Editing User:Ender R. Musk/Gruntilda (SSB?)

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! colspan="2" style="font-size:110%; text-align:center; background-color:#EEE; color:#000;" | Gruntilda<small><br>in [[Super Smash Bros. (series)|''Super Smash Bros.'']]</small>
! colspan="2" style="font-size:110%; text-align:center; background-color:#EEE; color:#000;" | Gruntilda<small><br>in [[Super Smash Bros. (series)|''Super Smash Bros.'']]</small>
|-
|-
{{!}}colspan="2" style="text-align:center;background-color:#FFF;"{{!}}{{tabber|title1=Default|content1=[[File:SSBU spirit Gruntilda.png|250px]]|title2=Mecha-Grunty|content2=[[File:MechaGruntyBKGR.png|250px]]|title3=Skeleton Form|content3=[[File:SkeletonGruntyBT.png|250px]]|title4=Skull in Mech Form|content4=[[File:GruntyNnB.png|250px]]}}<br><br>[[File:BanjoKazooieSymbol.svg|50px]]
{{!}}colspan="2" style="text-align:center;background-color:#FFF;"{{!}}{{tabber|title1=Default|tab1=[[File:SSBU spirit Gruntilda.png|250px]]|title2=Mecha-Grunty|tab2=[[File:MechaGruntyBKGR.png|250px]]|title3=Skeleton Form|tab3=[[File:SkeletonGruntyBT.png|250px]]|title4=Skull in Mech Form|tab4=[[File:GruntyNnB.png|250px]]}}<br><br>[[File:BanjoKazooieSymbol.svg|50px]]
{{!}}-
{{!}}-
{{!}}width="45%" style="background-color:#EEE; color:#000;" {{!}}'''[[Universe]]'''
{{!}}width="45%" style="background-color:#EEE; color:#000;" {{!}}'''[[Universe]]'''
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==Attributes==
==Attributes==
''Note: My vision for Gruntilda was created in the context of'' [[Super Smash Bros. Ultimate]]''. For this vision to be communicated properly, you'll have to keep that in mind as you read. Thanks''
''THIS ARTICLE COMPARES GRUNTILDA AND HER ATTRIBUTES TO [[Super Smash Bros. Ultimate|ULTIMATE]]'S ROSTER AND THEIR ATTRIBUTES. TOO BAD SHE'S NOT ACTUALLY GOING TO BE IN ULTIMATE.''


*[[Weight]]: '''125''' (5th highest, well above {{SSBU|Ganondorf}} but just behind {{SSBU|Donkey Kong}} and {{SSBU|King Dedede}})
Gruntilda, the tall, morbidly obese witch she is, is a [[weight|super heavyweight]], specifically the 5th heaviest in the game at only a little lighter than {{SSBU|Donkey Kong}} and {{SSBU|King Dedede}}, and has incredibly slow [[walk|walking]] and [[dash|dashing]] speeds, at the 3rd and 5th slowest in the game, respectively. However, she does not necessarily fit her weight class' mobility archetype as she boasts average traction, air speed, and air acceleration, and high falling and fast falling speeds. Her [[double jump|midair jump]] is surprisingly high as well, which all work together with her long-distanced, powerful attacks to provide her extraordinary neutral, [[edgeguard|edgeguarding]] and [[camping]] games, while her tilts supply her with a surprisingly potent [[combo]] game. The key word for Grunty's moveset is ''unique''.
*[[Walk]] speed: '''0.7''' (3rd lowest, between {{SSBU|Jigglypuff}} and {{SSBU|Kazuya}})
*[[Dash]]:
**Initial dash speed: '''1.68''' (tied with {{SSBU|Ice Climbers}} and {{SSBU|Banjo & Kazooie}} as 8th lowest)
**Run speed: '''1.37''' (tied with {{SSBU|Mii Gunner}} as 5th lowest)
*[[Traction]]: '''0.106''' (tied with multiple fighters as 36th lowest, so a little below-average)
*[[Jump]]:
**Full hop height: '''26''' (tied with {{SSBU|Ryu}}, {{SSBU|Ken}} and {{SSBU|Little Mac}} as 7th lowest) (Initial height is 0.55× jump height, the default)
**Short hop height: '''10''' (tied with {{SSBU|Steve}} and {{SSBU|Sephiroth}} as the lowest in the game)
**[[Double jump]] height: '''38''' (tied with {{SSBU|R.O.B.}} as 16th highest)
*Air movement:
**[[Air speed]]: '''1.045''' (47th highest, just above {{SSBU|Meta Knight}}, so pretty average)
**[[Air acceleration]]: '''0.01''' base and '''0.07''' additional, for '''0.08''' max (average and shared with many fighters, albeit a little high for a super heavyweight)
**[[Air friction]]: '''0.01''' (average and shared with many fighters, albeit a little low for a super heavyweight)
**[[Falling speed]]: '''1.79''' (19th highest, just above {{SSBU|Ridley}}) ([[Fast fall]] is 1.6× falling speed, the default)
**[[Gravity]]: '''0.105''' (tied with {{SSBU|King K. Rool}} for 33rd highest)
*Dodges:
**[[Spot dodge]]: Active between '''frames 3-17''' ('''6-17''' when staled) (shared with most of the roster)
**[[Roll]]:
***Forward: Active between '''frames 4-16''' ('''8-15''' when staled) (shared with most other super heavyweights) for a distance of '''31.19''' (tied with Meta Knight, King K. Rool, {{SSBU|Mii Swordfighter}} and Mii Gunner for 35th shortest)
***Backward: Active between '''frames 5-17''' ('''9-15''' when staled) (shared with most other super heavyweights) for a distance of '''31.15''' (tied with King K. Rool, Mii Swordfighter and Mii Gunner for 41st shortest)
**[[Air dodge]]:
***Neutral: Active between '''frames 3-30''' ('''6-27''' when staled) with a total duration of '''50''' frames (shared with Mii Swordfighter, {{SSBU|Hero}} and {{SSBU|Min Min}})
***Directional: Active between '''frames 3-21''' ('''6-20''' when staled) (shared with most other fighters, so pretty average) with total durations that I don't feel like coming up with (they're probably going to be pretty average too)


Gruntilda should be a very interesting take on the "super heavyweight" archetype. As would be expected, she has a lot of slow, large and powerful moves and projectiles; however, her third jab, up tilt, down tilt and down throw should allow for interesting combos that lead into devastating finishers. Her balance comes in the form of her three projectiles each being sharply nerfed when [[spam]]ming is attempted (I mean, aside from the fact that she's a slow, lumbering super-heavy). With an above-average recovery and a dominating presence in neutral, Gruntilda may just be the top-tier super heavyweight that everyone was waiting for.
Unique among super heavyweights, Grunty's moveset consists of a mixture of slow, powerful moves of wildly varying ranges, and quick, close-up combo tools that give her a very flexible and quirky playstyle. Although many of her moves have high endlag and some have cooldown systems built in (notably her [[dash attack]], [[neutral special]] and tapped [[side special]]), her plethora of edgeguarding, stage control and combo tools, as well as a superb recovery more than make up for this. Her 4-hit [[neutral attack|jab]], three slaps and an optional spell blast finisher, is one of her more flexible tools. It is capable of KOing lightweights at less than 100% if completed at the edge, and is able to cancel from the third hit into a more powerful move, such as [[side tilt]], on heavier characters at high percentages as well. Said side tilt, a front kick, quick to start and slow to end, is almost comparable to an uncharged smash attack in terms of speed and power, while her [[down tilt]], a quick, [[Semi-spike|semi-spiking]] broomstick poke, and [[up tilt]], a quick headbutt, have immense utility as edgeguarding (down) and combo (both) tools.
 
Grunty's [[aerial attack|aerials]] only complement her aforementioned tilts' versatile combo game. They, along with her neutral, [[Up special|up]] and side specials, also provide her an off-stage presence unique among her weight class, so characters without reliable recoveries must take great care when attempting to [[gimp]] or otherwise edgeguard her. All of her aerials have KO potential offstage, all except [[down aerial]] autocancel from a short hop, and all except down and [[up aerial]] have decent landing lag. Her [[neutral aerial]], a cartwheel similar to that of {{SSBU|Bowser}} albeit slower and less powerful, is a versatile tool all its own that can set up combos with all of her other aerials at lower percentages, and often scores KOs offstage as well. Her [[back aerial]], a large spell blast, is an especially safe and powerful move in nearly any situation. A similar spell blast, her down aerial's [[Meteor smash|meteor smashing]] and extra [[shield damage]] properties make it an overall useful move as well; although it is generally less safe in grounded play and a sort of high-risk high-reward option when airborne due to extreme lag overall, it is useful for finishing off a cornered opponent with few options. Both of these aerials' clean hits are capable of KOing even heavier opponents at around 100%, although the startup lag and active frames for the hitbox make this difficult to land. Up aerial, three quick waves of her broomstick, and forward aerial, an arcing broomstick swipe, add to her long list of combo options and quick stock-takers with their fast startup and decent power, but up aerial is rather risky in the air for its endlag and landing lag.
 
In terms of sheer power, the witch does not fall short of her peers, with many different KO options and surprisingly long-ranged stage control and get-off-me moves. Her dash attack uniquely fires a fast-moving, long-ranged large projectile that covers nearly all of a grounded opponent's options at mid-range (a shielding opponent is left vulnerable to a grab, for instance), and is a fantastic edgeguarding tool against horizontal recoveries, such as that of her [[Banjo & Kazooie (SSBU)|adversaries]]. However, the move gets smaller and weaker the farther it travels, as well as weakening upon repeated usages, and Grunty must also be wary of using this move against opponents with [[reflector|reflectors]] who can use it to turn the game against her just as quickly. Gruntilda's smash attacks are also no strangers to the power game, although their lag makes them all quite risky. Her [[side smash|sideways smash attack]], a big magic blast in front of her, is quick to start, lasts a while, is very slow to end, and grants the witch [[Armor#Damage-based Armor|damage-based armor]] from when she rears up to when the spell disappears. Overall, this move is really only useful for punishing its fellow laggy moves (and, with its large hitbox, occasionally 2-framing), and is very risky otherwise. Her [[up smash|upwards smash attack]], meanwhile, a big magic blast above her, is even quicker to start, is bigger, is more powerful, and lasts even longer, but is even slower to end, and she only gains armor, weaker than that of the side smash, after the hitbox has disappeared during the endlag. To an even greater extent than said move, this move should be used with extreme caution, as it is only useful for punishes, combo ending, and as an anti-aerial, for it is ineffective against grounded opponents at even a short range. The oddball of her smash attacks, her [[down smash]], a fire blast to each side of her, is overall the laggiest move she has, and unlike her other smashes, it grants her no armor. Its weak power makes it no good for approaching or neutral play in general, although its long-lasting hitbox and immense [[shield damage]] make it handy for 2-framing at low percentages or against extremely patient opponents. Also worth mentioning are her down and back aerials as well as her side tilt, which are all incredibly flexible kill moves, and the latter being a stellar combo finisher at the same time.
 
Gruntilda's spell-casting neutral and side special moves are both powerful as well. These projectiles alone make her something of an expert camper and mix-up organizer, as their unpredictability can often intimidate opponents and cover their approach seamlessly, something most fighters of any weight can't do. Her neutral special, which throws an exploding fireball at an arc, is best for catching opponents who are airborne off guard, as its awkward angle can be hard to predict; but its ability to be fired constantly and rather quickly, its ability to be aimed with well-timed inputs, and its large, lingering explosion, make it a deadly tool all-around for gimping and edgeguarding as a whole, and smothering out campy or patient opponents into the offensive. Her side special is, along with her up special, possibly the most important tool in her set, as it helps counter one of her biggest potential weaknesses - for her mobility, while it is definitely favorable to that of some of her peers, is subpar and often leaves her cornered. Magnet Spell's ability to seek out and send approaching or recovering opponents flying is rivaled only by that of [[PK Thunder]], but Magnet Spell is more powerful and slightly slower. In neutral, grounded play, the move can be extremely useful in many different scenarios, and for each one, she has a multitude of options such that an opponent can rarely cover them all. For example, if an opponent is approaching Grunty, she can utilize her auto-homing spell to react with her own approach and possibly combo them with little retaliation, fire her large, slow-moving tapped version to distract the opponent while she retreats into a defensive stance, or bait the opponent into getting hit as she launches herself, possibly scoring a KO. And should an opponent shield their way past all of these options, Gruntilda can then grab them and use a combo to set up her next evil plan.
 
Grunty's recovery, specifically her up special, Broomstick, is arguably the most unique thing about her. Upon boarding her iconic broomstick, she can not only ride on it in any direction for as long as her fairly generous fuel remains, but she has access to her Fireball spell (up to five times before touching the ground) and a unique swooping attack. This move's fuel mechanic is very similar to that of [[Robo Burner]], but has one perk - the fuel refills constantly, whether she is airborne or grounded, so long as she isn't using it. In this way, she can technically recover vertically from right above the bottom blast zone on a nearly filled fuel tank (and when it runs out, she can jump up), further demonstrating the uniqueness of her recovery kit. While she does fly rather slowly, and separating her from her broom is a simple task, the sheer amount of utility this move brings to the table in terms of recovery, stage control and KO options make this move possibly the most important tool she has. This move, combined with her high midair jump and her Magnet Spell in a pinch, give her recovery a combination of flexibility and potency few other fighters in her weight class can claim (although her size and speed do make her highly susceptible to edgeguarding, explanation soon following). Plus, it gives her an interesting option for stage control and aerial fighting in her spammable Fireball move, now with far less endlag and slightly less power, as well as a powerful, intimidating (albeit quite risky) KO option in her chargeable swooping attack.
 
Conversely, Gruntilda's grabs and throws are arguably the least unique thing about her. Although her grabs' very low endlag makes up slightly for their average range and slow startup, allowing her to jump out of the way of punishment for a missed grab, her throws' basically nonexistent utility at higher percentages and limited combo potential at lower ones make grabbing overall a low-risk low-reward undertaking for the witch. The only of her throws with reasonable KO potential is her [[back throw]], which doesn't KO until over 110% for even lighter fighters. At low percentages, her [[forward throw]] can follow into her dash attack, her [[down throw]] can follow into her forward smash, and her [[up throw]] can follow into her up aerial; but none of these are true and don't serve as reliable KO setups, and are mere damage rackers and neutral-retakers. Also not unique is her counterattack [[down special]], Trivia Question, which is rarely necessary because of how Gruntilda excels in keeping opponents away from her; additionally, it is far from safe with 28 frames of endlag if failed. It can be useful against fast-moving rushdown fighters such as {{SSBU|Mario}}, or when she is continually missing her other moves and they are suffering from their built-in cooldown as a result. But even in these situations, a combo or some time using her Broomstick would be preferable.
 
For all of her perks, Grunty has a few weaknesses that need to be kept in mind, as while they are not glaring flaws, a knowledgeable opponent and/or an inept Gruntilda player may quickly find these weaknesses being exploited in a battle. Unlike other fighters of her weight class, while her basic grounded mobility may be very poor on its own, this potential problem is made up for with her stage control and camping tools, namely her dash attack, Fireball, Magnet Spell and Broomstick Charge. Arguably her worst weaknesses are, quite simply: her large stature, lag on her moves, and opponents' edgeguarding.
 
First, she is not a fighter made for quickly slipping in and out of quick skirmishes. The witch prefers to camp, hang around offstage, rack up damage with combos, or chase her foes away with powerful moves; if an opponent can make their way past her tough defenses and land potent combos on her, made easier by her bulky hurtbox, she is often left at their mercy, as even for everything else that makes her unique among her peers, she, too, is highly susceptible to combos.
 
Second, while she is certainly capable and willing to take on a combo-focused playstyle herself when she needs to, usually Grunty does prefer to utilize her resiliency and more powerful moves to quickly take stocks; attempting these moves can often end in disaster, however, when poorly timed, especially with her subpar mobility leaving her little escape from a read, counterattack or some other kind of a punish by the opponent.
 
Finally, her Broomstick's limited fuel and speed, the difficulty of using her Magnet Spell to recover, and her aforementioned large stature contribute to quite possibly her most exploitable weakness - an opponent with edgeguarding abilities that even come slightly close to the power of her own can often give her a very difficult time getting back to the stage. The main issue here is the Broomstick's speed, for if it is left unbothered, she can usually recover just fine. An incoming foe with almost any move, weak or strong, suddenly leaves strategizing and [[mind games]] as Gruntilda's only options, and she has to act fast. Often if a foe is still far away, she can often throw some Fireball spells at them, or in a tight spot, she can get off her stick and use her Magnet Spell to launch herself at the opponent and back onto the stage. But overall, she doesn't have a very reliable way of getting out of below-stage pinches like that. Her Broomstick recovery is very strong on its own, and she does indeed have ways of fooling her opponents and getting back safely, but proper interference by opponents can often end in disaster for Grunty beyond her control.
 
Overall, Grunty is a very strong fighter with many perks unique among her fellow super heavyweights as well as the rest of the roster as a whole. With her moveset containing mostly extremely powerful moves and combo moves, as well as several campy moves and edgeguarding moves, she can adapt to truly any playstyle almost flawlessly, like a more combo- and kill move-oriented version of her sworn enemies, Banjo & Kazooie. She can chase her opponents away with powerful moves, stay back and camp, or even take on a sort of Mario-like rushdown approach with her combo tools. Possibly her most shining strength is her ability to unceasingly put pressure on the entire stage at once and intimidate opponents into a defensive stance, which she is equally good at breaking through; with tools like Fireball, Magnet Spell, Broomstick, and even simply her aerials, she is also quite possibly one of the best at edgeguarding in the game. Her recovery, even with its weaknesses, is extremely potent and flexible, and it is not rare for the witch to survive well beyond 160%, especially against opponents with overall lighter-hitting moves. Few other fighters can effectively break through her defenses and stay out of the way of her power, so it is for these reasons that all other fighters have been dropped universally and Gruntilda is the only fighter ever played as the meta has progressed. Top players such as [[User:Ender R. Musk|Ender Musk]] and [[Smasher:MkLeo|MkLeo]] consider her the best fighter in the game, and no one has said otherwise, so... it's universally decided. Gruntilda's the best character all around, SS Tier, and no one else even comes close. End of discussion.


==Update history==
==Update history==
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==Moveset==
==Moveset==
*If Gruntilda is attacked in the startup lag for her spell-firing moves or while she is charging a smash attack, she will drop the spell and it will explode, dealing one quarter of the spell's intended damage to her and any nearby opponents.
*If Gruntilda is attacked in the startup lag for her spell-firing moves or while she is charging a smash attack, she will drop the spell and it will explode, dealing one quarter of the spell's intended damage to her and any nearby opponents.
*Gruntilda utilizes the shield she had in her boss fight at the end of ''Banjo-Kazooie'' for her [[shield]], carrying over her idle stance and some of its properties - similar to {{SSBU|Yoshi}}'s shield, it does not shrink, making her immune to [[shield stabbing]], although she cannot move around; however, her shield is slightly weaker than other shields of the same size.
''For a gallery of Gruntilda's hitboxes, you're outta luck. I got none.''
''For a gallery of Gruntilda's hitboxes, you're outta luck. I got none.''


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|-
|-
!rowspan=4|Neutral attack
!rowspan=4|Neutral attack
|rowspan=4| ||3%||rowspan=4|A unique 4-hit jab, with three alternating hand slaps, and a final large, potent spell blast that launches opponents at an upwards angle. Starting at frame 8, this series of attacks has a decent amount of utility, and the third hit, with very low lag, can cancel into another more potent and long-ranged finisher, such as her dash attack; the fourth hit, with its trajectory, can also combo into one of her faster aerials, such as forward aerial. The fourth hit can KO Mario at 120% at the edge of {{SSBU|Final Destination}}.
|rowspan=4| ||3%||rowspan=4|A unique 4-hit jab, with three alternating hand slaps, and a final large, potent spell blast that launches opponents at an upwards angle. Starting at frame 8, this series of attacks has a decent amount of utility, and the third hit, with very low lag, can cancel into another more potent and long-ranged finisher, such as her dash attack; the fourth hit, with its trajectory, can also combo into one of her faster aerials, such as forward aerial. The fourth hit can KO Mario at 110% at the edge of {{SSBU|Final Destination}}.
|-
|-
|2.5%
|2.5%
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|-
|-
! Forward tilt
! Forward tilt
| || 9% || A front kick. Decently fast startup at frame 7, but has short duration and long ending lag that make this move committal and unsafe on shield, albeit very useful for punishes. Launches opponents at a [[semi-spike]] angle, making it dangerous at the ledge or near the edge of a walk-off stage.
| || 9% || A front kick. Decently fast startup at frame 7, but has short duration and terrible ending lag that make this move committal and unsafe on shield, albeit very useful for punishing. Launches opponents at a [[semi-spike]] angle, making it dangerous at the ledge or near the edge of a walk-off stage.
|-
|-
! Up tilt
! Up tilt
| || 13% (clean), 9% (late), 8% (clean, face), 7% (late, face) || A frame 7 arced headbutt, thrusting her head in a slight forwards arc while starting up to hit opponents right in front of her. This move possesses deceptively low ending lag, making it a deadly combo tool against airborne opponents at mid-to-high percentages. Her hat is the sweetspot, and as it does not possess a hurtbox, this move is very [[disjointed]].
| || 13% (clean), 9% (late), 8% (face), 7% (late, face) || A frame 7 headbutt, thrusting her head in a slight forwards arc while starting up to hit opponents right in front of her. This move possesses deceptively low ending lag, making it a deadly combo tool against airborne opponents at mid-to-high percentages. Her hat does not possess a hurtbox, making this move slightly [[disjointed]].
|-
|-
! Down tilt
! Down tilt
| || 5.7% || A very low, quick poke along the ground with her broomstick's handle (3 frames each of startup, duration, and endlag). With proper timing, this move is a great tool for 2-framing recoveries, sending the opponent flying at a low semi-spike angle. Grounded opponents get launched vertically instead, allowing her to combo into moves like up tilt or an aerial.
| || 5.7% || A very low, quick (frame 3 starting, 3 frames lag) poke along the ground with her broomstick's handle. With proper timing, this move is a great tool for 2-framing recoveries, sending the opponent flying at a low semi-spike angle. Grounded opponents get launched vertically instead, allowing her to combo into moves like up tilt or an aerial.
|-
|-
! Dash attack
! Dash attack
| || 9% (early), 14% (clean), 12.6%-4.3% (projectile) || Gruntilda slows to a stop as she rears back and fires a large spell from her hands. Based on the spells she fires at [http://banjokazooiewiki.com/wiki/Mumbo_Jumbo Mumbo Jumbo] in the opening cutscene of ''{{s|wikipedia|Banjo-Tooie}}''. This spell, a reflectable projectile, gets weaker and smaller the farther it travels in its straight-ahead trajectory, before disappearing completely after around two-thirds the length of Final Destination. Its high startup and ending lag make it very risky at close range, and Grunty must be very cautious when using this move against opponents with reflectors. It also severely decreases in power for consecutive uses within a short period of time; this, coupled with the normal effects of [[Stale-move negation|staling]], discourage [[spam]]ming this extremely potent move.
| || 9% (early), 14% (clean), 12.6%-4.3% (projectile) || Gruntilda slows to a stop as she rears back and fires a large spell from her hands. Based on the spells she fires at [http://banjokazooiewiki.com/wiki/Mumbo_Jumbo Mumbo Jumbo] in the opening cutscene of ''{{s|wikipedia|Banjo-Tooie}}''. This spell, a reflectable projectile, gets weaker and smaller the farther it travels in its straight-ahead trajectory, before disappearing completely after around two-thirds the length of Final Destination. Its high startup and ending lag make it very risky at close range, and Grunty must be very cautious when using this move against opponents with reflectors. It also severely decreases in power for consecutive uses within a short period of time; this, coupled with the effects of [[Stale-move negation|staling]], discourage [[spam|spamming]] this extremely potent move.
|-
|-
! Forward smash
! Forward smash
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|-
|-
! Neutral special
! Neutral special
| Fireball || 17% (Fireball 1), 14.5%-9.3% (Fireball 2-9), 6.9% (Fireball 10+), 14% (Fireball, Broomstick), 9% (explosion 1), 7.7%-4.9% (explosion 2-9), 3.7% (explosion 10+), 7.4% (explosion, Broomstick) || Gruntilda fires the fireball spell she utilizes in her boss fight at the end of ''{{s|wikipedia|Banjo-Kazooie}}''. It is launched at an upwards angle and arcs downwards in front of her; during the move's startup lag, she can influence the exact trajectory it will have with a joystick input. Upon hitting a surface, the spell creates an explosion that lingers for just over a second. This move suffers from 48 frames of endlag, and its awkward angle can make it hard for Grunty to know whether the opponent will get hit; the spell can be rapid-fired if the button is pressed again at any point during said endlag, but the power of the spell and its explosion decrease for repeated usages. Unlike her dash attack, which is timer-based, landing any other attack on an opponent cancels this decrease in power immediately, returning it to full strength. A slightly weaker version of this move can be used while she is riding her Broomstick, which can only be used up to five times before she gets out of this mode. This version has significantly less endlag, and does not weaken upon repeated uses.
| [[#About Her Special Moves...|Fireball]] || 17% (Fireball 1), 14.5%-9.3% (Fireball 2-9), 6.9% (Fireball 10+), 14% (Fireball, Broomstick), 9% (explosion 1), 7.7%-4.9% (explosion 2-9), 3.7% (explosion 10+), 7.4% (explosion, Broomstick) || Gruntilda fires the fireball spell she utilizes in her boss fight at the end of ''{{s|wikipedia|Banjo-Kazooie}}''. It is launched at an upwards angle and arcs downwards in front of her; during the move's startup lag, she can influence the exact trajectory it will have with a joystick input. Upon hitting a surface, the spell creates an explosion that lingers for just over a second. This move suffers from 48 frames of endlag, and its awkward angle can make it hard for Grunty to know whether the opponent will get hit; the spell can be rapid-fired if the button is pressed again at any point during said endlag, but the power of the spell and its explosion decrease for repeated usages. Unlike her dash attack, which is timer-based, landing any other attack on an opponent cancels this decrease in power immediately, returning it to full strength. A slightly weaker version of this move can be used while she is riding her Broomstick, which can only be used up to five times before she gets out of this mode. This version has significantly less endlag, and does not weaken upon repeated uses.
|-
|-
! Side special
! Side special
| Magnet Spell || 13% (held), 34% (Gruntilda launched), 21% (held, released), 16% (tapped) || ''Held (for at least 24 frames):'' Gruntilda fires the hurricane-shaped spell she utilizes in her ''Banjo-Kazooie'' boss fight; control of herself is lost as long as the special button is held (or until the spell expires automatically) as she guides the spell to a target, creating an explosion on contact with herself or an opponent. Should the spell hit herself, similar to [[PK Thunder]], she is launched in a direction opposite the side that she was hit from; also similar to PK Thunder, when she uses this move while airborne, an arrow appears that signifies which direction she will be launched by the spell. Because of Grunty's fast falling speed, this is rarely useful as a recovery option; however, should she hit an opponent when launched by this, they receive massive knockback and damage, almost always KOing them at more than 70%, although she falls to the ground when hitting a shield, suffering immense lag, and if she is airborne, she is rendered [[helpless]] after her hitbox disappears. While controlling the spell, Gruntilda gains damage-based armor with a threshold of 14% damage; if this armor is broken, she loses control of the spell and it falls straight downward and explodes.<br/><br/>''Held, released:'' If the special button is released after the standard controllable spell has been launched and before it explodes, its color changes to a reddish hue and a sound effect plays signifying that direct control has been lost. For nearly one second, the spell homes in on a target to create an explosion that deals much more damage but only slightly more knockback than the manually controlled version. If there is no opponent to home in on within its detection radius, the spell travels in a straight line briefly before disappearing. This spell does not explode upon impact with, or launch, Gruntilda.<br/><br/>''Tapped (held for less than 24 frames):'' Gruntilda fires the same hurricane-shaped magnet spell as in the held variants, but it takes on a more bluish hue and is larger. This spell, similar to her dash attack, travels in a straight direction until it hits an opponent or travels about half the length of Final Destination. However, it is rather slow, and Grunty suffers immense endlag when using this move on the ground or in the air, making it very risky and committal in any situation. Finally, also similar to her dash attack, decreases in power significantly upon repeated consecutive usages.<br/><br/>All of the above variants of the move dissipate immediately upon touching a shield or the bottom of a solid platform.
| [[#About Her Special Moves...|Magnet Spell]] || 13% (held), 34% (Gruntilda launched), 21% (held, released), 16% (tapped) || ''Held (for at least 24 frames):'' Gruntilda fires the hurricane-shaped spell she utilizes in her ''Banjo-Kazooie'' boss fight; control of herself is lost as long as the special button is held (or until the spell expires automatically) as she guides the spell to a target, creating an explosion on contact with herself or an opponent. Should the spell hit herself, similar to [[PK Thunder]], she is launched in a direction opposite the side that she was hit from; also similar to PK Thunder, when she uses this move while airborne, an arrow appears that signifies which direction she will be launched by the spell. Because of Grunty's fast falling speed, this is rarely useful as a recovery option; however, should she hit an opponent when launched by this, they receive massive knockback and damage, almost always KOing them at more than 80%, although she falls to the ground when hitting a shield, suffering immense lag, and if she is airborne, she is rendered [[helpless]] after her hitbox disappears. While controlling the spell, Gruntilda gains damage-based armor with a threshold of 14% damage; if this armor is broken, she loses control of the spell and it falls straight downward and explodes.<br/><br/>''Held, released:'' If the special button is released after the standard controllable spell has been launched and before it explodes, its color changes to a reddish hue and a sound effect plays signifying that direct control has been lost. For nearly one second, the spell homes in on a target to create an explosion that deals much more damage but only slightly more knockback than the manually controlled version. If there is no opponent to home in on within its detection radius, the spell travels in a straight line briefly before disappearing. This spell does not explode upon impact with, or launch, Gruntilda.<br/><br/>''Tapped (held for less than 24 frames):'' Gruntilda fires the same hurricane-shaped magnet spell as in the held variants, but it takes on a more bluish hue and is larger. This spell, similar to her dash attack, travels in a straight direction until it hits an opponent or travels about half the length of Final Destination. However, it is rather slow, and Grunty suffers immense endlag when using this move on the ground or in the air, making it very risky and committal in any situation. Finally, also similar to her dash attack, decreases in power significantly upon repeated consecutive usages.<br/><br/>All of the above variants of the move dissipate immediately upon touching a shield or the bottom of a solid platform.
|-
|-
! Up special
! Up special
| Broomstick || 1.2% (cruise speed), 9%-25.4% (charge attack) || Gruntilda boards her iconic sentient, flying broomstick and begins to ride it. The broomstick has a limited amount of fuel, as shown by a gauge next to her [[damage meter]], which depletes constantly when she rides it. This fuel refills automatically when she is not using it, and refills much quicker when she is grounded; once it runs out of fuel, however, she cannot re-activate it until she touches the ground again and it refills to one-quarter full of fuel. She is able to fly around in any direction so long as fuel remains, but cannot dodge or put up her shield while riding. The broomstick falls and crashes if:
| [[#About Her Special Moves...|Broomstick]] || 1.2% (cruise speed), 9%-25.4% (charge attack) || Gruntilda boards her iconic sentient, flying broomstick and begins to ride it. The broomstick has a limited amount of fuel, as shown by a gauge next to her [[damage meter]], which depletes constantly when she rides it. This fuel refills automatically when she is not using it, and refills much quicker when she is grounded; once it runs out of fuel, however, she cannot re-activate it until she touches the ground again and it refills to one-quarter full of fuel. She is able to fly around in any direction so long as fuel remains, but cannot dodge or put up her shield while riding. The broomstick falls and crashes if:
*The broomstick runs out of fuel,
*The broomstick runs out of fuel,
*The broomstick is hit by any attack,
*The broomstick is hit by any attack,
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|-
|-
! Down special
! Down special
| Trivia Question || 1.4x || Pulls out a trivia question card. If an opponent hits her with a melee attack while she is reading the card, a buzzing sound is heard and Gruntilda grins as a 1-ton weight falls on the opponent, directly referencing her [https://banjokazooiewiki.com/wiki/Tower_of_Tragedy Tower of Tragedy Quiz] from ''Banjo-Tooie''. This [[counterattack]] claims the fourth-highest damage multiplier in the game, behind [[Counter Throw]], [[Gut Check]] and [[Tetrakarn]]. The move suffers immense endlag when failed like most moves of its type, leaving Grunty vulnerable to an opponent's counterattack.
| [[#About Her Special Moves...|Trivia Question]] || 1.4x || Pulls out a trivia question card. If an opponent hits her with a melee attack while she is reading the card, a buzzing sound is heard and Gruntilda grins as a 1-ton weight falls on the opponent, directly referencing her [https://banjokazooiewiki.com/wiki/Tower_of_Tragedy Tower of Tragedy Quiz] from ''Banjo-Tooie''. This [[counterattack]] claims the fourth-highest damage multiplier in the game, behind [[Counter Throw]], [[Gut Check]] and [[Tetrakarn]]. The move suffers immense endlag when failed like most moves of its type, leaving Grunty vulnerable to an opponent's counterattack.
|-
|-
! Final smash
! Final smash
| HAG 1 || 5% (activation), 5% (contact), 7% (laser beam), 20% (mortar cannon), 2% (toxic gas, loop) || Summons/transforms into/builds the [http://banjokazooiewiki.com/wiki/HAG_1 HAG 1], a large drill manufactured from the ruins of Mecha-Grunty by her evil sisters Mingella and Blobbelda in ''Banjo-Tooie'', and was utilized to wreak havoc on the Isle O' Hags as well as being featured in that game's final boss battle. The entire stage is immediately covered in a toxic gas, and Gruntilda can control the drill back and forth across the stage and activate its various weapons, similar to the [[Landmaster]] from ''Brawl'' and ''For 3DS / Wii U'' but without being able to hover. After about 17 seconds, Grunty hops out/transforms out of/causes the deconstruction of the HAG 1, returning the stage to normal. This move has different introductions depending on Gruntilda's costume: for her normal and skeletal costumes, it simply appears and she jumps in; for her Mecha-Grunty costumes, she transforms into it; and for her ''Nuts & Bolts'' costumes, she builds it from vehicle parts.
| [[#About Her Special Moves...|HAG 1]] || 5% (activation), 5% (contact), 7% (laser beam), 20% (mortar cannon), 2% (toxic gas, loop) || Summons/transforms into/builds the [http://banjokazooiewiki.com/wiki/HAG_1 HAG 1], a large drill manufactured from the ruins of Mecha-Grunty by her evil sisters Mingella and Blobbelda in ''Banjo-Tooie'', and utilized to wreak havoc on the Isle O' Hags as well as in the final boss of that game. The entire stage is immediately covered in a toxic gas, and Gruntilda can control the drill back and forth across the stage and activate its various weapons, similar to the [[Landmaster]] from ''Brawl'' and ''For 3DS / Wii U'' but without being able to hover.After about 17 seconds, Grunty hops out/transforms out of/causes the deconstruction of the HAG 1, returning the stage to normal. This move has different introductions depending on what appearance Gruntilda is using: for her normal and skeletal costumes, she simply summons it and jumps in; for her Mecha-Grunty costumes, she transforms into it; and for her ''Nuts & Bolts'' costumes, she builds it from vehicle parts.
|}
|}


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===[[Taunts]]===
===[[Taunts]]===
All of Gruntilda's taunts are altered based on what [[alternate costume]] she is using, although for balancing purposes her hitboxes are always based on her Default costume.
*'''Up taunt''': Gruntilda pulls out a dark-colored hamburger from behind her back. A reference to her gluttonous nature as evidenced throughout ''{{s|wikipedia|Banjo-Kazooie}}'', and possibly a reference to one of her possible randomly-chosen favorite dinners, "dog dung burgers," in said game.
*'''Up taunt''': Gruntilda pulls out a dark-colored hamburger from behind her back. A reference to her gluttonous nature as evidenced throughout ''{{s|wikipedia|Banjo-Kazooie}}'', and possibly a reference to one of her possible randomly-chosen favorite dinners, "dog dung burgers," in said game.
**Default, Mecha-Grunty, Skeleton costumes: She eats it quickly, and burps.
**Default, Mecha-Grunty, Skeleton costumes: She eats it quickly, and burps.
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*'''Down taunt''':
*'''Down taunt''':
**Default, Skeleton, Mecha-Grunty costumes: Klungo appears in front of Gruntilda. She promptly beats him with a broomstick until he runs away and disappears. References Klungo's abusive relationship with her as her henchman before his departure in ''Banjo-Tooie''.
**Default, Skeleton, Mecha-Grunty costumes: Klungo appears in front of Gruntilda. She promptly beats him with a broomstick until he runs away and disappears. References Klungo's abusive relationship with her as her henchman before his departure in ''Banjo-Tooie''.
**Nuts & Bolts costumes: [https://banjokazooiewiki.com/wiki/Piddles Piddles] appears in front of Gruntilda, looking up at her. Grunty kicks her up into the air; when she comes back down, she bites the tube on Grunty's mechanical suit before disappearing. References ''Banjo-Kazooie: Nuts & Bolts''{{'}}s opening cinematic.
**Nuts & Bolts costumes: [https://banjokazooiewiki.com/wiki/Piddles Piddles] appears in front of Gruntilda, looking up at her. Grunty kicks her up into the air; when she comes back down, she bites the tube on Grunty's mechanical suit before disappearing. References ''Banjo-Kazooie: Nuts & Bolts''<nowiki>'</nowiki> opening cinematic.
*'''Broomstick Taunt''': When pressing any taunt button while Gruntilda is on her broomstick, she cackles menacingly before the broomstick begins to sputter and smoke. She slaps it a few times before it stops.
*'''Broomstick Taunt''': When pressing any taunt button while Gruntilda is on her broomstick, she cackles menacingly before the broomstick begins to sputter and smoke. She slaps it a few times before it stops.
*'''[[Smash Taunt]]''': By activating her down taunt for two frames or less while standing on [[#Stages|Top of Gruntilda's Lair]], she puts her hands to her head for a moment and concentrates. If she isn't interrupted, she speaks through a dialogue box (identical to that of the first two ''Banjo-Kazooie'' games) about her opponent. Usually insulting, these speeches consist of her speaking in rhyming couplets about some aspect of the fighter she is facing, often referencing her home series in the meantime. Her dialogue portrait (and, for her Mecha-Grunty costumes, her voice) changes to match the alternate costume she is using. Like [[Palutena's Guidance]], it can only be activated once per battle; if she is interrupted during activation, the Smash Taunt will cancel, and cannot be activated again. If she is KOd during the speech, it will end immediately.


===[[Idle pose|Idle poses]]===
===[[Idle pose|Idle poses]]===
*Looks around for a moment, then pats her stomach a couple times.
*Puts her hands on her hips and taps her foot in impatience.
*Puts her hands on her hips and taps her foot in impatience.
*Looks up and adjusts her hat/drill.
*Looks up and adjusts her hat/drill.
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*'''Left:''' The camera zooms in on Gruntilda as she waves her arms around over Dingpot for a moment (who has a picture of ugly Tooty on his surface). A reference to ''Banjo-Kazooie''{{'}}s opening cinematic.
*'''Left:''' The camera zooms in on Gruntilda as she waves her arms around over Dingpot for a moment (who has a picture of ugly Tooty on his surface). A reference to ''Banjo-Kazooie''{{'}}s opening cinematic.
**Default, Skeleton costumes: She then picks her nose and throws away what she finds; she then laughs and continues to wave her arms.
**Default, Skeleton costumes: She then picks her nose and throws away what she finds; she then laughs and continues to wave her arms.
**Mecha-Grunty, Nuts & Bolts costumes: She reaches for her nose before suddenly realizing that she can't pick it, and looks down glumly.
**Mecha-Grunty, Nuts & Bolts costumes: She reaches for her nose before suddenly realizing that she can't, and looks down glumly.
*'''Up:''' Gruntilda is seen hosting her [https://banjokazooiewiki.com/wiki/Tower_of_Tragedy Tower of Tragedy Quiz]. A 1-ton weight falls on Mingella, Blobbelda, then Banjo & Kazooie, as Grunty cackles and looks at the camera to her right. Directly references said Tower of Tragedy Quiz, specifically its events when Banjo & Kazooie lose in the third round.
*'''Up:''' Gruntilda is seen hosting her [https://banjokazooiewiki.com/wiki/Tower_of_Tragedy Tower of Tragedy Quiz]. A 1-ton weight falls on Mingella, Blobbelda, then Banjo & Kazooie, as Grunty cackles and looks at the camera to her right. Directly references said Tower of Tragedy Quiz, specifically its events when Banjo & Kazooie lose in the third round.
*'''Right:''' The camera looks towards the sky and moves around quickly, looking for Gruntilda. She suddenly flies in on her broomstick, falling off and onto her back.
*'''Right:''' The camera looks towards the sky and moves around quickly, looking for Gruntilda. She suddenly flies in on her broomstick, falling off and onto her back.
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==Alternate costumes==
==Alternate costumes==
Similar to {{SSBU|Hero}}'s alternate costumes, Gruntilda has four costumes that represent her various appearances throughout the three main games of the ''Banjo-Kazooie'' series, and the Gameboy Advance spinoff, ''Banjo-Kazooie: Grunty's Revenge'', as well as a recolor of each costume. Her default costume is based on her original appearance in ''Banjo-Kazooie''. Her second costume is her mechanical form that she possessed with her ghost in ''Grunty's Revenge''. Her third costume is her skeletal appearance, due to having been buried for two years, from ''Banjo-Tooie''. Her fourth costume is based on her appearance as a skull in a mech suit from ''Banjo-Kazooie: Nuts & Bolts''. All four of these costumes are largely based on promotional material for their respective games as well as their in-game models, but some adjustments were made to each of them to be consistent with her hitboxes and hurtboxes (particularly her ''Nuts & Bolts'' appearance, with her skull being re-used from her ''Tooie'' model).
Similar to {{SSBU|Hero}}'s alternate costumes, Gruntilda has four costumes that represent her various appearances throughout the three main games of the ''Banjo-Kazooie'' series, and the Gameboy Advance spinoff, ''Banjo-Kazooie: Grunty's Revenge'', as well as a recolor of each costume. Her default costume is based on her original appearance in ''Banjo-Kazooie''. Her second costume is her mechanical form that she possessed with her ghost in ''Grunty's Revenge''. Her third costume is her skeletal appearance, due to having been buried for two years, from ''Banjo-Tooie''. Her fourth costume is based on her appearance as a skull in a mech suit from ''Banjo-Kazooie: Nuts & Bolts''. All four of these costumes are largely based on promotional material for their respective games as well as their in-game models, but some adjustments were made to each of them to be consistent with her hitboxes and hurtboxes (particularly her ''Nuts & Bolts'' appearance, which was also changed to match the art style of the other games).


Her fifth costume is a recolor of her default costume that references [https://banjokazooiewiki.com/wiki/Brentilda Brentilda], Gruntilda's nicer sister seen in ''Banjo-Kazooie''. This costume turns her hair golden, her hat white, and her cloak pink with white lacing and a white star-shaped pattern. Her sixth costume is a recolor of her second costume that references her ghost form, as it is briefly seen in ''Grunty's Revenge''. This costume turns the entire robot into a bright pink. Her seventh costume is a recolor of her third costume that references Captain Blackeye, the antagonist of Rare's scrapped project that would become ''Banjo-Kazooie'', {{s|wikipedia|Project Dream}}, who also cameos in several ''Banjo-Kazooie'' games. This costume turns her scarf yellow, turns her cloak red, turns her hat black, and gives her boots instead of Mary Janes. Her eighth costume is a recolor of her fourth costume that references the [https://banjokazooiewiki.com/wiki/Lord_of_Games Lord of Games], a main character in ''Nuts & Bolts''. It tints her glass case green, turns her hat golden, turns her arms grey, turns her scarf white and turns her cloak purple.
Her fifth costume is a recolor of her default costume that references [https://banjokazooiewiki.com/wiki/Brentilda Brentilda], Gruntilda's nicer sister seen in ''Banjo-Kazooie''. This costume turns her hair golden, her hat white, and her cloak pink with white lacing and a white star-shaped pattern. Her sixth costume is a recolor of her second costume that references her ghost form, as it is briefly seen in ''Grunty's Revenge''. This costume turns the entire robot into a bright pink. Her seventh costume is a recolor of her third costume that references Captain Blackeye, the antagonist of Rare's scrapped project that would become ''Banjo-Kazooie'', {{s|wikipedia|Project Dream}}, who also cameos in several ''Banjo-Kazooie'' games. This costume turns her scarf yellow, turns her cloak red, turns her hat black, and gives her boots instead of Mary Janes. Her eighth costume is a recolor of her fourth costume that references the [https://banjokazooiewiki.com/wiki/Lord_of_Games Lord of Games], a main character in ''Nuts & Bolts''. It tints her glass case green, turns her hat golden, turns her arms grey, turns her scarf white and turns her cloak purple.
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*Not counting remasters and ports, this marks the first playable appearance of Gruntilda in 15 years since ''{{s|wikipedia|Banjo-Pilot}}'', and her first playable appearance in 20 years in Japan since ''Banjo-Tooie''.
*Not counting remasters and ports, this marks the first playable appearance of Gruntilda in 15 years since ''{{s|wikipedia|Banjo-Pilot}}'', and her first playable appearance in 20 years in Japan since ''Banjo-Tooie''.


==Alterations to {{uv|Banjo-Kazooie}} representation==
==Other Stuff I Didn't Bother Making New Pages For==
===Fighter===
===Fighter===
*73. '''{{SSBU|Banjo & Kazooie}}''': The duo have had their eighth alternate costume, the once that referenced Gruntilda, replaced with a costume that changes the duo to match their blockier, more dull-colored appearances in ''Banjo-Kazooie: Nuts & Bolts''. This, of course, changes their models, but not any of their animations or moves.
*73. '''{{SSBU|Banjo & Kazooie}}''': The duo have had their eighth alternate costume, the once that referenced Gruntilda, removed, and replaced with a costume that changes the duo to match their blockier, more dull-colored appearances in ''Banjo-Kazooie: Nuts & Bolts''. This, of course, changes their models, but not any of their animations or moves.


===Stages===
===Stages===
*[[Spiral Mountain]]: Gruntilda is removed as a cameo from this stage. Three new series protagonists [http://banjokazooiewiki.com/wiki/Klungo Klungo] (in his ''Kazooie'' and ''Tooie'' design), [http://banjokazooiewiki.com/wiki/Jamjars Jamjars] (who appears from Bottles' molehills and occasionally appears from one atop the Mountain) and [http://banjokazooiewiki.com/wiki/Humba_Wumba Humba Wumba] (in a mixture of her ''Tooie'' and ''Nuts & Bolts'' designs), as well as [http://banjokazooiewiki.com/wiki/Quarrie Quarrie] and the vegetable enemies [http://banjokazooiewiki.com/wiki/Topper Topper], [http://banjokazooiewiki.com/wiki/Bawl Bawl] and [http://banjokazooiewiki.com/wiki/Colliwobble Colliwobble] now cameo in the background for this stage. [http://banjokazooiewiki.com/wiki/Buzzbomb Buzzbomb] has been removed. Several other inaccuracies have also been fixed, such as the lack of a rock wall behind the tree stumps and the shapes of the trees.
*[[Spiral Mountain]]: Gruntilda is removed as a cameo from this stage, for obvious reasons. Three new series protagonists [http://banjokazooiewiki.com/wiki/Klungo Klungo] (in his ''Kazooie'' and ''Tooie'' design), [http://banjokazooiewiki.com/wiki/Jamjars Jamjars] (who appears from Bottles' molehills and occasionally appears from one atop the Mountain) and [http://banjokazooiewiki.com/wiki/Humba_Wumba Humba Wumba] (in a mixture of her ''Tooie'' and ''Nuts & Bolts'' designs), as well as [http://banjokazooiewiki.com/wiki/Quarrie Quarrie] and the vegetable enemies [http://banjokazooiewiki.com/wiki/Topper Topper], [http://banjokazooiewiki.com/wiki/Bawl Bawl] and [http://banjokazooiewiki.com/wiki/Colliwobble Colliwobble] now cameo in the background for this stage. [http://banjokazooiewiki.com/wiki/Buzzbomb Buzzbomb] has been removed. Several other inaccuracies have also been fixed, such as the lack of a rock wall behind the tree stumps and the shapes of the trees.
**Klungo will not appear if Gruntilda is present in the match.
**Klungo will not appear if Gruntilda is present in the match.
*Top of Gruntilda's Lair: The location Gruntilda battles [[Banjo]] and [[Kazooie]] for the final bosses of ''Banjo-Kazooie'' and ''Banjo-Kazooie: Grunty's Revenge''. The main platform is wide, and the surrounding sky is dark and stormy. It features feathers and eggs as well as metal bars for Banjo and Kazooie's entrance as the arena did in ''Banjo-Kazooie'', and the skull design that it had in ''Grunty's Revenge''. Gruntilda's sisters [http://banjokazooiewiki.com/wiki/Brentilda Brentilda], [http://banjokazooiewiki.com/wiki/Mingella Mingella] and [http://banjokazooiewiki.com/wiki/Blobbelda Blobbelda], each occasionally appear to watch the battle.
**A special stage event occurs if Banjo & Kazooie and Gruntilda are in a 1v1 battle and they are all in their ''Banjo-Kazooie: Nuts & Bolts'' appearances. All other cameos are removed, and the [http://banjokazooiewiki.com/wiki/Lord_of_Games Lord of Games] himself from ''Nuts & Bolts'' watches the battle in earnest, floating over the stage in the background and reacting to events such as KOs and powerful attacks landing.
*Top of Gruntilda's Lair: The location Gruntilda battles [[Banjo]] and [[Kazooie]] for the final bosses of ''Banjo-Kazooie'' and ''Banjo-Kazooie: Grunty's Revenge''. The main platform is wide, and a dark and stormy sky can be seen in the background. It features feathers and eggs as well as metal bars for Banjo and Kazooie's entrance as the arena did in ''Banjo-Kazooie'', and the skull design that it had in ''Grunty's Revenge''. Gruntilda's sisters [http://banjokazooiewiki.com/wiki/Brentilda Brentilda], [http://banjokazooiewiki.com/wiki/Mingella Mingella] and [http://banjokazooiewiki.com/wiki/Blobbelda Blobbelda], each occasionally appear to watch the battle.
**Under the circumstances that Banjo & Kazooie and Gruntilda are in a 1v1 battle and Gruntilda is in her ''Banjo-Kazooie: Grunty's Revenge'' appearance, there is a chance that [http://banjokazooiewiki.com/wiki/Bozzeye Bozzeye] replaces Gruntilda's sisters to appear on the stage from molehills and watch the battle.


===Music===
===Music===
====Original Tracks====
====Original Tracks====
Arrangements and remixes unique to whatever game Gruntilda's in.
Arrangements and remixes unique to whatever game Gruntilda's in.
*"'''Gruntilda's Lair'''": A faster-paced elegant classical arrangement of Gruntilda's series theme, first heard while exploring her lair in ''Banjo-Kazooie''.
*"'''Gruntilda's Lair'''": A faster-paced elegant classical arrangement of Gruntilda's series theme, first heard while exploring her lair in ''Banjo-Kazooie''. Who arranged it? I dunno...
*"'''Clanker's Cavern'''": A faster-paced dramatic orchestral arrangement of the background track for the third world in ''Banjo-Kazooie'', Clanker's Cavern.
*"'''Clanker's Cavern'''": A faster-paced dramatic orchestral arrangement of the background track for the third world in ''Banjo-Kazooie'', Clanker's Cavern. Also contains an extended remix of the theme of the ninth world, Click Clock Wood. Again, I don't know who arranged it.
*"'''Vs. Boss Boom Box'''": An orchestral remix of the background track for the boss fight against Boss Boom Box, the boss of Rusty Bucket Bay, in ''Banjo-Kazooie''.
*"'''Vs. Boss Boom Box'''": An orchestral remix of the background track for the boss fight against Boss Boom Box, the boss of Rusty Bucket Bay, in ''Banjo-Kazooie''. OK seriously, who is arranging these?
*"'''Mumbo's Skull & Wumba's Wigwam Medley'''": A tribal-sounding medley arrangement of the background tracks for the respective homes of Mumbo Jumbo and Humba Wumba in ''Banjo-Kazooie'' and ''Banjo-Tooie'', two sha-people who transform the duo into various helpful forms in their respective debut games.
*"'''Mumbo's Skull & Wumba's Wigwam Medley'''": A stereotypical tribal arrangement of the background tracks for the respective homes of Mumbo Jumbo and Humba Wumba in ''Banjo-Kazooie'' and ''Banjo-Tooie'', two sha-people who transform the duo into various helpful forms in their respective debut games. I give up trying to figure out the arrangers.
*"'''Isle O' Hags'''": An orchestral arrangement of the background track for the majority of the hub world of ''Banjo-Tooie'', the Isle O' Hags.
*"'''Isle O' Hags'''": A faster-paced orchestral arrangement of the background track for the majority of the hub world of ''Banjo-Tooie'', the Isle O' Hags. Whoever the arrangers are, they sure do like orchestral remixes, don't they? Oh wait, that's just my bias because I'm the one writing this. Never mind.
*"'''Grunty Industries'''": A faster-paced techno-pop remix of the background track for the sixth world in ''Banjo-Tooie'', Grunty Industries. Contains segments for the "outside" and "inside" themes, while also incorporating elements of Jolly Roger's Lagoon and Hailfire Peaks from ''Banjo-Tooie'', two worlds that Grunty Industries contained shortcuts to in said game.
*"'''Grunty Industries'''": A faster-paced techno-pop remix of the background track for the sixth world in ''Banjo-Tooie'', Grunty Industries. Contains segments for the "outside" and "inside" themes, while also incorporating elements of Jolly Roger's Lagoon and Hailfire Peaks from ''Banjo-Tooie'', two worlds that Grunty Industries contained shortcuts to in said game. Arranged by my imagination.
*"'''Cauldron Keep'''": An orchestral arrangement of the background track for the ninth and final world in ''Banjo-Tooie'', Cauldron Keep. Also contains a reference to Mingella & Blobbelda's theme from that game.
*"'''Cauldron Keep'''": A faster-paced orchestral arrangement of the background track for the ninth and final world in ''Banjo-Tooie'', Cauldron Keep. Also contains an extended remix of Mingella & Blobbelda's theme from that game. Hopefully someone good arranged it.
*"'''Vs. HAG 1'''": An orchestral arrangement of the background track for the final boss against the HAG 1 in ''Banjo-Tooie''.
*"'''Vs. HAG 1'''": An orchestral arrangement of the background track for the final boss against the HAG 1 in ''Banjo-Tooie''. Arranged by Grant Kirkhope, that I know.
*"'''Boss Battle - Banjo-Kazooie: Grunty's Revenge'''": An orchestral arrangement of the background track for the boss fights in ''Banjo-Kazooie: Grunty's Revenge''.
*"'''Boss Battle - Banjo-Kazooie: Grunty's Revenge'''": An orchestral arrangement of the background track for the boss fights in ''Banjo-Kazooie: Grunty's Revenge''. Maybe Jamie Hughes himself could remix this one?


====Source Tracks====
====Source Tracks====
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===About Her Special Moves...===
I put a lot of time into the contents of this page alone, making it look like a legitimate fighter page, so I'm very tired of this sort of silly thing. I think I'll hold off on making big additions like subpages for the special moves until the Wiki's outta yellow and I feel like it.

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