Banjo & Kazooie | Ridley | |
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Bottom Fighter Top Fighter | ||
Weight (Units) | 19/89 (106 units) | 14/89 (107 units) |
Walk Speed | 52/89 (1.060) | 48/89 (1.100) |
Run Speed | 12/89 (2.180) | 10/89 (2.200) |
Dash Speed | 80/89 (1.680) | 68/89 (1.800) |
Air Speed | 78/89 (0.920) | 43/89 (1.050) |
Shield Grab (F) | 36/89 (Frame 11) | 57/89 (Frame 12) |
OoS 1 | Frame 9 Up Smash | Frame 11 Nair |
OoS 2 | Frame 10 Uair | Frame 12 Up Smash/Grab |
OoS 3 | Frame 11 Bair/Grab | Frame 13 Fair/Bair |
Fall Speed | 22/89 (1.760) | 19/89 (1.780) |
Fast Fall Speed | 22/89 (2.816) | 19/89 (2.848) |
Gravity | 23/89 (0.110) | 45/89 (0.090) |
Air Acceleration | 48/89 (0.070) | 48/89 (0.070) |
Jumps | 3 | 3 |
Short Hop | 15/89 (17.800) | 69/89 (14.200) |
Full Jump | 72/89 (29.800) | 29/89 (34.000) |
Air Jump | 89/89 (20.526) | 82/89 (25.800) |
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 | • Excellent range • Can jump 3 times • Very fast movement speed • Strong grab combos, and a command grab • Powerful smash attacks with large hitboxes |
Weaknesses | • Poor frame data on moves • Rather low damage output • Lack of out of shield options • Easy to edgeguard, especially without Wonderwing | • Poor vertical recovery and easy to edgeguard • Extremely large hurtbox makes him a target for projectiles • Very easily comboed |