Editing Banjo & Kazooie (SSBU)

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|image = [[File:Banjo & Kazooie SSBU.png|250px|Banjo & Kazooie]]
|image = [[File:Banjo & Kazooie SSBU.png|250px|Banjo & Kazooie]]
|game = SSBU
|game = SSBU
|universe = {{uv|Banjo-Kazooie}}
|availability = [[Downloadable content (SSBU)|Downloadable]]
|availability = [[Downloadable content (SSBU)|Downloadable]]
|tier = C-
|ranking = 62
}}
}}
:{{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 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]].
'''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 and are classified as [[Fighter number|Fighter #73]].


{{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.
{{s|mariowiki|Chris Sutherland}} reprises his role as both Banjo & Kazooie, with his portrayals from across the ''Banjo-Kazooie'' series being repurposed for ''Ultimate'' in all regions.
 
Banjo & Kazooie are ranked 62nd out of 82 on the current [[tier list]], placing them in the C- tier and making them the lowest ranking characters from Fighters Pass Vol. 1. The duo have 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. 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. Although Banjo and Kazooie saw minimal representation for the first few years of ''Ultimate''’s lifespan, it has since improved thanks to the efforts of dedicated mains, especially {{Sm|Toriguri}}.


==Attributes==
==Attributes==
<!--Refrain from referring to the duo as just "Banjo" or using male pronouns.-->
<!--Please 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}} and {{SSBU|Ridley}} among heavyweights.
Banjo & Kazooie, like {{SSBU|Duck Hunt}}, are a tag team that fight together as if they were a singular fighter. 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, his walking speed is below-average, and his 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 11th fastest in the game, which is nearly unrivaled among their fellow 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]].
 
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.
 
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, it has limited horizontal range in front of or behind them, though it can still potentially hit grounded opponents. 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 (as well as a useful option for [[2 frame punish]]es), although it is laggy overall (being the duo's slowest tilt startup-wise) 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), fewer active frames, and higher ending lag. It has some combo potential (especially from the late hit) and can be used as an [[approaching attack]], but it is not as potent as Donkey Kong's.


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 relatively 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-air attack and out-of-shield option, and is a reliable follow-up from the duo's burying down throw; it has the fastest startup of Banjo & Kazooie's smash attacks, but has minimal horizontal range outside of its initial scoop hitbox, and high ending lag. Their [[down smash]] is an original move, a wing-slam from Kazooie (accompanied by a simultanous floor punch from Banjo) covering both sides of the duo 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 downward, making them both deadly 2-framing tools at the ledge.
Banjo is somewhat short for a heavyweight due to having a relatively average height. Like {{SSBU|Wario}}, however, his [[hurtbox]] is fairly wide. Kazooie, however, lacks a hurtbox of any kind outside of the Talon Trot and up tilt; as a result, all standard attacks involving her are [[disjointed]]. Like {{SSBU|Ridley}} and {{SSBU|Charizard}}, Kazooie also grants the duo two [[Double jump|midair jumps]] with her wings. Additionally, they have a fast [[falling speed]], high [[gravity]], slow [[air speed]], and average [[air acceleration]].


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, albeit with slower startup. It can be used for dragdown combos, though such combos can be inconsistent due to the looping hits' launching angles and the move's high landing lag. Neutral aerial is also useful for edgeguarding off-stage opponents and air-to-airing airborne ones, in part due to the final hit always launching opponents forward. Their [[forward aerial]] is performed by Banjo, being a slow but powerful overhand punch, akin to {{SSBU|Dr. Mario}} and {{SSBU|Ganondorf}}'s forward aerials. Its clean hit is strong enough to KO reliably while near the edge, and the move is almost always a guaranteed KO while offstage. Despite its power, forward aerial surprisingly has the lowest landing lag of the duo's aerial attacks, and can [[auto-cancel]] in a short hop. It can be used to start combos at low percentages, cover the duo's approach, pressure shields, and edgeguard quite safely.
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 {{Mvsub|Banjo & Kazooie|SSBU|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 {{Mvsub|Banjo & Kazooie|SSBU|forward tilt}}, Beak Bayonet, is a quick stab with Kazooie's beak, functioning similarly to {{SSBU|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 {{Mvsub|Banjo & Kazooie|SSBU|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 {{Mvsub|Banjo & Kazooie|SSBU|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 {{Mvsub|Banjo & Kazooie|SSBU|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.


Kazooie's Rat-a-Tat Rap is used as their [[back aerial]]; unlike the neutral infinite version, this version hits three times, much like {{SSBU|Yoshi}} and {{SSBU|Mega Man}}'s back aerials. This move has respectable power, and is a useful out-of-shield option as well as a reliable (albeit somewhat unsafe due to its lag) KO option offstage. Banjo & Kazooie's [[up aerial]] consists of Kazooie flapping her wings together in a scissoring motion, akin to {{SSBU|Sonic}}'s up aerial. It has decent disjoint above the duo, and its minimal startup and ending lag enable it to potentially combo into itself at medium percentages. With proper timing, it is possible to use up aerial initiate combos very soon after the duo lands on the ground. However, up aerial's minor damage output and knockback make it lackluster for juggling and almost unusable 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.
Complementing their versatile tilts, Banjo & Kazooie sport very useful smash attacks. Their {{Mvsub|Banjo & Kazooie|SSBU|forward smash}} is Breegull Bash, a slow but powerful, good-ranged move that highlights a comical maneuver in their home game. The duo's {{Mvsub|Banjo & Kazooie|SSBU|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. Banjo & Kazooie's {{Mvsub|Banjo & Kazooie|SSBU|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, 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 can be used to approach, zone, camp, combo, ledgetrap or edgeguard opponents; the move also briefly stalls the duo's aerial momentum when used in the air. Holding the special button, however 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 in a similar manner to carrying the completed [[Daybreak]] parts. While the long-range egg hitboxes of Breegull Blaster have weak knockback and are less useful (unlike the long-range hitboxes of Egg Firing), the close-range egg hitboxes on the other hand are actually the most useful part of Breegull Blaster; close-range Breegull Blaster egg shots can combo into additional close-range egg shots for potent ladder combos, and a single close-range egg shot can be comboed into up tilt at high percentages for a guaranteed KO confirm. Breegull Blaster also has two difficult-to-perform albeit highly potent [[advanced technique]]s (smash turnaround cancel and landing turnaround cancel; also known as Kazooie Fast Canceling or KFC) that can bypass the ending lag from canceling the move and even allow it to be comboed into forward smash or Wonderwing. However, because Breegull Blaster is a "mode" that takes a moment to be entered and exited, it is sometimes occasionally difficult to use the move in close proximity.
Their aerial moveset also combines old and new moves. The duo's {{Mvsub|Banjo & Kazooie|SSBU|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 fulnerable opponents. Their {{Mvsub|Banjo & Kazooie|SSBU|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, his 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 {{Mvsub|Banjo & Kazooie|SSBU|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 {{Mvsub|Banjo & Kazooie|SSBU|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 {{Mvsub|Banjo & Kazooie|SSBU|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.


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


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


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


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


Additionally, the duo's special moves, while strong, have significant flaws. Breegull Blaster's long-range egg hitboxes are weak and less useful for zoning than Egg Firing, while Breegull Blaster can be unsafe on shield up close unless the aforementioned difficult-to-perform advanced KFC techniques are performed; also, Breegull Blaster's eggs become weaker with repeated use, discouraging excessive use of the move, though the damage output goes back to normal after a cooldown period if Breegull Blaster is not used. If the duo runs out of golden feathers, they lose access to Wonderwing, eliminating a potent move with plenty of offensive and defensive utility; Wonderwing is also vulnerable to grabs despite its invincibility—although due to its speed, an opponent taking advantage of this is relatively rare—and it is also notoriously unsafe on shield and on whiff, further punishing heavily its misuse. Rear Egg, while being a relatively potent combo tool, can be turned against the duo as opponents can grab it and use it due to its status as an [[item]], as well as the fact that that a previously-laid grenade egg must explode or reach the blast zone before a new one can be laid, meaning the player must wait a while to try again if an egg misses an opponent; additionally, a grenade egg can be [[Pocket]]ed by {{SSBU|Villager}} or {{SSBU|Isabelle}}, completely ridding Banjo & Kazooie of one of their most useful moves against those two aforementioned characters. Shock Spring Jump requires slight charge time to make their recovery reliable, and it also does not have a hitbox outside of the Shock Spring Pad itself, making it vulnerable to aggressive edgeguarding.
Initially, Banjo & Kazooie were met positively, attracting the attention of players such as {{Sm|Brood}}, {{Sm|Raito}} and {{Sm|Tweek}}, the latter of which placed 5th at {{Trn|Glitch 7}} with them  shortly after their release. The enthusiasm however quickly faded as their flaws became more apparent, and Banjo & Kazooie now see only sparse representation and results at top level play. Their low representation led to further skepticism from professionals, with the majority arguing that they are a mid tier character at best and some even claiming them to be low or bottom tier. Though their viability and definitive placement is still heavily debatable, they're generally agreed to be among the weakest [[Downloadable content (SSBU)|downloadable fighters]] introduced in ''Ultimate''.
 
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}}. As a result, their gameplan is centered on maintaining stage control with the help of their projectiles, yet also being capable melee fighters who have access to a few strong finishers (the most notable of which being Wonderwing). However, Banjo & Kazooie's capabilities fall somewhat short next to comparable characters: Rear Egg is slightly inconsistent at controlling space due to its Grenade Egg's short fuse, 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 the heavyweight trapper 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. The only noteworthy buffs they received were increases to the knockback growth of 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.
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.


'''{{GameIcon|ssbu}} {{SSBU|8.0.0}}'''
'''{{GameIcon|ssbu}} {{SSBU|8.0.0}}'''
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==Moveset==
==Moveset==
*Banjo & Kazooie, specifically Kazooie, can perform [[Double jump#Multiple double jumps|2 double jumps]], both of which are based on the [https://banjokazooiewiki.com/wiki/Feathery_Flap Feathery Flap]. Aesthetically, Banjo's animation for the duo's backwards jump is based on the [https://banjokazooiewiki.com/wiki/Flap_Flip Flap Flip], although it also resembles a "recoil" animation from ''Banjo-Kazooie'' and ''Tooie'' that is usually seen when the player activates a point of interest below the duo or after hitting an enemy with a weak attack.
*Banjo & Kazooie, specifically Kazooie, can perform [[Double jump#Multiple double jumps|2 double jumps]], both of which are based on the [https://banjokazooiewiki.com/wiki/Feathery_Flap Feathery Flap]. Aesthetically, Banjo's animation in the duo's backwards jump is based on the [https://banjokazooiewiki.com/wiki/Flap_Flip Flap Flip], although it also resembles a "recoil" animation from ''Banjo-Kazooie'' and ''Tooie'' that is usually seen when the player activates a point of interest below the duo or after hitting an enemy with a weak attack.
*As opposed to Banjo & Kazooie's standard [[walk]]ing and [[initial dash]]ing which are handled solely by Banjo, in the duo's [[dash]] animation he flips onto his back and Kazooie takes over the dash by performing the [https://banjokazooiewiki.com/wiki/Talon_Trot Talon Trot]. Kazooie gains a hurtbox while she dashes, but her transition into the dash has no gameplay repercussions otherwise.
*As opposed to Banjo & Kazooie's standard [[walk]]ing and [[initial dash]]ing which are handled solely by Banjo, in the duo's [[dash]] animation he flips onto his back and Kazooie takes over the run, performing the [https://banjokazooiewiki.com/wiki/Talon_Trot Talon Trot]. Kazooie gains a hurtbox while she runs, but otherwise her taking over the dash has no gameplay repercussions.
*The majority of Banjo & Kazooie's moves are inherently disjointed, as Kazooie does not possess a hurtbox outside of the duo's dash and up tilt.
*The majority of Banjo & Kazooie's moves are inherently disjointed, as Kazooie does not possess a hurtbox outside of the duo's dash and up tilt.
''For a gallery of Banjo & Kazooie's hitboxes, see [[/Hitboxes|here]].''
''For a gallery of Banjo & Kazooie's hitboxes, see [[Banjo_&_Kazooie_(SSBU)/Hitboxes|here]].''


{{MovesetTable
{{MovesetTable
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|neutralcount=3
|neutralcount=3
|neutralinf=y
|neutralinf=y
|neutralname=Claw Swipe ({{ja|ツメツメパンチ|Tsumetsume Panchi}}, ''Claw Claw Punch'') / Rat-a-Tat Rap ({{ja|キツツキアタック|Kitsutsuki Atakku}}, ''Woodpecker Attack'')
|neutralname=Claw Swipe / Rat-a-Tat Rap
|neutral1dmg=2.2%
|neutral1dmg=2.2%
|neutral2dmg=2.2%
|neutral2dmg=2.2%
|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 evaded by air dodging. 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 a large amount 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 regular neutral attack 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 hit if the attack button is held down. It 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
|ftiltdmg=9% (beak), 7% (close)
|ftiltdmg=9% (beak), 7% (close)
|ftiltdesc=The [https://banjokazooiewiki.com/wiki/Beak_Bayonet Beak Bayonet]. Can be angled and has a sweetspot on Kazooie's beak. It has decent range and quick startup (7 frames), making it a useful spacing option, as well as being a good way of halting vulnerable or predictable approaches.
|ftiltdesc=The [https://banjokazooiewiki.com/wiki/Beak_Bayonet Beak Bayonet]. Can be angled and has a sweetspot on Kazooie's beak. It has a decent range and quick startup (7 frames), making it a useful spacing option, as well as being a good way of halting vulnerable or predictable approaches.
|utiltname=&nbsp;
|utiltname=&nbsp;
|utiltdmg=10%
|utiltdmg=10%
|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 not only as an anti-air, but also as a follow-up from either down throw or a close-range Breegull Blaster egg shot for a KO confirm, although it has barely any hitbox towards the duo's front or rear, largely 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 the duo's other attacks where she is visible, Kazooie possesses a hurtbox during this move, preventing the duo from evading low-hitting attacks.
|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.
|dtiltname=Beak Barge ({{ja|くちばしアタック|Kuchibashi Atakku}}, ''Beak Attack'')
|dtiltname=Beak Barge
|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 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.
|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 onstage edge-guarding. 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 followups such as neutral aerial, 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
|dashdmg=12% (clean), 8% (late)
|dashdmg=12% (clean), 8% (late)
|dashdesc=Banjo's [https://banjokazooiewiki.com/wiki/Forward_Roll Forward Roll], which closely resembles {{SSBU|Donkey Kong}}'s dash attack. Hits on frame 9 and sends the duo a respectable distance, allowing it to punish distant attacks. Its clean hit makes it fairly strong for a dash attack, as it can KO {{SSBU|Mario}} at around 150% from the middle of {{SSBU|Final Destination}}. Conversely, the late hit can be used as a combo starter at low to medium percentages, thanks to its launching angle and much lower strength. However, dash attack is equally punishable as it has large ending lag, and only the front of the duo is covered by the hitbox, leaving the entire move decently vulnerable.
|dashdesc=Banjo's [https://banjokazooiewiki.com/wiki/Forward_Roll Forward Roll]. Hits on frame 9 and sends the duo a respectable distance, allowing it to punish distant attacks. Its clean hit makes it fairly strong for a dash attack, as it can KO {{SSBU|Mario}} at 152% on {{SSBU|Final Destination}}. Conversely, the late hit can be used for set-ups due at low to medium percentages, thanks to its launching angle and much lower strength. However, it is equally punishable as it has large ending lag, and only the front of the duo is covered by the hitbox, leaving the entire move decently vulnerable.
|fsmashname=Breegull Bash ({{ja|ハリセンカズーイ|Harisen Kazūi}}, ''Harisen Kazooie{{ref|a}}'')
|fsmashname=Breegull Bash
|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 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 ).
|fsmashdesc=The [https://banjokazooiewiki.com/wiki/Breegull_Bash Breegull Bash]. This move is moderately slow (19 frames) and has high ending lag, but is very powerful, 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 hit aerial opponents diagonally above the duo, making it particularly useful for catching opponents on platforms, such as [[Dream Land (SSB)|Dream Land]] and [[Pokémon Stadium]]. Additionally, similar to down smash, 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 shorter).
|usmashname=Bill Drill ({{ja|くちばしドリル|Kuchibashi Doriru}}, ''Beak Drill'')
|usmashname=Bill 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)
|usmashdesc=A grounded, vertically inverted version of the [https://banjokazooiewiki.com/wiki/Bill_Drill Bill Drill]. Hits multiple times and is powerful enough to KO at around 110%. It comes out decently fast (frame 9) and can act as a decent anti-air, though it has very high ending lag and mediocre horizontal range. Generally a consistent follow-up after down throw at high percentages, especially if the opponent does not mash out.
|usmashdesc=A grounded, vertically inverted version of the [https://banjokazooiewiki.com/wiki/Bill_Drill Bill Drill]. Hits multiple times and is powerful enough to KO at around 110%. It comes out decently fast (frame 9) and can act as a decent anti-air, though it has a very high ending lag and mediocre horizontal range. Generally a consistent follow-up after down throw at high percentages.
|dsmashname=&nbsp;
|dsmashname=&nbsp;
|dsmashdmg={{ChargedSmashDmgSSBU|15}}
|dsmashdmg={{ChargedSmashDmgSSBU|15}}
|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 and down tilt.
|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).
|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
|nairdmg={{ShortHopDmgSSBU|0.8}} (hits 1-7), {{ShortHopDmgSSBU|4.1}} (hit 8)
|nairdmg={{ShortHopDmgSSBU|0.8}} (hits 1-7), {{ShortHopDmgSSBU|4.1}} (hit 8)
|nairdesc=Kazooie's [https://banjokazooiewiki.com/wiki/Wing_Whack Wing Whack]. Functions similarly to {{SSBU|Pit}} and {{SSBU|Dark Pit}}'s shared neutral aerial, with this move's looping hitboxes even sharing the exact same properties as those of that move. Has rather slow startup (frame 10) relative to its damage output and knockback. Compared to Pit's neutral aerial, the combination of this move's slower startup with its surprisingly high landing lag (16 frames), inability to autocancel from a short hop, and the final hit's strangely diagonal launch angle makes it far less useful for starting, extending or finishing combos, while also making it less safe on shield. It has immense utility for approaching and interrupting vulnerable recoveries, although this is counterbalanced by the final hit's low knockback scaling and aforementioned diagonal launch angle. Its looping hits can drag opponents downwards to follow into most of the duo's grounded moves, although this can be difficult due to the move's aforementioned high landing lag and the looping hits' unpredictable launching trajectory; the move itself is also a very reliable followup from down throw or to finish a Breegull Blaster close-range egg ladder combo. [[Autocancel]]s from a full hop.
|nairdesc=Kazooie's [https://banjokazooiewiki.com/wiki/Wing_Whack Wing Whack]. Functions similarly to {{SSBU|Ivysaur}} and {{SSBU|Piranha Plant}}'s neutral aerials, covering all around the duo and hitting multiple times. Deals decent damage, but has a rather slow startup (frame 10). It has immense utility for approaching and interrupting vulnerable recoveries, as well as being arguably the duo's most reliable combo tool. Its looping hits can drag opponents downwards to follow into most of the duo's grounded moves, although this can be difficult due to the move's high landing lag (15 frames) and the looping hits' unpredictable launching trajectory; the move itself is also a very reliable followup from up or down throw. [[Autocancel]]s from a full hop.
|fairname=&nbsp;
|fairname=&nbsp;
|fairdmg={{ShortHopDmgSSBU|15}} (clean), {{ShortHopDmgSSBU|12}} (late)
|fairdmg={{ShortHopDmgSSBU|15}} (clean), {{ShortHopDmgSSBU|12}} (late)
|fairdesc=Banjo throws a delayed {{s|wikipedia|overhand punch}}. It is tied with down aerial as the duo's slowest aerial attack with 15 frames of startup and has high ending lag. However, it has a slightly disjointed hitbox on his fist, autocancels from a short hop, has the lowest landing lag of Banjo & Kazooie's aerials (11 frames), is moderately safe on shield, and is very powerful, being able to KO Mario at 89% from the edge of Final Destination, while a clean hit offstage is an almost guaranteed to KO. Due to these strengths, it is great for pressuring shields, covering the duo's approach, and even setting up combos at low percents.
|fairdesc=Banjo throws a delayed {{s|wikipedia|overhand punch}}. It is tied with down aerial as the duo's slowest aerial attack with 15 frames of startup and has high ending lag. However, it has a slightly disjointed hitbox on his fist, autocancels from a short hop, has the lowest landing lag of Banjo & Kazooie's aerials (11 frames), is moderately safe on shield, and is very powerful, being able to KO Mario at 89% from the edge of Final Destination, while a clean hit offstage is an almost guaranteed to KO. Due to these strengths, it is great for pressuring shields, covering the duo's approach, and setting up combos. It can be followed up from neutral attack, up throw, or down throw.
|bairname=Air Rat-a-Tat Rap ({{ja|空中キツツキアタック|Kūchū Kitsutsuki Atakku}}, ''Aerial Woodpecker Attack'')
|bairname=Air Rat-a-Tat Rap
|bairdmg={{ShortHopDmgSSBU|1.6}} (hits 1-2), {{ShortHopDmgSSBU|4.8}} (hit 3)
|bairdmg={{ShortHopDmgSSBU|1.6}} (hits 1-2), {{ShortHopDmgSSBU|4.8}} (hit 3)
|bairdesc=A backward-facing aerial three-hit version of Kazooie's Rat-a-Tat Rap. The first hit comes out on frame 8. It has good overall range and quick startup, making it a reliable aerial for edgeguarding. The first two hits use the [[autolink]] angle. However, the move has extremely high landing lag (18 frames) relative to how weak it is, limiting its combo potential on-stage and making it rather unsafe on shield. Autocancels from a short hop.
|bairdesc=An aerial version of Kazooie's Rat-a-Tat Rap. The first hit comes out on frame 8. It has a good overall range and startup, making it a reliable aerial for edgeguarding. The first two hits use the [[autolink]] angle; while it has extremely high landing lag (18 frames), making combos from the first two hits read-dependent, forward tilt is a decently reliable followup on most fighters. Autocancels from a short hop.
|uairname=&nbsp;
|uairname=&nbsp;
|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 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.
|uairdesc=Kazooie flaps her wings upwards in a scissoring motion, similarly to {{SSBU|Sonic}}'s up aerial. Hits twice, with the first hit leading to the second. Has a wide hitbox with good range, with the first hit being able to hit grounded opponents if performed while the duo is falling. Additionally, it is fast in general (frame 7) while also being interruptible extremely early; this allows the duo to perform up to four up aerials while using their jumps, similarly to {{SSBU|Meta Knight}}'s up aerial strings. Easily juggles into itself at low percentages, and can even lead into other aerials such as forward air. Even further boosting its utility is that its first hit can set up KO confirms into forward smash, forward aerial and Wonderwing on landing. However, it has very low hitstun due to its low damage, making the move easily escapable. The first hit may also occasionally launch opponents away from the second hit, and the move is extremely weak, having almost no KO potential even at extremely high percentages.
|dairname=Beak Buster ({{ja|くちばしバスター|Kuchibashi Basutā}})
|dairname=Beak Buster
|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 vertical knockback. The move has a very weak landing hit that has little use apart from granting minimal protection. The move lasts for an extremely long time, usually making offstage use an inevitable [[self-destruct]], though it is possible to recover if it is used from high enough. It is mostly useful for returning to stage quickly, as the non-meteor smashing hitbox is unable to KO past realistic percentages. However, the meteor smashing hitbox can be used for follow-ups on grounded opponents at high percentages and can act as a powerful [[sacrificial KO]] offstage.
|grabname=Grab ({{ja|つかみ|Tsukami}})
|grabname=&nbsp;
|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.
|pummelname=&nbsp;
|pummelname=&nbsp;
|pummeldmg=1.4%
|pummeldmg=1.4%
|pummeldesc=Kazooie pecks the opponent's head. Unique compared to other pummels, being marginally slower and stronger compared to other pummels like {{SSBU|Mario}}, but faster and weaker compared to stronger pummels like {{SSBU|Bowser}}.
|pummeldesc=Kazooie pecks the opponent's head.
|fthrowname=&nbsp;
|fthrowname=&nbsp;
|fthrowdmg=5.4% (hit 1), 3% (throw)
|fthrowdmg=5.4% (hit 1), 3% (throw)
|fthrowdesc=Banjo faces away and Kazooie performs a double-footed stretch kick. The move's generally horizontal launch angle, along with its somewhat decent base knockback, makes it useful for creating space between Banjo & Kazooie and their opponent on-stage, as well as setting up edgeguards and potentially also tech-chases. However, it has lower base knockback and a more diagonal launch angle compared to some other forward throws, limiting its utility.
|fthrowdesc=Banjo faces away and Kazooie performs a double-footed stretch kick. Very low knockback growth even at very high percentages, making it mostly used for sending opponents off-stage. Overall, it is the duo's least useful throw.
|bthrowname=&nbsp;
|bthrowname=&nbsp;
|bthrowdmg=11.4% (throw), 8% (collateral)
|bthrowdmg=11.4% (throw), 8% (collateral)
|bthrowdesc=Banjo performs a [[wikipedia:Professional wrestling throws#Giant swing|giant swing]], similarly to {{SSBU|Mario}}'s back throw. Deals collateral damage to nearby opponents. The duo's only throw with KO potential, it is very powerful, KOing at around 105% at the sides of the stage.
|bthrowdesc=Banjo performs a [[wikipedia:Professional wrestling throws#Giant swing|giant swing]], similarly to Mario's back throw. Deals collateral damage to nearby opponents. The duo's only throw with KO potential, it is very powerful, KOing at around 105% at the sides of the stage.
|uthrowname=&nbsp;
|uthrowname=&nbsp;
|uthrowdmg=5.4% (hit 1), 3% (throw)
|uthrowdmg=5.4% (hit 1), 3% (throw)
|uthrowdesc=Banjo throws the opponent overhead and Kazooie pecks them upwards. The move has relatively high ending lag after the opponent is thrown, has no true follow-ups guaranteed against all opponents, and cannot KO opponents. It is generally considered to be Banjo & Kazooie's worst throw.
|uthrowdesc=Banjo throws the opponent overhead and Kazooie pecks them upwards. It allows for more consistent follow-ups when down throw would otherwise be ineffective, most notably at very low percentages. Can combo into neutral and up aerials, although its high ending lag limits its true combo potential.
|dthrowname=&nbsp;
|dthrowname=&nbsp;
|dthrowdmg=5.6%
|dthrowdmg=5.6%
|dthrowdesc=Banjo performs a {{s|wikipedia|powerbomb}}, closely mirroring {{SSBU|King K. Rool}}'s down throw in both appearance and function. Like K. Rool's aforementioned down throw, as well as that of {{SSBU|R.O.B.}}, it [[Bury|buries]] the opponent. While it is initially ineffective and easily escapable at very low percentages due to its low base burying time, the move does become more useful at higher percentage; it can grant a read-dependent follow-up based on the opponent's reaction at medium percentages, and has a 50/50 KO confirm setup with up smash and up tilt at high percentages.
|dthrowdesc=Banjo performs a {{s|wikipedia|powerbomb}}. It [[Bury|buries]] an opponent and functions similarly to {{SSBU|King K. Rool}} and {{SSBU|R.O.B.}}'s down throws: it is ineffective and easily escapable at very low percentages, but grants a read-dependent followup based on the opponent's reaction at medium percentages, and guaranteed KO confirms at extremely high percentages, such as into up smash and up tilt. Its combo potential, however, is somewhat limited if the opponent mashes well due to the low base burying time; generally, forward and up aerials are the most reliable follow-ups.
|floorfname=&nbsp;
|floorfname=&nbsp;
|floorfdmg=7%
|floorfdmg=7%
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|floortname=&nbsp;
|floortname=&nbsp;
|floortdmg=5%
|floortdmg=5%
|floortdesc= Banjo claps behind and then in front of himself. One of the only attacks to use a "slap" sound effect, with the others being [[Pound]] and {{SSBU|Peach}}/{{SSBU|Daisy}}'s shared neutral attack. Unlike those moves however, the "slap" sound effect plays even if Banjo does not successfully hit any opponents.
|floortdesc= Banjo claps behind and then in front of himself. One of the only attacks to use a "slap" sound effect, with the others being [[Pound]] and {{SSBU|Peach}} and {{SSBU|Daisy}}'s neutral attacks.
|edgename=&nbsp;
|edgename=&nbsp;
|edgedmg=10%
|edgedmg=10%
|edgedesc= Banjo pulls himself up before performing an inward swipe with his hand.
|edgedesc= Banjo pulls himself up before performing an inwards swipe.
|nsname=Egg Firing / Breegull Blaster
|nsname=Egg Firing / Breegull Blaster
|nsdmg=5.4%-3.8% (egg), 2.4% (Breegull Blaster hits 1-6), 1.6% (Breegull Blaster hits 7-12), 0.8% (Breegull Blaster hits 13+)
|nsdmg=5.4%-3.8% (egg), 2.4% (Breegull Blaster hits 1-6), 1.6% (Breegull Blaster hits 7-12), 0.8% (Breegull Blaster hits 13+)
|nsdesc=For '''Egg Firing''', Banjo gets down on all fours while Kazooie spits out an egg. These eggs will obey gravity, bounce off the ground and linger for quite some time (around the length of half of Final Destination) before breaking on their own, and become weaker as time passes. It is a slow-moving projectile, similar in function to moves such as [[Fireball]]. It also stalls the duo's vertical momentum slightly if used in midair.<br><br>If the special button is held, the duo will instead perform the '''Breegull Blaster''', where Banjo takes Kazooie out of his backpack and uses her in a manner similar to the [[Super Scope]]. In this mode, pressing either attack button will cause Kazooie to quickly fire smaller and weaker eggs that travel in a straight line and as far as a third of Final Destination's length; subsequent eggs gradually deal less damage. These smaller eggs cause minimal flinching at long range and weak vertical knockback at close range. Banjo can move and triple jump freely while in this mode, and can turn around (the latter is not possible while firing). Crouching or shielding will put Kazooie away, which has minimal ending lag. Notably, Breegull Blaster is a very effective combo move if the close-range vertically-launching egg hitbox is landed, with close-range eggs comboing into more close-range eggs among other things. Breegull Blaster also has a KO confirm into up tilt at high percentages.<br><br>Due to the mechanics of this move, Egg Firing can only be done repeatedly if the player button mashes, since holding the button transitions into the Breegull Blaster. To compensate for the lack of a dash while Kazooie is out, Banjo's walking speed is 10% faster than normal when Breegull Blaster is being used (although the duo maintains their two midair jumps).
|nsdesc=For '''Egg Firing''', Banjo gets down on all fours while Kazooie spits out an egg. These eggs will obey gravity, bounce off the ground and linger for quite some time (around the length of half of Final Destination) before breaking on their own, and become weaker as time passes. It is rather slow to fire, making the projectile mostly suited for stage control. If the special button is held, the duo will instead perform the '''Breegull Blaster''', where Banjo takes Kazooie out of his backpack and uses her in a manner similar to the [[Super Scope]]. In this mode, pressing either attack button will cause Kazooie to quickly fire smaller and weaker eggs that travel in a straight line and as far as a third of Final Destination's length; subsequent eggs gradually deal less damage. These smaller eggs cause minimal flinching at long range and weak vertical knockback at close range. Banjo can move and triple jump freely while in this mode, and can turn around (the latter is not possible while firing). Crouching or shielding will put Kazooie away, which has minimal ending lag; this allows Breegull Blaster to start aerial combos. Due to the mechanics of this move, Egg Firing can only be done repeatedly if the player button mashes, since holding the button transitions into the Breegull Blaster. On a side note, Banjo's walk speed is 10% faster than normal when he's using the Breegull Blaster.
|ssname=Wonderwing
|ssname=Wonderwing
|ssdmg=22% (clean), 16% (late)
|ssdmg=22% (clean), 16% (late)
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|usname=Shock Spring Jump
|usname=Shock Spring Jump
|usdmg=3% (Shock Spring Pad)
|usdmg=3% (Shock Spring Pad)
|usdesc=Banjo & Kazooie spawn a Shock Spring Pad beneath them to propel themselves upward. The longer the special button is held, the more height they gain. Slows the duo's descent upon starting up if used in the air. Does not render the duo [[helpless]]. In the air, the pad itself acts as a projectile after its use like [[Spring Jump]]'s spring, which can gimp recoveries; unlike that move, however, a grounded Shock Spring Pad cannot be reused by opponents or the duo.
|usdesc=Banjo & Kazooie spawn a Shock Spring Pad beneath them to propel themselves upward. The longer the special button is held, the more height they gain. Slows the duo's descent upon starting up if used in the air. Midair jumps and air dodges are still usable, as the duo are not rendered [[helpless]]. In the air, the pad itself acts as a projectile after its use like [[Spring Jump]]'s spring, which can gimp recoveries; unlike that move, however, a grounded Shock Spring Pad cannot be reused by opponents or the duo.
|dsname=Rear Egg
|dsname=Rear Egg
|dsdmg=9.22%
|dsdmg=9.22%
|dsdesc=Banjo bends over and Kazooie appears out of Banjo's backpack to lay a [https://banjokazooiewiki.com/wiki/Grenade_Egg Grenade Egg] from the backpack's rear flap behind the duo. The Grenade Egg has a fixed timer of ≈2 seconds and has a floaty, slightly unpredictable bouncing trajectory that varies based on where the egg lands when it hits the ground. The Egg explodes after this timer ends or upon contact with an opponent or hitbox. Only one Grenade Egg can be fired at a time; if the move is used while an Egg is already active, Kazooie will pop her head out from the backpack and shake her head. Much like [[Hand Grenade]], it can be picked up, thrown, and Z-dropped like an item, and can be used against Banjo & Kazooie in this way. Grenade Eggs do very little knockback, although their short fuses allow for creative item play. Grenade Eggs can also setup combos. Using the move in midair will stall the duo slightly and makes it easy to catch an airborne Grenade Egg, and can be used to [https://twitter.com/HeeewwWin/status/1169442695007363072 stall in midair] similarly to [[C4]].
|dsdesc=Banjo bends over and Kazooie appears out of Banjo's backpack to lay a [https://banjokazooiewiki.com/wiki/Grenade_Egg Grenade Egg] from the backpack's rear flap behind the duo. The Grenade Egg has a fixed timer of ≈2 seconds and has a floaty, slightly unpredictable bouncing trajectory that varies based on where the egg lands when it hits the ground. Only one Grenade Egg can be fired at a time; if the move is used while a Grenade Egg is already active, Kazooie will pop her head out from Banjo's backpack and shake her head to indicate her inability to lay another one yet. It can be picked up, thrown, and Z-dropped like an item, similarly to [[Hand Grenade]]. Grenade Eggs do very little knockback, although their short fuses allow for creative item play. Using the move in midair will stall the duo slightly and makes it easy to catch an airborne Grenade Egg, and can be used to [https://twitter.com/HeeewwWin/status/1169442695007363072 stall in midair] similarly to [[C4]].
|fsname=The Mighty Jinjonator
|fsname=The Mighty Jinjonator
|fsdmg=10% (initial hit), 54.3% (total)
|fsdmg=10% (initial hit), 54.3% (total)
|fsdesc=The duo summons the Mighty Jinjonator statue in front of them, dealing damage to anyone it hits. A cutscene then shows Banjo & Kazooie watching the Jinjonator burst from the statue before the opponent is tackled multiple times by it, followed by a final tackle that is accompanied by multiple [[Jinjo]]s. Notably, it can only catch one opponent in the cutscene despite the initial hit from the Jinjonator being able to hit multiple opponents.
|fsdesc=The duo summons the Mighty Jinjonator statue in front of them, dealing damage to anyone it hits. A cutscene then shows Banjo & Kazooie watching the Jinjonator burst from the statue before the opponent is tackled multiple times by it, followed by a final tackle that is accompanied by multiple [[Jinjo]]s. Notably, it can only catch one opponent in the cutscene despite the initial hit from the Jinjonator being able to hit multiple opponents.
}}
}}
===Stats===
{{Attributes
| cast=89
| weight=106 | rweight=19-21
| dash=1.68 | rdash=82-83
| run=2.18 | rrun=12
| walk=1.06 | rwalk=53
| trac=0.076 | rtrac=88-89
| airfric=0.014 | rairfric=31-33
| air=0.92 | rair=78
| baseaccel=0.01 | rbaseaccel=15-87
| addaccel=0.06 | raddaccel=45-49
| gravity=0.11 | rgravity=23-26
| fall=1.76 | rfall=22-23
| ff=2.816 | rff=22-23
| jumpsquat=3 | rjumpsquat=1-88
| jumpheight=29.8 | rjumpheight=72
| shorthop=17.8 | rshorthop=15
| djump=32 | rdjump=59-60
| ellag=4 | rellag=2-75
}}
===[[Announcer]] calls===
<gallery>
Banjo & Kazooie English Announcer SSBU.wav|English/Japanese/Chinese
Banjo & Kazooie French Announcer SSBU.wav|French
Banjo & Kazooie German Announcer SSBU.wav|German
Banjo & Kazooie Italian Announcer SSBU.wav|Italian
Banjo & Kazooie Russian Announcer SSBU.wav|Russian
Banjo & Kazooie Spanish Announcer SSBU.wav|Spanish
</gallery>


===[[On-screen appearance]]===
===[[On-screen appearance]]===
*Banjo hops out of a dark Jiggy silhouette with Kazooie visible, and then the duo both bow twice. The silhouette, the appearance of which is accompanied by a slide whistle-like descending sound, is a reference to the cutout wipe seen as the player moves from one area to another in the Nintendo 64 games, and the bows refer to the second half of the animation seen when all 10 Jiggies in a world are collected or when a Note Door is unlocked in ''Banjo-Kazooie''.
*Banjo hops out of a dark Jiggy silhouette with Kazooie visible, and then the duo both bow twice. The silhouette, the appearance of which is accompanied by a slide whistle-like descending sound, is a reference to the cutout wipe seen as the player moves from one area to another in the Nintendo 64 games, and the bows refer to the second half of the animation seen when all 10 Jiggies in a world are collected or when a Note Door is unlocked in ''Banjo-Kazooie''.
<gallery>
<gallery>
Banjo&KazooieOnScreenAppearanceSSBU.gif|Banjo & Kazooie's on-screen appearance.
Banjo&KazooieOnScreenAppearanceSSBU.gif|Banjo & Kazooie's on-screen appearance
</gallery>
</gallery>


Line 215: Line 168:
*Kazooie playfully pecks Banjo on the head twice. Banjo rubs his head afterwards. It is similar to an idle animation seen in ''Banjo-Kazooie'' and ''Banjo-Tooie''.
*Kazooie playfully pecks Banjo on the head twice. Banjo rubs his head afterwards. It is similar to an idle animation seen in ''Banjo-Kazooie'' and ''Banjo-Tooie''.
<gallery>
<gallery>
SSBUBanjo&KazooieIdle1.gif|Banjo & Kazooie's first idle pose.
SSBUBanjo&KazooieIdle1.gif|Banjo & Kazooie's first idle pose
SSBUBanjo&KazooieIdle2.gif|Banjo & Kazooie's second idle pose.
SSBUBanjo&KazooieIdle2.gif|Banjo & Kazooie's second idle pose
</gallery>
</gallery>


Line 232: Line 185:
|-
|-
! scope="row"|Cheer
! scope="row"|Cheer
|[[File:Banjo & Kazooie Cheer English SSBU.ogg|center]]||[[File:Banjo & Kazooie Cheer Japanese SSBU.ogg|center]]||[[File:Banjo & Kazooie Cheer Italian SSBU.ogg|center]]||[[File:Banjo & Kazooie Cheer Dutch SSBU.ogg|center]]||[[File:Banjo & Kazooie Cheer French SSBU.ogg|center]]
|[[File:Banjo & Kazooie Cheer English SSBU.ogg|center]]||[[File:Banjo & Kazooie Cheer Japanese SSBU.ogg|center]]||[[File:Banjo & Kazooie Cheer Italian SSBU.ogg|center]]||[[File:Banjo & Kazooie Cheer Dutch SSBU.ogg|center]]||{{NTSC}} [[File:Banjo & Kazooie Cheer French NTSC SSBU.ogg|center]] <br> {{PAL}} [[File:Banjo & Kazooie Cheer French PAL SSBU.ogg|center]]
|-
|-
! scope="row"|Description
! scope="row"|Description
Line 267: Line 220:
</gallery>
</gallery>


==In [[competitive play]]==
==In competitive play==
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.
 
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.
 
===Most historically significant players===
===Most historically significant players===
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<!--This character has a ten player limit for this section. Before adding and/or removing a player, read these guidelines: https://www.ssbwiki.com/SmashWiki:Notability#%22Most_historically_significant_players%22_guidelines -->
<!--Refrain from referring to the duo as just "Banjo" or using male pronouns.-->
<!--Please refrain from referring to the duo as just "Banjo" or using male pronouns.-->


''See also: [[:Category:Banjo & Kazooie players (SSBU)]]''
''See also: [[:Category:Banjo & Kazooie professionals (SSBU)]]''


*{{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 using {{SSBU|Wario}}.
*{{Sm|Brood|Japan}} - Placed 3rd at {{Trn|POP-OFF}}, 33rd at {{Trn|Umebura SP 7}} and 65th at {{Trn|EVO Japan 2020}} with wins over players such as {{Sm|Abadango}}, {{Sm|Aiba}}, and {{Sm|Banku-}}. Currently ranked 20th on the [[Japan Player Rankings]].
*{{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.
*{{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|Toriguri|Japan}} - The undisputed best Banjo & Kazooie player of all time, whose performances in the post-online metagame led to a positive shift in the duo's perception. He is both the only solo-Banjo & Kazooie player ranked globally, ranking 27th on the [[LumiRank 2024.1]], 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}}, while notably defeating {{Sm|MkLeo}} at the latter event.
*{{Sm|KR|Japan}} - Placed 2nd at {{Trn|EVISUMA x Gifusuma 2019}}, 9th at {{Trn|Mēsuma}}, 13th at both {{Trn|Karisuma SP 5}} and {{Trn|Karisuma SP 7}}, and 33rd at {{Trn|Maesuma TOP 4}} with wins over {{Sm|DoubleA}}, {{Sm|Jogibu}}, and {{Sm|Uto}}.
*{{Sm|Wolfen|El Salvador}} - Known for being the best Banjo & Kazooie player in North America during the 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|Moke|UK}} - One of the best Banjo & Kazooie players in Europe. Placed 9th at {{Trn|Manchester Conquest 6}} and {{Trn|Super SmashPoint 3}} as well as 25th at {{Trn|Syndicate 2019}} with wins over players such as {{Sm|CurryGovernor}}, {{Sm|Loading...}}, and {{Sm|TripleAAA}}. Currently ranked 7th on the [[Northern England Power Rankings]].
 
*{{Sm|OwlBBs|UK}} - Known for using multiple characters and is considered one of the best Banjo & Kazooie players 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!}}, 2nd at {{Trn|Coca-Cola Breakpoint Ultimate - Finale}}, and 33rd at {{Trn|SWT: Europe Ultimate Online Qualifier}}, beating {{Sm|Mr.R}}, {{Sm|quiK}}, and {{Sm|Bloom4Eva}}.
===Tier placement and history===
*{{Sm|Wolfen|El Salvador}} - One of the best online Banjo & Kazooie players. 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!}}. Currently ranked 5th on the [[Gameshow Legends Rankings]].
Early opinions on Banjo & Kazooie were mildly positive: although the duo had strong and flexible moves (such as their forward aerial, forward tilt, smash attacks, [[Wonderwing]], and [[Rear Egg]]), an effective zoning game and edge trap ability, and a versatile recovery, they were hindered by some notable flaws, including their below-average speed, mediocre damage output, high landing lag on some of their aerials, and an inconsistent grab game. Early results from Banjo & Kazooie were below-average; however, there were still noteworthy performances from players such as {{Sm|huto}}, {{Sm|Raito}}, and {{Sm|Trela}}, while {{Sm|Tweek}} also used Banjo & Kazooie at {{Trn|Glitch 7 - Minus World}} to place 5th, although he promptly dropped the duo immediately after. As a result, the early consensus considered the duo as a mid-tier fighter, with the potential to be a high-tier character.
 
This opinion declined greatly by the end of 2019, as issues with Banjo & Kazooie's damage output and frame data became increasingly apparent, leading many players to drop them. Their representation remained stagnant for the next few years, and while players such as {{Sm|OwlBBs}} and {{Sm|Wolfen}} found great success with the duo online and offline, as time went on, both players began playing other characters alongside Banjo & Kazooie, or began slowly relegating the character to a secondary. With their representation remaining below-average, Banjo & Kazooie were ranked 66th on the first tier list as a low-mid tier.
 
Following the release of the first tier list, {{Sm|Toriguri}} began showcasing how Banjo & Kazooie's great zoning and combo abilities could make up for some of their weaknesses. After his breakout event at {{Trn|Maesuma TOP 12}}, Toriguri began making waves at Japanese events, eventually becoming the first solo-Banjo & Kazooie player to top 8 a major at {{Trn|Maesuma TOP 14}}, and finishing the year at 54th on the [[LumiRank 2024]], the first time a solo-Banjo & Kazooie player was ranked in the top 100 globally. These results led the duo to rise four spots on the second tier list, ranking 62nd in the C- tier. Following the second tier list's release, Toriguri's performances gained even greater recognition, especially after his run at {{Trn|Battle of BC 6}}, where he surprised international audiences by 3-0ing {{Sm|MkLeo}} and placing 5th. This performance, among other strong performances and top player wins, has led many to believe Banjo & Kazooie should be ranked even higher. Conversely, other players pointed out how Toriguri's best wins were on players who had little to no experience on fighting Banjo & Kazooie, with players bringing up how Toriguri regularly has trouble against {{Sm|Gorioka}}'s {{SSBU|Joker}} despite dominantly defeating MkLeo. As it stands, many players consider Banjo & Kazooie to be stronger than initially perceived; however, it remains up to debate on how much stronger the duo actually is.


=={{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.]]
In reference to their status as a duo, Banjo & Kazooie fight against other notable duos in each Round. Rounds 1 through 5 feature music and stage combinations that reference various worlds from the original ''Banjo-Kazooie'', 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).
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.


{|class="wikitable" style="text-align:center"
{|class="wikitable" style="text-align:center"
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|5||{{CharHead|Fox|SSBU|hsize=20px|color=Purple}} and {{CharHead|Falco|SSBU|hsize=20px|color=Black}}||[[Luigi's Mansion]]||''{{SSBUMusicLink|Banjo-Kazooie|Mad Monster Mansion}}''||References Mad Monster Mansion.<br>Fox and Falco's color schemes are likely meant to resemble a wolf and a raven respectively, which are animals that would appear in a typical haunted setting.
|5||{{CharHead|Fox|SSBU|hsize=20px|color=Purple}} and {{CharHead|Falco|SSBU|hsize=20px|color=Black}}||[[Luigi's Mansion]]||''{{SSBUMusicLink|Banjo-Kazooie|Mad Monster Mansion}}''||References Mad Monster Mansion.<br>Fox and Falco's color schemes are likely meant to resemble a wolf and a raven respectively, which are animals that would appear in a typical haunted setting.
|-
|-
|6||{{CharHead|Diddy Kong|SSBU|hsize=20px}} and {{CharHead|Donkey Kong|SSBU|hsize=20px}}||[[Jungle Japes]]||''{{SSBUMusicLink|Donkey Kong|Donkey Kong Country Returns}}''||References the ''Banjo-Kazooie'' series and ''{{iw|mariowiki|Donkey Kong Country|series}}'' series' shared origins, both having been created by [[Rare Ltd.]], as well as Banjo and Diddy Kong's friendship being mentioned in ''{{s|mariowiki|Diddy Kong Racing}}''.<ref>[https://twitter.com/dkvine/status/1063921860298055687 DK Vine on Twitter: "According to the Diddy Kong Racing instruction manual, Diddy met Banjo and Conker in adventures with Donkey Kong. Needing to recruit associates outside of the Kong clan for his covert mission to Timber's Island, he sent Squawks to their homes with a letter of request. #DKUFacts"]</ref>
|6||{{CharHead|Diddy Kong|SSBU|hsize=20px}} and {{CharHead|Donkey Kong|SSBU|hsize=20px}}||[[Jungle Japes]]||''{{SSBUMusicLink|Donkey Kong|Donkey Kong Country Returns}}''||References the ''Banjo-Kazooie'' and ''{{iw|mariowiki|Donkey Kong Country|series}}'' series' shared origins, both having been created by [[Rare Ltd.]], as well as Banjo and Diddy Kong's friendship being mentioned in ''{{s|mariowiki|Diddy Kong Racing}}''.<ref>[https://twitter.com/dkvine/status/1063921860298055687 DK Vine on Twitter: "According to the Diddy Kong Racing instruction manual, Diddy met Banjo and Conker in adventures with Donkey Kong. Needing to recruit associates outside of the Kong clan for his covert mission to Timber's Island, he sent Squawks to their homes with a letter of request. #DKUFacts"]</ref>
|-
|-
|colspan="5"|[[Bonus Stage]]
|colspan="5"|[[Bonus Stage]]
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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.
Line 321: Line 275:


==[[Spirit]]==
==[[Spirit]]==
Banjo & Kazooie's fighter spirit can be obtained by completing {{SSBU|Classic Mode}} as Banjo & Kazooie. It is also available periodically for purchase in the shop for 300 Gold, but only after Banjo & Kazooie have been downloaded. Unlocking Banjo & Kazooie in World of Light allows the player to preview the spirit below in the Spirit List under the name "???". As a fighter spirit, it cannot be used in Spirit Battles and is purely aesthetic. Their fighter spirit has an alternate version that replaces it with their artwork in ''Ultimate''.
Banjo & Kazooie's fighter spirit can be obtained by completing {{SSBU|Classic Mode}}. It is also available periodically for purchase in the shop for 300 Gold, but only after Banjo & Kazooie have been downloaded. Unlocking Banjo & Kazooie in World of Light allows the player to preview the spirit below in the Spirit List under the name "???". As a fighter spirit, it cannot be used in Spirit Battles and is purely aesthetic. Their fighter spirit has an alternate version that replaces it with their artwork in ''Ultimate''.


<center>
<center>
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</center>
</center>


==In Spirit Battles==
==In Spirit battles==
===As minions===
===As a minion===
{|class="wikitable sortable" style="width:100%;"
{|class="wikitable sortable" style="width:100%;"
! colspan=4|Spirit
! colspan=4|Spirit
Line 383: Line 337:
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 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]].
Banjo & Kazooie amiibo.png|Banjo & Kazooie's amiibo
SSBUNintendoWebsiteBanjo&Kazooie1.jpg|Dashing on [[Yoshi's Island (Melee)]].
SSBUNintendoWebsiteBanjo&Kazooie1.jpg|Dashing on [[Yoshi's Island (Melee)]].
SSBUNintendoWebsiteBanjo&Kazooie2.jpg|Jumping on [[Summit]].
SSBUNintendoWebsiteBanjo&Kazooie2.jpg|Jumping on [[Summit]].
Line 391: Line 345:
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|Dashing on [[Big Blue]]'s track.
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 alongside {{SSBU|Duck Hunt}} on [[Windy Hill Zone]].
SSBUWebsiteBanjo&Kazooie4.jpg|Crouching with {{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.
All Fighters from Fighters Pass Vol 1.jpg|Banjo & Kazooie alongside all of the other DLC fighters of {{h2|Downloadable content (SSBU)|Fighters Pass Vol. 1}}.
All Fighters from Fighters Pass Vol 1.jpg|Banjo & Kazooie alongside all the fighters in the 1st Fighters Pass.
</gallery>
</gallery>


==Trivia==
==Trivia==
<!--Refrain from referring to the duo as just "Banjo" or using male pronouns.-->
<!--Please 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 within the game files with the codename "buddy", likely due 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 ''[[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>
*According to [[Masahiro Sakurai]], Banjo & Kazooie were highly-requested in the Fighter Ballot following {{SSBU|Sora}}.<ref>https://twitter.com/PushDustIn/status/1455931229564387332</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]].
*The picture revealing Banjo & Kazooie's second alternate costume on [[Summit]] is a nod to Freezeezy Peak, the fifth level in ''Banjo-Kazooie'', with the [[Super Launch Star]] in the image referencing the star on top of the Christmas tree in said level. The picture featuring their fifth alternate costume, also on Summit, might be another nod, with Banjo's white fur and the [[Polar Bear]] both referencing [https://banjokazooiewiki.com/wiki/Boggy Boggy].
**Their introduction tagline is a reference to their aforementioned company of origin.
*Not counting ports and cameos, Banjo & Kazooie's inclusion in ''Ultimate'' marks their first physical appearance in almost a decade, since the Xbox 360 version of ''Sonic & Sega All-Stars Racing'', released in 2010.
*The picture revealing Banjo & Kazooie's second alternate costume on [[Summit]] is a nod to Freezeezy Peak, the fifth level in ''Banjo-Kazooie'', with the [[Super Launch Star]] in the image referencing the star on top of the Christmas tree in said level. The picture featuring Banjo & Kazooie's fifth alternate costume on Summit may also be a nod to said level, with the costume and [[Polar Bear]] both referencing [https://banjokazooiewiki.com/wiki/Boggy Boggy].
*Not counting ports and cameos, Banjo & Kazooie's inclusion in ''Ultimate'' marks their first physical appearances in almost a decade, since the Xbox 360 version of ''Sonic & Sega All-Stars Racing'', released in 2010.
**It also marks their first physical appearance on a Nintendo console in 14 years since ''Banjo-Pilot'' was released for the Game Boy Advance in 2005.
**It also marks their first physical appearance on a Nintendo console in 14 years since ''Banjo-Pilot'' was released for the Game Boy Advance in 2005.
**It also marks the second time that Banjo & Kazooie have crossed over with {{SSBU|Sonic}}, the first being the aforementioned ''Sonic & Sega All-Stars Racing''. 
*In Banjo & Kazooie's battle portrait, Kazooie leans in slightly closer to Banjo than she does in their full artwork, in order to make her face fully visible. The {{SSBU|Ice Climbers}} are the only other fighter with such an edit.
*In Banjo & Kazooie's battle portrait next to their [[damage meter]], Kazooie leans in slightly closer to Banjo than she does in their full artwork, to fit both of their faces into the frame. The {{SSBU|Ice Climbers}} are the only other fighter with such an edit.
*On their victory screens, their name will only take up one line in the American and PAL versions of the game while it takes up two lines in the Asian versions. Excluding {{SSBU|Olimar}}, whose character name is changed to "Pikmin & Olimar" in the Japanese version, they are the only character with this distinction.
*On their victory screen, Banjo & Kazooie's name will only take up one line in the American and PAL versions of the game while it takes up two lines in the Asian versions. Excluding {{SSBU|Olimar}}, whose character name is changed to "Pikmin & Olimar" in the Japanese version, they are the only fighter with this distinction.
*Banjo & Kazooie, when KO'd by reaching 0 HP during their last stock in [[Stamina Mode]], use a unique voice clip (uttered by Banjo) not taken from either their KO or high damage voice clips, though it is difficult to hear under normal circumstances due to extremely low volume. {{SSBU|Joker}} and {{SSBU|Byleth}} both share this trait, although only in the Japanese language for the latter.
*When KO'd by reaching 0 HP during their last stock in [[Stamina Mode]], Banjo & Kazooie use a voice clip (uttered by Banjo) that is unique to this mode, not taken from either their KO or high damage voice clips. {{SSBU|Joker}} in all languages, in addition to {{SSBU|Byleth}} in the Japanese language, are the only other fighters with unique final stamina KO voice clips.
**Additionally, their stamina KO voice clip unusually does not begin with a slight pause. They share this oddity with [[Hero (SSBU)|Erdrick]].
**Additionally, their stamina KO voice clip unusually does not begin with a slight pause, an oddity shared only with [[Hero (SSBU)|Erdrick]].
*When Banjo & Kazooie successfully [[perfect shield|parry]] an attack, Banjo assumes a flexing pose resembling both the Extra Life statues from ''Banjo-Kazooie'' and an idle animation from ''Banjo-Kazooie: Nuts & Bolts''.
*When Banjo & Kazooie successfully [[perfect shield]] an attack, Banjo assumes a flexing pose resembling both the Extra Life statues from ''Banjo-Kazooie'' and an idle animation from ''Banjo-Kazooie: Nuts & Bolts''.
*Banjo & Kazooie, {{SSBU|Meta Knight}}, {{SSBU|Inkling}}, {{SSBU|Hero}}, {{SSBU|Sephiroth}}, {{SSBU|Pyra}}, {{SSBU|Mythra}}, and {{SSBU|Sora}} are the fighters who use their walking animation when navigating through the map in [[World of Light]].
*Banjo & Kazooie, {{SSBU|Meta Knight}}, {{SSBU|Inkling}}, Joker, Hero, {{SSBU|Sephiroth}}, {{SSBU|Pyra}}, {{SSBU|Mythra}}, and {{SSBU|Sora}} are the only fighters to use their walking animation when navigating through the map in [[World of Light]].
*Banjo & Kazooie and Hero are the only fighters that only appear as a minion puppet fighter. Piranha Plant, {{SSBU|Terry}} and {{SSBU|Sephiroth}} do not appear in any Spirit Battles, and the rest of the fighters appear as the main opponent.
*As Banjo is the one who consumes [[food]] items, when Banjo & Kazooie dash while under the effect of [[Superspicy Curry]], the flames shoot backward instead of forwards.
*Banjo & Kazooie, the {{SSBU|Ice Climbers}} and {{SSBU|Pyra}}/{{SSBU|Mythra}}'s routes all share the same theme, having dynamic character duos as opponents.
**Oddly, the frantic expression caused by Superspicy Curry (where the character's pupils shrink and their mouth opens) applies to Kazooie as well as Banjo, despite Kazooie not eating the curry or breathing fire.
**They also share the same boss, that being {{SSBU|Master Hand}} and {{SSBU|Crazy Hand}}, no matter the difficulty level.
*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.
*Due to Banjo & Kazooie's dash involving Banjo facing backwards while Kazooie runs forward, the flames of the [[Superspicy Curry]] shoot backward when they dash (because Banjo is the one eating the curry).
*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.
**However, the frantic expression caused by Superspicy Curry (where the character's pupils shrink and mouth opens) applies to Kazooie as well as Banjo, despite Kazooie not eating the curry or breathing fire.
 
*Uniquely, instead of being supported by a clear stand on their amiibo, Banjo & Kazooie are instead supported by a large plastic Jiggy underneath Banjo's raised leg, which is not present in their official render. The only other characters to have such a distinction present in their amiibo that is not present in their official artwork are {{SSB4|Mr. Game & Watch}} (interchangeable poses), {{SSBU|Ridley}} (plastic impact effect), the Ice Climbers (plastic iceberg support), and {{SSBU|Joker}} (plastic flame support).
==Notes==
*During the brief time that [[Masahiro Sakurai]] plays as Banjo & Kazooie in ''[[Mr. Sakurai Presents]] "{{SSBU|Byleth}}"'', Banjo's nose does not protrude out of his [[damage meter]] like it does in the released game.
:1.{{note|a}}As noted in ''Mr. Sakurai Presents "Banjo & Kazooie,"'' {{ja|ハリセン|Harisen}} does not have an english translation, as a {{s|wikipedia|harisen}} is a large paper fan used in manzai comedy. Coincidentally, this is also the japanese name for the [[fan]] item in the ''Super Smash Bros.'' series.
*Banjo & Kazooie are the first playable characters to be from a formerly second-party Nintendo franchise.


==References==
==References==
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[[Category:Banjo-Kazooie universe]]
[[Category:Banjo-Kazooie universe]]
[[Category:Microsoft]]
[[Category:Microsoft]]
[[Category:Third-party characters]]
[[Category:Third party characters]]
[[Category:Downloadable content]]
[[Category:Downloadable content]]
[[Category:Spirits]]
[[Category:Spirits]]
[[es:Banjo y Kazooie (SSBU)]]
[[es:Banjo y Kazooie (SSBU)]]

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