Banjo & Kazooie | Mii Gunner | |
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Bottom Fighter Top Fighter | ||
Weight (Units) | 19/89 (106 units) | 22/89 (104 units) |
Walk Speed | 52/89 (1.060) | 56/89 (1.000) |
Run Speed | 12/89 (2.180) | 85/89 (1.370) |
Dash Speed | 80/89 (1.680) | 84/89 (1.630) |
Air Speed | 78/89 (0.920) | 74/89 (0.930) |
Shield Grab (F) | 36/89 (Frame 11) | 1/89 (Frame 10) |
OoS 1 | Frame 9 Up Smash | Frame 6 Up B (#2)/Down B (#1/Air) |
OoS 2 | Frame 10 Uair | Frame 10 Down B (#3/Air)/Grab |
OoS 3 | Frame 11 Bair/Grab | Frame 11 Up Smash |
Fall Speed | 22/89 (1.760) | 65/89 (1.450) |
Fast Fall Speed | 22/89 (2.816) | 63/89 (2.320) |
Gravity | 23/89 (0.110) | 34/89 (0.098) |
Air Acceleration | 48/89 (0.070) | 68/89 (0.053) |
Jumps | 3 | 2 |
Short Hop | 15/89 (17.800) | 64/89 (14.600) |
Full Jump | 72/89 (29.800) | 60/89 (30.900) |
Air Jump | 89/89 (20.526) | 54/89 (32.300) |
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 | • Long range on moves • Possesses many powerful projectiles for zoning • Player can freely choose specials |
Weaknesses | • Poor frame data on moves • Rather low damage output • Lack of out of shield options • Easy to edgeguard, especially without Wonderwing | • Mediocre recovery options • Poor frame data, struggles up close • Easily comboed |