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