Banjo & Kazooie (SSBU): Difference between revisions

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Banjo & Kazooie are a duo that fights together as a singular character, akin to {{SSBU|Duck Hunt}}. The duo is a [[weight|heavyweight]] weighing as much as {{SSBU|Snake}} and {{SSBU|R.O.B.}} While their [[walk]]ing speed is below-average, and their initial dash and [[traction]] values are among the worst in the game, they have a very fast running speed, courtesy of Kazooie's Talon Trot, which is fairly uncharacteristic of their weight class. While Banjo is somewhat short for a heavyweight (having a relatively average size), his hurtbox is still fairly wide nonetheless, much like {{SSBU|Wario}}. Outside of the Talon Trot and up tilt, Kazooie does not have a hurtbox, meaning that all standard attacks involving her are [[disjointed]]. Akin to {{SSBU|Ridley}} and {{SSBU|Charizard}}, the duo has two midair jumps. Additionally, they have a fast [[falling speed]], high [[gravity]], slow [[air speed]], and average [[air acceleration]].
Banjo & Kazooie are a duo that fights together as a singular character, akin to {{SSBU|Duck Hunt}}. The duo is a [[weight|heavyweight]] weighing as much as {{SSBU|Snake}} and {{SSBU|R.O.B.}} While their [[walk]]ing speed is below-average, and their initial dash and [[traction]] values are among the worst in the game, they have a very fast running speed, courtesy of Kazooie's Talon Trot, which is fairly uncharacteristic of their weight class. While Banjo is somewhat short for a heavyweight (having a relatively average size), his hurtbox is still fairly wide nonetheless, much like {{SSBU|Wario}}. Outside of the Talon Trot and up tilt, Kazooie does not have a hurtbox, meaning that all standard attacks involving her are [[disjointed]]. Akin to {{SSBU|Ridley}} and {{SSBU|Charizard}}, the duo has two midair jumps. Additionally, they have a fast [[falling speed]], high [[gravity]], slow [[air speed]], and average [[air acceleration]].


Banjo & Kazooie's grounded arsenal makes use of the majority of moves from their first two games, ''Banjo-Kazooie'' and ''Banjo-Tooie''. Banjo's Claw Swipe and Kazooie's Rat-a-Tat Rap comprise their neutral attack. The former serves as a 3-hit gentleman jab, while the latter is a standard rapid jab. It should be noted that the hurbox of Kazooie's jabs is large enough to sometimes hit enemies standing directly behind Banjo. This can sometimes cause the opponent to be continually jabbed into Banjo's back, keeping them locked in the hurtbox, amounting to extremely high percentages. Their forward tilt, Beak Bayonet, is a quick stab with Kazooie's beak, functioning similarly to Ridley's forward tilt. Banjo & Kazooie's up tilt is an original move, being a powerful upward kick from Banjo. Their down tilt, Beak Barge, is a low-to-the-ground slide that launches at a very low [[semi-spike]] angle, making it a very potent edgeguarding option. Their dash attack is the Forward Roll, bearing similarity to {{SSBU|Donkey Kong}}'s dash attack.  
Banjo & Kazooie's grounded arsenal makes use of the majority of moves from their first two games, ''Banjo-Kazooie'' and ''Banjo-Tooie''. Banjo's Claw Swipe and Kazooie's Rat-a-Tat Rap comprise their neutral attack. The former serves as a 3-hit gentleman jab, while the latter is a standard rapid jab. It should be noted that the hurtbox of Kazooie's jabs is large enough to sometimes hit enemies standing directly behind Banjo. This can sometimes cause the opponent to be continually jabbed into Banjo's back, keeping them locked in the hurtbox, amounting to extremely high percentages. Their forward tilt, Beak Bayonet, is a quick stab with Kazooie's beak, functioning similarly to Ridley's forward tilt. Banjo & Kazooie's up tilt is an original move, being a powerful upward kick from Banjo. Their down tilt, Beak Barge, is a low-to-the-ground slide that launches at a very low [[semi-spike]] angle, making it a very potent edgeguarding option. Their dash attack is the Forward Roll, bearing similarity to {{SSBU|Donkey Kong}}'s dash attack.  


Complementing their versatile tilts, Banjo and Kazooie sport very useful smash attacks. Their forward smash is Breegull Bash, a slow but powerful move that highlights a comical maneuver in their home game. The duo's up smash is the Bill Drill, a spinning attack with Kazooie's beak that is fairly useful as an anti-aerial and out-of-shield option. Banjo & Kazooie's down smash is an original move, being a wing-slam from Kazooie on both sides of Banjo, in a similar vein to Ridley, making it a useful tool for catching rolls. Additionally, it can 2-frame opponents on the ledge very easily.
Complementing their versatile tilts, Banjo and Kazooie sport very useful smash attacks. Their forward smash is Breegull Bash, a slow but powerful move that highlights a comical maneuver in their home game. The duo's up smash is the Bill Drill, a spinning attack with Kazooie's beak that is fairly useful as an anti-aerial and out-of-shield option. Banjo & Kazooie's down smash is an original move, being a wing-slam from Kazooie on both sides of Banjo, in a similar vein to Ridley, making it a useful tool for catching rolls. Additionally, it can 2-frame opponents on the ledge very easily.
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