Banjo & Kazooie (SSBU): Difference between revisions

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:{{Cquote|''Banjo-Kazooie are Raring to Go!''|cite=Introduction tagline.}}
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'''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 fighter in ''[[Super Smash Bros. Ultimate]]'', and are the first third-party fighter from [[Microsoft]]. They were revealed alongside {{SSBU|Hero}} during the E3 Nintendo Direct on June 11th, 2019 as the third [[Downloadable content (SSBU)|downloadable]] fighter 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 fighter 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 & Kazooie, with his portrayals from across the ''Banjo-Kazooie'' series being repurposed for ''Ultimate'' in all regions.
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Banjo & Kazooie, like {{SSBU|Duck Hunt}}, are a tag team that fight together as if they were a singular character. Together, they are a [[weight|heavyweight]], and are tied with {{SSBU|Snake}} and {{SSBU|R.O.B.}} as the 18th heaviest fighter in the game. As Banjo handles the duo's [[walk]]ing, their walking speed is below-average, and their initial [[dash]] and [[traction]] values are among the worst in the game. Conversely, Kazooie handles the duo's [[dash]]ing, in which she uses the Talon Trot to carry Banjo. In stark contrast to Banjo's walking speed, Kazooie's dashing speed is very fast; specifically, it is the 12th fastest in the game, and is only surpassed by {{SSBU|Charizard}} among heavyweights.
Banjo & Kazooie, like {{SSBU|Duck Hunt}}, are a tag team that fight together as if they were a singular character. Together, they are a [[weight|heavyweight]], and are tied with {{SSBU|Snake}} and {{SSBU|R.O.B.}} as the 18th heaviest fighter in the game. As Banjo handles the duo's [[walk]]ing, their walking speed is below-average, and their initial [[dash]] and [[traction]] values are among the worst in the game. Conversely, Kazooie handles the duo's [[dash]]ing, in which she uses the Talon Trot to carry Banjo. In stark contrast to Banjo's walking speed, Kazooie's dashing speed is very fast; specifically, it is the 12th fastest in the game, and is only surpassed by {{SSBU|Charizard}} among heavyweights.


With Kazooie hidden in his backpack when the duo are not attacking or dashing, Banjo has a relatively average height and a somewhat wide [[hurtbox]], being rather small as far as heavyweights go; Kazooie, however, lacks a hurtbox of any kind outside of dashing and up tilt. This means that all standard attacks involving her (other than up tilt) are [[disjointed]]. Similar to {{SSBU|Ridley}} and {{SSBU|Pit}}, Kazooie's wings grant the duo a second [[midair jump]]. Additionally, they have a fast [[falling speed]], high [[gravity]], slow [[air speed]], and average [[air acceleration]].
With Kazooie hidden in his backpack when the duo are not attacking or dashing, Banjo has a relatively average height and a somewhat wide [[hurtbox]], being rather short as far as heavyweights go. Kazooie, however, lacks a hurtbox of any kind outside of dashing and their up tilt. This means that all standard attacks involving her (other than up tilt) are [[disjointed]]. Similar to {{SSBU|Ridley}} and {{SSBU|Pit}}, Kazooie's Feathery Flap grants the duo a second [[double jump]]. Additionally, they have a fast [[falling speed]], high [[gravity]], slow [[air speed]], and average [[air acceleration]].


The majority of Banjo & Kazooie's grounded arsenal makes use of moves from their first two games, ''Banjo-Kazooie'' and ''Banjo-Tooie''. Banjo's Claw Swipe and Kazooie's Rat-a-Tat Rap comprise their [[neutral attack]]. The former serves as a 3-hit [[gentleman]] jab, while the latter is a standard [[rapid jab]]. It should be noted that the [[hitbox]] of Kazooie's jabs is large enough to sometimes hit opponents standing directly behind the duo. This can cause the opponent to be continually jabbed into the duo's rear, keeping them locked in the hitbox and causing both of the fighters to be slowly moved backwards, often amounting to extremely high percentages by the time they reach the edge of a platform. Their [[forward tilt]], Beak Bayonet, is a quick stab with Kazooie's beak, functioning similarly to Ridley's forward tilt. It can be angled and has a respectable amount of disjointed range, especially for its speed, making it useful for stopping predictable or vulnerable approaches. Their [[up tilt]], a powerful upward kick from Banjo as Kazooie lifts him up from underneath, is an original move, and functions similar to {{SSBU|Pac-Man}}'s up tilt. It has barely any hitbox towards the duo's front or rear, making it very situational, but it hits through most platforms and can be a reliable follow-up from down throw. Their [[down tilt]], Beak Barge, is a low-to-the-ground slide that launches at a very low [[semi-spike]] angle, making it a very potent [[edgeguarding]] and [[tech-chasing]] option. Their [[dash attack]], the Forward Roll, is very similar to {{SSBU|Donkey Kong}}'s dash attack, but has more kill power and has fewer active frames.
The majority of Banjo & Kazooie's grounded arsenal makes use of moves from their first two games, ''Banjo-Kazooie'' and ''Banjo-Tooie''. The duo have a [[Neutral attack#Choosables|chooseable neutral attack]]: their standard neutral attack is a 3-hit combo that consists of Banjo using his Claw Swipe twice and then throwing an uppercut, whereas their [[neutral infinite]] consists of Kazooie's Rat-a-Tat Rap. It should be noted that the [[hitbox]] of Kazooie's neutral infinite is large enough to sometimes hit opponents standing directly behind the duo. This can cause the opponent to be continually jabbed into the duo's rear, keeping them locked in the hitbox and causing both of the fighters to be slowly moved backwards, often amounting to extremely high percentages by the time they reach the edge of a platform.


Complementing their versatile tilts, Banjo & Kazooie sport very useful smash attacks. Their [[forward smash]], the Breegull Bash, involves Banjo swinging Kazooie forwards into the ground, in a slow, long-ranged and powerful move that serves as a notable example of Kazooie's disjointed nature. The duo's [[up smash]] is the Bill Drill, a spinning attack with Kazooie's beak that is fairly useful as an anti-aerial and out-of-shield option, and is a reliable follow up to the duo's burying down throw, as the move is deceptively fast with a 7 frame startup. Their [[down smash]] is an original move, a wing-slam from Kazooie on both sides of them much like Ridley, albeit weaker and much faster, making it a useful tool for catching rolls. Notably, their forward and down smashes, especially the latter, have long-lasting hitboxes that slightly penetrate the stage downwards, making them both deadly 2-framing tools at the ledge.
Their [[forward tilt]], Beak Bayonet, involves Banjo quickly thrusting Kazooie as a makeshift bayonet. Like Ridley's forward tilt, it can be angled and has a respectable amount of disjointed range, especially for its speed, making it useful for stopping predictable or vulnerable approaches. Their [[up tilt]] consists of Kazooie quickly propping Banjo upward in order for him to perform a stretch kick. Unlike most up tilts, it is strong enough to KO reliably, especially when it is used as a follow-up from their down throw. Despite its respectable power, its low base knockback and fairly low ending lag grant it minor combo potential at very low percentages. However, like {{SSBU|Pac-Man}}'s up tilt, it has almost nonexistent horizontal range in front of or behind them. Their [[down tilt]], Beak Barge, involves Kazooie thrusting her beak forward as Banjo slides belly-first along the ground. It launches at a very low [[semi-spike]] angle, making it a very potent [[edgeguarding]] and [[tech-chasing]] option, although it is laggy overall and has a meager damage output. Their [[dash attack]], Banjo's Forward Roll, looks and functions very similarly to {{SSBU|Donkey Kong}}'s dash attack, but differs from his by having a noticeably stronger clean hit (which can function as a situational KO option) and fewer active frames.


Their aerial moveset also combines old and new moves. The duo's [[neutral aerial]] is the Twirling Wing Whack, a multi-hitting circular wing spin from Kazooie that is functionally very similar to {{SSBU|Ivysaur}}'s and {{SSBU|Piranha Plant}}'s neutral aerials. This move has respectable amount of combo potential, as well as being an easy way of scoring KOs offstage against vulnerable recoveries. Their [[forward aerial]], an original move, is a slow but powerful haymaker punch from Banjo, much like {{SSBU|Dr. Mario}}'s and {{SSBU|Ganondorf}}'s forward aerials. The move's clean hit is almost always a guaranteed KO offstage; additionally, Banjo's hand is intangible during the active frames, making the move great for covering the duo's approach, pressuring shields and edgeguarding. Rat-a-Tat Rap makes a second appearance as a [[back aerial]] that hits three times, similarly to Ridley's forward aerial. This move has respectable power, and is a good out-of-shield option as well as a reliable (albeit unsafe due to its lag) KO option offstage. Banjo & Kazooie's [[up aerial]] is a two-hit move that has Kazooie close her wings together in a scissor motion that weakly launches opponents upwards, allowing the move to be chained into itself, but its awkward knockback direction combined with its weak power doesn't allow it much juggling or combo utility. Beak Buster makes an appearance as their [[down aerial]]; it is a [[stall-then-fall]] attack that [[meteor smash]]es opponents during its initial frames, and has a fairly large hitbox upon impacting the stage.
Complementing their versatile tilts, Banjo & Kazooie sport very useful smash attacks. Their [[forward smash]], the Breegull Bash, involves Banjo swinging Kazooie as a makeshift bludgeon. It is a slow, yet long-ranged and powerful move that serves as a notable example of Kazooie's disjointed nature. The duo's [[up smash]] is the Bill Drill, a spinning attack with Kazooie's beak that is fairly useful as an anti-aerial and out of shield option, and is a reliable follow up to the duo's burying down throw, as the move is deceptively fast with a 7 frame startup. Their [[down smash]] is an original move, a wing-slam from Kazooie on both sides of them much like Ridley, albeit weaker and much faster, making it a useful tool for catching rolls. Notably, their forward and down smashes, especially the latter, have long-lasting hitboxes that slightly penetrate the stage downwards, making them both deadly 2-framing tools at the ledge.


Banjo & Kazooie's [[special moves]] are fairly versatile as well. Their [[neutral special]] is [[Egg Firing / Breegull Blaster]]. Egg Firing, activated when the special button is tapped, sends blue eggs out of Kazooie's mouth that are affected by gravity in a similar manner to {{SSBU|Mario}}'s [[Fireball]], and acts as their primary edgeguarding tool and gimping option; the move also briefly stalls the duo's aerial momentum when used in the air. Holding the special button causes the move to transition into Breegull Blaster, in which Banjo wields Kazooie like a gun as in ''Banjo-Tooie''{{'}}s first-person shooter segments, with low damage but faster and constant projectiles, all while being able to move and jump freely similar to holding items such as the completed [[Daybreak]] parts. This can be used to pressure enemies in a similar manner to {{SSBU|Mega Man}}'s neutral attack, and even start ladder combos, though because the move is a "mode" that takes a moment to be entered and exited, it is often difficult to use in close proximity. [[Wonderwing]] has Banjo charge 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 (exceptions include grabs and command grabs such as [[Buster Wolf]]). Wonderwing's duration and the size of its hitbox also allows it to act as a fantastic 2-framing option on the edge, as the duo will run in place at the edge for some time. Wonderwing can be an easy and effective way to brute force an 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 and distance and 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 KO'd, so its usage must be carefully considered; additionally, despite [[Cross-up|crossing up]] shields, Wonderwing's high ending lag and long-lasting singular hitbox make it fairly unsafe in any case where the opponent can see it coming. [[Shock Spring Jump]] makes an appearance as their [[up special]]. It is a decent vertical recovery move that does not leave them helpless and preserves their midair 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. [[Rear Egg]], their [[down special]], has Kazooie lay an explosive Grenade Egg behind them. It bounces in an unpredictable fashion due to its football-like shape and launches opponents upward. The 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 ledge trapping, comboing, camping, and neutral in general. Overall, their four specials have impressive utility with both physical and projectile options.
Banjo & Kazooie's aerial moveset also combines old and new moves. The duo's [[neutral aerial]] is the Twirling Wing Whack, a multi-hitting circular wing spin from Kazooie that functions very similarly to {{SSBU|Pit}}'s neutral aerial. This move has respectable combo potential, although its drag down follow-ups can vary due to the looping hits' launching angles. Neutral aerial is also reliable at scoring KOs offstage against vulnerable recoveries. Their [[forward aerial]] is a slow, but powerful overhand punch thrown by Banjo, much like {{SSBU|Dr. Mario}} and {{SSBU|Ganondorf}}'s forward aerials. Its clean hit is strong enough to KO reliably while near the edge, and is almost always a guaranteed KO while offstage. Despite its power, forward aerial has the lowest amount of landing lag out of the duo's aerial attacks. When this is coupled with Banjo's paw being [[intangible]] during its active frames, it can be used to start combos at low percentages, cover the duo's approach, pressure shields, and edgeguard quite safely.


Apart from slightly above-average reach, Banjo & Kazooie have an unremarkable [[grab]] game. While each of their throws have vastly different functions, only in very specific situations are they useful outside of getting the opponent away from them (with the exception of their [[back throw]]). [[Forward throw]] is only really useful for putting opponents off-stage, with its awkward angle and high base knockback making it useless for combos while its nearly nonexistent knockback growth prevents it KOing. [[Up throw]] is useful for setting up juggles with up air, but has too much end lag to actually have any true follow-ups. [[Down throw]] [[buries]] the opponent, leading into various guaranteed follow-ups at very high percentages, although it is generally inferior to {{SSBU|King K. Rool}}'s similar down throw due to less bury time. The only one of the duo's throws that has consistently good usage is their back throw, a spinning throw almost identical to Mario's but more powerful, and is an extraordinary KO option at the ledge at high percentages, while its damage and trajectory allow for powerful follow-ups or edgeguarding in other situations. As a whole, for Banjo & Kazooie, grabbing is a high-risk, low-reward undertaking that usually only sets stocks when their opponent is at a very high percentage; at other times, the best that their throws can do is to rack up damage and put distance between them, only subtracting from their options for getting out of the disadvantage.
Kazooie's Rat-a-Tat Rap is used as their [[back aerial]]; unlike the neutral infinite version, this version hits three times, similarly to Ridley's forward aerial. This move has respectable power, and is a good out of shield option as well as a reliable (albeit unsafe due to its lag) KO option offstage. Banjo & Kazooie's [[up aerial]] consists of Kazooie flapping her wings together in a scissoring motion, similarly to {{SSBU|Sonic}}'s up aerial. Its minimal startup and ending lag enable it to combo into itself and, with proper timing, it can initiate combos very soon after the duo land on the ground. However, its minor damage output and knockback make it lackluster for juggling and almost unusuable for KOing. Beak Buster makes an appearance as their [[down aerial]]; it is a [[stall-then-fall]] attack that [[meteor smash]]es opponents during its initial frames, and has a fairly large hitbox upon impacting the stage.


Alongside their grab and throws, the pair have other considerable weaknesses to balance their strengths. Outside of their smash attacks, Wonderwing, and offstage aerials, Banjo & Kazooie's potential to KO is somewhat limited despite their status as a heavyweight fighter. Most 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 very limited combo game. The duo's range is also unremarkable, despite Kazooie's lack of an hurtbox, which means that they will generally have issues trading blows with conventional swordfighters. Similar to Wario, Banjo & Kazooie have a wide hurtbox, and they are susceptible to combos and juggles due to their heavy weight, fast falling speed, 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 fifth-worst, 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 the lowest [[traction]] in the game alongside {{SSBU|Mii Gunner}}. Additionally, the duo's special moves, while strong, have significant flaws. Egg Firing has a slow firing rate on its own, and weak power when the pair transitions to Breegull Blaster; also, Breegull Blaster's eggs become weaker with repeated use, discouraging excessive use of the move. If the pair 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 is 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. 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.
Banjo & Kazooie's [[special moves]] are fairly versatile as well. Their [[neutral special]] is [[Egg Firing / Breegull Blaster]]. Egg Firing, activated when the special button is tapped, sends blue eggs out of Kazooie's mouth that are affected by gravity in a similar manner to {{SSBU|Mario}}'s [[Fireball]], and acts as their primary edgeguarding tool and gimping option; the move also briefly stalls the duo's aerial momentum when used in the air. Holding the special button causes the move to transition into Breegull Blaster, in which Banjo wields Kazooie like a gun as in ''Banjo-Tooie''{{'}}s first-person shooter segments, with low damage but faster and constant projectiles, all while being able to move and jump freely similar to holding items such as the completed [[Daybreak]] parts. This can be used to pressure enemies in a similar manner to {{SSBU|Mega Man}}'s neutral attack, and even start ladder combos, though because the move is a "mode" that takes a moment to be entered and exited, it is often difficult to use in close proximity.


Overall, Banjo & Kazooie are a fairly unorthodox character that can be considered to fall in the heavyweight trapper archetype, similar to {{SSBU|Link}}, R.O.B. and Snake, being centered on maintaining stage control with the help of a powerful explosive item, while at the same time being capable of fighting melee and having access to a strong finisher in Wonderwing. However, their capabilities fall somewhat short next to comparable characters; Grenade Eggs are not as good as they could seem at controlling space due to their limited lifetime, Wonderwing is very easy to punish if mistimed or read, and the duo's overall frame data and KO power is unimpressive for this archetype, limiting their potential to act aggressively. As such, they are a quite versatile fighter that can adapt to multiple playstyles even over the course of a single match, though they are more adept to turtling, or more methodical playstyles.  
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 (exceptions include grabs and command grabs such as [[Buster Wolf]]). Wonderwing's duration and the size of its hitbox also allows it to act as a fantastic 2-framing option on the edge, as the duo will run in place at the edge for some time. Wonderwing can be an easy and effective way to brute force an 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 and distance and 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 KO'd, so its usage must be carefully considered; additionally, despite [[Cross-up|crossing up]] shields, Wonderwing's high ending lag and long-lasting singular hitbox 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. [[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 edge trapping, comboing, camping, and neutral game control in general. Overall, their four specials have impressive utility with both physical and projectile options.
 
Apart from slightly above-average reach, Banjo & Kazooie have an unremarkable [[grab]] game. While each of their throws have vastly different functions, only in very specific situations are they useful outside of getting the opponent away from them (with the exception of their [[back throw]]). [[Forward throw]] is only really useful for putting opponents off-stage, with its awkward angle and high base knockback making it useless for combos while its nearly nonexistent knockback growth prevents it KOing. [[Up throw]] is useful for setting up juggles with up aerial, but has too much ending lag to actually have any true follow-ups. [[Down throw]] [[buries]] the opponent, leading into various guaranteed follow-ups at very high percentages, although it is generally inferior to {{SSBU|King K. Rool}}'s similar down throw due to less bury time.
 
The duo's only throw that is consistently useful is their [[back throw]], which is one of their best KO options and is even capable of being used for follow-ups or edgeguarding in other situations. As a whole, Banjo & Kazooie's grab game is a high-risk, low-reward undertaking that usually only sets stocks when their opponent is at a very high percentage; at other times, the best that their throws can do is to rack up damage and put distance between them, only subtracting from their options for getting out of the disadvantage.
 
Alongside their grab and throws, the pair have other considerable weaknesses to balance their strengths. Outside of their smash attacks, Wonderwing, and offstage aerials, Banjo & Kazooie's potential to KO is somewhat limited despite their status as a heavyweight fighter. Most 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 very limited combo game. The duo's range is also unremarkable, despite Kazooie's lack of a hurtbox, which means that they will generally have issues trading blows with conventional swordfighters. Similarly to {{SSBU|Wario}}, Banjo & Kazooie have a wide hurtbox, and they are susceptible to combos and juggles due to their heavy weight, fast falling speed, 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. Egg Firing has a slow firing rate on its own, and weak power when the pair transitions to Breegull Blaster; also, Breegull Blaster's eggs become weaker with repeated use, discouraging excessive use of the move. If the pair 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 is 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. 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.
 
Overall, Banjo & Kazooie are fairly unorthodox characters that can be considered to fall in the heavyweight trapper archetype, similarly to {{SSBU|Link}}, {{SSBU|R.O.B.}} and {{SSBU|Snake}}, being centered on maintaining stage control with the help of a powerful explosive item, while at the same time being capable melee fighters who have access to a strong finisher in Wonderwing. However, their capabilities fall somewhat short next to comparable characters; Rear Egg is not as good as it could seem at controlling space due to its Grenage Egg's limited short fuses, Wonderwing is very easy to punish if it is mistimed or read, and the duo's overall frame data and KO power are unimpressive for this archetype, limiting their potential to act aggressively. As such, they are quite versatile fighters that can adapt to multiple playstyles even over the course of a single match, though they are more adept at turtling or more methodical playstyles.  


==Update history==
==Update history==
Banjo & Kazooie were buffed slightly via game updates. Their only noteworthy buffs were knockback increases for their up tilt and forward smash via update 12.0.0, slightly improving the moves' already respectable KO potential. Due to the other changes they received being strictly quality-of-life adjustments, Banjo & Kazooie's competitive reception has remained virtually unchanged since their release. While public opinion is uncertain, most competitive players believe that Banjo & Kazooie are low-tier or mid-tier at best, due to the amount of work required to earn results similar to their fellow heavyweights. Their competitive presence has been fairly minimal due to a lack of confidence from professional players, and the reliance on online tournaments across the board due to the effects of the [[COVID-19 pandemic]] have further enforced their unimpressive status, though the duo have garnered some strong results from players such as {{Sm|Raito}} and {{Sm|Tearbear}}, both online and off.
Banjo & Kazooie were buffed slightly via game updates. Their only noteworthy buffs were knockback increases for their up tilt and forward smash via update 12.0.0, which slightly improved said moves' already respectable KO potentials. Due to the other changes they received being strictly quality-of-life adjustments, Banjo & Kazooie's competitive reception has remained virtually unchanged since their release. While public opinion is uncertain, most competitive players believe that Banjo & Kazooie are low tier or mid tier at best, due to the amount of work required to earn results similar to their fellow heavyweights. Their competitive presence has been fairly minimal due to a lack of confidence from professional players, and the reliance on online tournaments across the board due to the effects of the [[COVID-19 pandemic]] have further enforced their unimpressive status, though the duo have garnered some strong results from players such as {{Sm|Raito}} and {{Sm|Tearbear}}, both online and off.


'''{{GameIcon|ssbu}} {{SSBU|8.0.0}}'''
'''{{GameIcon|ssbu}} {{SSBU|8.0.0}}'''
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|neutral3dmg=3.7%
|neutral3dmg=3.7%
|neutralinfdmg=0.4% (loop), 1.6% (last)
|neutralinfdmg=0.4% (loop), 1.6% (last)
|neutraldesc=A combination of Banjo's [https://banjokazooiewiki.com/wiki/Claw_Swipe Claw Swipe] and Kazooie's [https://banjokazooiewiki.com/wiki/Rat-a-tat_Rap Rat-a-Tat Rap]. If the button is held, Banjo will perform two alternating Claw Swipes and then throw an uppercut. If pressed repeatedly, he will Claw Swipe twice before crouching on all fours in order for Kazooie to perform the Rat-a-Tat Rap that concludes with Kazooie performing a headbutt. The first hit starts at frame 4, making it the duo's fastest ground attack. The third hit of the Claw Swipe launches opponents vertically, which can allow it to set up juggles due to its reasonably low ending lag. Forward aerial and up aerial are consistent followups, especially if opponents miss a tech on platforms, though this can be air dodged out of. Unlike most neutral attacks, Banjo will not repeat the first claw swing if the attack button is held down. Rat-a-Tat Rap has very meager damage output for a neutral infinite, although this can be mitigated if an opponent is hit extremely close to the duo while they perform the infinite, specifically around where Banjo's backpack is. This can result in the opponent being pushed back alongside the duo while they attack, allowing the move to rack up large amounts of damage.
|neutraldesc=A combination of Banjo's [https://banjokazooiewiki.com/wiki/Claw_Swipe Claw Swipe] and Kazooie's [https://banjokazooiewiki.com/wiki/Rat-a-tat_Rap Rat-a-Tat Rap]. If the button is held, Banjo will perform two alternating Claw Swipes and then throw an uppercut. If pressed repeatedly, he will Claw Swipe twice before crouching on all fours in order for Kazooie to perform the Rat-a-Tat Rap that concludes with Kazooie performing a headbutt. The first hit starts at frame 4, making it the duo's fastest ground attack. The third hit of the Claw Swipe launches opponents vertically, which can allow it to set up juggles due to its reasonably low ending lag. Forward aerial and up aerial are consistent followups, especially if opponents miss a tech on platforms, though this can be air dodged out of. Unlike most neutral attacks, Banjo will not repeat the first Claw Swipe if the attack button is held down. Rat-a-Tat Rap has a very meager damage output for a neutral infinite, although this can be mitigated if an opponent is hit extremely close to the duo while they perform the infinite, specifically around where Banjo's backpack is. This can result in the opponent being pushed back alongside the duo while they attack, allowing the move to rack up large amounts of damage.
|ftiltname=Beak Bayonet ({{ja|くちばしスピアー|Kuchibashi Supia}}, ''Beak Spear'')
|ftiltname=Beak Bayonet ({{ja|くちばしスピアー|Kuchibashi Supia}}, ''Beak Spear'')
|ftiltdmg=9% (beak), 7% (close)
|ftiltdmg=9% (beak), 7% (close)
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|utiltname= 
|utiltname= 
|utiltdmg=10%
|utiltdmg=10%
|utiltdesc=Kazooie props Banjo up in order for him to perform an upward roundhouse kick. It is somewhat slow on startup for a tilt attack (11 frames), but it has impressive knockback, being able to KO most grounded opponents under 140%. The move also has a fairly large hitbox above Banjo's body, which makes it effective as both an anti-air and as a follow-up from down throw for a KO confirm, although it has barely any hitbox towards the duo's front or rear, strictly limiting its usage to the aforementioned scenarios. Despite its respectable power, it has fairly low ending lag; when combined with its vertical launch angle, this can allow it to set up juggles, with it following into itself against some heavyweights at low percentages. Unlike their other attacks, Kazooie possesses a hurtbox during this move, preventing the duo from evading low-to-the-ground attacks.
|utiltdesc=Kazooie props Banjo up in order for him to perform a stretch kick. It is somewhat slow on startup for a tilt attack (11 frames), but it has impressive knockback, being able to KO most grounded opponents under 140%. The move also has a fairly large hitbox above Banjo's body, which makes it effective as both an anti-air and as a follow-up from down throw for a KO confirm, although it has barely any hitbox towards the duo's front or rear, strictly limiting its usage to the aforementioned scenarios. Despite its respectable power, it has fairly low ending lag; when combined with its vertical launch angle, this can allow it to set up juggles, with it following into itself against some heavyweights at low percentages. Unlike their other attacks, Kazooie possesses a hurtbox during this move, preventing the duo from evading low-to-the-ground attacks.
|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)
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|dsmashname= 
|dsmashname= 
|dsmashdmg={{ChargedSmashDmgSSBU|15}}
|dsmashdmg={{ChargedSmashDmgSSBU|15}}
|dsmashdesc=Banjo slams one fist downward while Kazooie slams both of her wings downward on both sides, similarly to {{SSBU|Palutena}}, {{SSBU|Charizard}}, and {{SSBU|Ridley}}'s down smashes. Deals the same amount of damage and knockback throughout the move. Hits on frame 13 and has the fastest [[interruptibility]] out of the duo's smash attacks while having good power despite its speed, being able to KO at the edge at around 85%. As a result, it is the duo's most reliable smash attack for quick punishes. Its long-lasting, constant hitbox also makes it reliable as a deadly 2 framing tool, alongside forward smash (although this move is less powerful and lasts longer).
|dsmashdesc=Banjo performs a forearm club while Kazooie slams both of her wings downward on both sides, similarly to {{SSBU|Palutena}}, {{SSBU|Charizard}}, and {{SSBU|Ridley}}'s down smashes. Deals the same amount of damage and knockback throughout the move. Hits on frame 13 and has the fastest [[interruptibility]] out of the duo's smash attacks while having good power despite its speed, being able to KO at the edge at around 85%. As a result, it is the duo's most reliable smash attack for quick punishes. Its long-lasting, constant hitbox also makes it reliable as a deadly 2 framing tool, alongside forward smash (although this move is less powerful and lasts longer).
|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)
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==In [[competitive play]]==
==In [[competitive play]]==
===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. Their viability was strengthened with {{Sm|Tweek}}'s 5th place at {{Trn|Glitch 7 - Minus World}}. 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, quickly became a problem. Despite their flaws and Tweek dropping the duo almost immediately after Glitch 7, opinions on Banjo & Kazooie's viability remained somewhat positive, as they garnered a sizeable playerbase that included {{Sm|huto}}, {{Sm|Raito}}, and {{Sm|Trela}}, the latter of whom defeated {{Sm|VoiD}} at {{Trn|The Big House 9}}. As a result, the early consensus among professionals, such as {{Sm|Mew2King}} and {{Sm|ESAM}}, was that the duo was between mid tier and the lower end of high tier.  
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. Their viability was strengthened with {{Sm|Tweek}}'s 5th place at {{Trn|Glitch 7 - Minus World}}. 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, quickly became noted. Despite their flaws and Tweek dropping the duo almost immediately after Glitch 7, opinions on Banjo & Kazooie's viability remained somewhat positive, as they garnered a sizeable playerbase that included {{Sm|huto}}, {{Sm|Raito}}, and {{Sm|Trela}}, the latter of whom defeated {{Sm|VoiD}} at {{Trn|The Big House 9}}. As a result, the early consensus among professionals, such as {{Sm|Mew2King}} and {{Sm|ESAM}}, was that the duo were between mid tier and the lower end of high tier.  


However, ever since the end of 2019, Banjo & Kazooie have seen a decline in both results and reception, with several players such as the aforementioned 3 dropping them. Many players believe that they are only at their strongest in an online environment, while others believe that they are low tier overall. While Banjo & Kazooie are generally considered a respectable fighter, their viability as a solo main is widely disputed due to their competitive results being quite lacking compared to metagame-relevant fighters. As a result, they rank 66th on the first and current tier list.
However, ever since the end of 2019, Banjo & Kazooie have seen a decline in both results and reception, with several players (including huto and Trela) dropping them, while Raito has used them less frequently in favor of his primary main ({{SSBU|Duck Hunt}}) as of 2023. Many players believe that they are only at their strongest in an online environment, while others believe that they are low tier overall. While Banjo & Kazooie are generally considered respectable fighters, their viability as a solo main is widely disputed due to their competitive results being quite lacking compared to metagame-relevant fighters. As a result, they rank 66th on the first and current tier list.


===Most historically significant players===
===Most historically significant players===
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''See also: [[:Category:Banjo & Kazooie players (SSBU)]]''
''See also: [[:Category:Banjo & Kazooie players (SSBU)]]''


*{{Sm|huto|Japan}} - The best solo Banjo & Kazooie player in Japan but has since dropped the fighter. Placed 5th at both {{Trn|Waseda Festival 2019}} and {{Trn|Seibugeki 4}}, 25th at {{Trn|Umebura SP 7}}, and 33rd at {{Trn|Umebura SP 6}} with wins over players such as {{Sm|shky}}, {{Sm|Umeki}}, and {{Sm|yuzu}}. Currently ranked 35th on the [[Japan Player Rankings]].
*{{Sm|huto|Japan}} - The best solo Banjo & Kazooie player in Japan prior to dropping them. Placed 5th at both {{Trn|Waseda Festival 2019}} and {{Trn|Seibugeki 4}}, 25th at {{Trn|Umebura SP 7}}, and 33rd at {{Trn|Umebura SP 6}} with wins over players such as {{Sm|shky}}, {{Sm|Umeki}}, and {{Sm|yuzu}}. Currently ranked 35th on the [[Japan Player Rankings]].
*{{Sm|OwlBBs|UK}} - Known for using multiple characters and is considered the best Banjo & Kazooie player in Europe. Placed 3rd at {{Trn|BIG LAB: Awakening}}, 5th at {{Trn|UKIE Ultimate Circuit Finale}}, and 7th at {{Trn|Invasion}} with wins over {{Sm|Streakz}} and {{Sm|RobbieAK47}}. Online, placed 1st at {{Trn|The Quarantine Series: Europe Edition!}} and 2nd at the {{Trn|Coca-Cola Breakpoint Ultimate - Finale}}. Ranked 19th on the [[PGRU v3 EU]].
*{{Sm|OwlBBs|UK}} - Known for using multiple characters, and is considered the best Banjo & Kazooie player in Europe. Placed 3rd at {{Trn|BIG LAB: Awakening}}, 5th at {{Trn|UKIE Ultimate Circuit Finale}}, and 7th at {{Trn|Invasion}} with wins over {{Sm|Streakz}} and {{Sm|RobbieAK47}}. Online, placed 1st at {{Trn|The Quarantine Series: Europe Edition!}} and 2nd at the {{Trn|Coca-Cola Breakpoint Ultimate - Finale}}. Ranked 19th on the [[PGRU v3 EU]].
*{{Sm|Toriguri|Japan}} - The best Banjo & Kazooie player in the world. Placed 3rd at {{Trn|DELTA 3}}, 9th at both {{Trn|Seibugeki 11}} and {{Trn|Maesuma TOP 12}}, and 25th at {{Trn|Seibugeki 12}} with wins over players such as {{Sm|MuteAce}}, {{Sm|Eim}} and {{Sm|takera}}. Online, he was previously ranked 3rd on the [https://smashmate.net/record/43/ 20th] [[Smashmate]] SP season with a rating of 2,411.
*{{Sm|Toriguri|Japan}} - The best Banjo & Kazooie player in the world. Placed 3rd at {{Trn|DELTA 3}}, 9th at both {{Trn|Seibugeki 11}} and {{Trn|Maesuma TOP 12}}, and 25th at {{Trn|Seibugeki 12}} with wins over players such as {{Sm|MuteAce}}, {{Sm|Eim}} and {{Sm|takera}}. Online, he was previously ranked 3rd on the [https://smashmate.net/record/43/ 20th] [[Smashmate]] SP season with a rating of 2,411.
*{{Sm|Wolfen|El Salvador}} - Placed 4th at {{Trn|Chill in Smash 2}}, 5th at {{Trn|Chill in Smash}}, 9th at {{Trn|The Box: El Jugo Box}}, and 13th at {{Trn|SWT: Central America South Ultimate Online Qualifier}}. Offline, placed 4th at {{Trn|First Hit!}} and 5th at {{Trn|Smash Legends 3}} with a win over {{Sm|MVD}}. Ranked 5th on the [[Gameshow Legends Rankings]].
*{{Sm|Wolfen|El Salvador}} - Placed 4th at {{Trn|Chill in Smash 2}}, 5th at {{Trn|Chill in Smash}}, 9th at {{Trn|The Box: El Jugo Box}}, and 13th at {{Trn|SWT: Central America South Ultimate Online Qualifier}}. Offline, placed 4th at {{Trn|First Hit!}} and 5th at {{Trn|Smash Legends 3}} with a win over {{Sm|MVD}}. Ranked 5th on the [[Gameshow Legends Rankings]].
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=={{SSBU|Classic Mode}}: Perfect Partners==
=={{SSBU|Classic Mode}}: Perfect Partners==
[[File:SSBU Congratulations Banjo & Kazooie.png|thumb|Banjo & Kazooie's congratulations screen.]]
[[File:SSBU Congratulations Banjo & Kazooie.png|thumb|Banjo & Kazooie's congratulations screen.]]
Banjo & Kazooie's Classic Mode comprises opponents featured as a duo, akin to themselves being partners. Several of the music and stage combinations reference various worlds from the first ''Banjo-Kazooie'' game.
In reference to them being a duo, Banjo & Kazooie fight against other notable fighter duos in each Round. Rounds 1 through 5 feature music and stage combinations that reference various worlds from the first ''Banjo-Kazooie'' game, with each of these Rounds playing a song from the {{uv|Banjo-Kazooie}} series (regardless of what universe the stage originates from). The [boss]]es of their route, [[Master Hand]] and [[Crazy Hand]], also fit the duo theme and are always fought together (regardless of the difficulty).


{|class="wikitable" style="text-align:center"
{|class="wikitable" style="text-align:center"
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|Final||{{SSBU|Master Hand}} and {{SSBU|Crazy Hand}}||{{SSBU|Final Destination}}||''{{SSBUMusicLink|Super Smash Bros.|Master Hand / Crazy Hand}}''||Much like Banjo & Kazooie, Master Hand and Crazy Hand work together as a duo. Additionally, they bear a resemblance to Motzand, a disembodied hand who appears in Mad Monster Mansion. Both Hands are fought in any difficulty.
|Final||{{SSBU|Master Hand}} and {{SSBU|Crazy Hand}}||{{SSBU|Final Destination}}||''{{SSBUMusicLink|Super Smash Bros.|Master Hand / Crazy Hand}}''||Much like Banjo & Kazooie, Master Hand and Crazy Hand work together as a duo. Additionally, they bear a resemblance to Motzand, a disembodied hand who appears in Mad Monster Mansion. Both Hands are fought in any difficulty.
|}
|}
Note: Every stage until Round 6 plays a track from the {{uv|Banjo-Kazooie}} universe, no matter what universe the stage originates from.


[[Credits]] roll after completing Classic Mode. Completing it as Banjo & Kazooie has ''{{SSBUMusicLink|Banjo-Kazooie|Spiral Mountain}}'' accompany the credits.
[[Credits]] roll after completing Classic Mode. Completing it as Banjo & Kazooie has ''{{SSBUMusicLink|Banjo-Kazooie|Spiral Mountain}}'' accompany the credits.
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Banjo-Kazooie are Raring to Go.png|Banjo & Kazooie's splash art.
Banjo-Kazooie are Raring to Go.png|Banjo & Kazooie's splash art.
Banjo Trailer.png|Celebratory pose at the end of their character trailer.
Banjo Trailer.png|Celebratory pose at the end of their character trailer.
Banjo & Kazooie amiibo.png|Banjo & Kazooie's amiibo
Banjo & Kazooie amiibo.png|Banjo & Kazooie's amiibo.
Banjo & Kazooie unlock notice SSBU.jpg|Banjo & Kazooie's unlock notice after downloading them from the [[Nintendo eShop]].
Banjo & Kazooie unlock notice SSBU.jpg|Banjo & Kazooie's unlock notice after downloading them from the [[Nintendo eShop]].
SSBUNintendoWebsiteBanjo&Kazooie1.jpg|Dashing on [[Yoshi's Island (Melee)]].
SSBUNintendoWebsiteBanjo&Kazooie1.jpg|Dashing on [[Yoshi's Island (Melee)]].
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SSBUTwitterBanjo&Kazooie3.jpg|Banjo & Kazooie, {{SSBU|King K. Rool}}, {{SSBU|Mario}} and {{SSBU|Duck Hunt}} on [[Spiral Mountain]].
SSBUTwitterBanjo&Kazooie3.jpg|Banjo & Kazooie, {{SSBU|King K. Rool}}, {{SSBU|Mario}} and {{SSBU|Duck Hunt}} on [[Spiral Mountain]].
SSBUPressKitBanjo&Kazooie.jpg|About to be grabbed by {{SSBU|Villager}} on [[Tortimer Island]].
SSBUPressKitBanjo&Kazooie.jpg|About to be grabbed by {{SSBU|Villager}} on [[Tortimer Island]].
SSBUWebsiteBanjo&Kazooie1.jpg|Performing their side taunt on Spiral Mountain
SSBUWebsiteBanjo&Kazooie1.jpg|Performing their side taunt on Spiral Mountain.
SSBUWebsiteBanjo&Kazooie2.jpg|Running on the track of [[Big Blue]].
SSBUWebsiteBanjo&Kazooie2.jpg|Running on the track of [[Big Blue]].
SSBUWebsiteBanjo&Kazooie3.jpg|Popping Villager's [[Balloon Trip|balloons]] with their forward tilt in [[Town and City]].
SSBUWebsiteBanjo&Kazooie3.jpg|Popping Villager's [[Balloon Trip|balloons]] with their forward tilt in [[Town and City]].
SSBUWebsiteBanjo&Kazooie4.jpg|Crouching with {{SSBU|Duck Hunt}} on [[Windy Hill Zone]].
SSBUWebsiteBanjo&Kazooie4.jpg|Crouching alongside {{SSBU|Duck Hunt}} on [[Windy Hill Zone]].
SSBUWebsiteBanjo&Kazooie5.jpg|Using Egg Firing, with Mumbo Jumbo visible in the background.
SSBUWebsiteBanjo&Kazooie5.jpg|Using Egg Firing, with Mumbo Jumbo visible in the background.
SSBUWebsiteBanjo&Kazooie6.jpg|Pivoting on Summit.
SSBUWebsiteBanjo&Kazooie6.jpg|Pivoting on Summit.
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<!--Refrain from referring to the duo as just "Banjo" or using male pronouns.-->
<!--Refrain from referring to the duo as just "Banjo" or using male pronouns.-->
*Banjo & Kazooie are referred to within the game files with the codename "buddy", alluding to the fact that the duo is almost always seen paired with each other when they make appearances. Additionally, files that pertain to Kazooie specifically often refer to her with the codename "partner".
*Banjo & Kazooie are referred to within the game files with the codename "buddy", alluding to the fact that the duo is almost always seen paired with each other when they make appearances. Additionally, files that pertain to Kazooie specifically often refer to her with the codename "partner".
*According to [[Masahiro Sakurai]], Banjo & Kazooie were highly requested in the ''[[Smash 4]]''-era Fighter Ballot, closely following the overall winner, {{SSBU|Sora}}.<ref>https://twitter.com/PushDustIn/status/1455931229564387332</ref>
*According to [[Masahiro Sakurai]], Banjo & Kazooie were highly requested in the ''[[Super Smash Bros. 4]]''-era Fighter Ballot, closely following the overall winner, {{SSBU|Sora}}.<ref>[https://twitter.com/PushDustIn/status/1455931229564387332 PushDustIn on Twitter: "Let’s continue with Banjo & Kazooie. Sakurai: "In the Fighter's Ballot, Banjo & Kazooie followed Sora. Their concept was 'two fighting as one'. Wonderwing is a move that's unique to them too as it's the only move that can be used up to 5 times. Because of that, it's very strong.""]</ref>
*Banjo & Kazooie were created by British video game company [[Rare Ltd.]], making them the first DLC fighter that was created outside of Japan. They were followed by {{SSBU|Steve}}, created by the Swedish company Mojang.
*Banjo & Kazooie were created by British video game company [[Rare Ltd.]], making them the first DLC fighter that was created outside of Japan. They were followed by {{SSBU|Steve}}, created by the Swedish company Mojang.
**Coincidentally, both companies are subsidiaries of [[Microsoft]].
**Coincidentally, both companies are subsidiaries of [[Microsoft]].
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*Banjo & Kazooie are one of the few fighters to receive a unique feature on their amiibo that is not taken from their official render, with Banjo's raised leg being supported by a large Jiggy. The only other characters to have a unique feature for their amiibo are {{SSB4|Mr. Game & Watch}} (interchangeable poses), {{SSBU|Ridley}} (plastic impact effect), the Ice Climbers (plastic iceberg support), Joker (plastic flame support), and {{SSBU|Min Min}} (plastic impact support).
*Banjo & Kazooie are one of the few fighters to receive a unique feature on their amiibo that is not taken from their official render, with Banjo's raised leg being supported by a large Jiggy. The only other characters to have a unique feature for their amiibo are {{SSB4|Mr. Game & Watch}} (interchangeable poses), {{SSBU|Ridley}} (plastic impact effect), the Ice Climbers (plastic iceberg support), Joker (plastic flame support), and {{SSBU|Min Min}} (plastic impact support).
*During the brief time that Sakurai plays as Banjo & Kazooie in ''{{h2|Mr. Sakurai Presents|Mr. Sakurai Presents "Byleth"}}'', Banjo's nose does not protrude out of his [[damage meter]] like it does in the released game.
*During the brief time that Sakurai plays as Banjo & Kazooie in ''{{h2|Mr. Sakurai Presents|Mr. Sakurai Presents "Byleth"}}'', Banjo's nose does not protrude out of his [[damage meter]] like it does in the released game.
*Banjo & Kazooie are the first playable characters to be from a formerly second-party Nintendo franchise.
*Banjo & Kazooie are the first fighters to be from a formerly second-party Nintendo franchise.
*Discounting fighters who do not appear in any spirit battles, Banjo & Kazooie, {{SSBU|Daisy}}, and {{SSBU|Pichu}} are the only fighters who do not possess an Ace or Legend-type spirit in spirit battles.
*Discounting fighters who do not appear in any spirit battles, Banjo & Kazooie, {{SSBU|Daisy}}, and {{SSBU|Pichu}} are the only fighters who do not possess an Ace or Legend-type spirit in spirit battles.


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