Banjo & Kazooie (Life & Death)

Banjo & Kazooie (バンジョー&カズーイ, Banjo & Kazooie) are playable characters in Super Smash Bros. Life or Death.
Banjo is a laid-back, well-mannered brown bear who loves honey and, as his name suggests, playing his banjo. He is generally non-confrontational, desiring peace and quiet, and he often helps those in need, but he is strong enough to defend himself if need be. He is a foil to the sarcastic and loudmouthed Kazooie, his best friend whom he (often unwittingly) goes on adventures with. He lives with Kazooie and his younger sister Tooty in a small house near the foot of Spiral Mountain.
Kazooie is a red-crested breegull, a fictional species of bird known for their fast running speed and flight capabilities. In contrast to Banjo's gentle and kindhearted temperament, she is a brash, snarky loudmouth who speaks her mind with no regard for civility, traits which get the duo into trouble more often than not. Despite this, she is fiercely loyal to Banjo and willing to help with any situation that comes their way. Kazooie spends most of her time inside Banjo's backpack, residing in his house near the foot of Spiral Mountain.
Banjo & Kazooie are both voiced by Chris Sutherland in versions of Life or Death.
==How to Unlock==
Banjo & Kazooie are available from the start of a new game and don't need to be unlocked.
==Moveset==
* Banjo & Kazooie, specifically Kazooie, can perform 2 double jumps, both of which are based on the Feathery Flap. Aesthetically, Banjo's animation in the duo's backwards jump is based on the Flap Flip, although it also resembles a "recoil" animation from Banjo-Kazooie and Tooie that is usually seen when the player activates a point of interest below the duo or after hitting an enemy with a weak attack.
* As opposed to Banjo & Kazooie's standard walking and initial dashing which are handled solely by Banjo, in the duo's dash animation he flips onto his back and Kazooie takes over the run, performing the Talon Trot. Kazooie gains a hurtbox while she runs, but otherwise her taking over the dash has no gameplay repercussions.
* The majority of Banjo & Kazooie's moves are inherently disjointed, as Kazooie does not possess a hurtbox outside of the duo's dash and up tilt.
 	Name 	Description
Neutral Attack 	N/A 	A combination of Banjo's Claw Swipe and Kazooie's Rat-a-Tat Rap. If the button is held, Banjo will perform two alternating Claw Swipes and then throw an uppercut. If pressed repeatedly, he will Claw Swipe twice before crouching on all fours in order for Kazooie to perform the Rat-a-Tat Rap that concludes with Kazooie performing a headbutt. The first hit starts at frame 4, making it the duo's fastest ground attack. The third hit of the regular neutral attack launches opponents vertically, which can allow it to set up juggles due to its reasonably low ending lag. Forward aerial and up aerial are consistent followups, especially if opponents miss a tech on platforms, though this can be air dodged out of. Unlike most neutral attacks, Banjo will not repeat the first hit if the attack button is held down. It has a very meager damage output for a neutral infinite, although this can be mitigated if an opponent is hit extremely close to the duo while they perform the infinite, specifically around where Banjo's backpack is. This can result in the opponent being pushed back alongside the duo while they attack, allowing the move to rack up large amounts of damage.
Forward Tilt 	N/A 	The Beak Bayonet. Can be angled and has a sweetspot on Kazooie's beak.
Up Tilt 	N/A 	Kazooie props Banjo up in order for him to perform an upward roundhouse kick. Unlike their other attacks, Kazooie possesses a hurtbox during this move.
Down Tilt 	N/A 	Kazooie's Beak Barge. It is a semi-spike with good range and decent duration, all of which make it a good tool for onstage edge-guarding. It lowers the duo's profile to an even greater extent than their crouch, enabling them to duck under some moves like Wolf's Blaster shots. As a launched opponent will usually tumble onto the stage, this move often allows for read-dependent followups such as neutral aerial, down smash, or another down tilt; its disjoint distance also makes it a great tech-chasing option in other situations, although its power and speed are somewhat poor, being the duo's slowest tilt attack at 12 frames. Finally, it acts as a pseudo-crawl and can cross-up against shields when performed close enough to their opponent.
Dash Attack 	N/A 	Banjo's Forward Roll. Hits on frame 9 and sends the duo a respectable distance, allowing it to punish distant attacks.
Forward Smash 	N/A 	The Breegull Bash. This move is moderately slow (19 frames) and has high ending lag, but is very powerful, KOing at around 100% from center stage. Its speed and the size of its hitbox makes it mainly useful for punishing short-ranged attacks and catching rolls. Its hitbox is wide enough to hit aerial opponents diagonally above the duo, making it particularly useful for catching opponents on platforms, such as Dream Land and Pokémon Stadium.
Up Smash 	N/A 	A grounded, vertically inverted version of the Bill Drill. Hits multiple times and is powerful enough to KO at around 110%.
Down Smash 	N/A 	Banjo slams one fist downward while Kazooie slams both of her wings downward on both sides, similarly to Palutena, Charizard, and Ridley's down smashes. Deals the same amount of damage and knockback throughout the move.
Neutral Aerial 	N/A 	Kazooie's Wing Whack. Functions similarly to Ivysaur and Piranha Plant's neutral aerials, covering all around the duo and hitting multiple times.
Forward Aerial 	N/A 	Banjo throws a delayed overhand punch.
Back Aerial 	N/A 	An aerial version of Kazooie's Rat-a-Tat Rap.
Up Aerial 	N/A 	Kazooie flaps her wings upwards in a scissoring motion, similarly to Sonic's up aerial. Hits twice, with the first hit leading to the second. Has a wide hitbox with good range, with the first hit being able to hit grounded opponents if performed while the duo is falling. Additionally, it is fast in general (frame 7) while also being interruptible extremely early; this allows the duo to perform up to four up aerials while using their jumps, similarly to Meta Knight's up aerial strings. Easily juggles into itself at low percentages, and can even lead into other aerials such as forward air. Even further boosting its utility is that its first hit can set up KO confirms into forward smash, forward aerial and Wonderwing on landing. However, it has very low hitstun due to its low damage, making the move easily escapable. The first hit may also occasionally launch opponents away from the second hit, and the move is extremely weak, having almost no KO potential even at extremely high percentages.
Down Aerial 	N/A 	Kazooie's Beak Buster. It is a stall-then-fall that meteor smashes at its beginning, with the later hitboxes dealing vertical knockback. The move has a very weak landing hit that has little use apart from granting minimal protection. The move lasts for an extremely long time, usually making offstage use an inevitable self-destruct, though it is possible to recover if it is used from high enough. It is mostly useful for returning to stage quickly, as the non-meteor smashing hitbox is unable to KO past realistic percentages. However, the meteor smashing hitbox can be used for follow-ups on grounded opponents at high percentages and can act as a powerful sacrificial KO offstage.
Grab 	N/A 	Banjo reaches out.
Pummel 	N/A 	Kazooie pecks the opponent's head.
Forward Throw 	N/A 	Banjo faces away and Kazooie performs a double-footed stretch kick.
Back Throw 	N/A 	Banjo performs a giant swing, similarly to Mario's back throw. Deals collateral damage to nearby opponents.
Up Throw 	N/A 	Banjo throws the opponent overhead and Kazooie pecks them upwards.
Down Throw 	N/A 	Banjo performs a powerbomb. It buries an opponent and functions similarly to King K. Rool and R.O.B.'s down throws.
Neutral Special	Egg Firing/Breegull Blaster	For Egg Firing, Banjo gets down on all fours while Kazooie spits out an egg. These eggs will obey gravity, bounce off the ground and linger for quite some time (around the length of half of Final Destination) before breaking on their own, and become weaker as time passes. It is rather slow to fire, making the projectile mostly suited for stage control. If the special button is held, the duo will instead perform the Breegull Blaster, where Banjo takes Kazooie out of his backpack and uses her in a manner similar to the Super Scope. In this mode, pressing either attack button will cause Kazooie to quickly fire smaller and weaker eggs that travel in a straight line and as far as a third of Final Destination's length; subsequent eggs gradually deal less damage. These smaller eggs cause minimal flinching at long range and weak vertical knockback at close range. Banjo can move and triple jump freely while in this mode, and can turn around (the latter is not possible while firing). Crouching or shielding will put Kazooie away, which has minimal ending lag; this allows Breegull Blaster to start aerial combos. Due to the mechanics of this move, Egg Firing can only be done repeatedly if the player button mashes, since holding the button transitions into the Breegull Blaster. On a side note, Banjo's walk speed is 10% faster than normal when he's using the Breegull Blaster.
Side Special 	Wonderwing 	Kazooie covers Banjo with her magic-infused wings while he charges forward at high speed. It is only usable up to 5 times per stock, which is denoted by the amount of Golden Feathers above their heads. Each successful use consumes 1 Golden Feather, although interrupting the move before the hitbox begins will not use up a feather. To compensate, it has a large amount of strengths: the move grants full invincibility from the start of the dash (frame 18) to the end, including immunity to almost all Final Smashes that do not grab the opponent, the clean hit deals a high amount of damage, shield damage, and knockback, and can KO at the edge at 60%, while the late hit is still powerful and can KO effectively offstage or catch options of edge-hanging opponents. It works very well as a horizontal recovery option, as it does not cause helplessness and travels an excellent amount of horizontal distance. However, the move is specifically designed to be out-prioritized by grabs, and grabbing the duo out of the move causes it to only deal 0.25× damage to the grabber. Its high startup and ending lag also makes it punishable if it misses or is shielded, which is compounded by the move's reduced shieldstun, especially on the late hit. If they attempt to use it without any feathers remaining, they simply stumble over; an aerial use will cause them to fumble in midair, and using it close to the ground will cause Banjo to land face-first in his floored animation. The number of Golden Feathers available will vary in Stamina Mode depending on starting HP.
Up Special 	Shock Spring Jump 	Banjo & Kazooie spawn a Shock Spring Pad beneath them to propel themselves upward. The longer the special button is held, the more height they gain. Slows the duo's descent upon starting up if used in the air. Midair jumps and air dodges are still usable, as the duo are not rendered helpless. In the air, the pad itself acts as a projectile after its use like Spring Jump's spring, which can gimp recoveries; unlike that move, however, a grounded Shock Spring Pad cannot be reused by opponents or the duo.
Down Special 	Rear Egg 	Banjo bends over and Kazooie appears out of Banjo's backpack to lay a Grenade Egg from the backpack's rear flap behind the duo. The Grenade Egg has a fixed timer of ≈2 seconds and has a floaty, slightly unpredictable bouncing trajectory that varies based on where the egg lands when it hits the ground. Only one Grenade Egg can be fired at a time; if the move is used while a Grenade Egg is already active, Kazooie will pop her head out from Banjo's backpack and shake her head to indicate her inability to lay another one yet. It can be picked up, thrown, and Z-dropped like an item, similarly to Hand Grenade. Grenade Eggs do very little knockback, although their short fuses allow for creative item play. Using the move in midair will stall the duo slightly and makes it easy to catch an airborne Grenade Egg, and can be used to stall in midair similarly to C4.
Final Smash 	The Mighty Jinjonator 	The duo summons the Mighty Jinjonator statue in front of them, dealing damage to anyone it hits. A cutscene then shows Banjo & Kazooie watching the Jinjonator burst from the statue before the opponent is tackled multiple times by it, followed by a final tackle that is accompanied by multiple Jinjos. Notably, it can only catch one opponent in the cutscene despite the initial hit from the Jinjonator being able to hit multiple opponents.
==Other Animations==
Animation 	Description 	Notes
On-Screen Appearance 	Banjo hops out of a dark Jiggy silhouette with Kazooie visible, and then the duo both bow twice. The silhouette, the appearance of which is accompanied by a slide whistle-like descending sound, is a reference to the cutout wipe seen as the player moves from one area to another in the Nintendo 64 games, and the bows refer to the second half of the animation seen when all 10 Jiggies in a world are collected or when a Note Door is unlocked in Banjo-Kazooie.	
Taunt 1 	Banjo stretches and Kazooie appears out of his backpack, yawning. Based on an idle animation from Banjo-Kazooie: Nuts & Bolts. 	
Taunt 2 	Kazooie pops out of Banjo's backpack and the duo looks at each other, then Banjo strikes a thumbs up while Kazooie happily opens her wings. Based on their introductory pose in the opening sequence of Banjo-Kazooie. 	
Taunt 3 	Banjo bows twice, saying his signature "Guh-huh!" each time. Identical to the latter half of the animation seen when all 10 Jiggies in a world are collected or when a Note Door is unlocked in Banjo-Kazooie. Unlike the other two taunts, Kazooie is not present. 	
Star KO 	 	
Screen KO 	 	
Character Selection Screen	 	
Crowd Chant 	Ba-Ba-Ba-Ban - jo! Ka-Ka-Kazoo - ie! 	
Victory Pose 1 	Banjo throws a Jiggy in the air, catches it, jumps, and poses. This references his brief dance scene when he collects a Jiggy in Banjo-Kazooie. Afterward, Banjo gives a thumbs-up while performing his signature "Guh-huh!", similar to the beginning of Banjo-Kazooie's intro movie. 	
Victory Pose 2 	Banjo marches in place briefly before bowing twice, saying "Guh-huh!" both times, ending with Kazooie poking out of his backpack. The animation is almost identical to that seen when all 10 Jiggies in a world are collected or when a Note Door is unlocked in Banjo-Kazooie. 	
Victory Pose 3 	Both dance around while playing their respective instruments, and then end in a pose referencing the ending of Banjo-Kazooie's intro movie. Their poses are also identical to the ones they assume in their reveal trailer (save for Kazooie's expression). 	
==Role in Classic Mode==
Like all other fighters, Banjo & Kazooie appear in Classic Mode. Banjo & Kazooie's Mini-Boss is unknown. 
===Banjo & Kazooie Ending===
==Role in The Kiss of Death==
==Alternate Costumes==
Image	Number	Color 	Notes 	Unlockable?
 	01 	Brown 	Based on their appearances in Banjo-Kazooie and Banjo-Tooie. 	Default
 	02 	Pink 	Banjo resembles Mumbo Jumbo, the helpful shaman. Kazooie resembles her color scheme from Banjo-Kazooie: Nuts & Bolts. 	Default
 	03 	Black 	Banjo resembles Bottles, the move-teaching mole. Kazooie resembles one of her four possible colors in Banjo-Tooie's multiplayer Squawkmatch minigame as well as Heggy from Banjo-Tooie. 	Default
 	04 	Red 	Banjo resembles his sister Tooty, with her blonde hair represented by his yellow backpack. The red fur and blue clothing also cause him to bear a resemblance to Conker the Squirrel, another Rare Ltd. character. Kazooie resembles one of her four possible colors in Banjo-Tooie's Squawkmatch. She also resembles a chained breegull from Banjo-Kazooie: Grunty's Revenge. 	Default
 	05 	White 	Banjo resembles Boggy the polar bear, while Kazooie resembles a real-life gentoo penguin. 	Default
 	06 	Yellow	Banjo resembles one of his possible colors in Banjo-Tooie's Squawkmatch. Kazooie resembles Terry the pterodactyl, a boss in Banjo-Tooie. 	Default
 	07 	Blue 	Resemble the respective colors of their names in the Banjo-Kazooie series logo, and by extension, Split-Up Pads from Banjo-Tooie. Banjo also resembles one of his four possible colors in Banjo-Tooie's Squawkmatch. 	Default
 	08 	Green 	Resemble Gruntilda's green skin and purple scarf. This is the only skin that changes the color of Banjo and Kazooie's eyes and Banjo's necklace, as well as changing the color pattern of his shorts. They also bear a resemblance to Yooka & Laylee, the titular protagonists from Yooka-Laylee, a spiritual successor to Banjo-Kazooie developed by several former Rare Ltd. developers.	Default
 	09 	 	 	Unlockable
 	10 	 	 	Unlockable
 	11 	 	 	Unlockable
 	12 	 	 	Unlockable
 	13 	 	 	Unlockable
 	14 	 	 	Unlockable
==Smash Taunts==
===Palutena's Guidance===
===Snake's Codecs===
==Fighter Spirits==
Banjo & Kazooie's Fighter Spirit can be obtained by completing Classic Mode. It is also available periodically for purchase in the shop for 500 coins. Unlocking Banjo & Kazooie in The Kiss of Death allows the player to preview the first spirit below in the Spirit List under the name "???". As a Fighter Spirit, it cannot be used in Spirit Battles and is purely aesthetic. Each Fighter Spirit has an alternate version that replaces them with their artwork in Life & Death.
File:Banjo and Kazooie (Banjo-Kazooie).png
==Trivia==
Category:Fighters in Super Smash Bros. Life or Death