Banjo & Kazooie’s amiibo figure was first released on March 26, 2021, and is compatible with Super Smash Bros. Ultimate, where he is considered mid-to-high tier. If you would like to read our full Banjo & Kazooie amiibo training guide, you can find the link to it right here.
Super Smash Bros. Ultimate
Banjo & Kazooie’s amiibo file was accessed early in December 2020, meaning that trainers had a full three months to fully test the character ahead of its official release date. To their credit, the duo boasts a large number of unique strengths. Their forward smash serves as one of their strongest options against AI opponents, as it possesses respectable speed, range, and power. Despite being classified as more of a heavy-hitting-type character, Banjo & Kazooie’s AI is equipped with a few hard-coded combos that help them rack up damage fast. It can use a landing neutral air into a grab into two up airs and then finish off the string with a powerful forward air. It can also use these combos independently of each other; for example, a landing neutral air into a grab and then a different throw. Although situational, Banjo & Kazooie can also use Breegull Blaster to “lock” opponents into its projectiles in midair. Adding to the duo’s strengths is a potent ledge-trapping game. Banjo can use Egg Firing to harass opponents trying to recover, and it just so happens that its pellets are capable of gimping Ness’ recovery angle at any percentage. He can also use Rear Egg off the ledge to catch low recoveries, and then defend against getup attacks or cover roll getups with a down smash. Lastly, Banjo & Kazooie are classified as a heavyweight fighter, which increases their endurance and lets them survive for longer periods of time.
Unfortunately, Banjo & Kazooie do suffer from a fair amount of weaknesses. Perhaps their most glaring flaw is their recovery; though Wonderwing and Shock Spring Jump grant acceptable horizontal and vertical distance, respectively, they leave the duo vulnerable to being gimped. The AI tends to prioritize Shock Spring Jump over Wonderwing, but if Banjo & Kazooie are attacked with a meteor smash at any point during their up special, they will be launched too far downward to be able to recover again. This makes off-stage play very dangerous, though their aforementioned ledge-trapping options make up for this fault. Another definite weakness is that many of Banjo & Kazooie’s ground moves only hit one time, so they are very easily parried by defensive opponents. Furthermore, the AI cannot tell if it has exhausted its Wonderwing meter, and will try to use the attack even if it fails to execute. In a similar situation as King K. Rool, Banjo & Kazooie’s AI will try to combo its down throw into attacks with high startup lag such that the opponent will be able to escape before being hit. As such, it is advised that trainers stay away from using down throw during training sessions. Banjo & Kazooie are also known to have poor matchups against King Dedede, Mii Gunner, and Lucas, among others; the character tends to struggle against opponents who outrange them or can gimp them while off-stage.
Despite their flaws, Banjo & Kazooie are considered solid contenders and are perfectly viable in tournament matches. At present, MiDe and tjhratchetandclank are considered Banjo & Kazooie’s best trainers, with both of them having won several tournament championships each. If you would like to learn how to train your own Banjo & Kazooie amiibo, please refer to our training guide. Its information was researched by Exion via early-access files prior to the figurine’s official release date.
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