With all this talk of certain character archetypes and the variance of playstyles and gameplans within them, I think now is as good a time as any to talk about something I've been thinking about for a while regarding a character that I think fits this mold:
First off, I want to just say that Banjo & Kazooie has to be the most tragic case of overwhelming joy in their initial reception to subsequent and ultimate dismissal and rejection by the broader fanbase and competitive community alike; all in the name of being "underwhelming", a "lame ass zoner" (both of these are things I've explicitly heard/read about), among other things and I think it's a crying shame considering those of us who requested him waited 20+ years for that day to come.
And are these assessments all that accurate? I think there's a lot more to this character than meets the eye. Because he has two projectiles, people
do often call Banjo a zoner, but let's look at the facts: Grenade eggs can only be spawned one at a time and it takes 10 frames and its whole animation pose for them to be spawned on the stage with it only having a fuse roughly 2.4s long, with a stray blue egg requiring 13f to fire them individually at the opponent for a poking tool in neutral. Does this sound like a consistent and reliable means of "zoning", at least in the traditional sense of using projectiles to wall the other player out and force
them to approach? I really don't think it is, although it can work somewhat more effectively in this way in match ups with very little to nothing in the way of projectiles and zoning that are able to counteract these tools of banjo's. What grenade eggs do best is stuffing out aerial approaches if used well, in addition to leading into his 2-3 hit strings and combos to rack up damage rather quickly and being a crucial tool for his ledge trapping. Blue eggs also function well for that latter purpose too, discouraging opponents from stalling on ledge for too long or else they're knocked off and the ledge trap is reset. They're also great for the pokes in neutral to stuff jumps so that getting in the range to approach and hit the opponent with his aerials is made easier. His 2-framing ability is also very good with proper timing using Wonderwing, down smash, dtilt, blue eggs and even fsmash.
Against characters that
do zone us out, his two projectiles are much more effective for an
anti-zoning effect that allows his approaches to be easier. It's kind of strange how he actually does want to be relatively close to you so he can more reliably and consistently rack up damage with grenade combos (into fair and bair most commonly, but also wonderwing as a kill confirm at later percents), but also wants to keep you away
just far enough to prevent
you from pushing buttons mindlessly and being overly aggressive throughout the match/set. WW of course, really brings out the best of Banjo's "anti-zoning" gameplan, but it really should be used conservatively to maintain its element of surprise and work as intended (a burst option that is fantastic for calling out complacency in neutral, whether zoning or otherwise). In the majority of MUs, it's also a free horizontal recovery back to ledge. FTR, I also hate when commentators of sets with Banjo players say "but he didn't use all his wonderwings before losing his stock!" I get the intention behind this, but I prefer to instead think about how many wonderwings I used
well throughout my stocks. I try to use at least 3 of my 5 uses of it in each stock, and possibly use the other 2 for damage and call outs if I get the stock lead (or recovery if I need it), but even if I die before that gets to happen, it's much better to form a habit of using them effectively and safely as you can, so you remain unpredictable and don't give your opponent free punishes on a silver platter.
His primary weakness is his very slow air speed, which requires him to be in close range to hit you with his hard hitting fair or space you out with bair/nair, makes it difficult to escape combos and corner pressure, and forces you to be more creative for your edge traps and off-stage play, but i strongly believe these are things that can all be improved upon with time and dedication from banjo mains. He is also lacking in shield pressure (outside of grenade egg, fair, and wonderwing). His run speed is also among the best in the game, making his ability to punish landings very good (dash attack, wonderwing, dtilt and his smash attacks all being common for this purpose). I think he has many subtle and nuanced mix ups with grenade egg that can be used with various timings that slightly differ to keep the opponent on their toes, and optimizing dragdown set ups with nair and bair are another pivotal thing that needs to happen to realize a brighter future for this character.
To conclude this lengthy post about Banjo, my feeling is that this is not only another example of American pro players' opinions demonizing a character into obscurity, but the infamous laggy quickplay Banjos we've all had the misfortune of facing at one point or another has completely soured and distorted our impression of the character because of scrubs who
will just camp with their projectiles and
never approach. It also doesn't help that people have tried comparing him to other top tiers in some way, like being a "discount snake" or his nair being a "poor man's Palu nair", etc, when he has several distinctions to make him stand out. Like I said before, this is all truly unfortunate because I really think this character has what it takes to do well competitively with the proper gameplan and playstyle with further optimizations in the future (call me biased because I secondary the character for all I care....I'm also still labbing out the more relevant MUs using Banjo, so I'll save that topic/discussion for another post). Anyway, thanks for indulging me throughout this post if any of you took the time to read all of this; I may be inclined to post some more detailed thoughts on specific things about Banjo in the near future, but this is something I've been thinking on for a while now.