Banjo & Kazooie vs Squirtle

Squirtle Matchup (Banjo & Kazooie)

Banjo & Kazooie vs Squirtle

Banjo & Kazooie vs Squirtle is about stopping Squirtle's low-profile burst before it gets in, then cashing out its light weight by punishing down tilt, dash attack, and back air cleanly.

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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 MoveStartupOn ShieldBanjo & Kazooie OOS Candidate MovesBarely Missed Moves
Jab 12-11
  • Up Smash (9f)
  • Grab (10f)
  • OOS Uair (10f)
  • OOS Bair (11f)
  • OOS Nair (+2)
Jab 24-17
  • Up Smash (9f)
  • Grab (10f)
  • OOS Uair (10f)
  • OOS Bair (11f)
  • OOS Nair (13f)
  • Up B (15f)
  • OOS Dair (+1)
  • OOS Fair (+1)
Jab 35-21
  • Up Smash (9f)
  • Grab (10f)
  • OOS Uair (10f)
  • OOS Bair (11f)
  • OOS Nair (13f)
  • Up B (15f)
  • OOS Dair (18f)
  • OOS Fair (18f)
Forward Tilt5-6
  • None
  • Up Smash (+3)
Up Tilt5-8
  • None
  • Up Smash (+1)
  • Grab (+2)
  • OOS Uair (+2)
  • OOS Bair (+3)
Down Tilt8-12
  • Up Smash (9f)
  • Grab (10f)
  • OOS Uair (10f)
  • OOS Bair (11f)
  • OOS Nair (+1)
  • Up B (+3)
Dash Attack8-16
  • Up Smash (9f)
  • Grab (10f)
  • OOS Uair (10f)
  • OOS Bair (11f)
  • OOS Nair (13f)
  • Up B (15f)
  • OOS Dair (+2)
  • OOS Fair (+2)
Forward Smash20-19
  • Up Smash (9f)
  • Grab (10f)
  • OOS Uair (10f)
  • OOS Bair (11f)
  • OOS Nair (13f)
  • Up B (15f)
  • OOS Dair (18f)
  • OOS Fair (18f)
Up Smash19/21-35
  • Up Smash (9f)
  • Grab (10f)
  • OOS Uair (10f)
  • OOS Bair (11f)
  • OOS Nair (13f)
  • Up B (15f)
  • OOS Dair (18f)
  • OOS Fair (18f)
Down Smash18-13
  • Up Smash (9f)
  • Grab (10f)
  • OOS Uair (10f)
  • OOS Bair (11f)
  • OOS Nair (13f)
  • Up B (+2)
Neutral Air4-4/-5
  • None
Forward Air5-3/-3
  • None
Back Air5…-15
  • Up Smash (9f)
  • Grab (10f)
  • OOS Uair (10f)
  • OOS Bair (11f)
  • OOS Nair (13f)
  • Up B (15f)
  • OOS Dair (+3)
  • OOS Fair (+3)
Up Air5-3
  • None
Down Air6…-14/-13
  • Up Smash (9f)
  • Grab (10f)
  • OOS Uair (10f)
  • OOS Bair (11f)
  • OOS Nair (13f)
  • Up B (+2)
Neutral B26
Side B23-18
  • Up Smash (9f)
  • Grab (10f)
  • OOS Uair (10f)
  • OOS Bair (11f)
  • OOS Nair (13f)
  • Up B (15f)
  • OOS Dair (18f)
  • OOS Fair (18f)
Up B9…
Down B
Grab6
Dash Grab8
Pivot Grab9

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.

Reference Links

Related Pages