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 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.
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 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 normal moveset has some effective attacks: down tilt functions as an amazing [[2 frame punish]] and [[edgeguarding]] option thanks to its long duration and range, up tilt is a powerful anti-air and KO move with low enough endlag to combo into itself at low percents, and forward air is a viable KO tool with good reach. Finally, their status as a heavyweight, along with their two midair jumps, lack of helplessness from [[Shock Spring Jump]] 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 directly 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. 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 and
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.


==Attributes==
==Attributes==
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Banjo & Kazooie's [[side special]] is [[Wonderwing]], which involves Banjo charging forward while Kazooie shields him with her magic-infused wings. It does high damage and knockback if it connects within the first half of the distance it covers, and its full-body [[invincibility]] that lasts through the entirety of the hitbox's duration allows it to out-prioritize nearly every other move in the game (with the exception of most grabs and [[Grab#Hitboxes that can grab|hit grabs]]), as well as all [[counterattack]]s (aside from {{SSBU|Mii Brawler}}'s [[Counter Throw]] and {{SSBU|Sora}}'s aptly-named [[Counterattack (Sora)|counterattack]]). Wonderwing's duration and the size of its hitbox also allows it to act as a fantastic 2-framing option on the edge in a handful of matchups (mainly {{SSBU|Chrom}}, {{SSBU|Ike}} and {{SSBU|Pichu}}), as the duo will run in place at the edge for some time. Wonderwing can also be an easy and effective way to brute force a predictable opponent out of [[projectile camping]], though this may backfire if the opponent is [[baiting]] the move or otherwise ready for it. It also functions as an excellent recovery option with its horizontal speed, distance and invincibility, and it does not induce [[helpless]]ness either. However, the move runs on a limited stock of five golden feathers that are not replenished until Banjo & Kazooie are KOed, so its usage must be carefully considered; additionally, despite [[Cross-up|crossing up]] shields, Wonderwing's high ending lag and long-lasting singular hitbox can make it fairly unsafe in any case where the opponent can see it coming.
Banjo & Kazooie's [[side special]] is [[Wonderwing]], which involves Banjo charging forward while Kazooie shields him with her magic-infused wings. It does high damage and knockback if it connects within the first half of the distance it covers, and its full-body [[invincibility]] that lasts through the entirety of the hitbox's duration allows it to out-prioritize nearly every other move in the game (with the exception of most grabs and [[Grab#Hitboxes that can grab|hit grabs]]), as well as all [[counterattack]]s (aside from {{SSBU|Mii Brawler}}'s [[Counter Throw]] and {{SSBU|Sora}}'s aptly-named [[Counterattack (Sora)|counterattack]]). Wonderwing's duration and the size of its hitbox also allows it to act as a fantastic 2-framing option on the edge in a handful of matchups (mainly {{SSBU|Chrom}}, {{SSBU|Ike}} and {{SSBU|Pichu}}), as the duo will run in place at the edge for some time. Wonderwing can also be an easy and effective way to brute force a predictable opponent out of [[projectile camping]], though this may backfire if the opponent is [[baiting]] the move or otherwise ready for it. It also functions as an excellent recovery option with its horizontal speed, distance and invincibility, and it does not induce [[helpless]]ness either. However, the move runs on a limited stock of five golden feathers that are not replenished until Banjo & Kazooie are KOed, so its usage must be carefully considered; additionally, despite [[Cross-up|crossing up]] shields, Wonderwing's high ending lag and long-lasting singular hitbox can make it fairly unsafe in any case where the opponent can see it coming.


[[Shock Spring Jump]] functions as Banjo & Kazooie's [[up special]]. It is a decent vertical recovery move that does not render them helpless and preserves their double jumps; it can be charged to increase its travel distance, and when used in the air, the Shock Spring Pad itself possesses a damaging hitbox that can be used to [[gimp]] some recoveries. Shock Spring Jump can also be used on-stage to jump higher than Banjo & Kazooie's full hop height, allowing it to come in handy when anti-airing opponents above the duo or when retreating from foes underneath. [[Rear Egg]], their [[down special]], has Kazooie lay an explosive Grenade Egg behind them. It bounces in an unpredictable fashion due to its shape and launches opponents upward. The Grenade Egg also functions as an item; it is catchable and throwable despite its much shorter fuse compared to similar explosive-related attacks. All of these properties make Rear Egg an incredibly versatile projectile that can be used for ledgetrapping, comboing, camping, and neutral game control in general. Overall, their four specials have impressive utility with both physical and projectile options.
[[Shock Spring Jump]] functions as Banjo & Kazooie's [[up special]]. It is a decent vertical recovery move that does not render them helpless and preserves their double jumps; it can be charged to increase its travel distance, and when used in the air, the Shock Spring Pad itself possesses a damaging hitbox that can be used to [[gimp]] some recoveries. Shock Spring Jump can also be used on-stage to jump higher than Banjo & Kazooie's full hop height, allowing it to come in handy when anti-airing opponents above the duo or when retreating from foes underneath. [[Rear Egg]], their [[down special]], has Kazooie lay an explosive Grenade Egg behind the duo. It bounces in an unpredictable fashion due to its shape and launches opponents upward. Grenade Eggs are also completely unaffected by [[stale-move negation]] unlike the rest of Banjo & Kazooie's moveset, further adding to Rear Egg's utility. Additionally, the Grenade Egg also functions as an item; it is catchable and throwable, despite its much shorter fuse compared to similar explosive-related attacks. All of these properties make Rear Egg an incredibly versatile projectile that can be used for zoning, approaching, ledgetrapping, comboing, camping, and neutral game control in general. Overall, their four specials have impressive utility with both physical and projectile options.


Banjo & Kazooie have a somewhat decent albeit imperfect [[grab]] game. Banjo's grab range is fairly decent, though oddly enough, his pivot grab has less range against airborne opponents. [[Forward throw]] has Kazooie kick the opponent forward with her feet; it can create space between Banjo & Kazooie and their opponent on-stage, though its utility is held back by its awkward launch angle and relatively low base knockback, especially compared to, for example, {{SSBU|Jigglypuff}}'s forward throw. [[Up throw]] sees Banjo toss the opponent upward, followed by Kazooie pecking at them; it can put opponents above Banjo & Kazooie and setup juggles, but has too much base knockback and too much ending lag to actually have any true follow-ups against most characters. [[Down throw]] looks and functions very similarly to {{SSBU|King K. Rool}}'s down throw, being a move where Banjo lifts the opponent upward with both of his hands and slams them downward to [[bury]] them; at high enough percentages, down throw has a guaranteed 50/50 setup into either up tilt or up smash in most matchups, with the former catching opponents who mash out and the latter catching ones who don't. Finally, [[back throw]] is the duo's KO throw, and closely resembles {{SSBU|Mario}}'s back throw; it has a collateral hitbox much like Mario's that gives it utility against bystanders (as well as the {{SSBU|Ice Climbers}} and {{SSBU|Rosalina & Luma}}), and it is incredibly powerful, being even stronger than Mario's back throw.
Banjo & Kazooie have a somewhat decent albeit imperfect [[grab]] game. Banjo's grab range is fairly decent, though oddly enough, his pivot grab has less range against airborne opponents. [[Forward throw]] has Kazooie kick the opponent forward with her feet; it can create space between Banjo & Kazooie and their opponent on-stage, though its utility is held back by its awkward launch angle and relatively low base knockback, especially compared to, for example, {{SSBU|Jigglypuff}}'s forward throw. [[Up throw]] sees Banjo toss the opponent upward, followed by Kazooie pecking at them; it can put opponents above Banjo & Kazooie and setup juggles, but has too much base knockback and too much ending lag to actually have any true follow-ups against most characters. [[Down throw]] looks and functions very similarly to {{SSBU|King K. Rool}}'s down throw, being a move where Banjo lifts the opponent upward with both of his hands and slams them downward to [[bury]] them; at high enough percentages, down throw has a guaranteed 50/50 setup into either up tilt or up smash in most matchups, with the former catching opponents who mash out and the latter catching ones who don't. Finally, [[back throw]] is the duo's KO throw, and closely resembles {{SSBU|Mario}}'s back throw; it has a collateral hitbox much like Mario's that gives it utility against bystanders (as well as the {{SSBU|Ice Climbers}} and {{SSBU|Rosalina & Luma}}), and it is incredibly powerful, being even stronger than Mario's back throw.


However, the duo has numerous other considerable weaknesses to balance their strengths. Outside of their dash attack, up tilt, smash attacks, forward aerial, back aerial, down throw, back throw, close-range Breegull Blaster and Wonderwing, Banjo & Kazooie's potential to KO can be somewhat limited despite their status as a heavyweight fighter. Many of their moves are unremarkable among their weight class in terms of power, and unlike other fighters with poor KOing abilities, Banjo & Kazooie have a fairly limited combo game. The duo's range is also unremarkable, despite Kazooie's lack of a hurtbox, which means that they will sometimes have issues trading blows with conventional swordfighters. Similarly to {{SSBU|Wario}}, Banjo himself has a wide hurtbox, and the duo is susceptible to combos and juggles due to their heavy weight, slow air speed, low jump height, and lack of fast escape options. Their overall mobility is unorthodox; their excellent run speed is offset by their poor initial dash speed, which is tied for the 5th slowest, their high vertical recovery options are hampered by their low jumps, poor air speed, and fast falling speed, and their grounded mobility is hindered by their [[traction]] being tied with the {{SSBU|Mii Gunner}}'s for the lowest in the game.
However, the duo has numerous other considerable weaknesses to balance their strengths. Outside of their dash attack, up tilt, smash attacks, forward aerial, back aerial, down throw, back throw, close-range Breegull Blaster and Wonderwing, Banjo & Kazooie's potential to KO can be somewhat limited despite their status as a heavyweight fighter. Many of their moves are unremarkable among their weight class in terms of power, and unlike other fighters with poor KOing abilities, Banjo & Kazooie have a fairly limited combo game. The duo's range is also unremarkable, despite Kazooie's lack of a hurtbox, which means that they will sometimes have issues trading blows with conventional swordfighters. Additionally, some of Banjo & Kazooie's aerial attacks have unusually high landing lag for how weak they are, with neutral aerial having 16 frames, up aerial having 12 frames, and back aerial having 18 frames. Similarly to {{SSBU|Wario}}, Banjo himself has a wide hurtbox, and the duo is susceptible to combos and juggles due to their heavy weight, slow air speed, low jump height, and lack of fast escape options. Their overall mobility is unorthodox; their excellent run speed is offset by their poor initial dash speed, which is tied for the 5th slowest, their high vertical recovery options are hampered by their low jumps, poor air speed, and fast falling speed, and their grounded mobility is hindered by their [[traction]] being tied with the {{SSBU|Mii Gunner}}'s for the lowest in the game.


Additionally, the duo's special moves, while strong, have significant flaws. Breegull Blaster's long-range egg hitboxes are weak and less useful for zoning than Egg Firing, while Breegull Blaster can be unsafe on shield up close unless the aforementioned difficult-to-perform advanced KFC techniques are performed; also, Breegull Blaster's eggs become weaker with repeated use, discouraging excessive use of the move, though the damage output goes back to normal after a cooldown period if Breegull Blaster is not used. If the duo runs out of golden feathers, they lose access to Wonderwing, eliminating a potent move with plenty of offensive and defensive utility; Wonderwing is also vulnerable to grabs despite its invincibility—although due to its speed, an opponent taking advantage of this is relatively rare—and it is also notoriously unsafe on shield and on whiff, further punishing heavily its misuse. Rear Egg, while being a relatively potent combo tool, can be turned against the duo as opponents can grab it and use it due to its status as an [[item]], as well as the fact that that a previously-laid grenade egg must explode or reach the blast zone before a new one can be laid, meaning the player must wait a while to try again if an egg misses an opponent; additionally, a grenade egg can be [[pocket]]ed by {{SSBU|Villager}} or {{SSBU|Isabelle}}, completely ridding Banjo & Kazooie of one of their most useful moves against those two aforementioned characters. Shock Spring Jump requires slight charge time to make their recovery reliable, and it also does not have a hitbox outside of the Shock Spring Pad itself, making it vulnerable to aggressive edgeguarding.
Additionally, the duo's special moves, while strong, have significant flaws. Breegull Blaster's long-range egg hitboxes are weak and less useful for zoning than Egg Firing, while Breegull Blaster can be unsafe on shield up close unless the aforementioned difficult-to-perform advanced KFC techniques are performed; also, Breegull Blaster's eggs become weaker with repeated use, discouraging excessive use of the move, though the damage output goes back to normal after a cooldown period if Breegull Blaster is not used. If the duo runs out of golden feathers, they lose access to Wonderwing, eliminating a potent move with plenty of offensive and defensive utility; Wonderwing is also vulnerable to grabs despite its invincibility—although due to its speed, an opponent taking advantage of this is relatively rare—and it is also notoriously unsafe on shield and on whiff, further punishing heavily its misuse. Rear Egg, while being a relatively potent combo tool, can be turned against the duo as opponents can grab it and use it due to its status as an [[item]], as well as the fact that that a previously-laid grenade egg must explode or reach the blast zone before a new one can be laid, meaning the player must wait a while to try again if an egg misses an opponent; additionally, a grenade egg can be [[pocket]]ed by {{SSBU|Villager}} or {{SSBU|Isabelle}}, completely ridding Banjo & Kazooie of one of their most useful moves against those two aforementioned characters. Shock Spring Jump requires slight charge time to make their recovery reliable, and it also does not have a hitbox outside of the Shock Spring Pad itself, making it vulnerable to aggressive edgeguarding.
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|nairname=Twirling Wing Whack ({{ja|回転ウイングアタック|Kaiten Uingu Atakku}}, ''Spinning Wing Attack'')
|nairname=Twirling Wing Whack ({{ja|回転ウイングアタック|Kaiten Uingu Atakku}}, ''Spinning Wing Attack'')
|nairdmg={{ShortHopDmgSSBU|0.8}} (hits 1-7), {{ShortHopDmgSSBU|4.1}} (hit 8)
|nairdmg={{ShortHopDmgSSBU|0.8}} (hits 1-7), {{ShortHopDmgSSBU|4.1}} (hit 8)
|nairdesc=Kazooie's [https://banjokazooiewiki.com/wiki/Wing_Whack Wing Whack]. Functions similarly to {{SSBU|Pit}} and {{SSBU|Dark Pit}}'s shared neutral aerial, with this move's looping hitboxes even sharing the exact same properties as those of that move. Has rather slow startup (frame 10) relative to its damage output and knockback. Compared to Pit's neutral aerial, the combination of this move's slower startup with its surprisingly high landing lag (15 frames), inability to autocancel from a short hop, and the final hit's strangely diagonal launch angle makes it far less useful for starting, extending or finishing combos. It has immense utility for approaching and interrupting vulnerable recoveries, although this is counterbalanced by the final hit's low knockback scaling and aforementioned diagonal launch angle. Its looping hits can drag opponents downwards to follow into most of the duo's grounded moves, although this can be difficult due to the move's aforementioned high landing lag and the looping hits' unpredictable launching trajectory; the move itself is also a very reliable followup from down throw or to finish a Breegull Blaster close-range egg ladder combo. [[Autocancel]]s from a full hop.
|nairdesc=Kazooie's [https://banjokazooiewiki.com/wiki/Wing_Whack Wing Whack]. Functions similarly to {{SSBU|Pit}} and {{SSBU|Dark Pit}}'s shared neutral aerial, with this move's looping hitboxes even sharing the exact same properties as those of that move. Has rather slow startup (frame 10) relative to its damage output and knockback. Compared to Pit's neutral aerial, the combination of this move's slower startup with its surprisingly high landing lag (16 frames), inability to autocancel from a short hop, and the final hit's strangely diagonal launch angle makes it far less useful for starting, extending or finishing combos, while also making it less safe on shield. It has immense utility for approaching and interrupting vulnerable recoveries, although this is counterbalanced by the final hit's low knockback scaling and aforementioned diagonal launch angle. Its looping hits can drag opponents downwards to follow into most of the duo's grounded moves, although this can be difficult due to the move's aforementioned high landing lag and the looping hits' unpredictable launching trajectory; the move itself is also a very reliable followup from down throw or to finish a Breegull Blaster close-range egg ladder combo. [[Autocancel]]s from a full hop.
|fairname= 
|fairname= 
|fairdmg={{ShortHopDmgSSBU|15}} (clean), {{ShortHopDmgSSBU|12}} (late)
|fairdmg={{ShortHopDmgSSBU|15}} (clean), {{ShortHopDmgSSBU|12}} (late)
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|bairname=Air Rat-a-Tat Rap ({{ja|空中キツツキアタック|Kūchū Kitsutsuki Atakku}}, ''Aerial Woodpecker Attack'')
|bairname=Air Rat-a-Tat Rap ({{ja|空中キツツキアタック|Kūchū Kitsutsuki Atakku}}, ''Aerial Woodpecker Attack'')
|bairdmg={{ShortHopDmgSSBU|1.6}} (hits 1-2), {{ShortHopDmgSSBU|4.8}} (hit 3)
|bairdmg={{ShortHopDmgSSBU|1.6}} (hits 1-2), {{ShortHopDmgSSBU|4.8}} (hit 3)
|bairdesc=An aerial three-hit version of Kazooie's Rat-a-Tat Rap. The first hit comes out on frame 8. It has a good overall range and startup, making it a reliable aerial for edgeguarding. The first two hits use the [[autolink]] angle; while it has extremely high landing lag (18 frames), making combos from the first two hits read-dependent, forward tilt is a decently reliable followup on most fighters. Autocancels from a short hop.
|bairdesc=A backward-facing aerial three-hit version of Kazooie's Rat-a-Tat Rap. The first hit comes out on frame 8. It has good overall range and quick startup, making it a reliable aerial for edgeguarding. The first two hits use the [[autolink]] angle. However, the move has extremely high landing lag (18 frames) relative to how weak it is, limiting its combo potential on-stage and making it rather unsafe on shield. Autocancels from a short hop.
|uairname= 
|uairname= 
|uairdmg={{ShortHopDmgSSBU|1.6}} (hit 1), {{ShortHopDmgSSBU|5.8}} (hit 2)
|uairdmg={{ShortHopDmgSSBU|1.6}} (hit 1), {{ShortHopDmgSSBU|5.8}} (hit 2)
|uairdesc=Kazooie flaps her wings upwards in a scissoring motion, similarly to {{SSBU|Sonic}}'s up aerial. Hits twice, with the first hit leading to the second. Has a wide hitbox with good range, with the first hit being able to hit grounded opponents if performed while the duo is falling. Additionally, it is fast in general (frame 7) while also being interruptible extremely early; this allows the duo to perform up to four up aerials while using their jumps, similarly to {{SSBU|Meta Knight}}'s up aerial strings. Easily juggles into itself at low to medium percentages, and can potentially lead into other aerials. Even further boosting its utility is that its first hit can set up KO confirms into forward smash, forward aerial and Wonderwing on landing. However, it has very low hitstun due to its low damage and slightly higher ending lag compared to other weak up aerials, making the move easily escapable. The first hit may also occasionally launch opponents away from the second hit, and the move is extremely weak, having almost no KO potential even at extremely high percentages.
|uairdesc=Kazooie flaps her wings upwards in a scissoring motion, similarly to {{SSBU|Sonic}}'s up aerial. Hits twice, with the first hit leading to the second. Has a wide hitbox with good range, with the first hit being able to hit grounded opponents if performed while the duo is falling. Additionally, it is Banjo & Kazooie's fastest aerial, coming out on frame 7, and has the quickest interruptibility of the duo's aerials; this allows the duo to perform up to four up aerials while using their jumps, somewhat similarly to {{SSBU|Meta Knight}}'s up aerial strings. Can set up juggles into itself at low to medium percentages. A landing up aerial against a grounded opponent can combo into up tilt, up smash, and also any aerial except for down aerial, depending the opponent's percentage. Even further boosting its utility is that the move's first hit on its own, depending on the positioning, can potentially set up KO confirms into up tilt, forward smash, forward aerial and Wonderwing on landing. However, it has relatively low hitstun due to its low damage and slightly higher ending lag compared to other weak up aerials, making up aerial ladder juggles easily escapable. The first hit may also occasionally launch opponents away from the second hit, and the move is extremely weak, having almost no KO potential even at extremely high percentages. Additionally, the move has 12 frames of landing lag, which is unusually high compared to other up aerials of comparable speed and strength. The move autocancels from a short hop.
|dairname=Beak Buster ({{ja|くちばしバスター|Kuchibashi Basutā}})
|dairname=Beak Buster ({{ja|くちばしバスター|Kuchibashi Basutā}})
|dairdmg={{ShortHopDmgSSBU|10}} (dive), 2% (landing)
|dairdmg={{ShortHopDmgSSBU|10}} (dive), 2% (landing)
|dairdesc=Kazooie's [https://banjokazooiewiki.com/wiki/Beak_Buster Beak Buster]. It is a [[stall-then-fall]] that meteor smashes at its beginning, with the later hitboxes dealing slightly diagonal vertical knockback. The move has a very weak landing hit that has little use aside from granting minimal protection. The move lasts for an extremely long time, often making off-stage use an inevitable [[self-destruct]], though it is possible to recover if it is used from high enough. It is mostly useful for returning to stage quickly, as the non-meteor smashing hitbox is unable to KO past realistic percentages. The move's high landing lag (27 frames) greatly limits its combo potential.
|dairdesc=Kazooie's [https://banjokazooiewiki.com/wiki/Beak_Buster Beak Buster]. It is a [[stall-then-fall]] that meteor smashes at its beginning, with the later hitboxes dealing slightly diagonal vertical knockback. The move has a very weak landing hit that has little use aside from granting minimal protection. The move lasts for a fairly long time, often making off-stage use an inevitable [[self-destruct]], though it is still possible to recover if it is used from a great enough height. It is mostly useful for returning to stage quickly, as the non-meteor smashing hitbox is unable to KO past realistic percentages. The move's high landing lag (27 frames) greatly limits its combo potential on-stage.
|grabname= 
|grabname= 
|grabdesc=Banjo reaches out with his hand. Strangely, Banjo's pivot grab has noticeably shorter horizontal range against airborne opponents compared to grounded ones.
|grabdesc=Banjo reaches out with his hand. Strangely, Banjo's pivot grab has noticeably shorter horizontal range against airborne opponents compared to grounded ones.
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|fthrowname= 
|fthrowname= 
|fthrowdmg=5.4% (hit 1), 3% (throw)
|fthrowdmg=5.4% (hit 1), 3% (throw)
|fthrowdesc=Banjo faces away and Kazooie performs a double-footed stretch kick. The move's generally horizontal launch angle, along with its somewhat decent base knockback, makes it useful for creating space between Banjo & Kazooie and their opponent on-stage, as well as setting up edgeguards and potentially also tech-chases.
|fthrowdesc=Banjo faces away and Kazooie performs a double-footed stretch kick. The move's generally horizontal launch angle, along with its somewhat decent base knockback, makes it useful for creating space between Banjo & Kazooie and their opponent on-stage, as well as setting up edgeguards and potentially also tech-chases. However, it has lower base knockback and a more diagonal launch angle compared to some other forward throws, limiting its utility.
|bthrowname= 
|bthrowname= 
|bthrowdmg=11.4% (throw), 8% (collateral)
|bthrowdmg=11.4% (throw), 8% (collateral)
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|uthrowname= 
|uthrowname= 
|uthrowdmg=5.4% (hit 1), 3% (throw)
|uthrowdmg=5.4% (hit 1), 3% (throw)
|uthrowdesc=Banjo throws the opponent overhead and Kazooie pecks them upwards. The move has high ending lag after the opponent is thrown, has no true follow-ups, and cannot KO opponents. It is generally considered to be Banjo & Kazooie's worst throw.
|uthrowdesc=Banjo throws the opponent overhead and Kazooie pecks them upwards. The move has relatively high ending lag after the opponent is thrown, has no true follow-ups guaranteed against all opponents, and cannot KO opponents. It is generally considered to be Banjo & Kazooie's worst throw.
|dthrowname= 
|dthrowname= 
|dthrowdmg=5.6%
|dthrowdmg=5.6%
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|floortname= 
|floortname= 
|floortdmg=5%
|floortdmg=5%
|floortdesc= Banjo claps behind and then in front of himself. One of the only attacks to use a "slap" sound effect, with the others being [[Pound]] and {{SSBU|Peach}}/{{SSBU|Daisy}}'s shared neutral attack. Unlike those moves, the "slap" sound effect plays even if Banjo does not successfully hit any opponents.
|floortdesc= Banjo claps behind and then in front of himself. One of the only attacks to use a "slap" sound effect, with the others being [[Pound]] and {{SSBU|Peach}}/{{SSBU|Daisy}}'s shared neutral attack. Unlike those moves however, the "slap" sound effect plays even if Banjo does not successfully hit any opponents.
|edgename= 
|edgename= 
|edgedmg=10%
|edgedmg=10%
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|nsname=Egg Firing / Breegull Blaster
|nsname=Egg Firing / Breegull Blaster
|nsdmg=5.4%-3.8% (egg), 2.4% (Breegull Blaster hits 1-6), 1.6% (Breegull Blaster hits 7-12), 0.8% (Breegull Blaster hits 13+)
|nsdmg=5.4%-3.8% (egg), 2.4% (Breegull Blaster hits 1-6), 1.6% (Breegull Blaster hits 7-12), 0.8% (Breegull Blaster hits 13+)
|nsdesc=For '''Egg Firing''', Banjo gets down on all fours while Kazooie spits out an egg. These eggs will obey gravity, bounce off the ground and linger for quite some time (around the length of half of Final Destination) before breaking on their own, and become weaker as time passes. It is a slow-moving projectile, similar in function to moves such as [[Fireball]]. It also stalls the duo's vertical momentum slightly if used in midair.<br><br>If the special button is held, the duo will instead perform the '''Breegull Blaster''', where Banjo takes Kazooie out of his backpack and uses her in a manner similar to the [[Super Scope]]. In this mode, pressing either attack button will cause Kazooie to quickly fire smaller and weaker eggs that travel in a straight line and as far as a third of Final Destination's length; subsequent eggs gradually deal less damage. These smaller eggs cause minimal flinching at long range and weak vertical knockback at close range. Banjo can move and triple jump freely while in this mode, and can turn around (the latter is not possible while firing). Crouching or shielding will put Kazooie away, which has minimal ending lag. Notably, Breegull Blaster is a very effective combo move if the close-range vertically-launching egg hitbox is landed, with close-range eggs comboing into more close-range eggs among other things. Breegull Blaster also has a KO confirm into up tilt at high percentages.<br><br>Due to the mechanics of this move, Egg Firing can only be done repeatedly if the player button mashes, since holding the button transitions into the Breegull Blaster. To compensate for the lack of a dash while Kazooie is out, Banjo's walking speed is 10% faster than normal when Breegull Blaster is being used (although the duo maintain their two midair jumps).
|nsdesc=For '''Egg Firing''', Banjo gets down on all fours while Kazooie spits out an egg. These eggs will obey gravity, bounce off the ground and linger for quite some time (around the length of half of Final Destination) before breaking on their own, and become weaker as time passes. It is a slow-moving projectile, similar in function to moves such as [[Fireball]]. It also stalls the duo's vertical momentum slightly if used in midair.<br><br>If the special button is held, the duo will instead perform the '''Breegull Blaster''', where Banjo takes Kazooie out of his backpack and uses her in a manner similar to the [[Super Scope]]. In this mode, pressing either attack button will cause Kazooie to quickly fire smaller and weaker eggs that travel in a straight line and as far as a third of Final Destination's length; subsequent eggs gradually deal less damage. These smaller eggs cause minimal flinching at long range and weak vertical knockback at close range. Banjo can move and triple jump freely while in this mode, and can turn around (the latter is not possible while firing). Crouching or shielding will put Kazooie away, which has minimal ending lag. Notably, Breegull Blaster is a very effective combo move if the close-range vertically-launching egg hitbox is landed, with close-range eggs comboing into more close-range eggs among other things. Breegull Blaster also has a KO confirm into up tilt at high percentages.<br><br>Due to the mechanics of this move, Egg Firing can only be done repeatedly if the player button mashes, since holding the button transitions into the Breegull Blaster. To compensate for the lack of a dash while Kazooie is out, Banjo's walking speed is 10% faster than normal when Breegull Blaster is being used (although the duo maintains their two midair jumps).
|ssname=Wonderwing
|ssname=Wonderwing
|ssdmg=22% (clean), 16% (late)
|ssdmg=22% (clean), 16% (late)
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*{{Sm|huto|Japan}} - Played Banjo & Kazooie from September 2019 to February 2020 and was considered one of the best Banjo & Kazooie players in the world, achieving notable placements at majors including 25th at {{Trn|Umebura SP 7}} and 33rd at {{Trn|Umebura SP 6}}. He has since returned to {{SSBU|Wario}}.
*{{Sm|huto|Japan}} - Played Banjo & Kazooie from September 2019 to February 2020 and was considered one of the best Banjo & Kazooie players in the world, achieving notable placements at majors including 25th at {{Trn|Umebura SP 7}} and 33rd at {{Trn|Umebura SP 6}}. He has since returned to {{SSBU|Wario}}.
*{{Sm|OwlBBs|UK}} - Known for using multiple characters including Banjo & Kazooie and is considered the best Banjo & Kazooie player in Europe, regularly placing highly at British events including 5th at the superregional {{Trn|Invasion: April 2022}} and 13th at the superregional {{Trn|Regen 2023}}. However since 2023 he has been focusing on other characters over Banjo & Kazooie.
*{{Sm|OwlBBs|UK}} - Known for using multiple characters including Banjo & Kazooie and is considered the best Banjo & Kazooie player in Europe, regularly placing highly at British events including 5th at the superregional {{Trn|Invasion: April 2022}} and 13th at the superregional {{Trn|Regen 2023}}. However since 2023 he has been focusing on other characters over Banjo & Kazooie.
*{{Sm|Toriguri|Japan}} - The best Banjo & Kazooie player of all-time, and the only solo-Banjo & Kazooie player to place top 8 at a major, doing so at {{Trn|Maesuma TOP 14}}, {{Trn|Maesuma TOP 15 "FINAL"}}, and {{Trn|Battle of BC 6}}.
*{{Sm|Toriguri|Japan}} - The best Banjo & Kazooie player of all time whose performances in the post-online metagame led to a positive shift in Banjo's perception. He is both the only solo-Banjo player ranked globally, ranking 54th on the [[LumiRank 2023]], and the the only solo-Banjo player to place top 8 at a major, doing so at {{Trn|Maesuma TOP 14}}, {{Trn|Maesuma TOP 15 "FINAL"}}, and {{Trn|Battle of BC 6}}, while notably defeating {{Sm|MkLeo}} at the latter event.
*{{Sm|Wolfen|El Salvador}} - Known for being the best Banjo & Kazooie player in the United States's online metagame, notably placing 9th at {{Trn|SWT: Central America South Ultimate Online Qualifier}}. Offline, he also used Banjo & Kazooie to place 5th at the superregional {{Trn|Smash Legends 3}} defeating {{Sm|MVD}}. However, since 2021 most of his results have been mixed with other characters, most notably {{SSBU|Kazuya}}.
*{{Sm|Wolfen|El Salvador}} - Known for being the best Banjo & Kazooie player in the United States's online metagame, notably placing 9th at {{Trn|SWT: Central America South Ultimate Online Qualifier}}. Offline, he also used Banjo & Kazooie to place 5th at the superregional {{Trn|Smash Legends 3}} defeating {{Sm|MVD}}. However, since 2021 most of his results have been mixed with other characters, most notably {{SSBU|Kazuya}}.


===Tier placement and history===
===Tier placement and history===
Banjo & Kazooie were initially met with a mildly positive reception due to their strong and flexible moves (such as forward aerial, forward tilt, smash attacks, [[Wonderwing]], and [[Rear Egg]]), their ability to zone and edge trap effectively, and their versatile recovery. However, the duo's flaws, including their below-average speed, problems with juggling and scoring KOs, fairly noticeable lag on their moves, and a barely adequate grab game, were also noted. This has led to Banjo & Kazooie garnering below-average results compared to the rest of the cast, although they had some notable success from players such as {{Sm|huto}}, {{Sm|Raito}}, and {{Sm|Trela}}; {{Sm|Tweek}} also utilized Banjo & Kazooie at {{Trn|Glitch 7 - Minus World}}, although he promptly dropped them following that tournament. As a result, the early consensus posited the duo within the lower end of high tier at best and within the mid tier at worst.  
Banjo & Kazooie were initially met with a mildly positive reception due to their strong and flexible moves (such as forward aerial, forward tilt, smash attacks, [[Wonderwing]], and [[Rear Egg]]), their ability to zone and edge trap effectively, and their versatile recovery. However, the duo's flaws, including their below-average speed, mediocre damage output on many of their attacks, surprisingly high landing lag on some of their aerials, and a grab game of inconsistent quality, were also noted. This has led to Banjo & Kazooie garnering below-average results compared to the rest of the cast, although they had some notable success from players such as {{Sm|huto}}, {{Sm|Raito}}, and {{Sm|Trela}}; {{Sm|Tweek}} also utilized Banjo & Kazooie at {{Trn|Glitch 7 - Minus World}}, although he promptly dropped the duo following that tournament. As a result, the early consensus posited the duo within the lower end of high tier at best and within the mid tier at worst.  


However, by the end of 2019, Banjo & Kazooie saw a decline in both results and reception, with many players dropping the duo. Many players believe that they are only at their strongest in an online environment due to the input lag benefitting their most useful attacks. Conversely, others believe that Banjo & Kazooie fluctuate between the lower end of the mid tier and the low tier. Although Banjo & Kazooie are generally considered respectable fighters, their viability as a solo main has been questioned due to their best players often co-maining them or using them as a secondary. Despite this perception, {{Sm|Toriguri}} has managed to consistently achieve success at major tournaments while using Banjo & Kazooie as his sole main ever since the early metagame. Overall, Banjo & Kazooie are ranked 62nd on the current tier list, which posits them as lower end mid tier fighters.
However, by the end of 2019, Banjo & Kazooie saw a decline in both results and reception, with many players dropping the duo. Many players believe that Banjo & Kazooie are only at their strongest in an online environment, due to the increased input lag benefiting their most useful attacks. Conversely, others believe that Banjo & Kazooie fluctuate between the lower end of the mid tier and the low tier. Although Banjo & Kazooie are generally considered respectable fighters, the duo's viability as a solo main has been questioned due to their best players often co-maining them or using them as a secondary. Despite this perception, {{Sm|Toriguri}} has managed to consistently achieve success at major tournaments while using Banjo & Kazooie as his sole main ever since the early metagame, and has achieved surprisingly impressive results, including a 3-0 against {{Sm|MkLeo}} at {{Trn|Battle of BC 6}}. Overall, Banjo & Kazooie are ranked 62nd on the current tier list, which posits them as a lower-end mid-tier fighter.


=={{SSBU|Classic Mode}}: Perfect Partners==
=={{SSBU|Classic Mode}}: Perfect Partners==