Just leaving that there, to establish the context of this post: I would be
happy to see this, not I
ever expect it. With that reiterated, here's my thoughts on how Banjo
could work in Smash Bros., if I could make it so.
Banjo-Kazooie, from Banjo-Kazooie, (c) 1998, owned by Rare (and by extension Microsoft). Series icon, naturally, would be a Jiggy. This moveset is based on the idea of Banjo and Kazooie explicitly working together - the Banjo-Tooie separation thing is not part of this moveset, though I do take a few things from Tooie. I'd have taken from Grunty's Revenge, but there's not much to take from that game. I'd have taken from Nuts & Bolts, but that means willfully remembering Nuts & Bolts exists
and I should very much like to not. I ended up giving Banjo and Kazooie an equal amount of moves, as well as 3 team moves where both are involved in the attack, so it actually feels like a partnership instead of Kazooie being Banjo's weapon or only being there for the idles or whatever would have turned out (and anyone who's ever played a BK game knows that would have been "Banjo is just there so Kazooie can fight.") Moves will be highlighted as
Bold'n'Blue for Banjo, Under-Red for Kazooie, Under-Bold Magenta for Team.Oh, as a side note - I'm running this based on the format I use for character pages for SBL, though I will provide more detail below each group of moves (Specials, Standards, Smashes, Aerials, Grappling) regarding move origins, general notes, and so forth. The one exception is that I will not be using alternate specials like at SBL, because something tells me that's a thing of the past (exceptions are for the Up-B, for reasons I'll explain later, and the taunts, because I never did update SBL to have three taunts. I need to fix that at some point.)
Some alternate outfits could be white-furred with red pack and red-and-yellow checked shorts (Boggy) with blue Kazooie (Blue Jinjo), pink pack and purple shorts (Tooty) with pink Kazooie (Magenta Jinjo), gold-furred with pink pack and brown shorts (Mumbo Jumbo) with red-on-gold Kazooie (Humba Wumba), or dark green-furred with black shorts and purple pack (Gruntilda) with Dragon Kazooie (...Dragon Kazooie). I could keep going, but I'd rather not.
Name :: Banjo-Kazooie
Game ::
Diddy Kong Racing,
Banjo-KazooieYear ::
1997,
1998Speed :: 4 / 10
Power :: 7 / 10
Jump :: 6 / 10
Fall :: 5 / 10
Height :: 9 / 10
Weight :: 8 / 10
Stop :: 3 / 10
Lift :: 8 / 10
Banjo's Flap Jump reduces falling speed when held.
I'm not really keen on that description of the Flap Jump, but the idea is akin to a less beneficial version of Peach's hovering - it only works for the mid-air jump, and you're still descending, just...y'know, slower. Now, regarding those stat numbers: That's kinda just how I do things at my site, and obviously don't mean as much without context, so that context is: Banjo's as tall as Donkey Kong (because I wanted him to be able to look DK in the eye,) and he's about as heavy as Samus (the Weight number is a reference to the max number of honeycombs you could have in Banjo-Kazooie, not counting the red honeycombs). Jump and Fall mean he jumps about as well as Mario, Speed means dashes slightly faster than Link, and Power means their attacks generally do above-average damage. Stop means that Banjo turns and stops a bit slippy, but he's definitely no Luigi. And Lift means that Banjo loses only a little bit of speed when carrying heavy objects - on par with Samus.
Oh, and though I would presume the game the trophy would list as their first would be Banjo-Kazooie (because that's kinda how Smash does things, let's be real,) I mention Diddy Kong Racing because...yeah. Sorta like how Roy's first game was Super Smash Bros. Melee, and
not Fire Emblem: Binding Blade.
Up-B
Flight :: Kazooie begins to fly, temporarily allowing free reign over the air.
Beak Bomb :: Kazooie bolts upwards in a flying peck attack to the sky.
B
Talon Torpedo :: Kazooie darts out of Banjo's backpack in a controllable flying peck.
Side-B
Blue Egg :: Kazooie spits an egg out of her mouth, or bounces one from behind.
Down-B
Wonder Wing :: Kazooie shields Banjo with her wings, repelling incoming attacks and enemies.
Final Smash
Jinjonator :: Banjo-Kazooie summon a giant blue Jinjo to rush enemies.
Alright, let's unpack a bit. So first off, let's talk Flight and Beak Bomb. I would consider Flight the ideal move here, and it'd operate like Pit's Up-B in Brawl, letting Banjo-Kazooie fly around the stage for a few seconds. That said, that move was cut and I don't see moves like it coming back even though they're pretty cool moves, so the alternative is the Star Fox-like Beak Bomb. Either way, Flight and Beak Bomb are straight lifts from the original game, learned in Treasure Trove Cove and Freezeezy Peak, respectively.
Talon Torpedo is based on the underwater attack from Banjo-Tooie, which you learn in Jolly Roger's Lagoon. There's not too much to this move except it'd function identically to Snake's Nikita Missile (except, y'know, the exploding thing) and Kirby's would use a Jinjo because let's be real?
Adorable.Blue Egg would basically have two ways to control it, depending on which direction you tap the control stick. Forward means Kazooie spits it, backward means Kazooie...lays it. (You didn't think I'd say "shits it," did you? =P) The whole multi-directional thing is why I assigned this to Side-B instead of Neutral. Again, lifted straight from the original, learned in Mumbo's Mountain.
Down-B is the Wonder Wing. I kinda ripped off my description from the one I use for Fox's Reflector, but you'd have Hammer controls while holding B - off-ground jumps and moving only. Lifted straight from the move you learn in Clanker's Cavern.
And last off is the Jinjonator. Which isn't really a
move so much as a thing that...happens...in the Grunty fight in the original game - the big blue Jinjo that knocks Grunty off her tower at the end of the fight. And don't whine about spoilers, the game is 20 years old this year.
Up Taunt :: Banjo waves a Jiggy, which Kazooie eats.
Side Taunt :: Banjo and Kazooie play their namesake instruments.
Down Taunt :: Banjo bows to the camera twice.
Entrance :: Banjo-Kazooie teleport in on an Exit Pad.
For the up taunt - yeah, that's pretty self-explanatory. It's the Jiggy Get animation from BK1. Down taunt is from the Open Note Door animation (incidentally, also the "Got 10 Jiggies in a World" animation). Side Taunt is based on the intro animation - presumably it'd be like a note or two. And the Entrance is...well, how Banjo enters a level.
A Combo ::
Claw SwipeBanjo scratches with his claws three times.
Up-A ::
Upper PeckKazooie pecks straight upward.
Side-A ::
Pack WhackBanjo swings his backpack in front of him.
Down-A ::
Low KickBanjo kicks out from a crouch.
Dash-A ::
Forward RollBanjo comes to a halt with a quick somersault.
Okay, let's try and bring this down to a paragraph or two - Specials needed more since I thought basically every move needed more background. So: Claw Swipe is the still attack from Banjo-Kazooie, while Upper Peck is the still attack from Banjo-Tooie. Pack Whack is based on Banjo's solo attack from Banjo-Tooie (I can't imagine Kazooie's happy to know Banjo forgot she's in there, but it could - and in fact will - be worse), though this is intended to be a horizontal swing because...reasons. Low Kick is an original move, and Forward Roll is specifically the roll from Banjo-Kazooie. Why so specific? You'll see later.
Up Smash ::
Flap Flip KickBanjo kicks upward in a Kazooie-powered flip.
Side Smash ::
Breegull BashBanjo swings Kazooie downward hard.
Down Smash ::
Beak BargeKazooie drags Banjo forward in a lunging peck.
Up Smash, of course, is the Flap Flip Jump, but used offensively. Technically a team move in that Kazooie's involved, but Banjo is the one actually attacking - not really relevant unless you're keeping score. Side Smash is the Breegull Bash from Banjo-Tooie, which you get by bringing the Pink
Stop n Swop[/i] Mystery Egg to Heggy, proving to Kazooie that yes, it can get worse than the Pack Whack - Banjo could
remember she's in there.
Up Air ::
Bear ClawBanjo swipes his claw up above him.
Neutral Air ::
Wing RollBanjo-Kazooie roll mid-air.
Forward Air ::
Rat-a-tat RapKazooie pecks forward three times.
Back Air ::
Bear KickBanjo stretches out and kicks twice behind him.
Down Air ::
Beak BusterKazooie slams down, beak first.
Bear Claw is an original move. Wing Roll is specifically the Forward Roll from Banjo-Tooie, the difference being that Kazooie's wings are involved so it can constitute a team move (no seriously, that's how it was in Tooie as well.) Rat-a-tat Rap is the aerial attack from the original, and Beak Buster is another move you learn on Mumbo's Mountain. Lastly, the Bair kick, Bear Kick (I could write for Rare with jokes like that), is based on the slow underwater swim animation.
Pummel ::
PeckKazooie pecks the target.
Up Throw ::
Hill FlipBanjo does a backflip, kicking the target upward.
Front Throw ::
Bear LobBanjo throws the target in an over-head lob.
Back Throw ::
Talon KickKazooie kicks the target back away.
Down Throw ::
Claw ThrashBanjo slams the target down, then claws them.
Peck is - again - based on the Still attack from Banjo-Tooie. Hill Flip is based on the animation when you activate a molehill you're standing on. Bear Lob is the animation for throwing items. Talon Kick is based on the third move from Mumbo's Mountain, the Talon Trot, though obviously is not the same thing. And Claw Thrash, though a subtle reminder that Banjo is a freaking
bear, is again an original move.
I could also work out a stage (and even pick out some music!), an Assist Trophy, and maybe even an item or two for the Banjo-Kazooie franchise if anyone's interested, but they'd obviously go to their respective threads.
What's that Manspeed? You wanted full movesets? =P
I meant to use another picture as a joke but after editing the picture I realized that alt text doesn't actually work on ProBoards, which ruined the joke. So
here's the picture I meant to use anyways, apropos of nothing. Credit to Cryptid Creations.