Super Smash Bros. Ultimate – Banjo & Kazooie amiibo Guide

Fans of the Banjo-Kazooie series are in for a real treat: there’s finally some new Banjo & Kazooie merchandise, and it comes in the form of a (surprisingly well-made) amiibo figurine. Here’s some even better news, then — Banjo & Kazooie’s Figure Player is solid. Not top-tier, by any means, but solid nonetheless. It does have one particularly disappointing AI quirk – that being it can’t tell when it’s out of Wonderwing uses. Before we continue, we have even more information on Banjo & Kazooie – including their strengths, weaknesses, matchups, and tournament representation – and you can find that over at their corresponding wiki page. Otherwise, let’s jump right into today’s training!

Please note that this guide refers to characters who were recently released. The information presented in this guide was obtained via early-access amiibo files in December 2020, and is subject to change when more tournament and matchup data is made available. Thanks to LML123 for contributing Banjo & Kazooie’s training information!


If you’re new to amiibo training and are starting with Banjo & Kazooie, then congratulations — you’ve made a questionable decision! If you want to equip it with a Spirit team, then we’ve got you covered. If possible, you should finalize your FP’s Spirit build before you start training it, as Spirits actually change FP training data when used. If you’d like more information on how Spirits work in this game, you can read our detailed Spirits guide!

Banjo & Kazooie are classified as a heavyweight fighter, so they can make good use of the three-slot Super Armor bonus. As its name might imply, it gives its user universal super armor! Said armor can be broken through, but that only happens when the user reaches a high damage percentage. Another option would be Armor Knight, which grants its user 1.15x attack power, 1.8x defense, and slightly reduced movement speed. These bonuses are generally banned in competitive play, but are effective against both human and AI opponents alike.

There are a variety of other Spirits you could use instead, and that’s because Banjo & Kazooie are a rather versatile fighter. Physical Attack ↑, Fist Attack ↑, and Hyper Smash Attacks all increase the power of their respective move categories by 1.1x, so if you’d like your FP to deal more damage, you can’t go wrong with these! Side Special ↑ is another potential option, but do note that the duo might not be able to use Wonderwing often enough to warrant the bonus’ usage. Although Additional Midair Jump partially corrects their poor recovery, they should still be trained to stay on-stage just to be safe. Instadrop is another option worth exploring; as we’ll soon discuss, Banjo & Kazooie use a lot of their aerial moves to combo into grounded attacks and Instadrop could help them in that regard. In terms of stats, don’t worry about the numbers too much. Somewhere around 2100 attack and 2100 defense works just fine for this character. Lastly, make sure your FP’s Spirit-type is Neutral. That way, it won’t lose Spirit-type matchups if it happens to fight an opponent with Spirits of their own.

Competitive Training

This section is all about competitive training, so if you’re looking to train your Banjo & Kazooie amiibo to perform well in tournaments, read on! If you’d rather train it up as a Raid Boss, scroll down just a little farther, where you’ll find a dedicated training section. Now then, when training Banjo & Kazooie, your best movement option is walking. No need to jump, dash, or roll — stay away from these three maneuvers, and your FP will perform even better against AI opponents. It’s also important to note that Banjo & Kazooie should remain on-stage at all times, as their recovery moves aren’t reliable enough to warrant edgeguarding. In descending order of priority, here are all the moves you should focus on during training:

  • Forward tilt: It’s fast, has decent range, and deals good damage. This should be one of your primary options up-close. Simply walk up to your FP, hit it with a few forward tilts, and you’ll be good to go in the damage-racking department!
  • Forward smash: You can mix in forward smash, too. Compared to forward tilt, this move has slightly higher range and much higher attack power. It should also be your go-to kill move!
  • Down tilt: It doesn’t deal quite as much damage as forward tilt, but covers more range, as the attack moves Banjo & Kazooie forward. It’s very effective when used at the edge!
  • Up tilt: Banjo & Kazooie don’t have many effective anti-air options, and unfortunately up tilt is the best one they have. Use it against your FP when it’s about to land, and link it into a chain of up airs. You could also follow up with an up smash!
  • Down smash: It’s rather fast and covers both sides. Best used at the edge or to catch rolls. Use down smash infrequently, and make sure forward smash takes priority (as it’s stronger and has greater range).
  • Back aerial: As mentioned earlier, you should remain grounded as often as possible. But if your FP launches you upwards, you can use a back air to land. It strikes three times and is very difficult to intercept!
  • Neutral aerial: Be careful with this one, as if you use it too often, the FP might as well. Use neutral aerial to land every once in a while. We’re trying to activate the AI’s hard-coded combo of neutral air to grab without teaching it to spam neutral air by itself.
  • Grab & throws: On the subject of grabs, you should be using them often! Your go-to throw at low percentages should be up throw. The AI can learn to combo it into two up airs and then a powerful forward aerial to finish off the string. That’s a hefty combo by AI standards, so make sure your FP knows it. At high percentages, you can use a forward or back throw to try and KO your FP.
  • Rear Egg: If you’ve trained a Snake amiibo, you might know that the Grenade is one of his best moves. Explosive items cause chaos in AI matches, as both FPs will try to grab them but take damage from the explosion. Well, Banjo & Kazooie’s Rear Egg attack has the same effect, and while this move shouldn’t be prioritized too highly, it should be used infrequently. It can be used at the edge to mess with opponents’ recoveries, too!
  • Wonderwing: You might remember this from the intro, but Banjo & Kazooie’s AI can’t tell when it’s run out of Wonderwing uses. Even so, it’s an incredibly powerful move; AI opponents have trouble dodging and often fall right into it! Use it every so often to KO, but not often enough that you run out of feathers and fail to recover when you’re launched off-stage.
  • Egg Firing: Note that we’re talking about Egg Firing, which is the first stage of the move. When training Banjo & Kazooie, you only want to use neutral special to shoot a pellet or two at the edge. This gimps characters like Ness at any percentage, which can go a long way in helping Banjo & Kazooie advance through a tough tournament bracket.

There aren’t many moves to specifically avoid using, but one in particular is Shock Spring Jump on-stage. It’s got a lot of startup lag and will leave Banjo & Kazooie vulnerable. Plus, it doesn’t really accomplish anything a normal jump cannot. And as we just mentioned, you should avoid using Breegull Blaster, which is Banjo & Kazooie’s full neutral special. This move is a strange case, as the AI occasionally uses it and then walks off the ledge. Fortunately, this never results in its death, but it’s still something to note. You might also notice Banjo & Kazooie use Breegull Blaster on-stage, in which it will jump and then “lock” the opponent within its projectiles for a few seconds.

Raid Boss Training

In terms of moves to use, Banjo & Kazooie’s optimal Raid Boss training method isn’t all that different from his optimal competitive training method, but we’ve still got the full run-down here! Since you’ll be training your FP to battle human opponents, you can dash and jump as often as you’d like. Be aggressive, and try to use as many attacks as possible. When your FP is at early levels, try your best to purposefully get hit by attacks you want it to use (and this goes for both competitive and Raid Boss training). You should still keep Banjo & Kazooie on-stage at all times, though, as human players will be able to take advantage of its predictable recovery habits. Here’s a separate move list of attacks you should teach a Raid Boss Banjo & Kazooie amiibo to use:

  • Forward tilt: This move is really important for Raid Boss Banjo & Kazooie FPs, too. It’s fast, can be angled, and can keep a human opponent at bay for a moment. Use this one at close range!
  • Down tilt: Since you shouldn’t teach Banjo & Kazooie to go off-stage (too risky), you can teach them to use this move at the edge instead.
  • Grab & throws: They’re even more important against human players! Your go-to throw should still be up throw; past Level 43 (give or take a few levels), your FP should be able to use up throw into two up airs into forward air. That racks up a lot of damage, as previously mentioned!
  • Up tilt: A solid anti-air move. Its usage is essentially the same as in competitive: link up tilt into an up air, or follow up with an up smash.
  • Neutral aerial: Use neutral airs to land! Its final hits can combo into a grab, and the AI will also learn this combo by the time it reaches Level 43. As long as you teach it to use both neutral airs and grabs, it’ll learn to use this combo even if you don’t specifically teach it to.
  • Back aerial: You can use this move out of a short hop for extra damage. Banjo & Kazooie’s back air is difficult to challenge, even by human players.
  • Forward aerial: Immensely powerful! In addition to being usable after an up air, you can also opt to use forward air on its own. Don’t go off-stage to use it, though; instead, try to use it above-stage while your FP is aerial.
  • Up aerial: As you can see, up air is really versatile on Banjo & Kazooie. It can be used after an up tilt, after an up throw, or just by itself! 
  • Forward smash: It’s a bit slow and can be easily punished by human players, but you can use it every once in a while to KO and catch rolls.
  • Down smash: Same deal here, except with slightly less power (and slightly more range, as it hits both sides). Up smash is okay too, but opponents sometimes fall out of its multiple hits, and this leaves Banjo & Kazooie vulnerable.
  • Wonderwing: This move works wonders against AI opponents, but human players will have a much easier time reacting to it. Even so, use Wonderwing extremely infrequently. We’re talking once or twice per stock at most.

Other moves, including Egg Firing, Rear Egg, and Banjo’s other throws can be sprinkled in as well. Do note, though, that Banjo’s AI has something of a “King K. Rool situation” regarding its down throw. In other words, it’ll try to attack the buried opponent with a move that won’t connect in time, and it’ll leave itself vulnerable instead. You’re welcome to use Banjo’s forward and back throws in addition to his up throw, but be careful when teaching him to use his down throw. It’s risky! One last note — don’t use any down airs, as that’s essentially a free punish for human opponents.


Thanks so much for reading! If you’d like to enter your newly-trained Banjo & Kazooie amiibo into a competitive tournament – or if you just want to test it out in a Battle Arena – then feel free to join our Discord server, where you can do both of those things! Most of our tournaments require file submissions, and fortunately, we’ve got guides available on how to do that. For more information, check out the Powersaves backup guide or mobile phone backup guide, depending on which device you have available. Until next time — happy training!

If you would like to read more amiibo training guides, please follow this link.



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