Banjo and Kazooie are an unlikely bear and bird pair whose abilities greatly complement each other. Banjo tends to be lazy and cool-headed while Kazooie is feisty and temperamental. Their first notable adventure together was to defeat Gruntilda the witch after she kidnapped Banjo’s sister, Tootie. This has led to several conflicts with the evil witch and her cohorts.
Banjo and Kazooie are around the same size as Mario but slightly heavier with more powerful attacks. He has the added benefit of adding Kazooie to his mix of attacks which gives him excellent aerial abilities and speed. Banjo and Kazooie are light heavyweight characters with a small frame making them fairly hard to launch and KO at low percentages. Banjo and Kazooie are able to hover in the air while pressing up and falling. This causes the Breegull to pull out her wings and flap to slow their descent.
Classic Mode: Beasts of a Feather Smash Together Banjo and Kazooie’s opponents are based on animal-inspired duo which references Banjo being a bird and Kazooie being a bird.
Role in World of Light
Banjo-Kazooie was obliterated as Kazooie attempted to lift both her and Banjo off the ground.
He is later rescued by Pokemon Trainer and his Character Arc starts in the Jungle Area where he manages to rescue and revive Ryu. Ryu joins Banjo-Kazooie during his fight with Gruntilda and rescues Bayonetta.He later joins Bayonetta and together they find their way in playable form to the Final Battle.
Swipe, Swipe, Wing Attack
Banjo performs a right paw swipe followed by a left paw swipe which is then followed by a spinning Kazooie wing attack as Banjo spins jump in place.
Kazooie fires these eggs in a slight arc. They have less distance to them. Once they land, they break revealing a mechanical mini-Kazooie who will walk forward. It will explode upon impact or detonate after ten seconds of wandering around.
Banjo can charge this attack. Upon release, Banjo will dash forward while attacking with Kazooie’s beak. When in the air, Kazooie performs Beak Bomb which uses her wings to propel her forward to slam into the opponent. Both attacks have a sweet spot at the beak.
Kazooie will use her wings to shield Banjo in the front. Unlike most shields, this one is impervious to damage. Banjo and Kazooie will always have six Golden Feathers and using Wonderwing will drain the Golden Feathers. They won’t fill up until they are all depleted. In which case, they will appear one by one after being depleted. It takes roughly two and half minutes to fully restore them back to six without any use. They can move freely during Wonderwing but they can’t attack.
Kazooie will quickly Shield Banjo using her feathers. This will not use up a feather. If an attack connects, Kazooie will unfold her wings in a Wing Slap attack. This will use up a Golden Feather. It has a longer refill time as a result.
Unlike before, Banjo is unable to move while its in use. But the strength of the Wonderwing is increased with enhanced launch resistance as well as protection not just in the front but in the back as well. It fills back up slower than the original.
Banjo and Kazooie will jump high into the air. They then appear behind the screen and a crosshair will appear. Kazooie will begin firing Grenade Eggs when the special button is pressed. She has eight shots before she is done or finished after 15 seconds.
18.2% ( per shot Center), 12.4% (collateral)
Final Smash Level 2
Mumbo Jumbo appears and will transform Banjo into a tank. Banjo will then begin several missiles blasts from his turret followed by an upward shot of what appears to be napalm which rains down onto the stage. The final attack is dash attack that will launch anyone opponent’s it comes into contact with. Banjo then transforms back.
Final Smash Level 3
Kazooie will fly out of Banjo’s backpack and zoom across the stage. The Final Smash will begin after she makes contact and will transport the opponent and Banjo and Kazooie to the top of Gruntilda’s Lair. The Jingo Statue in the Center will begin to crumble away as Jingos flock to it to revive it. The Great Jingonator will then strike the opponent three times in dive bomb attacks before landing one final one.