73 Banjo & Kazooie

First appearance :
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.

Characteristics

 

Strengths

  • Projectiles gameplay
  • Great mobility
  • Heavyweight
  • Excellent recovery
 

Weaknesses

  • Combo food
  • No real true combos
  • Hard to kill
  • Hard to come back

Matchups

Favourable

  • icône de ryu
  • icône de ken
  • icône de terry
Shotos
  • icône de luigi
  • icône de sonic
  • icône de kirby
Struggles to approach
  • icône de donkey-kong
  • icône de ganondorf
  • icône de ridley
Combo food

Unfavourable

  • icône de fox
  • icône de roy
  • icône de inkling
Too fast
  • icône de rob
Blocks projectiles
  • icône de lucina
  • icône de palutena
Better in the air  

Stages

Favourable

  • Needs enough space
  • Must be able to camp

Unfavourable

 

Skills

Pro Tips

Features

coup spécial de Banjo & Kazooie coup spécial de Banjo & Kazooie

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.

Best moves

  • DOWN B

    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.

  • NEUTRAL B

    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.

  • SIDE B

    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 !

  • FORWARD AIR

    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.

  • FORWARD TILT

    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.

  • DOWN THROW

    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.

  • Contextual Options

    Quick Moves

    Safe on Shield

    OOS Options

    Jab

    Forward Tilt

    Up Air

    Forward Air

    Up Air

    Up Tilt

    Up Smash

    Up Air

    Back Air

     

    Before leaving

    Last tips

    Do not pluck

    Of course the Side B is a very strong attack which can deal many damages while being invincible but it's not a reason to overuse it because your opponent will only have to shield to punish you very strongly. Besides, losing a feather also means that you will be losing a possibility to come back on the stage or to punish your opponent. So keep them preciously and don't overuse it.

    Spiraled in his mountain

    Banjo & Kazooie owns 3 jumps in total in order to move around the stage, including 2 when he's already in the air. When he's in a disadvantage position, many players happen to use their 2 first jumps before using their Up B which can be risky especially when your opponent 2 frames you. Sometimes, it will better to use your Up B then a Side B in order to keep your two jumps in case you would get in trouble.

    Message in a bottles

    Banjo & Kazooie is a character that will nedd you to play patiently. Indeed the character's arsenal is essentialy defensive, so you have to know how to use it. Besides, don't forget to use Banjo's projectiles because they can be very useful in many situations and can help to put your opponent in a bad position. If you take the advantage don't be too aggressive, it's the best way to find yourself in a bad position.

    In a nutshell

    While playing Banjo and Kazooie, pleasure will essentialy come from his great mobility. His ability to jump 3 times will surprise you at the beginning but it therefore offers a very satisfying mobility. For a character that is mainly focused on zoning, having so many possibilities in your moveset will allow you to trap your opponent and to kill him with, by instance with a Side B. Moreover, one single error of your opponent or a great read will reward you with a strong attack, even though it can sometimes be difficult to touch your opponent. Anyway he's a character to recommand to someone who likes to use zoners with strong attacks and with a great mobility.

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