73 Banjo & Kazooie
Banjo-Kazooie (1998 - N64)
Banjo & Kazooie is a character that was one of the most requested character ever in the Smash history and was finally added as the third DLC fighter of Super Smash Bros. Ultimate. As a fighter, he’s a zoner with a lot of freedom in his moves and also some strong attacks that will allows him to easily control the stage.
- Projectiles gameplay
- Great mobility
- Excellent recovery
- Combo food
- No real true combos
- Hard to kill
- Hard to come back
- Needs enough space
- Must be able to camp
Banjo and Kazooie is a character that can jump 3 times which allows him to recover from far away. However, his most interesting particularity is his Side B, because Banjo owns 5 gold feathers, which means that he can use this move 5 times per stock. This very strong attack makes him move in a straight line while ignoring everything on his way. It's also a good way for him to come back on stage.
It's an excellent tool in the neutral game because Banjo throws a grenade which will bounce multiple times in his back before exploding after 2,5 seconds. During that time you can let your grenade mind its own business in order to protect you or you can also take it and throw it right in your opponent's face in order to start a new combo. It can also be used as a recover option. Let it explode in your hand and you'll be able to jump 2 more times.
This one is also a good move for zoning. The first egg follows the same path as Mario's fireball which makes it a good neutral tool. Then, if you keep pressing B, Banjo can only quickly fire eggs which makes it a very punishable attack. However this last option can start many strong combos.
Banjo can use this move 5 times per stock so don't forget to keep an eye on the amount of feathers left. This attack is one of Banjo's strongest ones and also one of the fastest ones. The advantages of this move is that Banjo ignore everything on his way and also that he can recover horizontaly very easily. However, don't forget that your opponent can still grab you or punish you at the end of your attack !
This is probably his safest move because there is almost no ending lag on a shield and it can touch pretty far away. This can still be canceled while doing a short hop. Forward Air simply takes a little bit of time to hurt your opponent, which can be compensated by shooting projectiles, knowing that Forward Air causes a lot of damages and can also kill pretty early.
This is an alternative interesting option in his neutral game because it's a safe move on a shield given that he's pretty fast. The move also countains a tipper which causes more damages that usual, and it sends your opponent in a tech chase situation.
This Throw is really useful for conditioning your opponent because even if it's the worst burial of the game, around 100%, you have got 1 chance out of 2 to hurt your opponent with an Up Smash when he's still buried or with an Up Tilt when he has got the chance to get out pretty fast.