Matchup Summary (Win Condition and Game Plan)
Yoshi can keep shifting his position with top-tier air drift, nair, bair, uair, Egg Throw, and armored double jump, so Banjo & Kazooie get overwhelmed if the game becomes static egg placement from one spot and late shield reactions after Yoshi already gets over the wall.
The matchup gets better once Banjo forces Yoshi to overcommit on the ground or land in narrower places. Jab 1, jab 2, forward tilt, up tilt, down tilt, dash attack, every smash attack, down air, side B, up B, and down B are all punishable with up smash (9f), grab (10f), OOS uair (10f), or OOS bair (11f), so the deeper entries should always cost Yoshi something.
By contrast, nair, fair, bair, and uair are mostly safe, and double-jump armor makes single hard anti-air calls much less reliable. Instead of insisting on the spot punish, Banjo should keep the body half a step behind the projectile line and use Egg Firing, Grenade Egg, bair, and up smash to cover the landing and the push toward ledge after Yoshi commits.
Kills are more repeatable through egg traps at ledge, bair, up smash, and well-managed Wonderwing than through center-stage scrambles. Yoshi stays durable while the double jump is still available, but once that jump is spent, Egg Throw’s rise is limited and the recovery route becomes much easier to choke from onstage.
Full Move Frame Quick Reference
| Opponent Move | Startup | On Shield | Banjo & Kazooie OOS Candidate Moves | Barely Missed Moves |
|---|---|---|---|---|
| Jab 1 | 3 | -10 |
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| Jab 2 | 3 | -11 |
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| Forward Tilt | 5 | -16 |
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| Up Tilt | 8 | -16 |
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| Down Tilt | 8 | -9/-9/-10 |
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| Dash Attack | 10 | -19 |
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| Forward Smash | 14 | -27 |
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| Up Smash | 11 | -24 |
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| Down Smash | 7/22 | -33/-18 |
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| Neutral Air | 3 | -3/-4/-4 |
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| Forward Air | 16 | -6/-7 |
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| Back Air | 11/14/18 | -9/-8 |
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| Up Air | 5 | -3 |
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| Down Air | 16/18/20/22/24/26/28/30/32/34/36/38/41 | -14 |
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| Neutral B | 19 | — | ||
| Side B | 32 | -29 to -27 |
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| Up B | 16 | -30 |
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| Down B | 7/27, 19 | -32, -32 |
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| Grab | 14 | — | ||
| Dash Grab | 16 | — | ||
| Pivot Grab | 17 | — |
Win Condition Checklist
- Do not keep placing Egg Firing and Grenade Egg from the same spot. Shift your own position as well so Yoshi has to keep changing jump height and landing routes.
- After blocking jab 1, jab 2, forward tilt, up tilt, down tilt, dash attack, every smash attack, down air, side B, up B, or down B, punish immediately with up smash (9f), grab (10f), OOS uair (10f), or OOS bair (11f) so the deep grounded entries never stay free.
- After blocking nair, fair, bair, or uair, do not mash in place. Reset the spacing first, then cover the next landing, the drift after Egg Throw, or the move toward the ledge.
- At kill percent, play around egg traps at ledge, bair, up smash, and Wonderwing, and force Yoshi to spend the double jump before sealing the low recovery from onstage.
Actions to Avoid
- Repeating Egg Firing and Grenade Egg from the same place until Yoshi memorizes the jump-over height and the landing trap location.
- Throwing out grab or up smash after every blocked nair or bair and getting punished by pullback aerials or double-jump armor.
- Overforcing a single anti-air swing and letting Yoshi’s route change or Egg Throw bait the whiff into a landing trap against you.
- Chasing too far offstage into fair or down air reversals when the recovery could have been narrowed from ledge.