Matchup Summary (Win Condition and Game Plan)
This matchup is defined by whether Banjo & Kazooie can stop Squirtle’s run speed and low profiling before it slips under eggs and into close range. Squirtle has no projectile, but down tilt, dash attack, neutral air, forward air, and grab all let it snowball pressure fast, so a pure retreat game exposes Banjo’s weaker defense too easily.
Squirtle’s weakness is that it still has to win with short range and low single-hit power. When Banjo forces a jump or shield first with Egg Firing, Rear Egg, and back air, the reward is strong because one clean read can already push Squirtle’s light weight to the ledge or straight into kill range.
The frame table shows that jab 1-3, down tilt, dash attack, every smash attack, back air, down air, and side B are all punishable with Up Smash (9f), Grab (10f), OOS Uair (10f), and OOS Bair (11f). Forward tilt, up tilt, neutral air, forward air, and up air are much harder to hit on the spot, so mashing after every shield is a bad trade. It is steadier to cover the landing, drift, and run-through with eggs and anti-airs, then take the second touch.
Kills are more repeatable when Banjo stretches ledge time with eggs, assigns jump with back air, vertical landings with up smash, and reckless horizontal burst with Wonderwing. Wonderwing is a strong closer against a light character, but throwing feathers away early weakens both your reversals and your kill flow later.
Full Move Frame Quick Reference
| Opponent Move | Startup | On Shield | Banjo & Kazooie OOS Candidate Moves | Barely Missed Moves |
|---|---|---|---|---|
| Jab 1 | 2 | -11 |
|
|
| Jab 2 | 4 | -17 |
|
|
| Jab 3 | 5 | -21 |
| |
| Forward Tilt | 5 | -6 |
|
|
| Up Tilt | 5 | -8 |
|
|
| Down Tilt | 8 | -12 |
|
|
| Dash Attack | 8 | -16 |
|
|
| Forward Smash | 20 | -19 |
| |
| Up Smash | 19/21 | -35 |
| |
| Down Smash | 18 | -13 |
|
|
| Neutral Air | 4 | -4/-5 |
| |
| Forward Air | 5 | -3/-3 |
| |
| Back Air | 5… | -15 |
|
|
| Up Air | 5 | -3 |
| |
| Down Air | 6… | -14/-13 |
|
|
| Neutral B | 26 | — | ||
| Side B | 23 | -18 |
| |
| Up B | 9… | — | ||
| Down B | — | — | ||
| Grab | 6 | — | ||
| Dash Grab | 8 | — | ||
| Pivot Grab | 9 | — |
Win Condition Checklist
- Do not send Egg Firing and Rear Egg at the same height every time. Mix in walk-forward space taking and back air so Squirtle’s dash-in and crouch movement keep running into different checks.
- After blocking jab 1-3, down tilt, dash attack, any smash attack, back air, down air, or side B, punish with Up Smash (9f), Grab (10f), OOS Uair (10f), or OOS Bair (11f) to cut off close-range pressure.
- Do not force an immediate answer after forward tilt, up tilt, neutral air, forward air, or up air. Layer eggs and anti-airs onto the landing, pullback, and run-through route instead.
- Once you get a hit, do not give center back for free. Push Squirtle to ledge with back air and forward movement, then split jump, normal getup, and shield between back air, grab, and Wonderwing.
- At kill percent, do not lean only on repeated raw forward smashes. Prioritize ledge flow, up smash, back air, and a saved Wonderwing to cash out Squirtle’s light weight first.
Actions to Avoid
- Retreating only behind eggs, getting low-profiled under them, and letting Squirtle start close-range pressure with down tilt, dash attack, or grab.
- Blocking jab, down tilt, dash attack, back air, down air, or side B but still giving Squirtle the turn back instead of taking the punish.
- Swinging immediately after every blocked neutral air, forward air, or up air, whiffing in place, and getting clipped by the landing mix.
- Spending Wonderwing feathers carelessly in the early game and losing one of Banjo’s cleanest reversal and kill tools once Squirtle reaches kill percent.