Run animation: During Banjo’s run of average speed, Kazooie seemlessly takes over with a burst of speed. This will change the power and orientation of their dash attack: Forward Roll, which would become Backward Roll.
Jumps: Banjo and Kazooie could have multiple jumps. My feelings guide me to 3-4 jumps. One from the ground and 2-3 flaps of Kazooie’s wings.
Moveset
Jab: Claw swipes. Something Banjo does other than carry the real hero of the story around.
Dash attack: Forward roll. Donkey Kong has seen better, but he acknowledges the skillz
When Kazooie takes over, Banjo is on his back, facing backwards, so they will roll backwards, leaving Banjo standing the opposite direction, possibly setting up for a Back Air.
Forward Tilt: Banjo whips has backpack out front like it’s a flail, angering Kazooie, Who was pretty sure he was supposed to wait til she wasn’t in it anymore.
Up Tilt: Kazooie emerges from the backpack swiping from front to back with a wing.
Down tilt: Kazooie(as usual) springs forward and downward to peck at her favorite meal. Toes.
Forward Smash: Beak Barge! During start up frames Banjo readies himself for a shoulder check maneuver. As the attack initiates, Banjo leans in and pushes forward as Kazooie extends a powerful, boulder-shattering beak forwards.
Up Smash: Banjo arches a shoulder upward as Kazooie launches his head upward from the backpack for the first hit, rapidly retracting himself while spitting up a short range grenade egg upwards that connects with the opponent before exploding, which is where all the knockback of the attack comes from. Missing with the egg grenade will cause it to linger at it’s peak for only a brief moment before exploding anyways.
Down Smash: Banjo leans down swinging both arms out to each side with a short range, low damage and slight knockback, Kazooie emerging immediately afterward to show Banjo exactly how the pros flap downward, having more range and much greater power from this second hit.
Neutral Air: Banjo whips his backpack around his body.
Forward Air: Rat-a-tat Rap! Kazooie pops out of the pack for three beak attacks in quick succession.
Up Air: Banjo swings his backpack upward for the first hit, while Kazooie erupts a beak upward for the second.
Back Air: Kazooie uses her own legs to deliver a powerful drop kick from Banjo’s back.
Down Air: Beak Buster! Banjo executes a midair flip only halfway as to remain upside down as Kazooie extends her beak downward, rapidly descending for a powerful falling blow.
Grab: Banjo simply reaches out with an underhanded grip. Kazooie holds her head out of the pack, ready to bring the pain.
Pummel: Kazooie beaks at that noggin.
Forward Throw: Banjo tosses the opponent out and up as Kazooie launches two eggs to catch the opponent mid-flight.
Back Throw: Kazooie nabs the opponent out of Banjo’s hands(which he hates) and tosses the opponent backwards by rearing her head back.
Down Throw: Banjo slams the opponent flat on the ground as he uses his other hand to brag Kazooie by her throat to club his probe opponent, bouncing them off the floor.
Up Throw: Kazooie extends her feet from the backpack, lifting both an unsuspecting Banjo and the opponent up before bucking Banjo’s head upwards into the opponent.
Specials!
Neutral: Egg Shot! This move works in two ways.
1. Tapping the special button results in Kazooie shooting eggs horizontally forward. The projectiles are medium speed and somewhat weak.
2. Holding the button will allow you to use the analog stick to choose a direction, angle and type of attack! Forward or diagonally forward will shoot eggs as the first way does, except they can be angled up or down.
Holding the stick backwards will cause the eggs to come out of...the other end, bouncing three times before breaking.
NOTE: Other types of eggs will be used at random, including: Grenade Eggs, Ice eggs, Fire eggs. One type of egg, the Clockwork Kazooie egg, can only appear from the rear shot, it hatches and then walks around similar to a mechakoopa.
Up Special: Flight! Kazooie begins flapping her wings as feathers fall from her(much like in the original games). Kazooie will be able to maneuver Banjo much in the way ROB can maneuver with his thrusters. After a certain number of feathers fall from Kazooie, she will become exhausted and Banjo will be unable to use any aerials involving Kazooie until they land.
Down Special: Wonderwing! Kazooie will shield Banjo with Golden wings, providing super armor and causing mild damage and knockback during motion. Using any other attack, grabbing or jumping will end the Wonderwing special. Each use immediately consumes a golden feather. Kazooie only has 3 Golden feathers to use per stock so use them wisely!
Forward Special: Breegul Bayonnet! Banjo underhandedly grabs Kazooie from the bottom of the pack and thrusts her forward like a spear! Holding the special button will cause Kazooie to spit up an egg at the end of the attack.[SPOILER/]