Ugghhhh, why does all the juicy stuff happen when I'm away at college? lol
Anyways, from the sounds of it, they're either: A. Happy with the current balance of the game atm, or B. Preparing for another update that's more focused on making balance changes. If it was A, I don't really blame them: While the balance can certainly be better, we are seeing more and more that many characters are capable of making it far under the right hands. I've gotten very paranoid about calling a character outright "bad" in this game, mostly because it feels like I can be proven wrong by a high-level player almost instantly within as soon as a week.
As for Banjo-Kazooie, some things I picked up on him:
- He's a pretty hefty boi: It feels like he weighs more than
, but just slightly less than
; apparently he has a weight value of 106 units, which is on par with
and
. I was actually expecting him to be heavier, given that he's... well, a
bear, but he's also much smaller than I expected, barely taller than
. Being both heavy and not sporting ridiculously ginormous body frame like
or
? I can get behind that.
- While his Up B as a recovery move certainly won't give
a run for his money anytime soon, the amount of ways he can mix up his recovery almost rivals
. He can jump/air dodge out of BOTH Wonderwing and Shock Spring Jump and on top of that, blow himself up using his own grenades to give him a boost, which gives him so much versatility when recovering and pretty much allows him to recovery from anywhere. Granted, the self blow-up doesn't send him flying like it does for Snake and his Shock Spring Jump is far more vulnerable than
's Up B, but I think that's a good trade-off for how much he can do in the air.
- Both Fair and BAir auto-cancel in a short hop. While it isn't that great for his FAir, as he'll most likely only be hitting characters with the sourspot of the move, it's REALLY good for BAir, especially since the move has an otherwise sucky 18 frames of landing lag. Its strong, it throws opponents offstage pretty easily, scoops up characters very well, and it can actually be hard to punish thanks to Kazooie's strong disjoint.
- FF FAir is surprisingly spammable given how strong the thing is: It feels like an amalgamation of
's and
's FAirs in that it has similar start-up to Mario's but landing lag on par with Cloud's, sporting only 11 frames of landing lag. Granted, it doesn't have the massive reach of Cloud's Fair, but it also feels much stronger, and compared to Mario's and Cloud's FAirs, has a much more consistent hitbox. I can definitely see this move being used often to create a wall, especially if the opponent is at kill percents.
- Banjo sports quite a disjointed grab range (on his dash and pivot grab anyway, his standing grab is deceptively very short ranged) and some pretty good utility off his throws at that: Back throw is pretty much Mario's BThrow except stronger, and DThrow has the ability to bury opponents, though I'm not quite sure how good his bury is compared to R.O.B.s or King K. Rool's. His grab frame data isn't too bad either, having only slightly below average start-up (standing grab has frame 7 start-up, dash grab is frame 10, pivot grab is frame 11).
- Wonderwing and Rear Egg are looking to be very nutty moves in his tool kit, especially Rear Egg. Rear Egg might be a bit hard to get the hang of since you can only fire it behind you and the window you have to use it for it blows up is nowhere near as generous as
's or
's bombs, but the reward you get for using it correctly is massive; you can easily net about +30% off of connecting one of these bombs through Wonderwing or FAir if you're out of wings. That and Wonderwing kills maaaddd early. That said, I feel like people might actually have to be conservative about using the move too often. You need to use it sometimes for recovering, so people will have to weigh in how important the move is as a recovery option before using it as a ledge trapping tool (oh yeah, and Banjo basically hugs the edge of the stage with this move; that could give it really good utility as a 2-frame option, depending on its hitbox), a neutral break or as a follow-up off of Rear Egg.
- His NAir doesn't feel too impressive? Its landing lag is pretty terrible and it doesn't seem to have the same reach as
's NAir; that, and as a landing option, it feels too inconsistent in terms of where the opponent ends up; sometimes you can get a Jab off of it, but other times the opponent just ends up behind you. It and BAir definitely have their uses as options edgeguarding given are both multi hitting attacks and have long durations.
- All of his tilts look pretty solid; FTilt is pretty spammable and has solid reach, Dtilt is much laggier, but has much more reach, making it a potentially strong poking tool, and while UTilt is pretty slow and has next to no horizontal reach, it's Banjo's best combo starter at lower percents and it has KO potential at higher percents.
That's all I have to report about him atm. Overall he feels kind of like
, where he kind of looks mediocre at first glance; you sort of have to dig deep to find all the really good stuff about him, and I think players will be able to do this (Leffen's already doing this right now). Secondly, he feels more... "mellow" compared to
and
? That's not to say he's bad, but he doesn't really have a flashy gimmick like Command Selection or Arsene's comeback factor (though Wonderwing is pretty nutty); to be honest, I think that's a bit of a relief. I like Hero, but after the disaster that was the Hero ban drama, I think it's good to have a bit of cool down with a character that's mostly just solid without packing something that's super out of this world lol. And
feels like that.