Gruntilda (SSB?)
This article is about a hypothetical appearance by Gruntilda in the Super Smash Bros. series., written by SamtheBKBoss. For actually useful information, see literally any other page.
Gruntilda in Super Smash Bros. | |
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Universe | Banjo-Kazooie |
Availability | One day, I sure hope so |
Final Smash | Beauty Transfer Machine |
“ | Gruntilda Transforms the Meta! | ” |
—Introduction tagline (or not). |
“ | hey guys, grunty's in the game now alongside her enemy banjo (i removed kazooie because you guys never seem to mention her, always referring to them as just "banjo"), i dont know which game but shes playable... heres your new microsoft rep you entitled fake rare 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, probably a game after Super Smash Bros. Ultimate (if there ever is one). While entirely possible at any point in time in any fashion, 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, probably not in Ultimate.
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
I don't know, this is a hypothetical idea page, leave me alone
Attributes
THIS ARTICLE COMPARES GRUNTILDA AND HER ATTRIBUTES TO ULTIMATE'S ROSTER AND THEIR ATTRIBUTES. OTHERWISE, I DEFINITELY DO NOT WANT TO ASSUME ULTIMATE IS THE GAME SHE APPEARS IN.
Gruntilda, the tall, morbidly obese witch she is, is a super heavyweight, specifically the 5th heaviest in the game at only a little lighter than Donkey Kong and King Dedede, and has incredibly slow walking and 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 midair jump is surprisingly high as well, which all work together with her long-distanced, powerful attacks to provide her extraordinary neutral, edgeguarding and camping games, while her tilts supply her with a surprisingly potent combo game. The key word for Grunty's moveset is unique.
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 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-spiking broomstick poke, and up tilt, a quick headbutt, have immense utility as edgeguarding (down) and combo (both) tools.
Grunty's aerials only complement her aforementioned tilts' versatile combo game. They, along with her neutral, 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 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 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 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 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 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 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 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 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 SamtheBKBoss and 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
Well obviously she's broken, so at some point she's gotta get nerfed just a wee bit...
Moveset
- If Gruntilda is hit by a weak, flinch-inducing move (such as Egg Firing) 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, harming 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 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.
Note: All numbers are listed as base damage, without the 1v1 multiplier.
Name | Damage | Description | ||
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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 110% 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 terrible ending lag that make this move committal and unsafe on shield, albeit very useful for punishing. Launches opponents at a semi-spike angle, making it dangerous at the ledge or near the edge of a walk-off stage. | ||
Up tilt | 13% (clean), 9% (late), 8% (face), 7% (late, face) | A frame 7 headbutt, thrusting her head in a slight forwards arc while starting up to hit opponents right in front of her. This move possesses deceptively low ending lag, making it a deadly combo tool against airborne opponents at mid-to-high percentages. Her hat does not possess a hurtbox, making this move slightly disjointed. | ||
Down tilt | 5.7% | A very low, quick (frame 3 starting, 3 frames lag) poke along the ground with her broomstick's handle. With proper timing, this move is a great tool for 2-framing recoveries, sending the opponent flying at a low semi-spike angle. Grounded opponents get launched vertically instead, allowing her to combo into moves like up tilt or an aerial. | ||
Dash attack | 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 effects of staling, discourage spamming this 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% (far, late) | 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, 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, 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 | 1.3% | 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 toss and 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. | ||
Forward roll Back roll Spot dodge Air dodge |
— | — | ||
Techs | — | — | ||
Floor attack (front) Floor getups (front) |
7% | Creates a spell with her hand and swipes it around herself. | ||
Floor attack (back) Floor getups (back) |
7% | Creates a spell with her hand and swipes it around herself. | ||
Floor attack (trip) Floor getups (trip) |
5% | Spins around with her arms out as she gets up. | ||
Edge attack Edge getups |
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 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. 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:
When she is removed from her broomstick in any way, she regains her midair jump. Additionally, 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. | |
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 | Beauty Transfer Machine | 36% (Beauty Transfer), 11% (explosion) | Summons the Beauty Transfer Machine she planned to use in Banjo-Kazooie in front of her. Only one opponent may be caught in it at a time. If an opponent is caught, a cutscene plays in which the opponent is tossed into the right side of the machine from off-screen and the hatch closes on them. Gruntilda, who is already stuffed inside her chamber, commands Klungo to start the machine, who obeys. The machine quickly completes the process, and Grunty walks out of her chamber with physical features of her opponent (alternate costumes on the part of either fighter are ignored for the transformation, so she always emerges with green skin). Gameplay then resumes, with the machine exploding and knocking away any nearby opponents. This Final Smash references the "Game Over" cutscene seen in Banjo-Kazooie, in which Gruntilda completes her plan to swap the beauty of herself and Banjo's younger sister, Tooty. |
On-screen appearance
- Default, Skeleton, Nuts & Bolts appearances: Gruntilda rides onto the stage from offscreen on her broomstick, cackling. The broomstick then flies away briefly and then disappears.
- Mecha-Grunty appearances: Klungo is seen providing maintenance on Mecha-Grunty briefly before nodding and leaving. She then cackles.
Taunts
- 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 appearances: She eats it quickly, and burps.
- Nuts & Bolts appearances: 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 appearances: 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 appearances: 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 appearances: 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 appearances: 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 appearances: 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 appearances: 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' 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.
- Smash Taunt: By activating her down taunt for two frames or less while standing on 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 appearances, 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 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.
- Looks up and adjusts her hat/drill.
Victory poses
- 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), then picks her nose and throws away what she finds. She then laughs and continues to wave her arms. A reference to Banjo-Kazooie's opening cinematic.
- 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
As mentioned before, Gruntilda is universally considered to be broken and OP, and everyone mains her and always wins.
Notable players
Active
Literally everyone.
Inactive
Literally no-one.
Classic Mode: Spell Skirmish
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 | 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 | Palutena's Temple | Boss Fight 1 - Kid Icarus: Uprising | |
3 | Zelda and Ganondorf | Pirate Ship | Boss Boom Box | References Rusty Bucket Bay. |
4 | Robin x2 | Flat Zone X | LOGBOX Lunacy | References LOGBOX 720. |
5 | Bayonetta | Umbra Clock Tower | Let's Hit The Climax! | |
Bonus Stage | ||||
6 | Mii Swordfighter , Donkey Kong , Diddy Kong , and 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 | 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
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
Similar to Hero's alternate costumes, Gruntilda has four costumes that represent her various appearances throughout the main games of the Banjo-Kazooie series, and the Gameboy Advance spinoff, Banjo-Kazooie: Grunty's Revenge, as well as a recolor of each appearance. 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 appearances are largely based on promotional material for their respective games as well as their in-game models, but some adjustments were made to each of them to be consistent with her hitboxes and hurtboxes (particularly her Nuts & Bolts appearance, which was also changed to match the art style of the other games).
Her fifth costume is a recolor of her default costume that references 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, 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 appearance 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.
- Gruntilda Spirit.png
Costume 1 (default)
Trivia
- Gruntilda is the only fighter in the Super Smash Bros. series to:
- Have her on-screen appearance altered by alternate costumes.
- 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 only third-party universe to ever have more than one original, non-clone fighter.
- 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.
- 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.
Other Stuff I Didn't Bother Making New Pages For
Fighter
- 73. Banjo & Kazooie: The duo have had their eighth alternate costume, the once that referenced Gruntilda, removed, and replaced with a costume that changes the duo to match their blockier, more dull-colored appearances in Banjo-Kazooie: Nuts & Bolts. This, of course, changes their models, but not any of their animations or moves.
Stages
- Spiral Mountain: Gruntilda is removed as a cameo from this stage, for obvious reasons. 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.
- 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 Lord of Games himself from Nuts & Bolts watches the battle in earnest, floating over the stage in the background and reacting to events such as KOs and powerful attacks landing.
- Top of Gruntilda's Lair: The location Gruntilda battles Banjo and Kazooie for the final bosses of Banjo-Kazooie and Banjo-Kazooie: Grunty's Revenge. The main platform is wide, and a dark and stormy sky can be seen in the background. It features feathers and eggs as well as metal bars for Banjo and Kazooie's entrance as the arena did in Banjo-Kazooie, and the skull design that it had in Grunty's Revenge. Gruntilda's sisters Brentilda, Mingella and 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 Bozzeye replaces Gruntilda's sisters to appear on the stage from molehills and watch the battle.
Music
Original Tracks
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...
- "Clanker's Cavern": A faster-paced dramatic orchestral arrangement of the background track for the third world in Banjo-Kazooie, Clanker's Cavern. Also contains an extended remix of the theme of the ninth world, Click Clock Wood. Again, I don't know who arranged it.
- "Vs. Boss Boom Box": An orchestral remix of the background track for the boss fight against Boss Boom Box, the boss of Rusty Bucket Bay, in Banjo-Kazooie. OK seriously, who is arranging these?
- "Mumbo's Skull & Wumba's Wigwam Medley": A stereotypical tribal arrangement of the background tracks for the respective homes of Mumbo Jumbo and Humba Wumba in Banjo-Kazooie and Banjo-Tooie, two sha-people who transform the duo into various helpful forms in their respective debut games. I give up trying to figure out the arrangers.
- "Isle O' Hags": A faster-paced orchestral arrangement of the background track for the majority of the hub world of Banjo-Tooie, the Isle O' Hags. Whoever the arrangers are, they sure do like orchestral remixes, don't they? Oh wait, that's just my bias because I'm the one writing this. Never mind.
- "Grunty Industries": A faster-paced techno-pop remix of the background track for the sixth world in Banjo-Tooie, Grunty Industries. Contains segments for the "outside" and "inside" themes, while also incorporating elements of Jolly Roger's Lagoon and Hailfire Peaks from Banjo-Tooie, two worlds that Grunty Industries contained shortcuts to in said game. Arranged by my imagination.
- "Cauldron Keep": A faster-paced orchestral arrangement of the background track for the ninth and final world in Banjo-Tooie, Cauldron Keep. Also contains an extended remix of Mingella & Blobbelda's theme from that game. Hopefully someone good arranged it.
- "Vs. HAG 1": An orchestral arrangement of the background track for the final boss against the HAG 1 in Banjo-Tooie. Arranged by Grant Kirkhope, that I know.
- "Boss Battle - Banjo-Kazooie: Grunty's Revenge": An orchestral arrangement of the background track for the boss fights in Banjo-Kazooie: Grunty's Revenge. Maybe Jamie Hughes himself could remix this one?
Source Tracks
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
- "Victory! Gruntilda": An orchestral remix of the first few notes of the theme to Gruntilda's Lair, her series theme.
Spirits
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 |
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.