Banjo & Kazooie vs Dark Pit

Dark Pit Matchup (Banjo & Kazooie)

Banjo & Kazooie vs Dark Pit

Banjo & Kazooie beat Dark Pit by using eggs to force movement first, then shifting body position and cashing out at ledge with stronger single-hit finishers.

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Matchup Summary (Win Condition and Game Plan)

Banjo & Kazooie should use eggs to shift Dark Pit’s angle first, then move their own body position so Dark Pit cannot recycle the same air approach on reaction.
Dark Pit’s Jab, tilts, Dash Attack, smash attacks, Neutral B, and Side B are punishable on shield by Up Smash (9f), Grab (10f), OOS Uair (10f), and OOS Bair (11f), so grounded pressure can be answered cleanly.
The danger is playing the matchup as pure projectile camping, because Dark Pit’s air mobility and strong recovery will eventually reclaim space if Banjo never repositions, and Wonderwing becomes much worse if it is shown too early.
The stable win condition is to force Dark Pit into ledge more often than center-stage drift resets and convert there with Bair, Dair, or Up Smash.

Full Move Frame Quick Reference

Opponent MoveStartupOn ShieldBanjo & Kazooie OOS Candidate MovesBarely Missed Moves
Jab 14-18
  • Up Smash (9f)
  • Grab (10f)
  • OOS Uair (10f)
  • OOS Bair (11f)
  • OOS Nair (13f)
  • Up B (15f)
  • OOS Dair (18f)
  • OOS Fair (18f)
Jab 25-21
  • Up Smash (9f)
  • Grab (10f)
  • OOS Uair (10f)
  • OOS Bair (11f)
  • OOS Nair (13f)
  • Up B (15f)
  • OOS Dair (18f)
  • OOS Fair (18f)
Jab 33-23
  • Up Smash (9f)
  • Grab (10f)
  • OOS Uair (10f)
  • OOS Bair (11f)
  • OOS Nair (13f)
  • Up B (15f)
  • OOS Dair (18f)
  • OOS Fair (18f)
Rapid Jab6/8/10…
Rapid Jab Finisher4-40
  • Up Smash (9f)
  • Grab (10f)
  • OOS Uair (10f)
  • OOS Bair (11f)
  • OOS Nair (13f)
  • Up B (15f)
  • OOS Dair (18f)
  • OOS Fair (18f)
Forward Tilt10-22/-19
  • Up Smash (9f)
  • Grab (10f)
  • OOS Uair (10f)
  • OOS Bair (11f)
  • OOS Nair (13f)
  • Up B (15f)
  • OOS Dair (18f)
  • OOS Fair (18f)
Up Tilt6/15-23/-13
  • Up Smash (9f)
  • Grab (10f)
  • OOS Uair (10f)
  • OOS Bair (11f)
  • OOS Nair (13f)
  • Up B (+2)
Down Tilt6-13
  • Up Smash (9f)
  • Grab (10f)
  • OOS Uair (10f)
  • OOS Bair (11f)
  • OOS Nair (13f)
  • Up B (+2)
Dash Attack7-17
  • Up Smash (9f)
  • Grab (10f)
  • OOS Uair (10f)
  • OOS Bair (11f)
  • OOS Nair (13f)
  • Up B (15f)
  • OOS Dair (+1)
  • OOS Fair (+1)
Forward Smash10/21-26
  • Up Smash (9f)
  • Grab (10f)
  • OOS Uair (10f)
  • OOS Bair (11f)
  • OOS Nair (13f)
  • Up B (15f)
  • OOS Dair (18f)
  • OOS Fair (18f)
Up Smash6/7/10/18-27
  • Up Smash (9f)
  • Grab (10f)
  • OOS Uair (10f)
  • OOS Bair (11f)
  • OOS Nair (13f)
  • Up B (15f)
  • OOS Dair (18f)
  • OOS Fair (18f)
Down Smash5/18-27/-28/-14/-15
  • Up Smash (9f)
  • Grab (10f)
  • OOS Uair (10f)
  • OOS Bair (11f)
  • OOS Nair (13f)
  • Up B (+1)
Neutral Air4/7/10/13/16/19/22/25-12/-11
  • Up Smash (9f)
  • Grab (10f)
  • OOS Uair (10f)
  • OOS Bair (11f)
  • OOS Nair (+2)
Forward Air11/14/18-10/-9
  • Up Smash (9f)
  • Grab (+1)
  • OOS Uair (+1)
  • OOS Bair (+2)
Back Air10-4/-3
  • None
Up Air10/13/16/19/22-12/-11
  • Up Smash (9f)
  • Grab (10f)
  • OOS Uair (10f)
  • OOS Bair (11f)
  • OOS Nair (+2)
Down Air10-8
  • None
  • Up Smash (+1)
  • Grab (+2)
  • OOS Uair (+2)
  • OOS Bair (+3)
Neutral B16—76-21 to -15
  • Up Smash (9f)
  • Grab (10f)
  • OOS Uair (10f)
  • OOS Bair (11f)
  • OOS Nair (13f)
  • Up B (15f)
  • OOS Dair (+3)
  • OOS Fair (+3)
Side B (1)18-36
  • Up Smash (9f)
  • Grab (10f)
  • OOS Uair (10f)
  • OOS Bair (11f)
  • OOS Nair (13f)
  • Up B (15f)
  • OOS Dair (18f)
  • OOS Fair (18f)
Side B (2)21-40
  • Up Smash (9f)
  • Grab (10f)
  • OOS Uair (10f)
  • OOS Bair (11f)
  • OOS Nair (13f)
  • Up B (15f)
  • OOS Dair (18f)
  • OOS Fair (18f)
Up B
Down B7 (Start of Reflect)
Grab6
Dash Grab9
Pivot Grab10

Win Condition Checklist

  • Banjo & Kazooie should not stand still after firing eggs; shift forward or back so Dark Pit has to guess at the next air approach route.
  • After blocking Dark Pit’s Jab, tilts, Dash Attack, smash attacks, Neutral B, or Side B, answer with Up Smash (9f), Grab (10f), OOS Uair (10f), or OOS Bair (11f).
  • Wonderwing should be managed as a stock-closing or emergency route tool, not spent carelessly in neutral.
  • Once Dark Pit is offstage, Banjo & Kazooie should prefer compact ledge coverage with eggs and Bair over deep chase patterns that give up stage control.

Actions to Avoid

  • Camping only with eggs until Dark Pit freely reclaims the air lane anyway.
  • Blocking the grounded burst options and still refusing the punish window.
  • Spending Wonderwing loosely in mid-range and losing the most threatening closer.
  • Chasing too deep against Dark Pit’s strong recovery and turning the next scramble into Banjo’s problem instead.

Reference Links

Related Pages