The Bear and Bird duo starred in probably one of the most beloved games to ever grace the N64 era, and were even considered as candidates for the original Smash64 roster!
For those unfamiliar, Banjo and Kazooie starred in "Banjo-Kazooie" as well as "Banjo-Tooie" on the N64. They were action platformers that combined amazing level design, funny dialogue and probably the best music in gaming (click above!) to deliver a gaming crown jewel.
They have since left Nintendo due to Rare being bought up by Microsoft, but I wonder what Smash4 may have done with the Duo....?
Standing about as tall as Falco, and with weight like Link, BK has a nice mix of offensive and defensive statistics. Being heavier than average and with a high fall speed, Banjo often can be juggled but can also use the ability to return to earth swiftly to his advantage as he can alternate between aerial and grounded play.
Banjo can offset his fall speed thanks to Kazooie with their trademark Feathery Flap! Banjo's grounded jump can reach a platform in one go with a full hop (his fall speed also gives him an amazing short hop for short hopped aerials), and a second jump using Kazooie gives essentially the same height. However, holding the jump button will have Kazooie continue to flap her wings and slow the pair's fall speed down to 1/10 for up to one second! You can drift forward while doing this, similar to a glide given the pair's above average air speed, but you only get one Feathery Flap per air time. It is an interesting spacing tool as it can also be canceled into an aerial by letting go of jump and immediately doing an attack. While it cannot move freely like Peach's or other floats, this unique drifting ability allows Banjo and Kazooie interesting spacing and recovery opportunities.
Like all characters in Smash Bros, Banjo and Kazooie have 3 variations of each special for players to mix and match. Their Neutral Special is "Egg Shoot" and allows the pair to use various eggs as projectiles for a nice ranged assault!
The pair's default special and one of the first moves that Bottles taught them, Blue Eggs are a reliable projectile. Crouching as seen above, Kazooie can fire up to 3 Mr. Saturn sized eggs rapidly (think around the speed of Mario's jab combo) that travel up to 3 platforms before breaking. Blue Eggs can also be single fired, allowing for some mix up potential.
Dealing 2% each and mere hit stun, Blue Eggs' rapid fire rate make for excellent zoning tools and combo extenders. Especially while airborne, the varying burst or single fire of the Eggs allow a barrage of projectiles at varying heights to cover multiple options at once! Just be mindful of the slight start/end lag as Banjo enters and exits a crouched position. A Barrage of Blue Eggs can make a great approach along with a Feathery Flap to close the distance with an aerial under some covering fire!
HailFire Eggs alternate between Ice and Fire Eggs based on how long you hold the input. Taught by JamJars in Banjo-Tooie, each offers utility or damage in exchange for speed.
A tap of B will fire an Ice Egg with Kazooie making a "Caw-HrRrRrrr" sound as opposed to the Blue Egg's "Caw-Caw-Caw", which has double the actual "shoot" animation of Blue Egg which while not slow, is noticeable. The Ice Egg travels at half the speed of normal eggs, and only deals a mere 1% on impact if it doesn't break naturally after two platforms. When the ice egg does hit however, the foe is frozen solid! Differing from normal freezing, this acts more like a paralyze as the foe stops on the frame of animation they were in and are coated in a thin icy veil until they mash out with grab difficulty and go back to a neutral pose. Hitting foes while frozen will break the effect (further Ice Eggs will merely damage them, not stacking the freeze), but that shouldn't matter as it allows one for free even if you freeze them midair!
Fire Eggs are shot if you hold down the B Button for half a second, launching at twice the speed of Blue Eggs with a "Caw-Haww!" sound and for 4 platforms before breaking. On impact, foes are set ablaze for 8% and experience diagonally downwards fixed knockback of about a "Bowser length" that can leave them prone or even gimp some recoveries. Given the charge and animation, you can really only have one Fire Egg on screen at a time, but the next one can begin to be shot the moment the prior fizzles out to give a sense of timing.
Either egg can be a great set up to a harder follow up hit, with the decision between risk and reward with an easy to shoot ice egg or rewarding but more difficult fire egg.
The Grenade Egg was taught to the pair by JamJars in Banjo-Tooie and is the slowest yet most powerful Egg Shooting option available.
Tapping the B Button will have Kazooie launch a Grenade Egg with a "Caw-Hoo!" sound, mimicking a mortar shot. This launch takes the same amount of time as the Fire Egg, but has the drawback of not being able to shoot again until the current Grenade Egg detonates or leaves the screen. Grenade Eggs travel as fast as Blue Eggs but do not detonate until they hit something, at which point the explosion will cause 12% and strong radial knockback able to kill your average foe at about 110% or so if they are offstage. Grenade Eggs also follow a slight arc as they travel forward, starting at a slightly upward angle compared to the others and then slowly working it's way downward. For a mental picture, if Banjo were to start the move at the outside edge of a Battlefield Platform, the egg will fire and reach it's apex height between the platforms, then hit the ground at the edge of the other platform. As you can imagine, this makes a great off-stage killer with how it will travel indefinitely down towards foes recovering low, but at the same time you must be careful with your aim as you wont get to fire another till that one is gone!
A powerful tool, Banjo should be careful with it's use both due to how often he can actually get one into play, and with how a misguided egg can blow up in their face!
Banjo and Kazooie's Down Specials all focus on placing a new entity on the field. Whether it be a Clockwork Kazooie, or one of the pair themselves using Split-Up!
Clockwork Kazooie eggs are spawned by default, and use the humorous "Egg Fart" animation from the BK games where the egg comes from behind a crouching banjo in an arc before hitting the ground and spawning the Clockwork minion, taught to them by Jam Jars in Banjo-Tooie.
Taking a smidge longer than a normal Egg Shot, the Clockwork Egg will hatch with a "Doo-doodo-doo!" and act by itself in order to home in on the closest foe in a suicide mission. The little guys move at about a 7/10 dash speed, and have a little hop that allows them to just graze below platforms to intercept aerial foes! On contact with a foe, the Clockwork Kazooie will detonate for 16% and strong radial knockback that can KO around 120% near an edge.
While impressive, the CK's can be attacked and detonated relatively harmlessly as they will fall apart with a good smack. Even worse, they can detonate on Banjo himself if you're not careful! Contact with the egg itself will only detonate no matter what, making for an interesting option from up high as an enemy attacking it will have them take an explosion to the face, and allows for more options to mess with foes recovering from below. You can only have 1 CK on stage at a time, with a second input of Down B manually detonating the CK for half the damage and knockback. Try and use your robotic buddy to your advantage to get into your opponent's head as they try to avoid/detonate it instead of attacking Banjo, just make sure to take care of yourself as well!
The second Down Special available to the pair allows you to Split-Up and take control of Kazooie as she flips out of Banjo's backpack with a triumphant "Breegull!". Banjo in the meantime hops into his Snooze Pack where you left him, with comical "Z"s floating from him for as long as you don't press Down B or Grab near him again. As Banjo sleeps, he will periodically get a big "Z" that is tinted yellow with the iconic honeycomb sound from the BK series. Occurring about twice a second, this indicates that Banjo has healed 4% worth of damage for when you reunite!
In the meantime, Kazooie needs to protect Banjo while he regains health for the duo with a mini-set of her own. If Banjo is hit, he will take damage (taking away from any stored up HP) and end Snooze Pack momentarily before going back into it naturally after about half a second of idling. If Banjo or Kazooie happen to be KO'ed while split up, the pair will still lose a stock and return to stage on the re-spawn platform with the other disappearing ala Nana when Popo is KO'd.
To protect Banjo on his restorative nap, Kazooie puts her speed and acrobatics to good use:
- Size: 3/10
- Weight: 2/10
- Run: 9/10
- Air: 10/10
- Fall: 5/10
She is much smaller and frailer than Banjo, but has incredible speed and Falco-calibur jumps, along with access to the Feather Flap that can be done twice and gain height! Kazooie's wing attacks are transcendent thanks to golden feathers being found in them, and she has a couple to choose from while on the offense:
- A: Kazooie will do alternating swats with her wings for 5% each and low knockback, traveling forward slightly per swing.
- Dash A: Kazooie will do a spinning Wing Whirl attack that deals 16% total of multihit that sucks foes in then pops them upward.
- Aerial A: Kazooie will do a spinning Wing Whirl that deals 12% up front and high knockback that lingers the same amount as the dashing version (about a second) that deals 8% and mediocre knockback after the strong hit.
- B: Kazooie uses Egg Shoot to launch Blue Eggs, regardless of the eggs selected for your normal N special. Seeing as Eggs are a specialty of Kazooie's, she can fire each type depending on whether side, up or neutral B is used while solo!
- Side B: Kazooie uses HailFire Eggs, this time with a smash input being used for Fire Eggs. It should be noted that Kazooie needs to wait until after the animation of one type of egg shot to use another. Slower eggs used incorrectly can ruin your camping and allow the enemy to hit you or Banjo!
- Up B: Kazooie fires a Grenade Egg at a much steeper angle, almost like Yoshi. The same rules apply with 1 grenade allowed at once, but at least solo she can cover the air much more reliably.
Kazooie is incredibly nimble with large, high priority attacks and even multiple projectiles she can abuse well with high speed. However, without Banjo she is incredibly fragile herself, even if it is incredibly hard to gimp her she is suceptable to juggling due to only a wing attack and air dodge to get to the ground. It is recommended that you use Split up sparingly to try and get a sizable percent lead as while Kazooie's aerial attack can kill (that or grenade eggs), it is tricky at best to land the moves in neutral. Try and abuse your movement to combo foes and keep them off of Banjo for maximum effect!
It should be noted that when reuniting, you will heal the full amount that Banjo accrued during his nap. So, if Banjo snoozed up 16% worth of healing and Kazooie took 10% defending him, you will end up with a net 6% heal. Take care to use your range and speed to your utmost advantage!
The final down special allows you to take control of Banjo while Kazooie hatches a Mystery Egg! Like with Kazooie, Banjo has his own mini set as well as his own stats, just in his case weight goes down by 1 and fall speed by 2. While Banjo takes the stage, the mystery egg that falls out of the backpack alongside Kazooie rolls about a character length behind him as a temporarily invincible Kazooie lands upon it and gets comfortable, being the longest of the Down B's by a hair.
As she warms up the egg, it's color will slowly change from Purple to Red over the course of about 30 seconds, hitting every color on the spectrum in between. This obviously will indicate the power of the Egg when you decide to hatch it with a second press of down B, otherwise an attack of yours toward Kazooie will result in the pair reuniting automatically and taking the egg back into the pack. If you return the Egg to your backpack, another press of Down B will place it back on the field after letting it cook for 1/3rd-speed in the safety of your pack. After 90 seconds or so, splitting up can result in a fresh, powerful Red-Egg to play with! The maxed out Egg is indicated by mysterious sparkles floating around Banjo's backpack.
Depending on the color, Hatching the Egg will result in an exponentially stronger and stronger explosion as it cracks open with the trademark Banjo-Kazooie sparkle effects, with the lowest Purple form dealing merely 14% and mediocre radial knockback within a hitbox that is about the size of the Egg + Kazooie as seen in the picture above. A Cyan Egg (half done charge) will deal 1.75x that amount for 24.5% and strong Radial knockback, able to KO rather decently with bad DI or near ledges at around 130% or so. A Red Mystery Egg however is at peak power after a whole 60 seconds worth of warming up, and will deal a mighty 49% in one go and kill at around 70% or lower depending on positioning! Once detonated, Kazooie will automatically flip towards Banjo as he himself halts what he's doing to accommodate her in his backpack for some punishable lag. Kazooie and the Egg have super armor while they are on the field, but are still attack-able, with enemy attacks reversing time spent trying to hatch the egg with 1% of damage dealt equaling -1 second of time, visually represented as the egg going backwards toward purple with each hit. If the Egg gets negative time, it will shatter harmlessly and send Kazooie careening back towards Banjo with the same end lag as breaking it manually, only without the reward. Luckily, Banjo can store the egg's timer whenever he wants, and it even saves between stocks! Just be careful with the egg and it's secrets will surely be worthwhile.
Tasked with protecting the Mystery Egg, Banjo has a few new tools to get the job done:
- A: Banjo performs his standard "Claw Swipe" jab combo (seen below) just like normal.
- Dash A: Banjo performs his standard "Forward Roll" dash attack (seen below) just like normal.
- Aerial A: Banjo flails mid-air just like with his "Failed Flip" when you crouch and jump with him in Banjo-Tooie. The bear's flailing arms and legs form a lingering hitbox that deals 6-8% multiple times with mediocre knockback each swing over his whole body, making an excellent defensive "get off me!" tool for high pressure situations. Better yet, this actually can hit multiple times allowing for actually sizable damage if you play your cards right over the 4 total hits of the move.
- B: Banjo takes his pack and puts it over his head swiftly to enter the Shack Pack! While covered in his backpack, he is about 1/3rd shorter, and enjoys Heavy Armor for as long as you hold the B Button down. Able to walk and even hop through nearly any attack until higher %, where the armor starts to give way to Knockback, with obviously higher values starting to effect Banjo earlier. The Shack pack is a great defensive tool as it allows Banjo to absorb a hit, let go then retaliate with a move of his choice, or simply block projectiles and the like to increase the timer on the egg at the expense of some % taken (as well as prevent some would be early KOs given his lack of powerful recovery unlike Kazooie).
- Side B: Without Kazooie taking up space, Banjo can fill up his pack with other things! Using the Taxi Pack, Banjo takes off his backpack and swings it forward in a scooping motion that takes about the same time as Mario's Cape overall. Foes caught in the pack will be scooped into it, with Banjo shoving them forcefully in with a free hand to cause 5%. From here, Banjo is free to walk slowly left or right (turning as he does) and even hop with a second press of B or A having him pop the foe out for an added 5% and set knockback up and away from Banjo as he goes through the normal end lag of the Taxi pack. Useful for moving foes away from Kazooie.
- Up B: Banjo takes off his backpack and spins it around himself twice while proclaiming "Whirr Wallop!" for a large disjointed hit. The Backpack is empty, making each hit only count for 6%, but Banjo is allowed to halt momentum and even rise by holding the B button down for a form of recovery without special fall! this Pack-Whack will come into play later, but while solo this allows Banjo some form of recovery for him to get to an edge as well as smack foes around with a disjointed hitbox with some reach to it. He can only do this once per airtime, but lack of special fall means he can perform the rising Pack Whack then jump again for a mix up.
Overall, Banjo takes on an almost puzzle-like playstyle as you time the Egg and protect it from lowering too far, or otherwise tricking foes to approaching it to detonate it early (though Kazooie has to hop off with a "Bree!" before it detonates a split second after as a very brief cue) for punishment. With the option to always hop over to Kazooie and attack to reunite, you can easily extend the timer with careful play for a very powerful KO option later into a match when the foe least expects it.
Banjo and Kazooie's side specials all have a generally defensive use to them, either avoiding or straight up plowing through enemy attacks!
Wonder Wing was taught to the duo by Bottles back in Banjo-Kazooie, and has been an invaluable tool in all their adventures. Granting the pair limited invulnerability, they could defeat many a foe with a touch and pass through treacherous terrain unscathed, granted they had enough golden feathers for the job!
In Smash Bros, Wonder Wing begins with the nostalgic "Dee-deede-dee-daDee!" as Kazooie pops out to shield Banjo's front as he charges forward about a Platform's distance, shedding visible Gold Feathers as they do so. From the time the Jingle begins to play, to where the move ends, the duo is impervious to harm from the front, yet still grabbable as they barge forth with a 10% horizontally inclined hitbox with set knockback of about a platform and a half away. It should go without saying the sheer usefulness of an invulnerable charge to get toward your foes. Projectiles? No problem. Lingering or heavy atacks? Brush them off. The charge even pushes the pair forward in mid air!
So, what weaknesses does the Wonder Wing have you may ask? Well, for starters it only protects them from frontal assault. this means a mis-spaced charge leaves their back wide open to attack. Secondly, the beginning has some start up as Kazooie comes out that cues the move just before the jingle/charge begins, allowing for an observant and reflexive foe to react to the Wonder Wing and go for a shield-grab through it. It also has a bit of end lag as Kazooie goes back into the pack that can be punished on whiff. So, it requires careful use with timing and spacing replacing Gold Feathers as your resource to manage. When used well however, you can enjoy the benefits of an unstoppable charge forward to gain offensive pressure!
Trading damage for Speed, Talon Trot was another early ability taught by Bottles in Banjo-Kazooie that has had incredible utility for the pair throughout the years. AT the press of the input, Kazooie will pop out of either end of the backpack (making us wonder what is keeping her in there in all honesty...) as Banjo leans back and lets her do the legwork. The move is interestingly faster to B-Reverse than it is to do standard, as a few frames are used to turn the pair around for the standard "Forward" direction Banjo was facing, and as a result BK players may opt to use the new-found 9/10 dash speed to retreat away and shave a smidge of lag off. Better yet, thanks to the bird's long legs, Banjo doesn't have to worry about any non-explosive types of patches or traps on the ground, able to run over things like Bananas or Ice Slicks with ease!
Holding B will allow you to stay in Talon Trot as long as you like, able to do a long-jump (running), short jump (from standstill), Dash Dance, and even slight damage as Kazooie's feet flail mid-air (weak multihit). In the air, Talon Trot will boost the duo forward as if they did a long jump, however there is a good deal of lag that is only able to be acted from after Kazooie's "Brrrreeeeeeee!" ends, which can be useful for recovering at times as when you land you can go right to a dash, though highly intercept-able.
Letting go of the B Button allows Banjo to regain control and attack once more, which is great when you get a jump from Talon Trot adding to your momentum from the ground for a chase as Banjo automatically turns the way Kazooie was traveling when TT is canceled. Holding "Back" when cancelling will allow Banjo to face "Forward", if that makes sense. All in All, Talon Trot is a great mobility tool for the pair with interesting depth in which way they face in the air and on stage.
Beak Bayonet is the final side special for the Bear and Bird, and the most offensive-minded. Reaching back, Banjo pulls Kazooie from the pack and lunges forward with Kazooie exclaiming "Breee-Hah!". The move is as slow as Marth's Shield Breaker, and actually has similar reach as the pair lunge forward to stab at foes. Unlike Marth, Banjo and Kazooie do not enjoy any disjoint but instead have heavy armor while using the move! Indicated by a couple frames of flashing Red as the actual lunge occurs, Banjo will plow through most any attack until higher percents (Like with his solo Shack pack Neutral B), making it almost like a counter.
When you hit a foe, Kazooie's beak will deal a whopping 20% at the tip with her body/Banjo's arms dealing just 12%, both hitboxes sending foes at a sharp diagonal angle upwards though with the tip obviously being a killer at around 90% near an edge. While powerful, Beak Bayonet has the least effective range of the side specials, and has tremendous ending lag on whiff of about half a second as Banjo goes "Dohhhh" and puts Kazooie back in the pack. On hit, he will exclaim "Guh huh!" happily and experience only 1/3 of that lag.
The Bayonet can be treated almost like a 4th smash that hits straight ahead. Useful both in the air and on the ground, Banjo just has to be very careful of when he uses the move as to avoid huge punishment on a miss. Try and outdo other meaty attacks thanks to the heavy armor, or as a landing option to get the jump on foes by B-Reversing it as you jump behind them!
Banjo and Kazooie are known for their high-flying antics in their games, featuring uniquely vertical level design thanks to their quirky movement. In smash, this is reflected by their variety of Up-B's.
Shock Spring Jump is the duo's "basic" Up Special, providing a balance of offense and safety in one nice package. Like with Talon Trot, Kazooie appears nearly fully out of the backpack as Banjo leans back to act as the weight on a large spring before the two launch upward nearly as high as Sonic's Spring Jump at a controllable angle with a "WaHoo!" from Banjo.
In the air the wind-up slows your fall speed to an average level and does not incur special fall on the pair, allowing for an attack to be used pretty much the moment the 1/3 of a second wind-up animation ends and Banjo starts to ascend. Additionally, Kazooie's feet at lift-off provide a strong meteor hitbox for 10% to any foes she may happen to leap from making for a potentially flashy, if hard to hit KO as Banjo launches up and away to safety. Once in the air, if you have not used your jump or Feathery Flap you can also cancel the jump with those. Be wary of your usage however, as whiel the Shock Jump gets refreshed when you are hit off stage again, your jumps do not!
While limited in horizontal recovery, the jump has great offensive and defensive utility thanks to the meteor hitbox and ability to cancel into attacks and jumps for high altitude follow-ups.
Flight is probably one of the most iconic abilities of Banjo and Kazooie and for good reason: it is one of the safer recoveries in Smash! The ability to just soar over would-be edge-guarders cannot be understated, especially when you can cancel the flight into a neutral air state with a second press of B!
At the press, Banjo launches up as Kazooie emerges from the pack, reaching high enough to just go over the middle Battlefield platform from the ground with a "whoosh". From here, the pair enter a flight state that allows them to cruise at a 7/10 dash speed in the air with a whopping 6 jumps that each push them about a Banjo height upward to safety. They can even turn around mid air!
So, what is flight's weakness you may ask? Well unlike the Shock Spring Jump, Flight is fragile in that it consumes your ability to Double Jump and Feathery Flap when used. Additionally, you lose two "Flight Flaps" each time you are hit while in Flight, combined with the inability to Fly again if you exit the move without touching the ground, the duo may feel like sitting ducks if they aren't careful! This said, once in Flight the two are masters of aerial maneuverability with the unique ability to pivot mid-air and cancel to use an aerial or special for safe descent. All in all, as long as you weren't spiked at high %, Flight -will- get you back on stage as long as you are smart about your path.
Beak Bomb is an odd case in that it is both the slowest and fastest recovery available to Banjo and Kazooie, making for a high risk/high reward maneuver. Once pressed, all of Banjo's momentum in any direction will stop as Kazooie emerges and the pair flash red, indicating the period where the two can choose any cardinal or diagonal direction in which to launch as Banjo exclaims "Duh-ohhh....". After about half a second of that, Kazooie launches the pair in the direction trailed by glowing red feathers and a loud "Breeeeeeeeeeee!" as they zoom at Sonic's dash speed for the length of Battlefield!
After the distance is traveled, the pair brake suddenly with a sort of forward-facing Feathery Flap then go into special fall, making it punishable when mis-spaced. On hit however, one of two things can happen: firstly, if you hit the ground the duo will take 10% and be left knocked-down on the ground for their crash landing, though with a feathery radial hitbox for 10% and strong knockback that while it won't ever kill until ungodly %, it is useful to clear the area so to speak. A direct hit from Kazooie to their opponent will deal a whopping 25% damage and knockback in the direction they were traveling that can KO as low as 80%! After hitting, the pair do a flip and return to a neutral aerial state with no special fall, able to use Beak Bomb once more if they wish.
Beak Bomb is scary for all parties involved. On the opponent's end, they don't want to die. On Banjo and Kazooie's, they don't want to be punished for a whiff or hurt themselves by hitting the stage. So on the enemy's end, they will always want to be avoiding the move unless they can perfectly time a meaty attack to try and intercept the bomb or try and go out to hit the Bear and Bird as they wind-up. Given the distance they can do this from however, few characters can jump out to swat them then make it back themselves. Banjo players may find it very difficult to sweet-spot the edge with this move, which makes actually missing the edge highly probable but not too hazardous thanks to Banjo's high fall speed allowing him to drift in special fall to the stage quickly enough.
As he charges, Banjo will reach into his backpack and grab Kazooie by the feet much to her squawking displeasure. Upon release, banjo slams Kazooie out before him onto the ground with a happy "Guh-huh!" while his feathery companion lets out a painful "Bree-guhhh......".
Taking about as long as DK's Fsmash with reverse lag times (faster to come out, with longer end lag as he puts Kazooie pack in the pack), Breegull Bash is deservedly strong. Dealing 16-22% and very high meteor knockback the moment Kazooie slams down, and 10-14% with medial radial knockback at any other part of the swing, this Fsmash is great to getting foes into the air with a wide hitbox, of even smashing recovering foes back down hilariously!
Used frequently to get to just out of reach areas by themselves, the Flap Flip allowed Banjo and Kazooie to get to new heights before they even entered Gruntilda's Lair in the original game. In Smash, this acts as a high-reaching smash attack as the duo crouch for the charge before launching up high enough to scrape below the high battlefield platform before flipping right-side up and entering their aerial state for little overall lag.
At launch, the Flap Flip will deal 13-18% and directly vertical knockback, and an additional 5-7% at the ending flip for just hit stun. This makes for an excellent combo tool into an aerial at lower % as it leaves the duo airborne, but not really that much of a killer unless comboed into a killing aerial or special. It is also useful defensively due to overall only taking about as long as Mario's Usmash to actually "come out" to make for a quick escape from pressure and into an aerial state.
Using his pack as a weapon once again, Pack Whack is a great disjointed attack for Banjo. Unlike his Solo Up B from DownB-3, he will only swing the pack once around before returning to neutral, being similar in time to DDD's own Dsmash but with range akin to Link's grounded Spin Attack.
Having Kazooie in the pack adds some punch to the hit, dealing 14-20% and mid-high diagonally away knockback on each side of the swing. This move can kill around 130% or so near an edge, and is a great "keep off me!" move for Banjo due to the grounded area it covers. However, the animation itself takes a bit of time leaving the bear vulnerable from above or to shield grabs.
Claw Swipe has Banjo do an overhead swing with each of his claws in a left-right-left motion, taking a step forward each time. The first two swipes each deal merely 3% and hit stun, with a 3rd stronger swipe dealing 4% with a "huh!" from Banjo that deals a bit of knockback away. You can Jab-cancel the 1st two hits for mix ups on your ground game, which given their speed and arcing hitboxes make for a very reliable tool that even has the bonus of letting you approach!
Side Tilt is your standard "poke" option with a bit of a twist given it's high arcing motion as seen above. Taking about twice as long as a single Claw Swipe, this angle-able Peck from Kazooie starts high then swings forward to deal 5% and light horizontal knockback. Mixing up Peck and Claw Swipe makes up your bread and butter on the ground, with Peck having more priority due to minor disjointedness on Kazooie's head and better range, while the Swipes have a bit better combo utility in terms of leading to a Peck or grab. Not to be underestimated, it makes for a solid zoning tool due to it's high angle and speed.
Kazooie pops out of the top of the pack as Banjo does a little hop and swings her wings back and forth with a "Gulllll!" . This Arcing attack hits 4 times for a total of 12%, with the final hit popping foes straight up with mediocre knockback. With speed like Metaknight's Up Smash, it is a great juggling tool that even pokes just through the bottom of platforms. It does have a bit of end lag however due to Banjo landing and Kazooie going back to the pack, but the hitboxes alone can make you favor it over Peck at times for an anti-air.
Beak Barge is one of the strongest, yet sluggish moves the pair have in their arsenal. Taught by Bottles at the start of Banjo-Kazooie, from a crouched position Banjo can do a bird-assisted tackle with Kazooie leading beak-first into the fray. Having a notable bit of start up to it, Beak barge makes up for slowness with power and range. The initial hit just as Banjo lunges deals an impressive 15% and high radial knockback that can kill around 140%. The following lingering hit deals 10% and more horizontally inclined knockback as Banjo travels the distance of Wolf's Fsmash from Brawl. There is then end lag as the pair go back to a neutral state.
A tricky tilt to utilize, it has a lot of duration as the entire move taking about 4/5 of a second to perform in total yet has start up and end lag that can cue a foe into it. Luckily, your ground game allows you mix up your foe's expectations in order to sneak in this powerful hit. Additionally, Banjo becomes rather low to the ground which can allow a crafty approach under some attacks and obstacles only to stab through their offenses.
Dash Attack is another staple of Banjo's ground game, as it surprisingly leads to his air game! Forward roll hits foes diagonally up and away for 8% as Banjo makes contact with them over his platform-long journey. Once Banjo's feet touch the ground about 1/3rd of a platform in he can cancel the animation with a Jump (or any time after that). This turns Forward Roll into an excellent combo starter as you can go right to an aerial, jump-cancelled Up Smash, Jump Cancelled grab, and so on! As an added bonus, Forward roll does not stop at edges and is still a hitbox even if you roll into the air with it, still allowing you to jump from ti with your double jump.
Breegull Roll must feel a bit familiar after using Forward Roll on the ground. While airborne, Kazooie envelops Banjo as they spin twice in the air with a "Ha!" from Banjo before returning to a neutral state. Taking slightly less time than Forward Roll, Nair hits for 12% on the first roll with strong radial knockback that can KO at higher % near the sides / with bad DI, and then lingers for 8% just like Dash Attack, but only dealing what amounts to hit stun. Useful for comboing due to it's lingering nature, as well as late kills in a pinch, Breegull Roll is surely a staple of your air game.
Speaking of staples, Rat-a-Tat Tap is probably the most used attack in both BK games! Taking barely any time at all, Kazooie emerges and delivers 3 pecks in a random order of high/low/mid. Each peck deals 3% damage for 9% total of hit stun before retreating swiftly back into Banjo's backpack. Banjo and Kazooie's fastest aerial, RaTT is a staple combo tool from most any position as it deals merely hitstun quickly and in a wide area, even auto cancelling after each hit when landing! Few characters can ask for a better combo extender when combined with the various aerial options the Bear and Bird possess.
Opposite of Fair, Bear Bash is a solid, beefy KO move that puts Banjo's weight to work. Laying flat out in the air, Banjo kicks both legs back with a grunt as he also pivots slightly as if Sky Diving. Dealing 13% and pure horizontal knockback, Bear Bash makes an excellent edge-guarding option if used correctly, if not outright kill move at higher %. Unlike most of their aerials, this kick is only brief if powerful, taking about the same time as Ganon's Dair in total for the bear to keep foes back off the stage.
Hunching forward, Banjo makes way for Kazooie to rush up out of the back pack to perform a lingering peck upwards like a lance! The initial stab takes barely any time to come out, about 1/10th of a second and deals 12%. The Bird then lingers for about half a second further to deal a mere 6%, both hits dealing directly vertical KB with the strong hit obviously able to kill at high percents. Along with Nair and Utilt, this rounds off Banjo's juggling game as the lingering Lance Peck can keep foes from coming down for quite a while.
Beak Buster is another classic move learned from Bottles, it is your standard stall n' fall aerial in most regards, but it has a couple quirks to it. First things first, Banjo flips over and actually rises up about his own height while doing so as Kazooie appears below. This start up lag is really notable, but the utility of that small rise cannot go unnoticed, as one technique is to climb of edges just out of reach using the Beak buster's rise! Right before the fall, a hitbox appears that will meteor foes touching Kazooie only for 16%, before the pair crash down like an anvil either until they hit somebody/the floor, or go about 10 Banjos worth of distance. On impact, the bear and bird do a laggy flip before returning to a neutral state, which makes the move a bit safer on shield than one would expect due to the bounce but otherwise easy to punish when you miss. Foes hit by the Beak buster will take 10% and radial knockback that doesn't really kill, but is comboable from the initial Kazooie-Meteor for a devestating 1-2 punsh as the pair meteor then chase after the foe to bounce off and to safety. Given moves like Usmash and most of the Up Specials, Beak buster makes for a high risk high reward aerial that can make or break good BK mains in how they flow into and out of it.
Banjo's grab isn't anything special, like most characters he reaches out with a paw to try and snag anybody in front of him. Once caught, pressing A will have Banjo kick his foe repeatedly for about 3% at a medium rate. Nothing really out of the ordinary here.
Banjo displays his bearlike strength as he lifts his opponent overhead with a light "oof", just like he does with many items from the games. From here, Banjo can then press Forward again or even Backwards as a mix-up to heave the foe in an arc for 9% damage and light-medium knockback. A great comboing throw as it gives just enough hit stun and distance to follow with eggs, Dash Attack, Dtilt, Aerials, you name it! The backwards option gives a nice variety to the throw as the opponent may DI for one direction yet you toss the opposite, leading to more damage down the line or even a re-grab on faster fallers/bigger targets.
Tossing the foe behind himself, Banjo crouches as Kazooie appears and performs a shock spring jump at the opponent for 10%. With banjo acting as a brace on the ground, all the power gets sent into the foe as they are rocketed diagonally away with strong knockback as the duo recover from the somewhat laggy throw. Talon Trounce is easily Banjo and Kazooie's most powerful throw in terms of knockback, able to KO at 150% or so on most characters while aiming for a blast zone, but can also at times combo into eggs and aerials at low % depending on the character.
Jam Jars taught the duo early on in Banjo-Tooie how to freely aim their eggs, and with their UThrow they use it to full effect! Tossing the foe up high for 2%, Banjo crouches down as Kazooie appears to fire a volley of Blue Eggs, each dealing 2% for a total of 6%. Each egg can be aimed slightly left or right by the player in order to follow the foe's DI, which is always useful but a bit of a 50/50 given you can guess wrong and only get 1 egg on them if any. Once Kazooie fires the last egg Banjo is free to move about, making this the functionally fastest throw as well as possibly the safest as a projectile can cover any action you take next as the foe suffers from hit stun above you.
Another throw given to the pair by Jam jars, the Bill Drill is a modified Beak Buster used to bash through tough objects. In Smash, after slamming the foe to the ground, Banjo hops up as Kazooie pops out and drills to foe into the ground for 14% worth of multi-hit! The final hit pops foes out and away either left or right with medial knockback that is useful for combos at low % as a sort of midway between Uthrow and Fthrow on most characters in terms of follow ups. What it lacks in guaranteed combo potential, it more than makes up for with damage as 14% off a throw is nothing to scoff at.
With the power of the Smash Ball, Banjo and Kazooie stop the match as the Mighty Jinjonator is summoned!
Last seen at the end of Banjo-Kazooie as it helped defeat the evil witch Gruntilda, the Jinjonator will emerge from it's statuesque prison with a powerful yawn then levitate to the air, the screen darkening as it spins round and round for a moment before launching itself into foes! Each lunge is unstoppable aside from avoidance at the last second and deals 20% with high hitstun but low knockback. The 5th lunge however has the jinjonator pause and say "JINJO....." in a low, powerful voice before zooming in on an enemy for 40% and Warlock Punch knockback, sure to finish them off and send them tumbling to their final fate!
All the while Banjo and Kazooie are free to move about to take advantage of their Jinjo Ally while he lasts, which can give them time to set up their Down B's or simply take out foes in hit stun from the Jinjonator in a multiplayer match. After his time is up, the Jinjonator waves goodbye to banjo and Kazooie before spiraling away up off the top of the screen.
Banjo and Kazooie's greatest strength is variety. Their 12 specials all offer different takes on Projectiles, Defense, Movement and placing a new object on the field which when combined create a large array of possibilities for them to tackle any challenge. This on top of an excellent aerial game and poking ground game make for a character that is hard to keep off of you! That isn't to say they are without weaknesses however. Banjo is very easily comboed himself, and while Kazooie provides great aerial acrobatics, each hit offstage means they lose options and eventually lose out to edge-guards by patient and clever foes.
In general, BK mains would tend to go for all out aggro, defensive or variable styles. Aggro players would probably enjoy the Blue Eggs, Shock Spring Jump, Beak Bayonet and Clockwork Kazooie combo as it provides a spammable projectile for damage alongside a homing bomb they can deploy to chase down their foes with them, atop an aerial or grounded KO move that can be done from a Super Jump. Defensive minded folks would probably like the HailFire Eggs for their utility in keeping a foe pinned down, the Talon Trot to make space between themselves and a foe, Banjo/Hatch to use their camping for time management and a great payoff, and the Beak Bomb for a recovery that makes opponents think twice about challenging. Variable players may then opt for Grenade Eggs as they can damage and kill, despite their speed, Wonderwing for it's protective and offensive use, Flight to manage the air any way they wish, and Kazooie/Snooze pack to change the pace of the game for the foe suddenly.
Any way you slice it, Banjo and Kazooie got the moves for just about everyone to enjoy. An easy to pick up but difficult to master character, dedicated mains will have fun with the pair just as much as if they were playing the original games.