This is a guide to using Banjo & Kazooie in Super Smash Bros. Ultimate. Banjo & Kazooie's bread and butter combos, how to unlock, frame data, alt costumes and skins, as well as Banjo & Kazooie matchups, counters, and tier list placement can all be found here.
List of Contents
|Banjo ＆ Kazooie|
|Smash Bros. Debut||DLC|
|Unlock Order||Fighter Pass 1|
|Number of Jumps||3|
|Weight||106 Units (18/87)|
|Dash Speed||2.18 (12/87)|
|Air Speed||0.92 (77/87)|
|Fast Fall Speed||2.816 (22/87)|
Banjo & Kazooie is a character that mostly relies on racking up damage via their projectiles (neutral B and down B), as well as some combos from grabs. He has several options for KOing, the best of which is his side special Wonderwing. This move is extremely powerful and grants invulnerability, but is has the drawback of only being usable 5 times per stock. He has several disjoints on his smashes and tilts, providing decent range as well.
Banjo's major flaw is in his poor frame data. Many of his moves, especially the ones he needs for KOs, have severe endlag, and are easily punishable. Wonderwing, his go-to KO tool can be shielded and punished by most characters, which hurts his general gameplan. He also doesn't have many good out of shield options, so it is hard for him to deal with shield pressure, and thus, he is best played passively, making use of his projectiles to zone out opponents.
・Several moves for KOing (Up Aerial, Down B, Down Throw)
・Very powerful Side B, which makes him invulnerable
・Down B can be used to pick up an item (grenade)
・Kazooie is used as a disjoint, allowing him to space attacks
・Poor frame data on moves
・Rather low damage output
・Lack of out of shield options
・Easy to edgeguard, especially without Wonderwing
1. -2 = Disadvantage. -1 = Slight Disadvantage or Even. 0 = Even. +1 = Slight Advantage or Even. +2 = Advantage.
2. The matchup chart was based around both the opinions of professional players of each character, as well as our own experience through playing Banjo ＆ Kazooie.
3. Characters within each tier are unordered
4. Pokemon Trainer's individual Pokemon (Squirtle, Ivysaur, and Charizard) as well as Echo fighters with no significant difference than their regular counterpart are not shown.
5. For other characters who are not shown here, we are still investigating the matchup.
|Bread and Butter Combos|
Down Special┳Throw Item━Side Special or Fair
|Up Air━Up Tilt━Up Air|
|Up Tilt━Up Tilt━Up Air|
|Nair━Grab━Down Throw┳Up Tilt
Banjo and Kazooie's down special combos can be used to KO opponents. Once your opponent is around 80% or above, prepare a bomb and then either shield or jump up to let the bomb fall and detonate below.
Banjo and Kazooie's up air combos can be used on opponents with lower percents. These combos will only connect at close range to your opponent, so try this combos on a guarded opponent who drops shield.
Banjo and Kazooie's up tilt combos can be used on opponents with lower percents. If your opponent closes in with a dash attack, first block in and then drop shield to follow through with an up tilt and begin the combo.
Neutral air combos will connect with down throw at any percent. Aside from down throw, this combo works when you can read your opponents next move. Look to KO your oppoenent with this combo at higher percents.
Banjo Kazooie's jab can go two ways, if you tap it thrice you end up with a three-hit jab that launches your opponent at the end, or if you continually tap it you will end with Banjo Kazooie's flurry jab, the Rat-A-Tap-Rap.
Forward Tilt is a medium ranged poke that does decent damage and on higher percentages, launches them
Down Tilt is a long ranged crouching move where Banjo pokes with Kazooie. This is his best long-ranged tilt and is stronger than Forward Tilt.
Up Tilt is used for catching landings or juggling opponents, but do note that it whiffs on smaller opponents as its hitbox is incredibly narrow and hard to hit.
Banjo's Dash Attack, called Forward Roll, is a roll similar to Donkey Kong's, and has a long lasting hitbox.
Forward Smash, called Breegull Bash, is a strong attack that launches opponents. Additionally, you can use it on opponents hanging on the ledge.
Down Smash hits both sides as Kazooie spreads his wings downwards. It can hit hanging opponents on the ledge, similar to Forward Smash.
Kazooie charges up with his beak in their Up Smash, which is great for catching landing opponents but do note that on it doesn't have a good hitbox on the sides, so it may be hard to pull off.
Banjo's Neutral Air, Wing Whack, has Kazooie flapping his wings in a circular motion around Banjo, hitting anyone who gets close. This is good for catching edge guards or performing mixups.
Banjo's Forward Air is a strong downward swipe. It is a high damage dealing move has decent launch. It can be used to deal damage, edge guard, or deal finishing blows.
Banjo's Back Air is a multiple hit flurry where Kazooie rapidly attacks with his beak. Because it is a really fast technique with a quick startup, it can be used to edge guard.
Banjo's Up Air is a two hit move where Kazooie throws both his wings up. This is useful for juggling as well as launching opponents.
Banjo's Down Air is a downward launch that immediately shoots Banjo to the ground. Beware of using this in the air as if you're not under a platform you will fall to your death.
Banjo fires bouncing projectile eggs from Kazooies mouth (Egg Firing), with the option to hold down the special button and make Kazooie continously fire eggs that don't bounce (Breegull Blaster). Be careful though, as each consecutive egg lowers in damage! You can cancel Breegul Blaster by crouching or shielding.
Banjo Kazooie's side special, Wonderwing, only has five uses per stock, but it is a strong move. It basically beats out most moves in the roster, and has decent launch capabilities. The feathers above Banjo's head indicate how many uses are left, and since they don't appear until you perform the move, you have to manually keep track of them in your head.
Using a jump pad, Banjo launches himself into the air as his recovery move. The jump pad, if performed midair, falls down and can hit opponents as well.
Kazooie launches a grenade from his mouth in an upward arc. It bounces and explodes on impact, or could be grabbed by Banjo as an item.
Forward Throw tosses your opponent forward, which could be useful to throw them off edges.
Back Throw launches the opponent behind you, and because its launch is strong, you can KO with it at the ledge when the opponent reaches higher percents.
Banjo and Kazooie's up throw is a technique to launch your opponent upwards. It can't be used for combos, but you can use it against people with weak landings.
Down Throw plants your enemies into the ground, opening them up for other attacks to deal damage or launch them off altogether.
Banjo Kazooie's Final Smash is the Mighty Jinjonator which is hit by summoning a giant statue upwards from the ground in front of Banjo Kazooie.
|General||Matched the vulnerability with other fighters when falling in place.|
|Edge Attacks||Increased the backward attack range.|
Banjo & Kazooie is included with the Fighter's Pass, which can be purchased from the Nintendo eShop for $24.99 USD ($31.49 CD). The Fighter's Pass includes a total of five additional DLC characters (including Banjo & Kazooie), so be sure and purchase it if you want to have all characters.
If you just want Banjo & Kazooie, you can purchase him individually by getting the Challenger Pack 3. It will cost $5.99 USD ($7.55 CA).
If you purchase Banjo & Kazooie via the Fighter's Pass or Challenger Pack, you will also gain access to a new stage: Spiral Mountain.
List of Fighters
|Weights of All Characters||Run Speeds of All Characters|
|Air Speeds of All Characters||Fast Fall Speeds of All Characters|
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Depends on who it is you struggle against. I'd say generally someone like Wolf or Palu is a good secondary for any character. Byleth's largest drawback is mobility and frame data, so a character with faster options and movement is your best bet.
Hi! We actually have a section on Marth's matchups here:
As Marth has great range and framedata, a good matchup will be a character that can whiff punish with quick burst options, and have a way to get in and find an opening! Quick characters with excellent frame data, like Pika, Greninja, or Sheik, ZSS, or Sonic are our top recommendations!
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Original Game: © Nintendo / HAL Laboratory, Inc.
Characters: © Nintendo / HAL Laboratory, Inc. / Pokémon. / Creatures Inc. / GAME FREAK inc. / SHIGESATO ITOI / APE inc. / INTELLIGENT SYSTEMS /
SEGA / CAPCOM CO., LTD. / BANDAI NAMCO Games Inc. / MONOLITHSOFT / CAPCOM U.S.A., INC. / SQUARE ENIX CO., LTD.
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