Super Smash Bros. Ultimate

Banjo & Kazooie (SSBU)

Revision as of 03:55, December 11, 2020 by 76.218.59.175 (talk) (→‎Moveset: Some slight grammar fixes)
This article is about Banjo & Kazooie's appearance in Super Smash Bros. Ultimate. For the characters in other contexts, see Banjo and Kazooie.
Banjo & Kazooie
in Super Smash Bros. Ultimate
Banjo & Kazooie
Official symbol for the Banjo-Kazooie series.
Universe Banjo-Kazooie
Availability Downloadable
Final Smash The Mighty Jinjonator
Banjo & Kazooie (SSBU)
Banjo-Kazooie are Raring to Go!
—Introduction tagline.

Banjo & Kazooie (バンジョー&カズーイ, Banjo & Kazooie), formatted in their reveal trailer as Banjo-Kazooie, are a playable fighter in Super Smash Bros. Ultimate, and are the first third-party fighter from Microsoft. They were revealed alongside Hero during the E3 Nintendo Direct on June 11th, 2019 as the third downloadable fighters from Fighters Pass Vol. 1. Banjo & Kazooie were released on September 4th, 2019, and are classified as fighter #73.

Chris Sutherland reprises his role as both Banjo & Kazooie, with his portrayals from across the Banjo-Kazooie series being repurposed for Ultimate in all regions.

Attributes

Banjo & Kazooie are a duo of characters that fight together as a singular fighter, akin to Duck Hunt. Together, they are a heavyweight, with the same weight as Snake and R.O.B. as the 18th heaviest fighter in the game. Although Banjo's walking speed is below-average, and his initial dash and traction values are among the worst in the game, Kazooie's Talon Trot grants them a very fast dashing speed, specifically the 11th fastest in the game, which is rare for their weight class. While Banjo and Kazooie are somewhat short for a heavyweight (having a relatively average size), their hurtbox is still fairly wide, much like Wario's. Outside of the Talon Trot and up tilt, Kazooie does not have a hurtbox, meaning that all standard attacks involving her are disjointed. Like Ridley and Charizard, the duo has two midair jumps, courtesy of Kazooie's wings. Additionally, they have a fast falling speed, high gravity, slow air speed, and average air acceleration.

Banjo & Kazooie's grounded arsenal makes use of the majority of moves from their first two games, Banjo-Kazooie and Banjo-Tooie. Banjo's Claw Swipe and Kazooie's Rat-a-Tat Rap comprise their neutral attack. The former serves as a 3-hit gentleman jab, while the latter is a standard rapid jab. It should be noted that the hitbox of Kazooie's jabs is large enough to sometimes hit enemies standing directly behind the duo. This can cause the opponent to be continually jabbed into Banjo's back, keeping them locked in the hitbox, amounting to extremely high percentages. Their forward tilt, Beak Bayonet, is a quick stab with Kazooie's beak, functioning similarly to Ridley's forward tilt. Their up tilt, a powerful upward kick from Banjo as Kazooie lifts him up from underneath, is an original move, and functions similar to Snake's up tilt. Their down tilt, Beak Barge, is a low-to-the-ground slide that launches at a very low semi-spike angle, making it a very potent edgeguarding and tech-chasing option. Their dash attack, the Forward Roll, bears similarity to Donkey Kong's dash attack, albeit with more kill power.

Complementing their versatile tilts, Banjo & Kazooie sport very useful smash attacks. Their forward smash is Breegull Bash, a slow but powerful, good-ranged move that highlights a comical maneuver in their home game. The duo's up smash is the Bill Drill, a spinning attack with Kazooie's beak that is fairly useful as an anti-aerial and out-of-shield option, and is a reliable follow up to the duo's burying down throw, as the move is deceptively fast with a 7 frame startup. Banjo & Kazooie's down smash is an original move, a wing-slam from Kazooie on both sides of them much like Ridley, albeit weaker and much faster, making it a useful tool for catching rolls. Additionally, it can 2-frame opponents on the ledge very easily.

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's and Piranha Plant's neutral aerial. Banjo's forward aerial is an original move, a slow but powerful haymaker punch, much like Dr. Mario's and Ganondorf's forward aerials. Banjo's hand is intangible during the attack, making it surprisingly disjointed and great for pressuring shields and edgeguards. Rat-a-Tat Rap makes a second appearance as a back aerial that hits three times, similarly to 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; it is a stall-then-fall attack that meteor smashes opponents during its initial frames, and has a fairly large hitbox upon impacting the stage.

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 Mario's Fireball, and acts as their primary edgeguarding tool and gimping option; the move also briefly stalls the duo's aerial momentum when used in the air. Holding the special button transitions into Breegull Blaster, during which Banjo wields Kazooie like a gun as in Banjo-Tooie's first-person shooter segments, with low damage but faster and constant projectiles, all while being able to move and jump freely similar to holding items such as the completed Daybreak parts. This can be used to pressure enemies in a similar manner to Mega Man's neutral attack, and even start ladder combos, though because the move is a "mode" that takes a moment to be entered and exited, it is very difficult to use in close proximity. Wonderwing has Banjo charge forward while Kazooie shields him with her wings. It does high damage and knockback if it connects within the first half of the distance it covers, and its full-body invincibility that lasts through the entirety of the hitbox's duration allows it to out-prioritize every other move in the game (although the duo is still vulnerable to grabs). Wonderwing's duration also allows it act as an edgeguarding option on the edge, as the duo will run in place at the edge for some time, knocking back any character not in invincibility frames. Wonderwing can be an easy and effective way to brute force an opponent out of projectile camping, though this may backfire if the opponent is baiting the move or otherwise ready for it. It also functions as an excellent recovery option with its horizontal speed and distance and does not induce helplessness either. However, the move runs on a limited stock of five golden feathers that are not replenished until Banjo & Kazooie are KO'd, so its usage must be carefully considered; additionally, despite crossing up shields, Wonderwing's high ending lag and long-lasting singular hitbox make it fairly unsafe in any case. Shock Spring Jump makes an appearance as their up special. It is 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 explosive Grenade Egg behind them. It bounces in an unpredictable fashion due to its football-like shape and launches opponents upward. The egg also functions as an item; it is catchable and throwable despite its much shorter fuse compared to similar explosive-related attacks. 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 have impressive utility with both physical and projectile options.

Banjo & Kazooie have an unremarkable grab game, with below-average reach. While each of their throws have vastly different functions, only in very specific situations are they useful outside of getting the opponent away from them (with the exception of their back throw). Forward throw 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. 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 King K. Rool's similar down throw due to less bury time. The only one of the duo's throws that has consistently good usage is their back throw, a spinning throw almost identical to Mario's but more powerful, and is an extraordinary KO option at the ledge at high percentages, while its damage and trajectory allow for powerful follow-ups or edgeguarding in other situations. As a whole, for Banjo & Kazooie, grabbing is a high-risk, low-reward undertaking that usually only sets stocks when their opponent is at a very high percentage; at other times, the best that their throws can do is to rack up damage and put distance between them, only subtracting from their options for getting out of the disadvantage.

Alongside their grab and throws, the pair have other considerable weaknesses to balance their strengths. Outside of their smash attacks and Wonderwing, Banjo & Kazooie's potential to KO is somewhat limited despite their status as a heavyweight fighter. Most of their moves are fairly weak, and unlike other fighters with poor KOing abilities, Banjo & Kazooie have a very limited combo game. Similar to Wario, Banjo & Kazooie have a wide hurtbox, and they are susceptible to combos and juggles due to their heavy weight, fast falling speed, slow air speed, low jump height, and lack of fast escape options. Their overall mobility is unorthodox; their excellent run speed is offset by their poor initial dash speed, which is tied for the fifth-worst, their high vertical recovery options are hampered by their low jumps, poor air speed, and fast falling speed, and their grounded mobility is hindered by the lowest traction in the game alongside Mii Gunner. Additionally, the duo's special moves, while strong, are also flawed. Egg Firing has a slow firing rate on its own, and weak power when the pair transitions to Breegull Blaster; additionally, Breegull Blaster's eggs become weaker with repeated use, discouraging excessive use of the move. If the pair runs out of golden feathers, they lose access to Wonderwing, eliminating a potent move with plenty of offensive and defensive utility; Wonderwing is also vulnerable to grabs despite its invincibility, although due to its speed, an opponent taking advantage of this is relatively rare. Rear Egg, while being a relatively potent combo tool, can be turned against the duo as opponents can grab it and use it due to its status as an item. Shock Spring Jump requires slight charge time to make their recovery reliable, and it also does not have a hitbox outside of the Shock Spring Pad itself, making it vulnerable to meteor smashes and aggressive edgeguarding in general.

Overall, Banjo & Kazooie are a duo fighter that can be considered a classic all-rounder similar to Mario and Pit, in that they have no clear or punishable flaws, but their average abilities also mean that most other fighters on the roster can outdo them in some aspect. This gives them a generalized playstyle that leans towards winning neutral exchanges and punishing options with their projectile abilities, alongside careful use of Wonderwing as a strong KO and recovery option.

While they have seen little representation at top levels so far due to skepticism of their viability among professionals, Tweek was able to place 5th at Glitch 7 shortly after their release, implying that the duo might be competitively viable; to what extent is currently unknown.

Update history

So far, game updates have only produced minor buffs to Banjo & Kazooie; as they are quality-of-life updates, these buffs are so inconsequential that they have not affected the duo's competitive reception.

  8.0.0

  •   Edge attack's hitbox stretches much farther backward (Z offset: 12u—2u → 12u—-2.5u), allowing it to hit behind the duo and fully cover the edge.

  9.0.0

Moveset

  • Banjo & Kazooie can perform two midair jumps, both of which are based on the Feathery Flap, and the backwards jump is based on the Flap Flip.
  • Kazooie does not possess a hurtbox and therefore acts as a disjointed hitbox for the majority of moves involving her. This excludes the duo's dash animation and up tilt, as she becomes a hurtbox during those animations.
  • Banjo's initial dash animation has him sprinting a brief distance. His dashing animation has Kazooie transition into the Talon Trot, in which she carries Banjo on her back while running. Both animations are aesthetic and do not affect the function of the duo's dash, though Kazooie gains a hurtbox while the dash is active.

For a gallery of Banjo & Kazooie's hitboxes, see here.

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

  Name Damage Description
Neutral attack Claw Swipe / Rat-a-Tat Rap 2.2% A combination of Banjo's Claw Swipe and Kazooie's Rat-a-Tat Rap. If the button is held, Banjo will throw two alternating hooks and then an uppercut. If pressed repeatedly, he will punch twice before crouching on all fours in order for Kazooie to perform a flurry of pecks that concludes with Kazooie performing a headbutt. The first hit starts at frame 4, making it the duo's fastest ground attack. The third hit of the regular neutral attack launches opponents vertically, which can allow it to set up juggles due to its reasonably low ending lag. Forward aerial is a consistent followup, especially if opponents miss a tech on platforms, though this can be air dodged out of. Unlike most neutral attacks, Banjo will not repeat the first hit if the attack button is held down. If an opponent is hit extremely close to the duo while they perform their neutral infinite (around where Banjo's backpack is), they will be pushed back alongside the duo while they attack, allowing the move to rack up large amounts of damage if the opponent does not SDI.
2.2%
3.7%
0.4% (loop), 1.6% (last)
Forward tilt Beak Bayonet 9% (beak), 7% (close) The Beak Bayonet. Banjo quickly thrusts Kazooie forward like a spear. Can be angled and has a sweetspot on Kazooie's beak. It has a decent range and quick startup (7 frames), making it a useful spacing option.
Up tilt   10% Kazooie props Banjo up while he kicks upwards with one foot. It is somewhat slow on startup for a tilt attack (11 frames), but it has impressive knockback, being able to KO grounded opponents under 150%. The move also has a fairly large hitbox above Banjo, which can make for an effective anti-air. Despite its respectable power, it has fairly low ending lag; when combined with its vertical launch angle, this can allow it to set up juggles. However, it has a very short horizontal range, making it difficult to hit grounded opponents who aren't directly touching the duo. Unlike their other attacks, Kazooie possesses a hurtbox during this move.
Down tilt Beak Barge 6% (beak), 5% (close), 3% (late) Kazooie's Beak Barge. It is a semi-spike with good range and decent duration, all of which make it a good tool for onstage edgeguarding. It lowers Banjo's profile to an even greater extent than his crouch, enabling him to duck under some moves like Wolf's Blaster shots. Conversely, its power and speed are poor, being the duo's slowest tilt attack at 12 frames. Finally, it acts as a pseudo-crawl and is capable of crossing up against shields when performed close enough to their opponent.
Dash attack Forward Roll 12% (clean), 8% (late) Banjo's Forward Roll. Hits on frame 9 and sends the duo a respectable distance, allowing it to punish distant attacks. However, it is equally punishable on shield.
Forward smash Breegull Bash 16% The Breegull Bash. Moderately slow (19 frames) and has high ending lag, but very powerful, KOing at around 100% from center-stage. Its hitbox is wide enough to hit aerial opponents diagonally above the duo, making it particularly useful for catching opponents on platforms, such as Dream Land and Pokémon Stadium.
Up smash Bill Drill 1% (hit 1), 1.5% (hits 2-7), 3.5% (hit 8), 13.6% (total) A grounded, vertically inverted version of the Bill Drill. Hits multiple times and is powerful enough to KO at around 110%. It comes out decently fast (frame 9) and can act as a decent anti-air, though it has a very high ending lag and mediocre horizontal range. Generally a consistent followup after down throw at high percents.
Down smash   15% Banjo slams one fist downwards while Kazooie slams both of her wings downwards on both sides. Deals the same amount of damage and knockback throughout the move. Hits on frame 13 and has the fastest interruptibility out of the duo's smash attacks while having good power despite its speed, being able to KO at the edge at around 85%. As a result, it is the duo's most reliable smash attack for quick punishes.
Neutral aerial Twirling Wing Whack 0.8% (hits 1-7), 4.1% (hit 8) Kazooie's Wing Whack. Functions similarly to Ivysaur and Piranha Plant's neutral aerials. Deals decent damage, but has a rather slow startup (frame 10) and surprisingly high landing lag for an aerial of its kind (15 frames). The looping hits can drag opponents downwards for follow-ups, though this is difficult due to the move's aforementioned landing lag and the looping hits' unpredictable launching trajectory. Autocancels from a full hop.
Forward aerial   15% (clean), 12% (late) Banjo throws a delayed overhand punch. It is tied with down aerial as the duo's slowest aerial attack with 15 frames of startup and has high ending lag. However, it has a slightly disjointed hitbox on his fist, autocancels from a short hop, has the lowest landing lag of Banjo & Kazooie's aerials (11 frames), is moderately safe on shield, and is very powerful, being able to KO Mario at 89% from the edge of Final Destination. It can be followed up from neutral attack, up throw or down throw.
Back aerial Air Rat-a-Tat Rap 1.6% (hits 1-2), 4.8% (hit 3) An aerial version of Kazooie's Rat-a-Tat Rap. The first hit comes out on frame 8. It has a good overall range and startup, making it a reliable aerial for edgeguarding. The first two hits use the autolink angle; however, it has extremely high landing lag (18 frames), making combos from the first two hits read-dependent. Autocancels from both a short hop and a full hop.
Up aerial   1.6% (hit 1), 5.8% (hit 2) Kazooie flaps her wings upwards in a scissoring motion, similarly to Sonic's up aerial. Hits twice, with the first hit leading to the second. Has a wide hitbox with good range, with the first hit being able to hit grounded opponents if performed while the duo is falling. Additionally, it is fast in general (frame 7) while also being interruptible extremely early; this allows the duo to perform up to four up aerials while using their jumps, similarly to Meta Knight's up aerial strings. Easily juggles into itself at low percents, and can even lead into other aerials such as forward air. Even further boosting its utility is that its first hit can set up KO confirms into forward smash, forward aerial and Wonderwing on landing. However, it has very low hitstun due to its low damage, making the move easily escapable. Additionally, the first hit may occasionally launch opponents away from the second hit, and the move is extremely weak, having almost no KO potential even at high percents.
Down aerial Beak Buster 10% (dive), 2% (landing) Kazooie's Beak Buster. It is a stall-then-fall that meteor smashes at its beginning, with the later hitboxes dealing vertical knockback. The move has a very weak landing hit that has little use apart from granting minimal protection. The move lasts for an extremely long time, usually making offstage use an inevitable self-destruct, though it is possible to recover if it is used from high enough. It is mostly useful for returning to stage quickly, as the non-meteor smashing hitbox is unable to KO past realistic percents. However, the meteor smashing hitbox can be used for followups on grounded opponents at high percents and can act as a powerful sacrificial KO offstage.
Grab   Banjo reaches out.
Pummel   1.4% Kazooie pecks the opponent's head.
Forward throw   5.4% (hit 1), 3% (throw) Banjo faces away and Kazooie performs a double-footed stretch kick. Very low knockback growth even at very high percents, making it mostly used for sending opponents off-stage. Overall, it is the duo's least useful throw.
Back throw   11.4% (throw), 8% (collateral) Banjo performs a giant swing, similarly to Mario's back throw. Deals collateral damage to nearby opponents. The duo's only throw with KO potential, it is very powerful, KOing at around 105% at the sides of the stage.
Up throw   5.4% (hit 1), 3% (throw) Banjo throws the opponent overhead and Kazooie pecks them upwards. It allows for more consistent followups when down throw would otherwise be ineffective, most notably at very low percents. Can combo into aerials, although its high ending lag limits its true combo potential.
Down throw   5.6% Banjo performs a powerbomb. It buries an opponent and functions similarly to King K. Rool and R.O.B.'s down throws: it is ineffective and easily escapable at very low percents, but grants a read-dependent follow-up based on the opponent's reaction at medium percents, and guaranteed KO confirms at extremely high percents, such as up smash. Its combo potential, however, is somewhat limited if the opponent mashes well due to the low base burying time; generally, forward and up aerials are the most reliable follow-ups.
Forward roll
Back roll
Spot dodge
Air dodge
Techs
Floor attack (front)
Floor getups (front)
  7% Banjo kicks behind and then in front of himself before getting up.
Floor attack (back)
Floor getups (back)
  7% Banjo kicks around himself before getting up.
Floor attack (trip)
Floor getups (trip)
  5% Banjo claps behind and then in front of himself. Notably, one of the only attacks to use a "slap" sound effect, with others being Pound and Peach and Daisy's neutral attacks.
Edge attack
Edge getups
  10% Banjo pulls himself up before performing an inwards swipe.
Neutral special Egg Firing / Breegull Blaster 5.4%-3.8% (egg), 2.4% (Breegull Blaster hits 1-6), 1.6% (Breegull Blaster hits 7-12), 0.8% (Breegull Blaster hits 13+) For Egg Firing, Banjo gets down on all fours while Kazooie spits out an egg. These eggs will obey gravity, bounce off the ground and linger for quite some time (around the length of half of Final Destination) before breaking on their own, and become weaker as time passes. It is rather slow to fire, making the projectile mostly suited for stage control. If the special button is held, the duo will instead perform the Breegull Blaster, where Banjo takes Kazooie out of his backpack and uses her in a manner similar to the Super Scope. In this mode, pressing either attack button will cause Kazooie to quickly fire smaller and weaker eggs that travel in a straight line and as far as a third of Final Destination's length; subsequent eggs gradually deal less damage. These smaller eggs cause minimal flinching at long range and weak vertical knockback at close range. Banjo can move and triple jump freely while in this mode, and can turn around (the latter is not possible while firing). Crouching or shielding will put Kazooie away, which has minimal ending lag; this allows Breegull Blaster to start aerial combos. Due to the mechanics of this move, Egg Firing can only be done repeatedly if the player button mashes, since holding the button transitions into the Breegull Blaster. On a side note, Banjo's walk speed is 10% faster than normal when he's using the Breegull Blaster.
Side special Wonderwing 22% (clean), 16% (late) Kazooie covers Banjo with her wings while he charges forward at high speed. It is only usable up to 5 times per stock, which is denoted by the amount of Golden Feathers above their heads. Each successful use consumes 1 Golden Feather, although interrupting the move before the hitbox begins will not use up a feather. To compensate, it has a large amount of strengths: the move grants full invincibility from the start of the dash (frame 18) to the end, including immunity to almost all Final Smashes that do not grab the opponent, the clean hit deals a high amount of damage, shield damage, and knockback, and can KO at the edge at 60%, while the late hit is still powerful and can KO effectively offstage or catch options of edge-hanging opponents. It works very well as a horizontal recovery option, as it does not cause helplessness and travels an excellent amount of horizontal distance. However, the move is specifically designed to be out-prioritized by grabs, and grabbing the duo out of the move causes it to only deal 0.25× damage to the grabber. Its high startup and ending lag also makes it punishable if it misses or is shielded, which is compounded by the move's reduced shieldstun, especially on the late hit. If they attempt to use it without any feathers remaining, they simply stumble over; an aerial use will cause them to fumble in midair, and using it close to the ground will cause Banjo to land face-first in his floored animation. The number of Golden Feathers available will vary in Stamina Mode depending on starting HP.
Up special Shock Spring Jump 3% (Shock Spring Pad) Banjo & Kazooie spawn a Shock Spring Pad beneath them to propel themselves upward. The longer the special button is held, the more height they gain. Slows the duo's descent upon starting up if used in the air. Midair jumps and air dodges are still usable, as the duo are not rendered helpless. In the air, the pad itself acts as a projectile after its use like Spring Jump's spring, which can gimp recoveries; unlike that move, however, a grounded Shock Spring Pad cannot be reused by opponents or the duo.
Down special Rear Egg 9.22% Banjo bends over and Kazooie appears out of Banjo's backpack to lay a Grenade Egg from the backpack's rear flap behind the duo. The Grenade Egg has a fixed timer of ≈2 seconds and has a floaty, slightly unpredictable bouncing trajectory that varies based on where the egg lands when it hits the ground. Only one Grenade Egg can be fired at a time; if the move is used while a Grenade Egg is already active, Kazooie will pop her head out from Banjo's backpack and shake her head to indicate her inability to lay another one yet. It can be picked up, thrown, and Z-dropped like an item, similarly to Hand Grenade. Grenade Eggs do very little knockback, although their short fuses allow for creative item play. Using the move in midair will stall the duo slightly and makes it easy to catch an airborne Grenade Egg, and can be used to stall in midair similarly to C4.
Final Smash The Mighty Jinjonator 10% (initial hit), 54.3% (total) The duo summons the Mighty Jinjonator statue in front of them, dealing damage to anyone it hits. A cutscene then shows Banjo & Kazooie watching the Jinjonator burst from the statue before the opponent is tackled multiple times by it, followed by a final tackle that is accompanied by multiple Jinjos. Notably, it can only catch one opponent in the cutscene despite the initial hit from the Jinjonator being able to hit multiple opponents.

On-screen appearance

  • Banjo hops out of a dark Jiggy silhouette with Kazooie visible, and then the duo both bow twice. The silhouette is a reference to the cutout wipe seen as the player moves from one area to another in the Nintendo 64 games, and the bows refer to the second half of the animation seen when all 10 Jiggies in a world are collected or when a Note Door is unlocked in Banjo-Kazooie.

Taunts

  • Up taunt: Banjo stretches and Kazooie appears out of his backpack, yawning. Based on an idle animation from Banjo-Kazooie: Nuts & Bolts.
  • Side taunt: Kazooie pops out of Banjo's backpack and the duo looks at each other, then Banjo strikes a thumbs up while Kazooie happily opens her wings. Based on their introductory pose in the opening sequence of Banjo-Kazooie.
  • Down taunt: Banjo bows twice, saying his signature "Gu-huh!" each time. Identical to the latter half of the animation seen when all 10 Jiggies in a world are collected or when a Note Door is unlocked in Banjo-Kazooie.

Idle poses

  • Kazooie pops out of Banjo's backpack, rests her wing on his head as she looks around, then retreats back inside. Banjo looks at Kazooie while she is out.
  • Kazooie playfully pecks Banjo on the head twice. Banjo rubs his head afterwards. Almost identical to an idle animation seen in Banjo-Kazooie and Banjo-Tooie.

Victory poses

  • Left: Banjo throws a Jiggy in the air, catches it, jumps, and poses. This references his brief dance scene when he collects a Jiggy in Banjo-Kazooie. Afterward, Banjo gives a thumbs-up while performing his signature "Gu-huh!", similar to the beginning of Banjo-Kazooie's intro movie.
  • Up: Banjo marches in place briefly before bowing twice, saying "Guh-Huh!" both times, ending with Kazooie poking out of his backpack. The animation is almost identical to that seen when all 10 Jiggies in a world are collected or when a Note Door is unlocked in Banjo-Kazooie.
  • Right: Both dance around while playing their respective instruments, and then end in a pose referencing the ending of Banjo-Kazooie's intro movie. Their poses are also identical to the ones they assume in their reveal trailer.
A remix of the jingle that plays when Banjo & Kazooie collect a Jiggy in Banjo-Kazooie.

In competitive play

Banjo & Kazooie were initially met with decent reception for their strong attacks in forward aerial and Wonderwing, the ability to zone and edge trap effectively, and versatile recovery. Their potential as a fighter was strengthened with Tweek's placing 5th at Glitch 7 with mostly them. However, the duo's flaws were quickly noticed with their below-average speed, problems against juggling, struggles with taking out stocks, decent lag on their moves, and a barely adequate grab game. Their competitive presence also toned down after Tweek stopped playing as them, and now people are unsure of who the best Banjo & Kazooie player in the metagame is, as no one has gathered results with them comparable to those of Tweek.

They have gathered a few notable players in huto and Trela, however, and the latter was able to beat VoiD's Sheik and Pichu at The Big House 9. Also worth mentioning are ZAKI who started using them as a co-main to his King Dedede and Raito who uses them as a strong secondary. The consensus among professionals such as Mew2King, Hungrybox and ESAM places the duo around high-mid tier and low-high tier. Overall, their status as a fighter is respectable but doesn't have the results of other high tiers or even other DLC fighters.

Notable players

Any number following the Smasher name indicates placement on the Fall 2019 PGRU, which recognizes the official top 50 players in the world in Super Smash Bros. Ultimate from July 13th, 2019 to December 15th, 2019.

Active

Inactive

Classic Mode: Perfect Partners

 
Banjo & Kazooie's congratulations screen.

Banjo & Kazooie's Classic Mode comprises opponents featured as a duo, akin to themselves being partners. Several of the music and stage combinations reference various worlds from the first Banjo-Kazooie game.

Round Opponent Stage Music Notes
1   Duck Hunt Spiral Mountain Main Theme - Banjo-Kazooie The appearance and specific color choice of Duck Hunt refers to their resemblance to Banjo & Kazooie themselves.
2   Rosalina & Luma Tortimer Island Treasure Trove Cove References Treasure Trove Cove.
3   Ice Climbers Summit Freezeezy Peak References Freezeezy Peak, with the Ice Climbers matching its polar climate.
4   Link and   Zelda Mushroomy Kingdom Gobi's Valley References Gobi's Valley.
5   Fox and   Falco Luigi's Mansion Mad Monster Mansion References Mad Monster Mansion.
The color palettes of Fox and Falco are likely meant to resemble a wolf and a raven, animals that would appear in a typical "haunted" setting.
6   Diddy Kong and   Donkey Kong Jungle Japes Donkey Kong Country Returns References the Donkey Kong Country and Banjo-Kazooie series' shared origins, both having been created by Rare Ltd., and possibly Banjo's, Kazooie's and the Kongs' ostensible friendship, as implied by the events of Diddy Kong Racing.
Bonus Stage
Final Master Hand and Crazy Hand Final Destination Master Hand / Crazy Hand Much like Banjo & Kazooie, Master Hand and Crazy Hand work together as a duo. Additionally, they bear a resemblance to Motzand, a disembodied hand who appears in Mad Monster Mansion. Both Hands are fought in any difficulty.

Note: Every stage until Round 6 plays a track from the Banjo-Kazooie universe, no matter what universe the stage originates from

Credits roll after completing Classic Mode. Completing it as Banjo & Kazooie has Spiral Mountain accompany the credits.

Role in World of Light

 
The message that shows Banjo & Kazooie's availability in World of Light

Due to their status as downloadable content, Banjo & Kazooie do not have a legitimate role in World of Light. Instead, they are unlocked for use in the mode after freeing 10 fighters from Galeem's control. If loading an existing save file that meets this condition prior to downloading Banjo & Kazooie, they are immediately unlocked.

However, in Sephiroth's reveal trailer, they are shown amongst the many fighters facing Galeem, which suggests that they too canonically face Galeem and Dharkon in World of Light.

Spirit

Banjo & Kazooie's fighter spirit can be obtained by completing Classic Mode. It is also available periodically for purchase in the shop for 300 coins, but only after Banjo & Kazooie have been downloaded. Unlocking Banjo & Kazooie in World of Light allows the player to preview the spirit below in the Spirit List under the name "???". As a fighter spirit, it cannot be used in Spirit Battles and is purely aesthetic. Each fighter spirit has an alternate version that replaces it with its artwork in Ultimate.

Spirit Battle

As a minion

Spirit Battle parameters Inspiration
No. Image Name Series Enemy Fighter(s) Type Power Stage Rules Conditions Music Character
1,338 Tooty Banjo-Kazooie Series Diddy Kong  
Banjo & Kazooie  
 
3,500 Spiral Mountain N/A •Defeat the main fighter to win
•The enemy shields often
•Magic attacks aren't as effective against the enemy
Main Theme - Banjo-Kazooie Banjo & Kazooie

Alternate costumes

 
               

Reveal trailer

Gallery

Trivia

  • Banjo & Kazooie were created by British video game company Rare, making them the first DLC fighter that was created outside of Japan. They were followed by Steve, created by the Swedish company Mojang.
    • Coincidentally, both companies are owned by Microsoft.
  • Banjo & Kazooie are referred within the game files with the codename "buddy", likely due to the fact that the duo is almost always seen paired with each other during all their appearances.
  • Their reveal trailer is almost exactly like King K. Rool's trailer, where King Dedede uses a costume to fake out the Kongs, only to be attacked by the real King K. Rool. In this case, while King K. Rool and the Kongs were asleep at the Kong residence, Duck Hunt used a costume to fake them out, only for them to get attacked by the real Banjo & Kazooie.
    • Duck Hunt dressing up as Banjo and Kazooie may reference the perceived similarities between them, as they are both pairs consisting of a mammal and a bird. This is also referenced through their Classic Mode route.
    • The opening part is nearly identical, with the only difference being the addition of the Kongs fighting King K. Rool to the hand-drawn section.
  • Their introduction tagline is a reference to Rare, the company from which their video game series originated. Rare also rebooted the Donkey Kong series with Donkey Kong Country, which the setting of their reveal trailer is based on.
  • The picture revealing Banjo's pink alternate costume is a nod to Freezeezy Peak; the most noticeable part is the Super Launch Star, which references the star on top of the Christmas tree in the level.
  • Not counting ports and cameos, this marks the first physical appearances of Banjo & Kazooie in almost a decade, since the Xbox 360 version of Sonic & Sega All-Stars Racing, released in 2010.
    • Their inclusion in Ultimate marks their first physical appearance on a Nintendo console since Banjo-Pilot, released for the Game Boy Advance in 2005.
    • Additionally, this is the second game where Banjo & Kazooie appeared with Sonic, following Sonic & Sega All-Stars Racing. In the Wii version, the All-Star Theme of Banjo & Kazooie is included through the game's music files, but remains unused.
  • Their stock icon is similar to their pose on the cover art of Banjo-Kazooie: Nuts & Bolts.
  • Banjo's backpack, unlike in their home series, has a second flap at the bottom that opens up when Kazooie fires Grenade Eggs and performs the Talon Trot. According to original character designer Steve Mayles, he originally wanted to achieve this in the original game, but due to technical limitations on the N64, he was unable to add the extra joint for the backpack.[1]
  • Banjo & Kazooie are currently the only downloadable fighters in the game to not have a game on the Nintendo Switch. At the time of his release, Joker fit this criterion as well, as he would not appear in another Switch title until the release of Persona 5 Scramble: The Phantom Strikers.
  • On the character selection screen, Banjo & Kazooie's icon in the Japanese version shows their names within only one row, while in the English version it is shown with two rows. This trait is shared with Captain Falcon, Mr. Game & Watch, Zero Suit Samus, Pokémon Trainer, Wii Fit Trainer, Rosalina & Luma, the Mii Fighters, and Piranha Plant.
  • When KOed by reaching 0 HP during their last stock in Stamina Mode, Banjo uses a unique knockout scream not taken from either his KO or high damage voice clips, though it is difficult to hear under normal circumstances due to extremely low volume. Joker also shares this trait.
    • In the Japanese language, Byleth shares this trait as well.
    • Additionally, Banjo's Stamina KO voice clip, unusually, does not begin with a slight pause. He shares this oddity with Erdrick.
  • When Banjo successfully parries an attack, he does the same pose as the Extra Life statues from Banjo-Kazooie.
  • Banjo & Kazooie is the only fighter to vocalize while dashing.
  • Banjo & Kazooie are one of four fighters who do not use their dashing animation on the World of Light map, the others being Meta Knight, Inkling and Hero.
  • Banjo & Kazooie and Hero are the only fighters that only appear as a minion puppet fighter. Piranha Plant and Terry do not appear in any Spirit Battles and the rest of the fighters appear as the main opponent.
  • Due to Banjo & Kazooie's dash being Talon Trot, the flames of the Superspicy Curry shoot backward (because it is Banjo that eats the curry, and Talon Trot has him being dragged behind Kazooie). They are the only fighter with this distinction.
    • Additionally, the frantic expression caused by Superspicy Curry (where the pupils shrink and the mouth opens) applies to Kazooie as well as Banjo, despite Kazooie not eating the curry or breathing fire.
  • Banjo & Kazooie and Ice Climbers' Classic Mode routes share the same theme, that being dynamic character duos.
  • Banjo & Kazooie are among the few voiced fighters in Ultimate whose voice clips are sourced from their own games rather than specifically recorded for a Smash game. They share this trait with Daisy, Rosalina & Luma, Bowser Jr., Yoshi, Inkling, Sonic, Young Link, Toon Link, and Min Min.
  • Coincidentally, the color scheme of the duo's Gruntilda-themed alternate costume makes them also bear a slight resemblance to the titular protagonists of Yooka-Laylee, a spiritual successor to Banjo-Kazooie developed by several former Rare employees.
  • Kazooie can be seen waving at the camera when the duo fire off a Dragoon.
  • Banjo & Kazooie are the only DLC fighter in Fighters Pass Vol 1. to not vocally announce the name of their special moves when performing them in all versions of the game.
  • Uniquely, instead of being supported by a clear stand on their amiibo, Banjo & Kazooie are instead supported by a large plastic Jiggy underneath Banjo's raised leg, which is not present in their official render. This makes Banjo & Kazooie one of five fighters to have a distinction present in their amiibo that is not present in their official artwork, the others being Mr. Game & Watch's interchangeable poses, Ice Climbers' plastic iceberg support, Ridley's plastic impact effect, and Joker's plastic support flames.
  • Banjo & Kazooie are the only characters who uses predetermined voice clips for all of their attacks aside from recovery attacks and special moves.

References