Banjo-Kazooie Moveset
Banjo and Kazooie are built on the the idea of diversity and adaptability through cooperation. They're able to seamlessly split up during combat and work in unison again through their special attacks. Due to this, they normal attacks will change depending on if they're together or separate.
Specials:
B - Split Up
Kazooie leaves the backpack and the duo split up. You lead with Banjo, however, pressing B again will shift control over to Kazooie. You know who you control because each time you press B you hear 'Guh-huh' and 'Breeeeegu' indicating who the lead is.
Using a normal attack will cause both characters to use their respecting normal attack, and the partner will follow the lead depending who's in control. Almost like a mix of the ICs and Rosalina + Luma, but with its own unique twist. The AI of the non-lead simply focuses on trying to stay near their partner.
If one of the two is K.O.ed, you take control of the one left over. However, the due works best when together. Banjo is very strong and can dish out damage as well as he can take it, but has very poor recovery and mobility. Kazooie on the other hand is very quick and is able to recover with great ease, however is very light-weight and rather easy to kill when she's alone. Thus, the key to using these two is by keeping them together.
To re-unite the duo, simply use one of their other specials, and the two will come together and use said special attack. Ofc, if the other partner is dead, or simply too far, then they will not combine, and depending on the special, might not even be able to use that attack at all. So awareness of where both characters are, as well as the opponent is imperative.
Side B - Fire Eggs (normal eggs - stun/no knockback/1-2% damage/fires up to 3 before a slight pause)
Up B - Flip Flap
Down B - Beak Buster (has a bounce that allows for combos and even multiple hits)
Neutrals (Duo):
2nd Jump (hold) - Feathery Flap
A - Peck
AAA - Triple Peck
Side A - Wonderwing
Up A -
Down A - Beak Barge (has horizontal movement, great approach move, hits low)
Dash A - Forward Roll
Side Smash - Breegull Bash
Up Smash -
Down Smash -
Nair - Pack Whack
Uair - Talon Torpedo (just the leaving animation)
Fair - Rat-a-Tap Rap
Bair - Bounce Eggs (normal eggs)
Dair -
Banjo SOLO
Specials (Kazooie KO or too far):
B - *nothing*
Side B - "Kazooie?" (nothing, he just calls his partners name in confusion, this actually calls Kazooie to Banjo if she's not KO).
Up B- Failed Flap
Down B - Butt Slam
Neutrals:
Grab - Taxi Pack
Taunt - Snooze Pack (recovers health slowly)
A - Claw Swipe
AAA - Claw Scuffle
Side A -
Up A -
Down A -
Dash A - Forward Roll (the B-K version that covers less distance)
Side Smash -
Down Smash -
Up Smash -
Nair - Pack Whack
Fair -
Bair - Sack Pack
Uair -
Dair - Sack Pack
Kazooie SOLO
Specials (Banjo KO or too far):
B - *nothing*
Side B - Fire Eggs (same as duo, except faster)
Up B - Leg Spring
Down B - "Uh-Oh!" (same as Banjo's Side B)
Neutrals:
Grab - *can't*
2nd Jump hold - Glide
A - Wing Slash
AAA - Wing Whack (similar to Falco's, she just stays in place and spins)
Side A -
Up A -
Down A -
Dash A - Wing Whack (does more damage than her basic version, works as a better approach move and combo starter)
Side Smash -
Up Smash -
Down Smash -
Nair - Wing Whack (the aerial version of her Dash A, great combo buffer that racks up damage well)
Fair - Rat-a-Tap Rap
Uair
Dair
Bair
Custom Specials:
B - NONE
Side B - Beak Bayonet/Clockwork Kazooie Eggs (they Bounce the eggs rather than fire them, the mechanical bird homes in on a foe and pursues them to explore, can be intercepted, and have a slight delay to avoid spamming, damage is about the same as Snake's Grenades)
Up B - Beak Bomb (only offensive recovery move they have, very risky but very strong)/Fly (grants 5 additional jumps, first one goes high, other 4 are shorter)
Down B - Bill Drill (racks up damage upon landing on foe)/Dive Bomb (a Beak Buster that doesn't bounce)
Final Smash:
Washing Machine - Wumba turns you into a Washing Machine, seems pretty useless, but those who are hit by dirty underpants would like to say otherwise. Also, you're invincible while in this state.
Mumbo is an AT: He does spells like in B-T "Eekum Bokum."
Running Shoes, Spring Step Shoes, and Claw Grips are all items. Claw Grips stick you to the ground so you take no knockback.
Jinjos are also an item, collect all 5 and you get the Jinjonator take down your foes.
Grunty/Bone Grunty is a Boss character.
Bottles and Jamjars show up on the stage. (Spiral Mountain and Grunty's Castle are both good choices, a "tour stage" like Delphino Plaza is the best choice here.)