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 Move | Startup | On Shield | Banjo & Kazooie OOS Candidate Moves | Barely Missed Moves |
|---|---|---|---|---|
| Jab 1 | 4 | -18 |
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| Jab 2 | 5 | -21 |
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| Jab 3 | 3 | -23 |
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| Rapid Jab | 6/8/10… | — | ||
| Rapid Jab Finisher | 4 | -40 |
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| Forward Tilt | 10 | -22/-19 |
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| Up Tilt | 6/15 | -23/-13 |
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| Down Tilt | 6 | -13 |
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| Dash Attack | 7 | -17 |
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| Forward Smash | 10/21 | -26 |
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| Up Smash | 6/7/10/18 | -27 |
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| Down Smash | 5/18 | -27/-28/-14/-15 |
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| Neutral Air | 4/7/10/13/16/19/22/25 | -12/-11 |
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| Forward Air | 11/14/18 | -10/-9 |
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| Back Air | 10 | -4/-3 |
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| Up Air | 10/13/16/19/22 | -12/-11 |
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| Down Air | 10 | -8 |
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| Neutral B | 16—76 | -21 to -15 |
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| Side B (1) | 18 | -36 |
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| Side B (2) | 21 | -40 |
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| Up B | — | — | ||
| Down B | 7 (Start of Reflect) | — | ||
| Grab | 6 | — | ||
| Dash Grab | 9 | — | ||
| Pivot Grab | 10 | — |
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.