User:Ender R. Musk/Gruntilda (SSB?): Difference between revisions

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{{DISPLAYTITLE:Gruntilda (SSB?)}}
{{DISPLAYTITLE:Gruntilda (SSB?)}}
{{disambig2|a hypothetical appearance by Gruntilda in the Super Smash Bros. series., written by [[User:SamtheBKBoss|SamtheBKBoss]]|actually useful information|Special:Random|literally any other page}}
{{disambig2|a hypothetical appearance by Gruntilda in the Super Smash Bros. series., written by {{s|User|Ender R. Musk}}|actually useful information|Special:Random|literally any other page}}
{|class="infobox bordered" style="float:right; width:264px; font-size:90%; text-align:left;" cellpadding="3"
{|class="infobox bordered" style="float:right; width:264px; font-size:90%; text-align:left;" cellpadding="3"
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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>
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{{!}}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]]
{{!}}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]]
{{!}}-
{{!}}-
{{!}}width="45%" style="background-color:#EEE; color:#000;" {{!}}'''[[Universe]]'''
{{!}}width="45%" style="background-color:#EEE; color:#000;" {{!}}'''[[Universe]]'''
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==Attributes==
==Attributes==
''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.''
''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''


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''.
*[[Weight]]: '''125''' (5th highest, well above {{SSBU|Ganondorf}} but just behind {{SSBU|Donkey Kong}} and {{SSBU|King Dedede}})
*[[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)


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.
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.
 
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:SamtheBKBoss|SamtheBKBoss]] 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 110% 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 120% 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 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.
| || 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.
|-
|-
! Up tilt
! Up tilt
| || 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]].
| || 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]].
|-
|-
! Down tilt
! Down tilt
| || 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.
| || 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.
|-
|-
! 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 effects of [[Stale-move negation|staling]], discourage [[spam|spamming]] 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 normal effects of [[Stale-move negation|staling]], discourage [[spam]]ming this extremely potent move.
|-
|-
! Forward smash
! Forward smash
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|-
|-
! Neutral special
! Neutral special
| [[#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.
| 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
| [[#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.
| 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.
|-
|-
! Up special
! Up special
| [[#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:
| 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
| [[#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.
| 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
| [[#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.
| 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.
|}
|}


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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''<nowiki>'</nowiki> 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''{{'}}s 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, and looks down glumly.
**Mecha-Grunty, Nuts & Bolts costumes: She reaches for her nose before suddenly realizing that she can't pick it, 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, which was also changed to match the art style of the other games).
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).


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''.


==Other Stuff I Didn't Bother Making New Pages For==
==Alterations to {{uv|Banjo-Kazooie}} representation==
===Fighter===
===Fighter===
*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.
*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.


===Stages===
===Stages===
*[[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.
*[[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.
**Klungo will not appear if Gruntilda is present in the match.
**Klungo will not appear if Gruntilda is present in the match.
**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 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.
*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''. Who arranged it? I dunno...
*"'''Gruntilda's Lair'''": A faster-paced elegant classical arrangement of Gruntilda's series theme, first heard while exploring her lair in ''Banjo-Kazooie''.
*"'''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.
*"'''Clanker's Cavern'''": A faster-paced dramatic orchestral arrangement of the background track for the third world in ''Banjo-Kazooie'', Clanker's Cavern.
*"'''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?
*"'''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''.
*"'''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.
*"'''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.
*"'''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.
*"'''Isle O' Hags'''": An orchestral arrangement of the background track for the majority of the hub world of ''Banjo-Tooie'', the Isle O' Hags.
*"'''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.
*"'''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.
*"'''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.
*"'''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.
*"'''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.
*"'''Vs. HAG 1'''": An orchestral arrangement of the background track for the final boss against the HAG 1 in ''Banjo-Tooie''.
*"'''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?
*"'''Boss Battle - Banjo-Kazooie: Grunty's Revenge'''": An orchestral arrangement of the background track for the boss fights in ''Banjo-Kazooie: Grunty's Revenge''.


====Source Tracks====
====Source Tracks====
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<nowiki>####</nowiki>. L.O.G.<br>
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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.

Latest revision as of 08:05, October 30, 2023

This article is about a hypothetical appearance by Gruntilda in the Super Smash Bros. series., written by Ender R. Musk. For actually useful information, see literally any other page.
Gruntilda
in Super Smash Bros.
SSBU spirit Gruntilda.png
MechaGruntyBKGR.png
SkeletonGruntyBT.png
GruntyNnB.png


Official symbol for the Banjo-Kazooie series.
Universe Banjo-Kazooie
Availability One day, I sure hope so
Final Smash HAG 1
Gruntilda Transforms the Meta!
—Introduction tagline (or not).
hey guys it me, daddy sakurai. grunty's in the game now alongside her enemy banjo. (i removed kazooie because everyone ignores her, always referring to them as just "banjo"... wow what a lame fighter y'all forced me to create.) i dont know which game but shes playable. heres your last microsoft rep you entitled fake rare fans, get REKT halo fans
Masahiro Sakurai, probably

Gruntilda (グランチルダ, Gruntilda) is a playable character in a Super Smash Bros. game, and is a third-party representative from Microsoft (maybe the third, who knows). She was revealed in a future Nintendo Direct or maybe at the Game Awards or something else entirely, I don't know, as playable in some Smash game - a game after Super Smash Bros. Ultimate (if there ever is one). While entirely possible at any point in time in any fashion (after Ultimate, that is), I can see her best shot at being playable as being in a future game where Banjo & Kazooie are a base-roster fighter. Gruntilda was released on [null] ##, ####, and is classified as fighter #404.

All four of Gruntilda's distinct appearances in canon Banjo-Kazooie games are playable, all sharing hitboxes, hurtboxes, attack animations and voice clips (although Mecha-Grunty has a robotic filter applied to her voice). Chris Seavor reprises his role as Gruntilda, with his portrayals from across the Banjo-Kazooie series as well as some new clips being repurposed for Smash in all regions.

The section Other Stuff I Didn't Bother Making New Pages For contains updates to the Banjo-Kazooie series I'd also like to see alongside an appearance by Gruntilda, including a new stage, new music, new spirits and updates to Spiral Mountain. Again, future Smash game.

Gruntilda always has been, and always will be, relegated to SS tier by all who play as or against her. She is weak to no other fighter in particular, and only the dumbest idiots on the face of the Earth find her weaknesses being exploited.

How to Unlock[edit]

I don't know, this is a hypothetical idea page, leave me alone

Attributes[edit]

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

  • Weight: 125 (5th highest, well above Ganondorf but just behind Donkey Kong and King Dedede)
  • Walk speed: 0.7 (3rd lowest, between Jigglypuff and Kazuya)
  • Dash:
  • Traction: 0.106 (tied with multiple fighters as 36th lowest, so a little below-average)
  • Jump:
    • Full hop height: 26 (tied with Ryu, Ken and Little Mac as 7th lowest) (Initial height is 0.55× jump height, the default)
    • Short hop height: 10 (tied with Steve and Sephiroth as the lowest in the game)
    • Double jump height: 38 (tied with R.O.B. as 16th highest)
  • Air movement:
    • Air speed: 1.045 (47th highest, just above 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 Ridley) (Fast fall is 1.6× falling speed, the default)
    • Gravity: 0.105 (tied with 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, 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, Hero and 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 spamming 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.

Update history[edit]

Well obviously she's broken, so at some point she's gotta get nerfed just a wee bit...

Moveset[edit]

  • 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.

For a gallery of Gruntilda's hitboxes, you're outta luck. I got none.

Note: All numbers are listed as base damage, without the 1v1 multiplier.

Name Damage Description
Neutral attack 3% 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 Final Destination.
2.5%
3.7%
7% (sweetspot), 3% (sourspot)
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.
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.
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.
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 Mumbo Jumbo in the opening cutscene of 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 staling, discourage spamming this extremely potent move.
Forward smash 19% (clean), 14% (late, sweetspot), 11% (late, sourspot) A spell blast, with a sweetspot right in the middle of the explosion as Gruntilda claps her hands together. Decent power, startup, and active frames make this a very good kill move, KOing even other heavyweights at as low as 120% near the middle of Final Destination; as well, Grunty gains damage-based armor during the startup and active frames, sustaining up to 15% of damage. However, with a whopping 21 frames of ending lag, this move is highly unsafe on shield.
Up smash 20% (clean), 14.5% (late, sweetspot), 12% (late, sourspot) A spell blast, with a sweetspot right in the middle of the explosion as Gruntilda claps her hands together. Compared to her forward smash, which this move is similar to, Grunty's up smash has less startup, a bigger radius, more kill power, and more active frames, but even worse endlag. Additionally, instead of having armor in the startup and activity of the move, this move has damage-based armor in the endlag of the move; this armor has a threshold of 6% damage, making it overall riskier and more committal than her forward smash. This move, when fully charged, KOs Mario at 90% at the edge of Final Destination.
Down smash 16% (clean), 11% (close, late), 13.4% (far, early), 9.6% Gruntilda thrusts her hands to her sides, causing the ground around her to be set on fire for a period of time and launching any opponents caught at a vertical angle. Another semi-spike 2-framing tool, this move is the overall laggiest move in her kit, with 8 frames of startup lag, 10 active frames, and 37 frames of endlag; additionally, the move boasts very tame killpower, not KOing even lighter characters until as much as 120%. The move does, however, deal immense shield damage, but its startup lag makes this attribute only useful against the most patient of opponents. As such, outside of its aforementioned edgeguarding ability, the move is very situational and risky.
Neutral aerial 5% (hits 1-4) A relatively fast cartwheel, similar to that of Bowser, with good frame data all around. Combos into itself at low percentages, and combos into other aerials at mid-range percentages. Autocancels from a short hop, and has decent landing lag otherwise. This move has relatively limited usage onstage compared to her other aerials; however, it is often deadly when used offstage, especially against opponents with large or floaty form factors.
Forward aerial 8% An arcing, one-handed swipe with her broomstick with decent range. Decent startup and endlag, as well as very little landing lag and autocancelling from a short hop, make this move safe on shield and fantastic for baiting opponents, and its knockback allows combos at low percentages. Meanwhile, it is a very good kill move offstage, almost always scoring a KO when the opponent is halfway between Final Destination's edge and the blast zone.
Back aerial 17% (clean), 14.4% (sourspot / late) A large spell blast. This move is very powerful, KOing Mario at 83% at the edge of Final Destination, when it lands its middle hitbox on time; this is difficult, however, with the move's 17 frames of startup lag. Landing Gruntilda's back aerial late or towards the outside of the blast radius makes the move weaker all around. However, similar to her forward aerial, the move has very little landing lag and autocancels from a short hop, making it a strong tool for approaching and pressuring shields on the ground.
Up aerial 4.7% (hit 1), 2.3% (hit 2), 5% (hit 3) Three quick waves back and forth with her broomstick. This move is a great combo finisher from up tilt, or even itself at lower percentages if the third hit doesn't connect - this is easiest done out of a short hop, however, as the move autocancels but has abysmal ending and landing lag.
Down aerial 20% (clean), 16% (sourspot / late) A large spell blast, similar to Gruntilda's back aerial all around; the startup lag is slightly shorter, however. The clean hit meteor smashes opponents. Usage against a grounded opponent is unsafe with terrible endlag and landing lag; however, the move deals immense shield damage.
Grab Single-handed grab. Slightly slow startup and average range, but low endlag.
Pummel 1.4% A headbutt.
Forward throw 6.6% Kicks the opponent away.
Back throw 3% (toss), 7% (blast) Tosses the opponent lightly behind her, then creates a spell blast that sends them flying. Has a collateral hitbox on the blast.
Up throw 9.5% Lifts the opponent above her head, and sets them on fire for a brief moment with her hands before they are knocked away.
Down throw 6% Slams the opponent on the ground in front of her.
Floor attack (front) 7% Creates a spell with her hand and swipes it around herself.
Floor attack (back) 7% Creates a spell with her hand and swipes it around herself.
Floor attack (trip) 5% Spins around with her arms out as she gets up.
Edge attack 10% Creates a magical explosion on the edge as she gets up.
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 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 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.

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.

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.

All of the above variants of the move dissipate immediately upon touching a shield or the bottom of a solid platform.
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:
  • The broomstick runs out of fuel,
  • The broomstick is hit by any attack,
  • Gruntilda jumps off,
  • Gruntilda grabs a ledge,
  • Gruntilda is footstooled, or
  • Gruntilda's newly-gained rather weak knockback-based armor is surpassed.

With the exception of her jumping off or running out of fuel, she may reactivate it an unlimited amount of times so long as fuel remains (if she jumps off manually, she cannot reactivate it until she touches the ground again or is hit by an attack). At full cruise speed, she does not move very quickly, and turns around rather slowly as well; she can damage opponents upon contact, however, and can chain these hits together to drag an opponent who does not SDI into the blast zone. She can also use her Fireball spell in this mode, with slightly altered attributes - these spells are slightly weaker and incur much less endlag, and can only be fired up to five times before she touches the ground again.

While atop her broomstick, Gruntilda also gains access to a swooping attack, inspired by that of her Banjo-Kazooie boss fight. By holding the attack button, she can charge this move up towards her left or right, which subsequently causes the attack to gain power, speed and distance. Grunty can also activate this move immediately at any time by holding the input for her up special. She can change her direction between the left or right while charging this attack. Charging after the move has reached maximum power results in her taking recoil damage until she reaches 125% damage, similar to Jet Hammer. During the attack, she can be slowed down by tilting the joystick in the direction opposite her trajectory. This attack does immense shield damage when it connects (although upon contact with a shield, the broomstick bounces back and crashes, leaving Grunty vulnerable), and can be an extremely potent sacrificial KO when fully charged; however, after this move is complete, Gruntilda is rendered helpless, making it an extremely risky attack when charged fully.

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 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 HAG 1 5% (activation), 5% (contact), 7% (laser beam), 20% (mortar cannon), 2% (toxic gas, loop) Summons/transforms into/builds the 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.

On-screen appearance[edit]

  • Default, Skeleton, Nuts & Bolts costumes: Gruntilda rides onto the stage from offscreen on her broomstick, cackling. The broomstick then flies away briefly and disappears.
  • Mecha-Grunty costumes: Klungo is seen providing maintenance on Mecha-Grunty briefly before nodding and leaving. She then cackles.

Taunts[edit]

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 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.
    • Nuts & Bolts costumes: She tries to put it in her mouth but fails because of the glass canister her skull is in, and puts it away sadly.
  • Side taunt:
    • Default costumes: Gruntilda picks her nose, looks at the snot she pulls out briefly, and tosses it to the side. A reference to Banjo-Kazooie's opening cinematic.
    • Mecha-Grunty costumes: Mecha-Grunty hops up a short distance, and promptly slams onto the ground. A reference to one of her methods of attack in her boss fights in Banjo-Kazooie: Grunty's Revenge.
    • Skeleton costumes: One of Gruntilda's eyeballs falls onto the ground. It rolls away briefly before she picks it up again. A reference to Banjo-Tooie's opening and ending cinematics.
    • Nuts & Bolts costumes: Gruntilda pulls out a reclining chair and a cocktail drink, and puts on oversized sunglasses. She relaxes briefly before getting up and putting it all away. A reference to one of her Showdown Town idle animations from Banjo-Kazooie: Nuts & Bolts.
  • 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.
    • Nuts & Bolts costumes: 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.
  • 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.

Idle poses[edit]

  • Puts her hands on her hips and taps her foot in impatience.
  • Looks up and adjusts her hat/drill.

Victory poses[edit]

  • 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.
    • Mecha-Grunty, Nuts & Bolts costumes: She reaches for her nose before suddenly realizing that she can't pick it, and looks down glumly.
  • Up: Gruntilda is seen hosting her 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.

In competitive play[edit]

As mentioned before, Gruntilda is universally considered to be broken and OP, and everyone mains her and always wins.

Notable players[edit]

Active[edit]

Literally everyone.

Inactive[edit]

Literally no-one.

Classic Mode: Spell Skirmish[edit]

Gruntilda's Classic Mode is comprised of opponents who use magic as she does, prioritizing female opponents.

Round Opponent Stage Music Notes
1 Rosalina & Luma (SSBU) Rosalina & Luma Mario Galaxy Rosalina in the Observatory / Luma's Theme The specific color choice for Rosalina's dress may be a reference to Humba Wumba, a sha-woman in Banjo-Tooie who transforms Banjo and Kazooie into various things.
2 Palutena (SSBU) Palutena Palutena's Temple Boss Fight 1 - Kid Icarus: Uprising
3 Zelda (SSBU) Zelda and Ganondorf (SSBU) Ganondorf Pirate Ship Boss Boom Box References Rusty Bucket Bay.
4 Robin (SSBU) Robin (SSBU) Robin (x2) Flat Zone X LOGBOX Lunacy References LOGBOX 720.
5 Bayonetta (SSBU) Bayonetta Umbra Clock Tower Let's Hit The Climax!
Bonus Stage
6 Mii Swordfighter (SSBU) Mii Swordfighter, Donkey Kong (SSBU) Donkey Kong, Diddy Kong (SSBU) Diddy Kong, and Dr. Mario (SSBU) Dr. Mario Spiral Mountain Main Theme - Banjo-Kazooie References four protagonists and enemies of Gruntilda from the Banjo-Kazooie series: Mumbo Jumbo, Bottles, Tooty and Klungo. Dr. Mario is fought after the other three fighters have been KOd and is not shown on the loading screen, referencing his surprise change of heart near the end of Banjo-Tooie.

Mii Swordfighter combination: Skull Kid's Hat, Ashley Outfit
Final Banjo & Kazooie (SSBU) Banjo & Kazooie Top of Gruntilda's Lair The Final Battle - Banjo-Kazooie References the final boss of Banjo-Kazooie, in which Gruntilda faces the duo at the top of her Lair.

Credits roll after completing Classic Mode. Completing it as Gruntilda has Gruntilda's Lair accompany the credits.

Spirits[edit]

Gruntilda's Fighter Spirit can be obtained by completing Classic Mode. It is also available periodically for purchase in the shop for 300 coins. As a Fighter Spirit, it cannot be used in Spirit Battles and is purely aesthetic. Each Fighter Spirit has an alternate version that replaces them with their Smash-original fighter artwork.

Additionally, Gruntilda's three alternate appearances have their own fighter spirits, which can only be obtained by purchase in the shop.

Alternate costumes[edit]

Similar to 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).

Her fifth costume is a recolor of her default costume that references 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, 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 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.

Gruntilda's second and sixth costumes, her Mecha-Grunty appearance, give her a unique announcer voice clip and a set of voice clips that are the same as those of her other appearances, but have a robotic filter applied to them. Each appearance changes the design of her Broomstick to match: Mecha-Grunty's Broomstick is made of metal, Skeleton Gruntilda's Broomstick is visibly worn and broken in various places, and Nuts & Bolts Gruntilda's Broomstick matches the vehicle she uses during the final boss of said game, made from various multicolored vehicle parts.

Trivia[edit]

  • Gruntilda is the only fighter in the Super Smash Bros. series to:
    • Have her on-screen appearance altered by alternate costumes.
      • However, she is not the only fighter to have more than one on-screen appearance in a title, as Captain Falcon has always had different appearance animations depending on his orientation.
    • Have taunt animations altered by alternate costumes.
      • Several fighters with gender- or character-swapping costumes can have taunt voice clips altered by different costumes, but Gruntilda's are the only ones whose animations can be changed.
    • Have a 4-hit neutral attack.
  • Gruntilda makes the Banjo-Kazooie universe the second third-party universe to ever have more than one original, non-clone fighter, after Final Fantasy with Cloud Strife and Sephiroth.
  • Gruntilda, King Dedede, Villager and Piranha Plant are the only fighters in the Super Smash Bros. series to have appeared as a stage cameo before becoming fighters.
  • Oddly, Gruntilda's alternate costumes are ordered by the Banjo-Kazooie games' canon chronological order, but her fighter spirits are ordered by the games' release dates instead.
  • Not counting remasters and ports, this marks the first playable appearance of Gruntilda in 15 years since Banjo-Pilot, and her first playable appearance in 20 years in Japan since Banjo-Tooie.

Alterations to Banjo-Kazooie representation[edit]

Fighter[edit]

  • 73. 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.

Stages[edit]

  • Spiral Mountain: Gruntilda is removed as a cameo from this stage. Three new series protagonists Klungo (in his Kazooie and Tooie design), Jamjars (who appears from Bottles' molehills and occasionally appears from one atop the Mountain) and Humba Wumba (in a mixture of her Tooie and Nuts & Bolts designs), as well as Quarrie and the vegetable enemies Topper, Bawl and Colliwobble now cameo in the background for this stage. 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.
  • 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 Brentilda, Mingella and Blobbelda, each occasionally appear to watch the battle.

Music[edit]

Original Tracks[edit]

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.
  • "Clanker's Cavern": A faster-paced dramatic orchestral arrangement of the background track for the third world in Banjo-Kazooie, Clanker's Cavern.
  • "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.
  • "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.
  • "Isle O' Hags": An orchestral arrangement of the background track for the majority of the hub world of Banjo-Tooie, the Isle O' Hags.
  • "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.
  • "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.
  • "Vs. HAG 1": An orchestral arrangement of the background track for the final boss against the HAG 1 in Banjo-Tooie.
  • "Boss Battle - Banjo-Kazooie: Grunty's Revenge": An orchestral arrangement of the background track for the boss fights in Banjo-Kazooie: Grunty's Revenge.

Source Tracks[edit]

Tracks sourced directly from the Banjo-Kazooie games.

  • "Final Battle - Banjo-Kazooie": The background track for the final boss fight against Gruntilda in Banjo-Kazooie. Sourced from the original game.
  • "Vs. Old King Coal": The background track for the boss fight against Old King Coal, the boss of Glitter Gulch Mine, in Banjo-Tooie. Sourced from the original game.
  • "LOGBOX Lunacy": The background track for certain Jiggy missions in the second world of Banjo-Kazooie: Nuts & Bolts, LOGBOX 720. Sourced from the original game.

Victory Fanfare[edit]

  • "Victory! Gruntilda": An orchestral remix of the first few notes of the theme to Gruntilda's Lair, her series theme.

Spirits[edit]

The Main Article, I guess, would technically be List of spirits (Banjo-Kazooie series), but these spirits are the ones that'd be added with Gruntilda so they won't be there. The Buzzbomb spirit has been removed, as he's really such an obscure part of the series I don't think he was necessary.

####. Gruntilda
####. Mecha-Grunty
####. Gruntilda (Banjo-Tooie)
####. Gruntilda (Banjo-Kazooie: Nuts & Bolts)
####. Klungo
####. Brentilda
####. Mingella
####. Blobbelda
####. Jamjars
####. Humba Wumba
####. HAG 1
####. Bozzeye
####. L.O.G.

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