Banjo & Kazooie (SSBU): Difference between revisions

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Their aerial moveset also combines old and new moves. The duo's neutral aerial is the Twirling Wing Whack, a multi-hitting circular wing spin from Kazooie that is functionally very similar to Ivysaur and Piranha Plant's neutral aerial. Banjo's forward aerial is an original move, being a slow but very powerful haymaker punch, much like {{SSBU|Ganondorf}}'s forward aerial. Banjo's hand is intangible during the attack, making it suprisingly disjointed and great for pressuring shields. Rat-a-Tat Rap makes a second appearance as a back aerial that hits three times, similarly to {{SSBU|Ridley}}'s forward aerial. The duo's up aerial is a two-hit move that has Kazooie close her wings together in a scissor motion that weakly launches opponents upwards, allowing the move to be chained into itself. Beak Buster makes an appearance as their down aerial, being a [[stall-then-fall]] attack that [[meteor smash]]es opponents during its initial frames.
Their aerial moveset also combines old and new moves. The duo's neutral aerial is the Twirling Wing Whack, a multi-hitting circular wing spin from Kazooie that is functionally very similar to Ivysaur and Piranha Plant's neutral aerial. Banjo's forward aerial is an original move, being a slow but very powerful haymaker punch, much like {{SSBU|Ganondorf}}'s forward aerial. Banjo's hand is intangible during the attack, making it suprisingly disjointed and great for pressuring shields. Rat-a-Tat Rap makes a second appearance as a back aerial that hits three times, similarly to {{SSBU|Ridley}}'s forward aerial. The duo's up aerial is a two-hit move that has Kazooie close her wings together in a scissor motion that weakly launches opponents upwards, allowing the move to be chained into itself. Beak Buster makes an appearance as their down aerial, being a [[stall-then-fall]] attack that [[meteor smash]]es opponents during its initial frames.


Banjo & Kazooie's special moves are fairly versatile as well. Their neutral special, [[Egg Firing]], sends eggs out of Kazooie's mouth that are affected by gravity in a similar manner to {{SSBU|Mario}}'s [[Fireball]]; the move also briefly stalls the duo's aerial momentum when used in the air. Holding the button transitions into Breegull Blaster, where Banjo holds Kazooie like a "gun" akin to ''Banjo-Tooie''{{'}}s first-person shooter segments, with low damage but faster and constant projectiles, all while being able to move and jump freely.[[Wonderwing]] has Banjo charge foward while Kazooie shields him with her wings, and it does incredible damage and knockback if it connects, especially if hit during its initial frames, and its full-body [[invincibility]] that lasts throughout the entirety of the hitbox's duration enables it to outprioritize nearly every other move in the game, although the duo is still vulnerable to getting grabbed despite this. It also functions as an excellent recovery option with its horizontal speed and distance, and does not induce [[helpless]]ness either. However, the move runs on a limited stock of five golden feathers that are not replenished until Banjo & Kazooie are KOed, so its usage must be carefully considered; additionally, despite [[cross-up|crossing up]] shields, Wonderwing's high ending lag and long-lasting singular hitbox makes it fairly unsafe nonetheless. [[Shock Spring Jump]] makes an appearance as their up special, being a decent vertical recovery move that does not leave them helpless and preserves their midair jumps; it can be charged to increase its travel distance, and when used in the air, the Shock Spring Pad itself possesses a damaging hitbox that can be used to [[gimp]] some recoveries. [[Rear Egg]], their down special, has Kazooie lay an egg-shaped grenade behind Banjo. It bounces in a semi-upredictable due to its football-like shape, and launches opponents upward. The egg also functions like an item, being catchable and throwable. All of these properties make Rear Egg an incredibly versatile projectile that can be used for ledge-trapping, comboing, camping, and neutral in general. Overall, their four specials give them impressive utility with both physical and projectile options.  
Banjo & Kazooie's special moves are fairly versatile as well. Their neutral special, [[Egg Firing]], sends eggs out of Kazooie's mouth that are affected by gravity in a similar manner to {{SSBU|Mario}}'s [[Fireball]]; the move also briefly stalls the duo's aerial momentum when used in the air. Holding the button transitions into Breegull Blaster, where Banjo holds Kazooie like a "gun" akin to ''Banjo-Tooie''{{'}}s first-person shooter segments, with low damage but faster and constant projectiles, all while being able to move and jump freely.[[Wonderwing]] has Banjo charge foward while Kazooie shields him with her wings, and it does incredible damage and knockback if it connects, especially if hit during its initial frames, and its full-body [[invincibility]] that lasts throughout the entirety of the hitbox's duration enables it to outprioritize nearly every other move in the game, although the duo is still vulnerable to getting grabbed despite this. It also functions as an excellent recovery option with its horizontal speed and distance, and does not induce [[helpless]]ness either. However, the move runs on a limited stock of five golden feathers that are not replenished until Banjo & Kazooie are KOed, so its usage must be carefully considered; additionally, despite [[cross-up|crossing up]] shields, Wonderwing's high ending lag and long-lasting singular hitbox makes it fairly unsafe nonetheless. [[Shock Spring Jump]] makes an appearance as their up special, being a decent vertical recovery move that does not leave them helpless and preserves their midair jumps; it can be charged to increase its travel distance, and when used in the air, the Shock Spring Pad itself possesses a damaging hitbox that can be used to [[gimp]] some recoveries. [[Rear Egg]], their down special, has Kazooie lay an egg-shaped grenade behind Banjo. It bounces in an unpredictable fashion due to its football-like shape, and launches opponents upward. The egg also functions like an item, being catchable and throwable. All of these properties make Rear Egg an incredibly versatile projectile that can be used for ledge-trapping, comboing, camping, and neutral in general. Overall, their four specials give them impressive utility with both physical and projectile options.  


Banjo has a respectable grab game, with above-average reach. Each of the duo's throws have vastly different functions. Forward throw has is only really useful for putting opponents off stage, with its awkward angle and high base knockback making it useless for combos while its nearly nonexistent knockback growth prevents it KOing. Back throw is almost identical to {{SSBU|Mario}}'s back throw in both animation and function, being a useful KO option at ledge at high  percentages, albeit slightly stronger. Up throw is useful for setting up juggles with up air, but has too much end lag to actually have any true follow ups. Down throw [[buries]] the opponent, leading into various guaranteed follow-ups at very high percents, although it is generally inferior to {{SSBU|King K. Rool}}'s similar down throw, due to it having less bury time. Overall, Banjo & Kazooie have a fairly standard set of throws.
Banjo has a respectable grab game, with above-average reach. Each of the duo's throws have vastly different functions. Forward throw has is only really useful for putting opponents off stage, with its awkward angle and high base knockback making it useless for combos while its nearly nonexistent knockback growth prevents it KOing. Back throw is almost identical to {{SSBU|Mario}}'s back throw in both animation and function, being a useful KO option at ledge at high  percentages, albeit slightly stronger. Up throw is useful for setting up juggles with up air, but has too much end lag to actually have any true follow ups. Down throw [[buries]] the opponent, leading into various guaranteed follow-ups at very high percents, although it is generally inferior to {{SSBU|King K. Rool}}'s similar down throw, due to it having less bury time. Overall, Banjo & Kazooie have a fairly standard set of throws.