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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. | 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}}). | 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}}. | 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}}. | ||
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==Attributes== | ==Attributes== | ||
<!--Refrain from referring to the duo as just "Banjo" or using male pronouns.--> | <!--Refrain from referring to the duo as just "Banjo" or using male pronouns.--> | ||
Banjo & Kazooie, like {{SSBU|Duck Hunt}}, are a tag team that fight together as if they were a singular character. Together, they are a [[weight|heavyweight]] and are tied with {{SSBU|Snake}} and {{SSBU|R.O.B.}} as the 18th-heaviest fighters in the game. As Banjo is responsible for the duo's [[walk]]ing, the duo's walking speed is below-average, and their initial [[dash]] and [[traction]] values are among the worst in the game. Conversely, Kazooie handles the duo's [[dash]]ing, in which she uses the Talon Trot to carry Banjo. In stark contrast to Banjo's walking speed, Kazooie's dashing speed is very fast; specifically, it is the 12th-fastest in the game, and is only surpassed by {{SSBU|Charizard}} among heavyweights. | 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. | ||
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 | 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. | The majority of Banjo & Kazooie's grounded arsenal makes use of moves from their first two games, ''Banjo-Kazooie'' and ''Banjo-Tooie''. The duo have a [[Neutral attack#Choosables|chooseable neutral attack]]: their standard neutral attack is a 3-hit combo that consists of Banjo using his Claw Swipe twice and then throwing an uppercut, whereas their [[neutral infinite]] consists of Kazooie's Rat-a-Tat Rap. It should be noted that the [[hitbox]] of Kazooie's neutral infinite is large enough to sometimes hit opponents standing directly behind the duo. This can cause the opponent to be continually jabbed into the duo's rear, keeping them locked in the hitbox and causing both of the fighters to be slowly moved backwards, often amounting to extremely high percentages by the time they reach the edge of a platform. This is somewhat niche, however. | ||
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|dairdmg={{ShortHopDmgSSBU|10}} (dive), 2% (landing) | |dairdmg={{ShortHopDmgSSBU|10}} (dive), 2% (landing) | ||
|dairdesc=Kazooie's [https://banjokazooiewiki.com/wiki/Beak_Buster Beak Buster]. It is a [[stall-then-fall]] that meteor smashes at its beginning, with the later hitboxes dealing slightly diagonal vertical knockback. The move has a very weak landing hit that has little use aside from granting minimal protection. The move lasts for a fairly long time, often making off-stage use an inevitable [[self-destruct]], though it is still possible to recover if it is used from a great enough height. It is mostly useful for returning to stage quickly, as the non-meteor smashing hitbox is unable to KO past realistic percentages. The move's high landing lag (27 frames) greatly limits its combo potential on-stage. | |dairdesc=Kazooie's [https://banjokazooiewiki.com/wiki/Beak_Buster Beak Buster]. It is a [[stall-then-fall]] that meteor smashes at its beginning, with the later hitboxes dealing slightly diagonal vertical knockback. The move has a very weak landing hit that has little use aside from granting minimal protection. The move lasts for a fairly long time, often making off-stage use an inevitable [[self-destruct]], though it is still possible to recover if it is used from a great enough height. It is mostly useful for returning to stage quickly, as the non-meteor smashing hitbox is unable to KO past realistic percentages. The move's high landing lag (27 frames) greatly limits its combo potential on-stage. | ||
|grabname= | |grabname=Grab ({{ja|つかみ|Tsukami}}) | ||
|grabdesc=Banjo reaches out with his hand. Strangely, Banjo's pivot grab has noticeably shorter horizontal range against airborne opponents compared to grounded ones. | |grabdesc=Banjo reaches out with his hand. Strangely, Banjo's pivot grab has noticeably shorter horizontal range against airborne opponents compared to grounded ones. | ||
|pummelname= | |pummelname= | ||
|pummeldmg=1.4% | |pummeldmg=1.4% | ||
|pummeldesc=Kazooie pecks the opponent's head. | |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}}. | ||
|fthrowname= | |fthrowname= | ||
|fthrowdmg=5.4% (hit 1), 3% (throw) | |fthrowdmg=5.4% (hit 1), 3% (throw) | ||
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| shorthop=17.8 | rshorthop=15 | | shorthop=17.8 | rshorthop=15 | ||
| djump=32 | rdjump=59-60 | | djump=32 | rdjump=59-60 | ||
| ellag=4 | rellag=2-75 | |||
}} | }} | ||
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|- | |- | ||
! 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 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]] | ||
|- | |- | ||
! scope="row"|Description | ! scope="row"|Description | ||
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''See also: [[:Category:Banjo & Kazooie players (SSBU)]]'' | ''See also: [[:Category:Banjo & Kazooie players (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 {{SSBU|Wario}}. | *{{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|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|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|Toriguri|Japan}} - The undisputed best Banjo & Kazooie player of all time whose performances in the post-online metagame led to a positive shift in | *{{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|Wolfen|El Salvador}} - Known for being the best Banjo & Kazooie player in the | *{{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}}. | ||
===Tier placement and history=== | ===Tier placement and history=== | ||
Banjo & Kazooie were | 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== | ||
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==[[Spirit]]== | ==[[Spirit]]== | ||
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''. | 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''. | ||
<center> | <center> | ||
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*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. | *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 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. | *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. | ||
*When KO'd by reaching 0 HP during their last stock in [[Stamina Mode]], Banjo & Kazooie use a | *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, an oddity shared only 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]] 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''. |
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