Duck Hunt | Banjo & Kazooie | |
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Bottom Fighter Top Fighter | ||
Weight (Units) | 70/89 (86 units) | 19/89 (106 units) |
Walk Speed | 26/89 (1.213) | 52/89 (1.060) |
Run Speed | 36/89 (1.793) | 12/89 (2.180) |
Dash Speed | 71/89 (1.760) | 80/89 (1.680) |
Air Speed | 21/89 (1.155) | 78/89 (0.920) |
Shield Grab (F) | 1/89 (Frame 10) | 36/89 (Frame 11) |
OoS 1 | Frame 9 Nair/Uair | Frame 9 Up Smash |
OoS 2 | Frame 10 Fair/Bair/Grab | Frame 10 Uair |
OoS 3 | Frame 12 Up Smash | 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 | 74/89 (0.076) | 23/89 (0.110) |
Air Acceleration | 31/89 (0.080) | 48/89 (0.070) |
Jumps | 2 | 3 |
Short Hop | 35/89 (16.480) | 15/89 (17.800) |
Full Jump | 29/89 (34.000) | 72/89 (29.800) |
Air Jump | 38/89 (33.800) | 89/89 (20.526) |
Special | Crouch Walk, Wall Jump | None |
Strengths | • Powerful aerial attacks and smashes • Excellent at zoning out opponents with their many projectiles • High damage output | • 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 | • Predictable recovery makes them somewhat easy to edgeguard • Struggles to KO early • Struggles at close range | • Poor frame data on moves • Rather low damage output • Lack of out of shield options • Easy to edgeguard, especially without Wonderwing |