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Banjo & Kazooie vs Mario

Banjo & Kazooie
vs
Mario

Compare SSBU Fighter Stats

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Banjo & Kazooie

Mario

Banjo & Kazooie ssbu flair
Mario ssbu flair
Bottom Fighter
Top Fighter
Weight (Units)19/89 (106 units)33/89 (98 units)
Walk Speed52/89 (1.060)35/89 (1.155)
Run Speed12/89 (2.180)37/89 (1.760)
Dash Speed80/89 (1.680)37/89 (1.936)
Air Speed78/89 (0.920)14/89 (1.208)
Shield Grab (F)36/89 (Frame 11)1/89 (Frame 10)
OoS 1
Frame 9
Up Smash
Frame 3
Up B
OoS 2
Frame 10
Uair
Frame 6
Nair
OoS 3
Frame 11
Bair/Grab
Frame 7
Uair
Fall Speed22/89 (1.760)58/89 (1.500)
Fast Fall Speed22/89 (2.816)57/89 (2.400)
Gravity23/89 (0.110)54/89 (0.087)
Air Acceleration48/89 (0.070)31/89 (0.080)
Jumps32
Short Hop15/89 (17.800)16/89 (17.540)
Full Jump72/89 (29.800)16/89 (36.330)
Air Jump89/89 (20.526)22/89 (36.330)
SpecialNoneWall Jump
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

• Good frame data with many quick moves
• Can land combos that deal tons of damage or deplete enemy stocks
• Can reflect projectiles with his Side Special (→ + B)
• Has a good projectile in his Neutral Special (B)
• Neutral Aerial (A while midair) is both fast, and has a long lasting hit box that is great for interrupting combos
Weaknesses
• Poor frame data on moves
• Rather low damage output
• Lack of out of shield options
• Easy to edgeguard, especially without Wonderwing

• Rather poor range
• Doesn't have good tools for poking from the front
• Somewhat mediocre recovery (can be edgeguarded if caution is exerted)
Data pulled from Game8, UltimateFrameData, and SmashWiki
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