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. 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. Their forward smash is Breegull Bash, a slow but powerful, good-ranged move that highlights a comical maneuver in their home game. Their dash attack, the Forward Roll, is very similar to Donkey Kong's dash attack, but has more kill power and has fewer active frames.Ĭomplementing their versatile tilts, Banjo & Kazooie sport very useful smash attacks. 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. It has barely any hitbox towards the duo's front or rear, making it very situational, but it hits through most platforms and can be a reliable follow-up from down throw. 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. It can be angled and has a respectable amount of disjointed range, especially for its speed, making it useful for stopping predictable or vulnerable approaches. Their forward tilt, Beak Bayonet, is a quick stab with Kazooie's beak, functioning similarly to Ridley's forward tilt. This can cause the opponent to be continually jabbed into the duo's rear, keeping them locked in the hitbox and causing both of the fighters to be slowly moved backwards, often amounting to extremely high percentages by the time they reach the edge of a platform. It should be noted that the hitbox of Kazooie's jabs is large enough to sometimes hit opponents standing directly behind the duo. The former serves as a 3-hit gentleman jab, while the latter is a standard rapid jab.
Banjo's Claw Swipe and Kazooie's Rat-a-Tat Rap comprise their neutral attack. The majority of Banjo & Kazooie's grounded arsenal makes use of moves from their first two games, Banjo-Kazooie and Banjo-Tooie. Additionally, they have a fast falling speed, high gravity, slow air speed, and average air acceleration. Like Ridley and Charizard, Kazooie also grants the duo two midair jumps with her wings. Kazooie, however, lacks a hurtbox of any kind outside of the Talon Trot and up tilt as a result, all standard attacks involving her are disjointed. Like Wario, however, his hurtbox is fairly wide. In stark contrast to Banjo's walking speed, Kazooie's dashing speed is very fast specifically, it is the 11th fastest in the game, which is nearly unrivaled among their fellow heavyweights.īanjo is somewhat short for a heavyweight due to having a relatively average height.
Conversely, Kazooie handles the duo's dashing, in which she uses the Talon Trot to carry Banjo. As Banjo handles the duo's walking, his walking speed is below-average, and his initial dash and traction values are among the worst in the game. as the 18th heaviest fighter in the game. Together, they are a heavyweight, and are tied with Snake and R.O.B. 4.1 Most historically significant playersīanjo & Kazooie, like Duck Hunt, are a tag team that fight together as if they were a singular fighter.