Banjo and Kazooie (SSS)

:This article is strictly about how Banjo and Kazooie appear in Super Smash Stadium. For information about them in general, see their articles on their respective wiki.
Banjo and Kazooie are, together, a single playable character on Super Smash Stadium. They debuted in Season 30, alongside Spiral Mountain.
==In their own universe==
Banjo is the bear, and Kazooie is the bird. Their seminal game, Banjo-Kazooie, was pretty much a blatant ripoff of Super Mario 64 that was released on the same system. Despite this, the game was seen as one of the console's high points, most likely due to a combination of its advanced-for-the-time graphics, music, and interactivity, combined with its level of meta humor and lack of fourth wall. Rare used the success of Banjo-Kazooie to pretty much carry the otherwise-weak N64 through the 5th Generation, creating GoldenEye 007, Donkey Kong 64, and Banjo-Tooie.
While Tooie is considered to be an improved sequel, the game's shoddy framerates caused it to lose points with some fans and critics. Unfortunately, following Microsoft's buyout of Rare, the bear and bird have languished in obscurity. While Banjo-Kazooie: Grunty's Revenge is a cult classic, Banjo-Kazooie: Nuts and Bolts was a...controversial game, to say the least.
==Attributes==
Banjo and Kazooie are unique in that they have the capability to split up in SSS as long as items are on. When this happens, Split-Up Pads will appear. You can press on Banjo's pad to play as Banjo, and on Kazooie's pad to play as Kazooie. The other character will be computer-controlled. To bring them back together, you must press on the pad of the character you're currently playing as. Alternatively, you can press on the opposite character's pad to switch.
When split up, Banjo and Kazooie's current damage percentage is doubled and then distributed 60:40, with Kazooie getting more damage than Banjo. When they come back together, the two characters' damage percentages are added up and averaged. If Banjo and Kazooie are still split up when a match would otherwise end, the match continues with the two of them fighting each other; furthermore, you can no longer switch characters at this time. You are also stuck playing as Banjo or Kazooie alone for Target Blast and the Metal Smash.
Together, the bear and bird fulfill the "slow but powerful" archetype, mostly owing to Banjo. Banjo by himself is meant to be used defensively, and doesn't have very many attacking options to speak of. By herself, while Kazooie is weak, she makes up for it by being much faster, jumping higher, and having her attacks come out quicker.
===Changes===
*Season 36: Both characters were made stronger, but slower.
*Season 39: Their speed and strength were changed back to what it was before.
*Season 47: Their movesets were redone to match their character in Smash Bros. Ultimate.
===Moveset===
Entrance: They "sparkle" in, similar to their level entrance in Banjo-Kazooie.
====Both together====
Move Name	Description
Neutral Special:
Eggs	Kazooie fires eggs. The eggs have a 50% chance to be regular Blue Eggs, a 20% chance each to be a Fire or Ice Egg, and a 10% chance to be a Grenade Egg, the "touchdown" result. Blue Eggs deal minimal damage and knockback, while Grenade Eggs deal the most. Since Season 47, if you hold down, you can engage the Breegull Blaster, in which Kazooie fires eggs like a machine gun; however, these can only be regular Blue Eggs.
Blue Eggs cannot kill.
Fire Eggs kill at 305%.
Ice Eggs kill at 400%.
Grenade Eggs kill at 60%.
Side Special:
Wonderwing	Kazooie shields Banjo with her feathers while he charges headlong into enemies. The move is only usable five times per life, with Gold Feathers above the duo's head indicating how many uses they have left. In exchange, they are nearly invincible. However, the move has high start and end lag.
Beak Barge was similar, except it had unlimited uses but no invincibility.
Kills at 60-90%.
Up Special:
Shock Spring	Banjo spawns a Shock Spring Pad, which Kazooie uses to jump high. Slows their descent when used in the air; this move does not render them helpless. The pad will do minor damage to anyone who gets hit by it.
The Flapflip worked similarly, except it did cause helplessness and didn't go as high.
Cannot kill.
Down Special:
Rear Egg	Kazooie lays an egg, with the same constraints as the neutral special. The egg bounces three times before breaking.
Final Smash:
Beak Bomb	Banjo and Kazooie take to the skies to do precisely this move. Hits up to five times and does 20% each time.
Kills at 75%.
====Banjo alone====
Move Name	Description
Neutral Special:
Pack Whack	Banjo swings his backpack around, inflicting moderate damage and knockback.
Kills at 135%.
Side Special:
Taxi Pack	Banjo scoops the nearest opponent into his backpack. You can then press to kick them over and over again, or press to kick them out. This move is considered a grab, and can thus override shields and knock Kirby out of his Stone.
The kick-out kills at 115%.
Up Special:
Flapflip	Banjo makes himself jump high by flailing his arms. Was a weaker jump than a Flapflip done by both together, and is significantly weaker than the Shock Spring.
Cannot kill.
Down Special:
Shack Pack	Banjo hides in his backpack for as long as you hold , which shrinks him and significantly decreases the knockback he takes from opposing hits, but makes him move slower, and he can't attack until he cancels. The pack can do about 1% to any opponent in his way during the move's startup/cooldown.
Cannot kill.
Final Smash:
Snooze Pack	Banjo sleeps in his backpack, bringing himself all the way back down to 0%. He is invincible while healing himself, but not during the move's startup or cooldown.
Cannot kill.
====Kazooie alone====
Move Name	Description
Neutral Special:
Eggs	Same as before.
Side Special:
Wing Whack/Glide	Kazooie spins up to half a Final Destination's length, doing moderate damage and knockback to anyone hit. If you are in the air and hold , Kazooie then does a Glide, which allows her to stay in the air for up to five seconds (or until you release to cancel the move), thus allowing her to make up for her relative fragility by allowing her to come back from farther depths.
Wing Whack kills at 155%.
Up Special:
Shock Spring	Same as before. However, since she's now by herself, Kazooie goes much higher, to the point where this move can go out of control, and Kazooie could inadvertently kill herself.
The Leg Spring was just a stronger Flapflip that didn't cause helplessness.
Still can't kill.
Down Special:
Rear Egg	Same as before.
Final Smash:
Beak Bomb	Weaker, doing only 10% a pop. However, the move goes faster and can hit up to 10 times.
Kills at 175%.
===Taunts===
*Up Taunt: Banjo stretches. If Kazooie is with him, she yawns. (Kazooie alone: Pecks the ground for worms.)
*Side Taunt: Banjo poses twice. If Kazooie is with him, she pops out of his backpack and faces the opposite way he's facing, with her wings spread wide. (Kazooie alone: She spins.)
*Down Taunt: Banjo does the "you got all ten Jiggies/opened a Note Door!" pose from Banjo-Kazooie. (Kazooie alone: Mumbo Jumbo and two Jinjos pop up from out of nowhere behind her.)
===Victory===
*Pose: Does the "you got a Jiggy!" pose from Banjo-Kazooie. (Kazooie alone: Flips a few times and Wing Whacks.)
*Theme: The "you got a Jiggy!" theme from Banjo-Kazooie.
*"No Contest"/Loss Theme: The death theme from Banjo-Kazooie and Tooie.
==Costumes==
*Default
*Pink Banjo, orange Kazooie
*Black Banjo, sky blue Kazooie
*Red Banjo, purple Kazooie
*White Banjo, black Kazooie
*Yellow Banjo, brown Kazooie
*Sky blue Banjo, pink Kazooie
*Green Banjo, purple Kazooie (possibly references the series' main villain, Gruntilda)