Corrin | Banjo & Kazooie | |
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Bottom Fighter Top Fighter | ||
Weight (Units) | 33/89 (98 units) | 19/89 (106 units) |
Walk Speed | 27/89 (1.208) | 52/89 (1.060) |
Run Speed | 60/89 (1.595) | 12/89 (2.180) |
Dash Speed | 48/89 (1.892) | 80/89 (1.680) |
Air Speed | 52/89 (1.019) | 78/89 (0.920) |
Shield Grab (F) | 36/89 (Frame 11) | 36/89 (Frame 11) |
OoS 1 | Frame 9 Nair | Frame 9 Up Smash |
OoS 2 | Frame 10 Uair | Frame 10 Uair |
OoS 3 | Frame 11 Grab | Frame 11 Bair/Grab |
Fall Speed | 33/89 (1.650) | 22/89 (1.760) |
Fast Fall Speed | 34/89 (2.640) | 22/89 (2.816) |
Gravity | 42/89 (0.092) | 23/89 (0.110) |
Air Acceleration | 70/89 (0.050) | 48/89 (0.070) |
Jumps | 2 | 3 |
Short Hop | 45/89 (16.000) | 15/89 (17.800) |
Full Jump | 39/89 (33.000) | 72/89 (29.800) |
Air Jump | 57/89 (31.000) | 89/89 (20.526) |
Special | None | None |
Strengths | • Quick startup on moves and great range • Decent kill power on moves • Good at juggling opponents (Up Air) • Forward Aerial is excellent for poking | • 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 |
Weaknesses | • Poor vertical distance in their recovery • Somewhat sluggish mobility • Poor grab game • Bad disadvantage state | • Poor frame data on moves • Rather low damage output • Lack of out of shield options • Easy to edgeguard, especially without Wonderwing |