Banjo & Kazooie | Dark Pit | |
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Bottom Fighter Top Fighter | ||
Weight (Units) | 19/89 (106 units) | 40/89 (96 units) |
Walk Speed | 52/89 (1.060) | 21/89 (1.259) |
Run Speed | 12/89 (2.180) | 33/89 (1.828) |
Dash Speed | 80/89 (1.680) | 18/89 (2.090) |
Air Speed | 78/89 (0.920) | 72/89 (0.935) |
Shield Grab (F) | 36/89 (Frame 11) | 1/89 (Frame 10) |
OoS 1 | Frame 9 Up Smash | Frame 6 Up Smash |
OoS 2 | Frame 10 Uair | Frame 7 Nair |
OoS 3 | Frame 11 Bair/Grab | Frame 10 Grab |
Fall Speed | 22/89 (1.760) | 62/89 (1.480) |
Fast Fall Speed | 22/89 (2.816) | 60/89 (2.368) |
Gravity | 23/89 (0.110) | 65/89 (0.081) |
Air Acceleration | 48/89 (0.070) | 43/89 (0.075) |
Jumps | 3 | 4 |
Short Hop | 15/89 (17.800) | 62/89 (14.930) |
Full Jump | 72/89 (29.800) | 56/89 (31.000) |
Air Jump | 89/89 (20.526) | 84/89 (23.701) |
Special | None | None |
Strengths | • 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 | • Very good recovery (Multiple Jumps, Up Special, Side Special), allowing for edgeguards • Good mobility (fast movement) • Access to a projectile (B) • Down Special can reflect projectiles and shield attacks |
Weaknesses | • Poor frame data on moves • Rather low damage output • Lack of out of shield options • Easy to edgeguard, especially without Wonderwing | • Somewhat low damage output • Struggles to land after being put in disadvantage • Struggles to take stocks early |