Banjo & Kazooie | Pac-Man | |
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Bottom Fighter Top Fighter | ||
Weight (Units) | 19/89 (106 units) | 44/89 (95 units) |
Walk Speed | 52/89 (1.060) | 49/89 (1.097) |
Run Speed | 12/89 (2.180) | 48/89 (1.672) |
Dash Speed | 80/89 (1.680) | 50/89 (1.870) |
Air Speed | 78/89 (0.920) | 39/89 (1.092) |
Shield Grab (F) | 36/89 (Frame 11) | 76/89 (Frame 16) |
OoS 1 | Frame 9 Up Smash | Frame 4 Up B |
OoS 2 | Frame 10 Uair | Frame 6 Nair |
OoS 3 | Frame 11 Bair/Grab | Frame 8 Fair/Item Throw(F) |
Fall Speed | 22/89 (1.760) | 71/89 (1.350) |
Fast Fall Speed | 22/89 (2.816) | 71/89 (2.160) |
Gravity | 23/89 (0.110) | 79/89 (0.072) |
Air Acceleration | 48/89 (0.070) | 31/89 (0.080) |
Jumps | 3 | 2 |
Short Hop | 15/89 (17.800) | 35/89 (16.480) |
Full Jump | 72/89 (29.800) | 28/89 (34.100) |
Air Jump | 89/89 (20.526) | 34/89 (34.100) |
Special | None | Crouch Walk, 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 | • Great at limiting opponent's movement with a variety of projectiles • Very powerful recovery • Very good follow-ups from item tosses |
Weaknesses | • Poor frame data on moves • Rather low damage output • Lack of out of shield options • Easy to edgeguard, especially without Wonderwing | • Very poor grab • Recovery is somewhat predictable • Easily comboed • Struggles to kill early on |