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StoicPhantom
He's alright. Also, I'll be out of town over the next couple days, so I won't be here until then.
Oz o:
Oz o:
He's pretty good, people just suck at using him and use For Glory players as examples. Nobody actually good is doing anything to represent him properly.
Oz o:
Oz o:
The fast and solid tools he has, nobody is using them enough. Jab is Frame 4, Utilt Frame 5, Nair Frame 7, USmash and Uair are Frame 6 and 7, respectively. His Fair is also pretty good, given it's range and kills reasonably well (sometimes even around 100 towards the ledge) and it's also one of his spacing tools if you can space it well.
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StoicPhantom
I definitely think he's better than most give him credit for. I never really saw a lot of people timing the super armor in Nair properly. I feel like it could be pretty strong if done correctly. And his projectiles give him a better neutral than Incineroar which I've always found bizarre that most people put him above K. Rool.

Also, I'm obviously back. I can't believe they did the direct and Banjo release on the day I was coming back lol. I still haven't tried him yet, but he's quickly become my least favorite character to fight against. I don' t know if it's online, but I find him impossible to beat consistently no matter what character I use. It feels like he's an amalgamation of every move that's annoying online lol.
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Oz o:
Oz o:
I feel good K.Rool players will know how to abuse Super Armour the most, and this is especially true for things like Nair, FTilt and D-Smash. D-Smash is lowkey broken, I feel. Armour starts on Frame 8, covers both sides, attack and eats spotdodges. It even kills ridiculously early. I've killed heavies at 60, as well as Pikachu at 60 FROM THE OTHER SIDE OF STAGE.
Oz o:
Oz o:
Oh, Banjo... yeah, about him, I don't think that many people have caught on to his playstyle as of yet. People online are likely looking to Side B at any moment they can, but I doubt it'll be a problem with how patient you are. You pretty much never approach, and half charged Phantom will likely push them away so they can't push into you. Grenades and Eggz shouldn't be an issue for Zelda.

If you somehow find a Banjo that overuses some of the normals, just beware of Nair. It's deceptively annoying. Doesn't do a lot of damage unless they catch your jump, but it seems to beat out a lot of attacks (some weird spinning disjoint thing).

Basically, you're just camping him out and he doesn't really do much.
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StoicPhantom
Finding Banjos that overuse normals is my problem lol. Side-B isn't much of an issue for me, unless I instinctively go to setup a ledge trap and forget he can just shoot across half the stage. It's the constant spam of Nair and all his other normals that gets me. I went into my issues above, but Banjo is pretty much the epitome of everything I have difficulty dealing with.

It's his very fast run speed, combined with his rather quick and large disjoints and good roll. Just navigating through all that alone is difficult, but then I have to worry about actually killing something this heavy. I can never get a solid hit on him and just get nickel and dimed until he can Dthrow -> Up-Smash me at 150 or something. And random Fsmashes are surprisingly difficult to avoid. Most of my matches end up coming close to or actually running out the clock. That's to say nothing about his grab that seems to come out at the speed of light and span half the stage sometimes.
Oz o:
Oz o:
Dealing with his Nair is a matter of shielding all the hits. It's actually very negative on shield, so you can probably grab or kick it, if they misspace it. I don't feel most of his aerials have large disjoints bar maybe Bair, and Fair is pretty slow.

I'm kind of used to reading rolls, so my friend never rolls behind me. I usually attack in front of me and then cover by retreating Dair or Pivot grab so they can't just roll behind me. I might show you examples of that.
Oz o:
Oz o:
It's not even like a 1 Frame reaction, I just preemptively do it throughout the match a couple of times.
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StoicPhantom
Nair looked safe on shield to me, so that's good to know it isn't that safe. My main issue other than Nair, is F-Tilt, Fair, and weirdly Dair. Fair is slow, but can also autocancel for some reason, so it can make it difficult to actually counter. Dair admittedly might be an online thing, but I find that it makes Banjo impossible to juggle and I can't seem to punish Dair landings. F-Tilt is just stupidly good and seems to shutdown any sort of ground assault. I should actually get around to trying him to learn this stuff.

As far as punishing rolls go, that might be an online thing too. I can punish my friend's airdodges and rolls, but rarely online ones. It's more about reacting to rolls like I mentioned above. I'll try what you mentioned though.
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