DougEfresh
Smash Journeyman
- Joined
- Mar 23, 2020
- Messages
- 212
I'd say everything said here is a pretty keen assessment of things all things considered. As far as holistic representation of the Banjo-Kazooie series, I think Sakurai and Co. did a great job, and I definitely agree with their playstyle being more suited toward a "jack of all trades, master of none" archetype than leaning toward any specific type of competitive character.I’m pretty satisfied myself. While there are overall design choices I’d look at to make replacements and add more references, they’re perfect for me. They play exactly how I’d picture they play and they are one of the few characters I feel like I can actually play. Even Mario, who’s said by many to be easy to pick up and play, I’m so confused how to jump and recover properly. With Banjo & Kazooie, I’ve never had that problem.
As for competitive play—I feel like people unfairly put expectations on Banjo & Kazooie that shouldn’t have been there in the first place. They are supposed to be an all-around character, and therefore mid-tier fits them perfectly. If anything, characters like Mario are more high tier than he should be, as he’s also supposed to be an all-around character. I feel like a lot of people jumped on the Banjo-Kazooie bandwagon knowing little about the series, and as such, had high expectations based on their popularity. But fans that I know knew better—we just hoped he wouldn’t be bottom tier, and that he’s not is an accomplishment to me. I’m glad they feel like a base game character, as if they were always in there all along. I just wish they were to begin with.
So, while it’d be nice to get enough buffs so that Banjo & Kazooie were more in the discussion, which is unfairly biased towards competitive play, I’m satisfied with them as I’m a casual Smash player who wanted a unique character to come back home to play with their N64 pals. And they did. That’s what matters to me.
Happy Banjo & Kazooie anniversary everyone! Hope we’re all rarin’ to go for years to come!
People definitely love to complain and jump to conclusions, and BK in Ultimate is a premiere example of these phenomena with how often they're labeled as zoners when they really aren't particularly good with that playstyle at all compared to other characters in the same category.
I think for me, the main things I'd like to see for improvements to Banjo & Kazooie are an increased grab range (since it really is very bad in its current state) with some slightly faster frame data on grenade eggs, blue eggs and his aerials. I understand his very slow air speed is an intended character weakness and that's perfectly fine, I just think a slightly faster nair and fair would be great for him so he's not quite as easily abused in the air (in neutral) by so many characters (he's heavy and a fast faller, so Banjo & Kazooie are already quite prone to being combo food as it is). Their two projectiles are also a bit too slow currently to consistently play a keep away game with them and the end lag on grenade eggs in particular can make it easy to open them up. We'll see what happens, though.
Regardless, I still enjoy playing as them tons and strive to make them work whatever their evolution on competitive tier lists ends up being and even for an analytically minded player interested in getting into the competitive scene soon like myself, the sheer, unadulterated joy I get from playing as the bear and bird really make their competitive attributes pretty meaningless a good chunk of the time.
Anyway, happy 1 year anniversary of Banjo & Kazooie's debut in Smash Bros., everyone!