Editing Banjo & Kazooie (SSBU)
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==Attributes== | ==Attributes== | ||
<!--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, 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 fighters in the game. As Banjo is responsible for the duo's [[walk]]ing, the duo's 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 | 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 fighters in the game. As Banjo is responsible for the duo's [[walk]]ing, the duo's 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 short as far as heavyweights go. Kazooie, however, lacks a hurtbox of any kind outside of dashing and the duo's up tilt. This means that all standard attacks involving her, other than up tilt, are [[disjointed]]. Similar to Charizard and Ridley, Kazooie's Feathery Flap grants the duo a second [[double jump]]. Additionally, the duo has 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 the duo's up tilt. This means that all standard attacks involving her, other than up tilt, are [[disjointed]]. Similar to Charizard and {{SSBU|Ridley}}, Kazooie's Feathery Flap grants the duo a second [[double jump]]. Additionally, the duo has 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''. 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. This is somewhat niche, however. | 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. This is somewhat niche, however. | ||
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|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 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. | |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. | ||
|pummelname= | |pummelname= |