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


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

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

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

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

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

How to UnlockEdit

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

AttributesEdit

Note: My vision for Gruntilda was created in the context of Super Smash Bros. Ultimate. For this vision to be communicated properly, you'll have to keep that in mind as you read. Thanks

  • Weight: 125 (5th highest, well above Ganondorf but just behind Donkey Kong and King Dedede)
  • Walk speed: 0.7 (3rd lowest, between Jigglypuff and Kazuya)
  • Dash:
  • Traction: 0.106 (tied with multiple fighters as 36th lowest, so a little below-average)
  • Jump:
    • Full hop height: 26 (tied with Ryu, Ken and Little Mac as 7th lowest) (Initial height is 0.55× jump height, the default)
    • Short hop height: 10 (tied with Steve and Sephiroth as the lowest in the game)
    • Double jump height: 38 (tied with R.O.B. as 16th highest)
  • Air movement:
    • Air speed: 1.045 (47th highest, just above Meta Knight, so pretty average)
    • Air acceleration: 0.01 base and 0.07 additional, for 0.08 max (average and shared with many fighters, albeit a little high for a super heavyweight)
    • Air friction: 0.01 (average and shared with many fighters, albeit a little low for a super heavyweight)
    • Falling speed: 1.79 (19th highest, just above Ridley) (Fast fall is 1.6× falling speed, the default)
    • Gravity: 0.105 (tied with King K. Rool for 33rd highest)
  • Dodges:
    • Spot dodge: Active between frames 3-17 (6-17 when staled) (shared with most of the roster)
    • Roll:
      • Forward: Active between frames 4-16 (8-15 when staled) (shared with most other super heavyweights) for a distance of 31.19 (tied with Meta Knight, King K. Rool, Mii Swordfighter and Mii Gunner for 35th shortest)
      • Backward: Active between frames 5-17 (9-15 when staled) (shared with most other super heavyweights) for a distance of 31.15 (tied with King K. Rool, Mii Swordfighter and Mii Gunner for 41st shortest)
    • Air dodge:
      • Neutral: Active between frames 3-30 (6-27 when staled) with a total duration of 50 frames (shared with Mii Swordfighter, Hero and Min Min)
      • Directional: Active between frames 3-21 (6-20 when staled) (shared with most other fighters, so pretty average) with total durations that I don't feel like coming up with (they're probably going to be pretty average too)

Gruntilda should be a very interesting take on the "super heavyweight" archetype. As would be expected, she has a lot of slow, large and powerful moves and projectiles; however, her third jab, up tilt, down tilt and down throw should allow for interesting combos that lead into devastating finishers. Her balance comes in the form of her three projectiles each being sharply nerfed when spamming is attempted (I mean, aside from the fact that she's a slow, lumbering super-heavy). With an above-average recovery and a dominating presence in neutral, Gruntilda may just be the top-tier super heavyweight that everyone was waiting for.

Update historyEdit

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

MovesetEdit

  • If Gruntilda is attacked in the startup lag for her spell-firing moves or while she is charging a smash attack, she will drop the spell and it will explode, dealing one quarter of the spell's intended damage to her and any nearby opponents.

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

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

Name Damage Description
Neutral attack 3% A unique 4-hit jab, with three alternating hand slaps, and a final large, potent spell blast that launches opponents at an upwards angle. Starting at frame 8, this series of attacks has a decent amount of utility, and the third hit, with very low lag, can cancel into another more potent and long-ranged finisher, such as her dash attack; the fourth hit, with its trajectory, can also combo into one of her faster aerials, such as forward aerial. The fourth hit can KO Mario at 120% at the edge of Final Destination.
2.5%
3.7%
7% (sweetspot), 3% (sourspot)
Forward tilt 9% A front kick. Decently fast startup at frame 7, but has short duration and long ending lag that make this move committal and unsafe on shield, albeit very useful for punishes. Launches opponents at a semi-spike angle, making it dangerous at the ledge or near the edge of a walk-off stage.
Up tilt 13% (clean), 9% (late), 8% (clean, face), 7% (late, face) A frame 7 arced headbutt, thrusting her head in a slight forwards arc while starting up to hit opponents right in front of her. This move possesses deceptively low ending lag, making it a deadly combo tool against airborne opponents at mid-to-high percentages. Her hat is the sweetspot, and as it does not possess a hurtbox, this move is very disjointed.
Down tilt 5.7% A very low, quick poke along the ground with her broomstick's handle (3 frames each of startup, duration, and endlag). With proper timing, this move is a great tool for 2-framing recoveries, sending the opponent flying at a low semi-spike angle. Grounded opponents get launched vertically instead, allowing her to combo into moves like up tilt or an aerial.
Dash attack 9% (early), 14% (clean), 12.6%-4.3% (projectile) Gruntilda slows to a stop as she rears back and fires a large spell from her hands. Based on the spells she fires at Mumbo Jumbo in the opening cutscene of Banjo-Tooie. This spell, a reflectable projectile, gets weaker and smaller the farther it travels in its straight-ahead trajectory, before disappearing completely after around two-thirds the length of Final Destination. Its high startup and ending lag make it very risky at close range, and Grunty must be very cautious when using this move against opponents with reflectors. It also severely decreases in power for consecutive uses within a short period of time; this, coupled with the normal effects of staling, discourage spamming this extremely potent move.
Forward smash 19% (clean), 14% (late, sweetspot), 11% (late, sourspot) A spell blast, with a sweetspot right in the middle of the explosion as Gruntilda claps her hands together. Decent power, startup, and active frames make this a very good kill move, KOing even other heavyweights at as low as 120% near the middle of Final Destination; as well, Grunty gains damage-based armor during the startup and active frames, sustaining up to 15% of damage. However, with a whopping 21 frames of ending lag, this move is highly unsafe on shield.
Up smash 20% (clean), 14.5% (late, sweetspot), 12% (late, sourspot) A spell blast, with a sweetspot right in the middle of the explosion as Gruntilda claps her hands together. Compared to her forward smash, which this move is similar to, Grunty's up smash has less startup, a bigger radius, more kill power, and more active frames, but even worse endlag. Additionally, instead of having armor in the startup and activity of the move, this move has damage-based armor in the endlag of the move; this armor has a threshold of 6% damage, making it overall riskier and more committal than her forward smash. This move, when fully charged, KOs Mario at 90% at the edge of Final Destination.
Down smash 16% (clean), 11% (close, late), 13.4% (far, early), 9.6% Gruntilda thrusts her hands to her sides, causing the ground around her to be set on fire for a period of time and launching any opponents caught at a vertical angle. Another semi-spike 2-framing tool, this move is the overall laggiest move in her kit, with 8 frames of startup lag, 10 active frames, and 37 frames of endlag; additionally, the move boasts very tame killpower, not KOing even lighter characters until as much as 120%. The move does, however, deal immense shield damage, but its startup lag makes this attribute only useful against the most patient of opponents. As such, outside of its aforementioned edgeguarding ability, the move is very situational and risky.
Neutral aerial 5% (hits 1-4) A relatively fast cartwheel, similar to that of Bowser, with good frame data all around. Combos into itself at low percentages, and combos into other aerials at mid-range percentages. Autocancels from a short hop, and has decent landing lag otherwise. This move has relatively limited usage onstage compared to her other aerials; however, it is often deadly when used offstage, especially against opponents with large or floaty form factors.
Forward aerial 8% An arcing, one-handed swipe with her broomstick with decent range. Decent startup and endlag, as well as very little landing lag and autocancelling from a short hop, make this move safe on shield and fantastic for baiting opponents, and its knockback allows combos at low percentages. Meanwhile, it is a very good kill move offstage, almost always scoring a KO when the opponent is halfway between Final Destination's edge and the blast zone.
Back aerial 17% (clean), 14.4% (sourspot / late) A large spell blast. This move is very powerful, KOing Mario at 83% at the edge of Final Destination, when it lands its middle hitbox on time; this is difficult, however, with the move's 17 frames of startup lag. Landing Gruntilda's back aerial late or towards the outside of the blast radius makes the move weaker all around. However, similar to her forward aerial, the move has very little landing lag and autocancels from a short hop, making it a strong tool for approaching and pressuring shields on the ground.
Up aerial 4.7% (hit 1), 2.3% (hit 2), 5% (hit 3) Three quick waves back and forth with her broomstick. This move is a great combo finisher from up tilt, or even itself at lower percentages if the third hit doesn't connect - this is easiest done out of a short hop, however, as the move autocancels but has abysmal ending and landing lag.
Down aerial 20% (clean), 16% (sourspot / late) A large spell blast, similar to Gruntilda's back aerial all around; the startup lag is slightly shorter, however. The clean hit meteor smashes opponents. Usage against a grounded opponent is unsafe with terrible endlag and landing lag; however, the move deals immense shield damage.
Grab Single-handed grab. Slightly slow startup and average range, but low endlag.
Pummel 1.4% A headbutt.
Forward throw 6.6% Kicks the opponent away.
Back throw 3% (toss), 7% (blast) Tosses the opponent lightly behind her, then creates a spell blast that sends them flying. Has a collateral hitbox on the blast.
Up throw 9.5% Lifts the opponent above her head, and sets them on fire for a brief moment with her hands before they are knocked away.
Down throw 6% Slams the opponent on the ground in front of her.
Floor attack (front) 7% Creates a spell with her hand and swipes it around herself.
Floor attack (back) 7% Creates a spell with her hand and swipes it around herself.
Floor attack (trip) 5% Spins around with her arms out as she gets up.
Edge attack 10% Creates a magical explosion on the edge as she gets up.
Neutral special Fireball 17% (Fireball 1), 14.5%-9.3% (Fireball 2-9), 6.9% (Fireball 10+), 14% (Fireball, Broomstick), 9% (explosion 1), 7.7%-4.9% (explosion 2-9), 3.7% (explosion 10+), 7.4% (explosion, Broomstick) Gruntilda fires the fireball spell she utilizes in her boss fight at the end of Banjo-Kazooie. It is launched at an upwards angle and arcs downwards in front of her; during the move's startup lag, she can influence the exact trajectory it will have with a joystick input. Upon hitting a surface, the spell creates an explosion that lingers for just over a second. This move suffers from 48 frames of endlag, and its awkward angle can make it hard for Grunty to know whether the opponent will get hit; the spell can be rapid-fired if the button is pressed again at any point during said endlag, but the power of the spell and its explosion decrease for repeated usages. Unlike her dash attack, which is timer-based, landing any other attack on an opponent cancels this decrease in power immediately, returning it to full strength. A slightly weaker version of this move can be used while she is riding her Broomstick, which can only be used up to five times before she gets out of this mode. This version has significantly less endlag, and does not weaken upon repeated uses.
Side special Magnet Spell 13% (held), 34% (Gruntilda launched), 21% (held, released), 16% (tapped) Held (for at least 24 frames): Gruntilda fires the hurricane-shaped spell she utilizes in her Banjo-Kazooie boss fight; control of herself is lost as long as the special button is held (or until the spell expires automatically) as she guides the spell to a target, creating an explosion on contact with herself or an opponent. Should the spell hit herself, similar to PK Thunder, she is launched in a direction opposite the side that she was hit from; also similar to PK Thunder, when she uses this move while airborne, an arrow appears that signifies which direction she will be launched by the spell. Because of Grunty's fast falling speed, this is rarely useful as a recovery option; however, should she hit an opponent when launched by this, they receive massive knockback and damage, almost always KOing them at more than 70%, although she falls to the ground when hitting a shield, suffering immense lag, and if she is airborne, she is rendered helpless after her hitbox disappears. While controlling the spell, Gruntilda gains damage-based armor with a threshold of 14% damage; if this armor is broken, she loses control of the spell and it falls straight downward and explodes.

Held, released: If the special button is released after the standard controllable spell has been launched and before it explodes, its color changes to a reddish hue and a sound effect plays signifying that direct control has been lost. For nearly one second, the spell homes in on a target to create an explosion that deals much more damage but only slightly more knockback than the manually controlled version. If there is no opponent to home in on within its detection radius, the spell travels in a straight line briefly before disappearing. This spell does not explode upon impact with, or launch, Gruntilda.

Tapped (held for less than 24 frames): Gruntilda fires the same hurricane-shaped magnet spell as in the held variants, but it takes on a more bluish hue and is larger. This spell, similar to her dash attack, travels in a straight direction until it hits an opponent or travels about half the length of Final Destination. However, it is rather slow, and Grunty suffers immense endlag when using this move on the ground or in the air, making it very risky and committal in any situation. Finally, also similar to her dash attack, decreases in power significantly upon repeated consecutive usages.

All of the above variants of the move dissipate immediately upon touching a shield or the bottom of a solid platform.
Up special Broomstick 1.2% (cruise speed), 9%-25.4% (charge attack) Gruntilda boards her iconic sentient, flying broomstick and begins to ride it. The broomstick has a limited amount of fuel, as shown by a gauge next to her damage meter, which depletes constantly when she rides it. This fuel refills automatically when she is not using it, and refills much quicker when she is grounded; once it runs out of fuel, however, she cannot re-activate it until she touches the ground again and it refills to one-quarter full of fuel. She is able to fly around in any direction so long as fuel remains, but cannot dodge or put up her shield while riding. The broomstick falls and crashes if:
  • The broomstick runs out of fuel,
  • The broomstick is hit by any attack,
  • Gruntilda jumps off,
  • Gruntilda grabs a ledge,
  • Gruntilda is footstooled, or
  • Gruntilda's newly-gained rather weak knockback-based armor is surpassed.

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

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

Down special Trivia Question 1.4x Pulls out a trivia question card. If an opponent hits her with a melee attack while she is reading the card, a buzzing sound is heard and Gruntilda grins as a 1-ton weight falls on the opponent, directly referencing her Tower of Tragedy Quiz from Banjo-Tooie. This counterattack claims the fourth-highest damage multiplier in the game, behind Counter Throw, Gut Check and Tetrakarn. The move suffers immense endlag when failed like most moves of its type, leaving Grunty vulnerable to an opponent's counterattack.
Final smash HAG 1 5% (activation), 5% (contact), 7% (laser beam), 20% (mortar cannon), 2% (toxic gas, loop) Summons/transforms into/builds the HAG 1, a large drill manufactured from the ruins of Mecha-Grunty by her evil sisters Mingella and Blobbelda in Banjo-Tooie, and was utilized to wreak havoc on the Isle O' Hags as well as being featured in that game's final boss battle. The entire stage is immediately covered in a toxic gas, and Gruntilda can control the drill back and forth across the stage and activate its various weapons, similar to the Landmaster from Brawl and For 3DS / Wii U but without being able to hover. After about 17 seconds, Grunty hops out/transforms out of/causes the deconstruction of the HAG 1, returning the stage to normal. This move has different introductions depending on Gruntilda's costume: for her normal and skeletal costumes, it simply appears and she jumps in; for her Mecha-Grunty costumes, she transforms into it; and for her Nuts & Bolts costumes, she builds it from vehicle parts.

On-screen appearanceEdit

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

TauntsEdit

All of Gruntilda's taunts are altered based on what alternate costume she is using, although for balancing purposes her hitboxes are always based on her Default costume.

  • Up taunt: Gruntilda pulls out a dark-colored hamburger from behind her back. A reference to her gluttonous nature as evidenced throughout Banjo-Kazooie, and possibly a reference to one of her possible randomly-chosen favorite dinners, "dog dung burgers," in said game.
    • Default, Mecha-Grunty, Skeleton costumes: She eats it quickly, and burps.
    • Nuts & Bolts costumes: She tries to put it in her mouth but fails because of the glass canister her skull is in, and puts it away sadly.
  • Side taunt:
    • Default costumes: Gruntilda picks her nose, looks at the snot she pulls out briefly, and tosses it to the side. A reference to Banjo-Kazooie's opening cinematic.
    • Mecha-Grunty costumes: Mecha-Grunty hops up a short distance, and promptly slams onto the ground. A reference to one of her methods of attack in her boss fights in Banjo-Kazooie: Grunty's Revenge.
    • Skeleton costumes: One of Gruntilda's eyeballs falls onto the ground. It rolls away briefly before she picks it up again. A reference to Banjo-Tooie's opening and ending cinematics.
    • Nuts & Bolts costumes: Gruntilda pulls out a reclining chair and a cocktail drink, and puts on oversized sunglasses. She relaxes briefly before getting up and putting it all away. A reference to one of her Showdown Town idle animations from Banjo-Kazooie: Nuts & Bolts.
  • Down taunt:
    • Default, Skeleton, Mecha-Grunty costumes: Klungo appears in front of Gruntilda. She promptly beats him with a broomstick until he runs away and disappears. References Klungo's abusive relationship with her as her henchman before his departure in Banjo-Tooie.
    • Nuts & Bolts costumes: Piddles appears in front of Gruntilda, looking up at her. Grunty kicks her up into the air; when she comes back down, she bites the tube on Grunty's mechanical suit before disappearing. References Banjo-Kazooie: Nuts & Bolts's opening cinematic.
  • Broomstick Taunt: When pressing any taunt button while Gruntilda is on her broomstick, she cackles menacingly before the broomstick begins to sputter and smoke. She slaps it a few times before it stops.

Idle posesEdit

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

Victory posesEdit

  • Left: The camera zooms in on Gruntilda as she waves her arms around over Dingpot for a moment (who has a picture of ugly Tooty on his surface). A reference to Banjo-Kazooie's opening cinematic.
    • Default, Skeleton costumes: She then picks her nose and throws away what she finds; she then laughs and continues to wave her arms.
    • Mecha-Grunty, Nuts & Bolts costumes: She reaches for her nose before suddenly realizing that she can't pick it, and looks down glumly.
  • Up: Gruntilda is seen hosting her Tower of Tragedy Quiz. A 1-ton weight falls on Mingella, Blobbelda, then Banjo & Kazooie, as Grunty cackles and looks at the camera to her right. Directly references said Tower of Tragedy Quiz, specifically its events when Banjo & Kazooie lose in the third round.
  • Right: The camera looks towards the sky and moves around quickly, looking for Gruntilda. She suddenly flies in on her broomstick, falling off and onto her back.

In competitive playEdit

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

Notable playersEdit

ActiveEdit

Literally everyone.

InactiveEdit

Literally no-one.

Classic Mode: Spell SkirmishEdit

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.

SpiritsEdit

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 costumesEdit

Similar to Hero's alternate costumes, Gruntilda has four costumes that represent her various appearances throughout the three main games of the Banjo-Kazooie series, and the Gameboy Advance spinoff, Banjo-Kazooie: Grunty's Revenge, as well as a recolor of each costume. Her default costume is based on her original appearance in Banjo-Kazooie. Her second costume is her mechanical form that she possessed with her ghost in Grunty's Revenge. Her third costume is her skeletal appearance, due to having been buried for two years, from Banjo-Tooie. Her fourth costume is based on her appearance as a skull in a mech suit from Banjo-Kazooie: Nuts & Bolts. All four of these costumes are largely based on promotional material for their respective games as well as their in-game models, but some adjustments were made to each of them to be consistent with her hitboxes and hurtboxes (particularly her Nuts & Bolts appearance, with her skull being re-used from her Tooie model).

Her fifth costume is a recolor of her default costume that references Brentilda, Gruntilda's nicer sister seen in Banjo-Kazooie. This costume turns her hair golden, her hat white, and her cloak pink with white lacing and a white star-shaped pattern. Her sixth costume is a recolor of her second costume that references her ghost form, as it is briefly seen in Grunty's Revenge. This costume turns the entire robot into a bright pink. Her seventh costume is a recolor of her third costume that references Captain Blackeye, the antagonist of Rare's scrapped project that would become Banjo-Kazooie, Project Dream, who also cameos in several Banjo-Kazooie games. This costume turns her scarf yellow, turns her cloak red, turns her hat black, and gives her boots instead of Mary Janes. Her eighth costume is a recolor of her fourth costume that references the Lord of Games, a main character in Nuts & Bolts. It tints her glass case green, turns her hat golden, turns her arms grey, turns her scarf white and turns her cloak purple.

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

TriviaEdit

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

Alterations to Banjo-Kazooie representationEdit

FighterEdit

  • 73. Banjo & Kazooie: The duo have had their eighth alternate costume, the once that referenced Gruntilda, replaced with a costume that changes the duo to match their blockier, more dull-colored appearances in Banjo-Kazooie: Nuts & Bolts. This, of course, changes their models, but not any of their animations or moves.

StagesEdit

  • Spiral Mountain: Gruntilda is removed as a cameo from this stage. Three new series protagonists Klungo (in his Kazooie and Tooie design), Jamjars (who appears from Bottles' molehills and occasionally appears from one atop the Mountain) and Humba Wumba (in a mixture of her Tooie and Nuts & Bolts designs), as well as Quarrie and the vegetable enemies Topper, Bawl and Colliwobble now cameo in the background for this stage. Buzzbomb has been removed. Several other inaccuracies have also been fixed, such as the lack of a rock wall behind the tree stumps and the shapes of the trees.
    • Klungo will not appear if Gruntilda is present in the match.
  • Top of Gruntilda's Lair: The location Gruntilda battles Banjo and Kazooie for the final bosses of Banjo-Kazooie and Banjo-Kazooie: Grunty's Revenge. The main platform is wide, and the surrounding sky is dark and stormy. It features feathers and eggs as well as metal bars for Banjo and Kazooie's entrance as the arena did in Banjo-Kazooie, and the skull design that it had in Grunty's Revenge. Gruntilda's sisters Brentilda, Mingella and Blobbelda, each occasionally appear to watch the battle.

MusicEdit

Original TracksEdit

Arrangements and remixes unique to whatever game Gruntilda's in.

  • "Gruntilda's Lair": A faster-paced elegant classical arrangement of Gruntilda's series theme, first heard while exploring her lair in Banjo-Kazooie.
  • "Clanker's Cavern": A faster-paced dramatic orchestral arrangement of the background track for the third world in Banjo-Kazooie, Clanker's Cavern.
  • "Vs. Boss Boom Box": An orchestral remix of the background track for the boss fight against Boss Boom Box, the boss of Rusty Bucket Bay, in Banjo-Kazooie.
  • "Mumbo's Skull & Wumba's Wigwam Medley": A tribal-sounding medley arrangement of the background tracks for the respective homes of Mumbo Jumbo and Humba Wumba in Banjo-Kazooie and Banjo-Tooie, two sha-people who transform the duo into various helpful forms in their respective debut games.
  • "Isle O' Hags": An orchestral arrangement of the background track for the majority of the hub world of Banjo-Tooie, the Isle O' Hags.
  • "Grunty Industries": A faster-paced techno-pop remix of the background track for the sixth world in Banjo-Tooie, Grunty Industries. Contains segments for the "outside" and "inside" themes, while also incorporating elements of Jolly Roger's Lagoon and Hailfire Peaks from Banjo-Tooie, two worlds that Grunty Industries contained shortcuts to in said game.
  • "Cauldron Keep": An orchestral arrangement of the background track for the ninth and final world in Banjo-Tooie, Cauldron Keep. Also contains a reference to Mingella & Blobbelda's theme from that game.
  • "Vs. HAG 1": An orchestral arrangement of the background track for the final boss against the HAG 1 in Banjo-Tooie.
  • "Boss Battle - Banjo-Kazooie: Grunty's Revenge": An orchestral arrangement of the background track for the boss fights in Banjo-Kazooie: Grunty's Revenge.

Source TracksEdit

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 FanfareEdit

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

SpiritsEdit

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

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

NavigationEdit