Talk:Banjo & Kazooie (SSBU): Difference between revisions

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The Motzand resemblance is interesting enough to be worth keeping on the page in my opinion, but Master and Crazy are probably there simply because they are also a duo. I edited the page accordingly. [[User:Rdrfc|Rdrfc]] ([[User talk:Rdrfc|talk]]) 04:50, September 15, 2019 (EDT)
The Motzand resemblance is interesting enough to be worth keeping on the page in my opinion, but Master and Crazy are probably there simply because they are also a duo. I edited the page accordingly. [[User:Rdrfc|Rdrfc]] ([[User talk:Rdrfc|talk]]) 04:50, September 15, 2019 (EDT)
== Inconsistency regarding Banjo's grab reach ==


"Attributes" section: "...respectable grab game, with above-average reach. ... Overall, Banjo & Kazooie have a fairly standard set of throws."
"Attributes" section: "...respectable grab game, with above-average reach. ... Overall, Banjo & Kazooie have a fairly standard set of throws."
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Up for discussion.
Up for discussion. [[Special:Contributions/108.247.197.59|108.247.197.59]] 14:20, January 24, 2020 (EST)
 
[[Special:Contributions/108.247.197.59|108.247.197.59]] 14:20, January 24, 2020 (EST)
 
Hey. I'm the guy who wrote the entirety of the "competitive play" section that's currently up. I was unaware of where it was described in the attributes section, and I'll explain why I find their grabs and throws bad.
 
Banjo's grab has little range, his dash grab makes him go nowhere, and for this throws:


Forward throw is too weak of a throw to KO and only has a niche usage of throwing the opponent offstage.
:Hey. I'm the guy who wrote the entirety of the "competitive play" section that's currently up. I was unaware of where it was described in the attributes section, and I'll explain why I find their grabs and throws bad.


Back throw is their best throw. Fairly powerful and has a collateral hitbox. Fills out its purpose.
:Banjo's grab has little range, his dash grab makes him go nowhere, and for this throws:


Up throw can start combos, but at high percents it's barely useful.
:Forward throw is too weak of a throw to KO and only has a niche usage of throwing the opponent offstage.


Down throw's bury time formula makes the move his worst throw. Opponents can easily mash out of it which invalidates its intended purpose of a KO setup.
:Back throw is their best throw. Fairly powerful and has a collateral hitbox. Fills out its purpose.


This is my opinion and this mainly comes from me using Banjo as a secondary.
:Up throw can start combos, but at high percents it's barely useful.


[[User:PowerShield03|PowerShield03]] 14:31, January 28, 2020 (EST)
:Down throw's bury time formula makes the move his worst throw. Opponents can easily mash out of it which invalidates its intended purpose of a KO setup.


I can kinda see where you're coming from with the Down Throw. But as a B&K main, I can say that KO setups are anything but invalidated at above 120-140%. I've secured many a KO with it in tandem with Wonderwing, Breegull Bash or Bill Drill in the past. Certainly not useless. And then, at percents where Up Throw makes no sense, Down Throw takes over as an extremely handy combo tool, with potential follow-ups like a nice Aerial or well-timed Special move to rack up damage and get 'em off the stage. If the opponent is above 120% (maybe 140% for much heavier ones), this seems like a pretty scary alternative to Back Throw if you're facing towards, as opposed to away from, the nearest edge.
:This is my opinion and this mainly comes from me using Banjo as a secondary. [[User:PowerShield03|PowerShield03]] 14:31, January 28, 2020 (EST)


I said all that to say this: To me, the duo's throws cover all situations splendidly. Forward Throw works well for Smash combos at medium-high percents (and the occasional quick off-stage toss); Back Throw similar to Forward but can also KO and is far stronger overall (use this to get your opponent to the other side quick and make combos at certain damage amounts); Up Throw for low percent combos like you said; and I just explained Down Throw, a very flexible tool in my opinion.
::I can kinda see where you're coming from with the Down Throw. But as a B&K main, I can say that KO setups are anything but invalidated at above 120-140%. I've secured many a KO with it in tandem with Wonderwing, Breegull Bash or Bill Drill in the past. Certainly not useless. And then, at percents where Up Throw makes no sense, Down Throw takes over as an extremely handy combo tool, with potential follow-ups like a nice Aerial or well-timed Special move to rack up damage and get 'em off the stage. If the opponent is above 120% (maybe 140% for much heavier ones), this seems like a pretty scary alternative to Back Throw if you're facing towards, as opposed to away from, the nearest edge.


We can all agree that Banjo's TERRIBLE ability to actually GRAB his foes is what makes Banjo & Kazooie's defensive game and out-of-shield set so mediocre. But in contrast with your view, I think that once a skilled B&K player has an opponent grabbed, they can pretty much decide their victim's fate. Does this not make sense? All four throws have great usage, and there's a throw for any situation and any percent.  
::I said all that to say this: To me, the duo's throws cover all situations splendidly. Forward Throw works well for Smash combos at medium-high percents (and the occasional quick off-stage toss); Back Throw similar to Forward but can also KO and is far stronger overall (use this to get your opponent to the other side quick and make combos at certain damage amounts); Up Throw for low percent combos like you said; and I just explained Down Throw, a very flexible tool in my opinion.


[[Special:Contributions/108.247.197.59|108.247.197.59]] 16:32, February 2, 2020 (EST)
::We can all agree that Banjo's TERRIBLE ability to actually GRAB his foes is what makes Banjo & Kazooie's defensive game and out-of-shield set so mediocre. But in contrast with your view, I think that once a skilled B&K player has an opponent grabbed, they can pretty much decide their victim's fate. Does this not make sense? All four throws have great usage, and there's a throw for any situation and any percent. [[Special:Contributions/108.247.197.59|108.247.197.59]] 16:32, February 2, 2020 (EST)
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