Banjo & Kazooie (SSBU): Difference between revisions

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:{{Cquote|''Banjo-Kazooie are Raring to Go!''|cite=Introduction tagline.}}
:{{Cquote|''Banjo-Kazooie are Raring to Go!''|cite=Introduction tagline.}}
'''Banjo & Kazooie''' ({{ja|バンジョー&カズーイ|Banjō & Kazūi}}, ''Banjo & Kazooie''), formatted in their reveal trailer as '''Banjo-Kazooie''', are playable characters in ''[[Super Smash Bros. Ultimate]]'', and are the first third-party fighters from [[Microsoft]]. They were revealed alongside {{SSBU|Hero}} during the E3 Nintendo Direct on June 11th, 2019 as the third [[Downloadable content (SSBU)|downloadable]] fighters from {{h2|Downloadable content (SSBU)|Fighters Pass Vol. 1}}. Banjo & Kazooie were released as part of Challenger Pack 3 on September 4th, 2019. Although they are a team, they are collectively classified as [[Fighter number|Fighter #73]].
'''Banjo & Kazooie''' ({{ja|バンジョー&カズーイ|Banjō & Kazūi}}, ''Banjo & Kazooie''), formatted in their reveal trailer as '''Banjo-Kazooie''', are a playable duo character in ''[[Super Smash Bros. Ultimate]]'', and are the first third-party fighters from [[Microsoft]]. They were revealed alongside {{SSBU|Hero}} during the E3 Nintendo Direct on June 11th, 2019 as the third [[Downloadable content (SSBU)|downloadable]] fighters from {{h2|Downloadable content (SSBU)|Fighters Pass Vol. 1}}. Banjo & Kazooie were released as part of Challenger Pack 3 on September 4th, 2019. Although they are a team, they are collectively classified as [[Fighter number|Fighter #73]].


{{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 and 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 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.
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 character 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, Breegull Blaster can set up aerial combos and platform tech chases, while Rear Egg functions as the duo's main zoning and combo tool, with the 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 or generally weak combo ladders. 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 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.  
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==
==Attributes==
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|dtiltname=Beak Barge ({{ja|くちばしアタック|Kuchibashi Atakku}}, ''Beak Attack'')
|dtiltname=Beak Barge ({{ja|くちばしアタック|Kuchibashi Atakku}}, ''Beak Attack'')
|dtiltdmg=6% (beak), 5% (close), 3% (late)
|dtiltdmg=6% (beak), 5% (close), 3% (late)
|dtiltdesc=Kazooie's [https://banjokazooiewiki.com/wiki/Beak_Barge Beak Barge]. It is a [[semi-spike]] with good range and decent duration, all of which make it a good tool for on-stage edgeguarding and [[2 frame punish]]ing. It lowers the duo's profile to an even greater extent than their crouch, enabling them to duck under some moves like {{SSBU|Wolf}}'s {{b|Blaster|Wolf}} shots. As a launched opponent will usually [[tumble]] onto the stage, this move often allows for read-dependent follow-ups such as neutral aerial (against taller/larger character) down smash, or another down tilt; its disjoint distance also makes it a great [[tech-chasing]] option in other situations, although its power and speed are somewhat poor, being the duo's slowest tilt attack at 12 frames. Finally, it acts as a pseudo-crawl and can [[cross-up]] against shields when performed close enough to their opponent.
|dtiltdesc=Kazooie's [https://banjokazooiewiki.com/wiki/Beak_Barge Beak Barge]. It is a [[semi-spike]] with good range and long-lasting hitbox (10 frames), all of which make it a good tool for on-stage edgeguarding and [[2 frame punish]]ing. It lowers the duo's profile to an even greater extent than their crouch, enabling them to duck under some moves like {{SSBU|Wolf}}'s {{b|Blaster|Wolf}} shots. As a launched opponent will usually [[tumble]] onto the stage, this move often allows for read-dependent follow-ups such as neutral aerial (against taller/larger character) down smash, or another down tilt; its disjoint distance also makes it a great [[tech-chasing]] option in other situations, although its power and speed are somewhat poor, being the duo's slowest tilt attack at 12 frames. Finally, it acts as a pseudo-crawl and can [[cross-up]] against shields when performed close enough to their opponent.
|dashname=Forward Roll ({{ja|ローリングアタック|Rōringu Atakku}}, ''Rolling Attack'')
|dashname=Forward Roll ({{ja|ローリングアタック|Rōringu Atakku}}, ''Rolling Attack'')
|dashdmg=12% (clean), 8% (late)
|dashdmg=12% (clean), 8% (late)
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|fsmashname=Breegull Bash ({{ja|ハリセンカズーイ|Harisen Kazūi}}, ''Harisen Kazooie{{ref|a}}'')
|fsmashname=Breegull Bash ({{ja|ハリセンカズーイ|Harisen Kazūi}}, ''Harisen Kazooie{{ref|a}}'')
|fsmashdmg={{ChargedSmashDmgSSBU|16}}
|fsmashdmg={{ChargedSmashDmgSSBU|16}}
|fsmashdesc=The [https://banjokazooiewiki.com/wiki/Breegull_Bash Breegull Bash]. This move is moderately slow (19 frames) and has high ending lag, but it is fairly powerful (especially relative to Banjo & Kazooie's overall moveset), KOing at around 100% from center stage. Its speed and the size of its hitbox makes it mainly useful for punishing short-ranged attacks and catching rolls. Its hitbox is wide enough to sometimes hit aerial opponents diagonally above and in front the duo, though not to the extent of hitting opponents standing on platforms above Banjo & Kazooie. Additionally, similar to down smash and especially down tilt, its large amount of active frames make it deadly for [[2 frame punish]]ing at the edge (although this move is more powerful and lasts for a shorter period than either ).
|fsmashdesc=The [https://banjokazooiewiki.com/wiki/Breegull_Bash Breegull Bash]. This move is moderately slow (19 frames) and has high ending lag, but it is fairly powerful (especially relative to Banjo & Kazooie's overall moveset), KOing at around 100% from center stage. Its speed and the size of its hitbox makes it mainly useful for punishing short-ranged attacks and catching rolls. Its hitbox is wide enough to sometimes hit aerial opponents diagonally above and in front the duo, though not to the extent of hitting opponents standing on platforms above Banjo & Kazooie. Additionally, similar to down smash and especially down tilt, its high range allows it to [[2 frame punish]] at the edge (although this move is more powerful and lasts for a shorter period than either ).
|usmashname=Bill Drill ({{ja|くちばしドリル|Kuchibashi Doriru}}, ''Beak Drill'')
|usmashname=Bill Drill ({{ja|くちばしドリル|Kuchibashi Doriru}}, ''Beak Drill'')
|usmashdmg={{ChargedSmashDmgSSBU|1}} (hit 1), {{ChargedSmashDmgSSBU|1.5}} (hits 2-7), {{ChargedSmashDmgSSBU|3.5}} (hit 8), {{ChargedSmashDmgSSBU|13.6}} (total)
|usmashdmg={{ChargedSmashDmgSSBU|1}} (hit 1), {{ChargedSmashDmgSSBU|1.5}} (hits 2-7), {{ChargedSmashDmgSSBU|3.5}} (hit 8), {{ChargedSmashDmgSSBU|13.6}} (total)
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|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, somewhat 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. 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.
|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)
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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}}. He has wins on {{Sm|MkLeo}}, {{Sm|MuteAce}}, {{Sm|Zomba}} and {{Sm|Yoshidora}}. He is ranked at 54th on the [[LumiRank 2023]].
*{{Sm|Toriguri|Japan}} - The undisputed 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 some of their moves, 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.  
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 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. Overall, Banjo & Kazooie are ranked 62nd on the current tier list, which posits them as a lower-end mid-tier fighter.
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==
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