Banjo & Kazooie | Mario | |
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Bottom Fighter Top Fighter | ||
Weight (Units) | 19/89 (106 units) | 33/89 (98 units) |
Walk Speed | 52/89 (1.060) | 35/89 (1.155) |
Run Speed | 12/89 (2.180) | 37/89 (1.760) |
Dash Speed | 80/89 (1.680) | 37/89 (1.936) |
Air Speed | 78/89 (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 Speed | 22/89 (1.760) | 58/89 (1.500) |
Fast Fall Speed | 22/89 (2.816) | 57/89 (2.400) |
Gravity | 23/89 (0.110) | 54/89 (0.087) |
Air Acceleration | 48/89 (0.070) | 31/89 (0.080) |
Jumps | 3 | 2 |
Short Hop | 15/89 (17.800) | 16/89 (17.540) |
Full Jump | 72/89 (29.800) | 16/89 (36.330) |
Air Jump | 89/89 (20.526) | 22/89 (36.330) |
Special | None | Wall 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) |