Lucina vs Banjo & Kazooie

Banjo & Kazooie Matchup (Lucina)

Lucina vs Banjo & Kazooie

Lucina vs Banjo & Kazooie is most stable when Lucina does not overcommit into the egg projectile game, punishes Wonderwing and Down B cleanly, and converts those blocks into ledge pressure.

This page is not in your favorites.

Matchup Summary (Win Condition and Game Plan)

Lucina wants to answer Banjo & Kazooie’s Jab 1, Jab 2, Jab 3, Rapid Jab Finisher, Forward Tilt, Down B, and Side B with Up B (5f), OOS Uair (8f), OOS Nair (9f), and OOS Fair (9f) so the body follow-up after the egg zoning never goes unchecked.
In Lucina vs Banjo & Kazooie, the stable plan is not to stare only at Egg Firing and Rear Egg, but to walk at sword tip range and wait for Wonderwing, the landing, and the ledge route.
The table shows that Banjo & Kazooie’s Side B, Down B, Down Air, Dash Attack, and jab sequence all leave real punish windows, so every successful shield should become stage push and ledge pressure.
If Lucina chases the egg path too deeply, Back Air and Banjo’s recovery mix can reset the position, so edgeguards should stay ledge-focused while tracking jump getup and remaining Wonderwing uses together.

Full Move Frame Quick Reference

Opponent MoveStartupOn ShieldLucina OOS Candidate MovesBarely Missed Moves
Jab 14-20
  • Up B (5f)
  • OOS Uair (8f)
  • OOS Fair (9f)
  • OOS Nair (9f)
  • Grab (10f)
  • OOS Bair (10f)
  • OOS Dair (12f)
  • Up Smash (13f)
Jab 24-17
  • Up B (5f)
  • OOS Uair (8f)
  • OOS Fair (9f)
  • OOS Nair (9f)
  • Grab (10f)
  • OOS Bair (10f)
  • OOS Dair (12f)
  • Up Smash (13f)
Jab 35-21
  • Up B (5f)
  • OOS Uair (8f)
  • OOS Fair (9f)
  • OOS Nair (9f)
  • Grab (10f)
  • OOS Bair (10f)
  • OOS Dair (12f)
  • Up Smash (13f)
Rapid Jab5/7/9…
Rapid Jab Finisher7-31
  • Up B (5f)
  • OOS Uair (8f)
  • OOS Fair (9f)
  • OOS Nair (9f)
  • Grab (10f)
  • OOS Bair (10f)
  • OOS Dair (12f)
  • Up Smash (13f)
Forward Tilt7-12/-14
  • Up B (5f)
  • OOS Uair (8f)
  • OOS Fair (9f)
  • OOS Nair (9f)
  • Grab (10f)
  • OOS Bair (10f)
  • OOS Dair (12f)
  • Up Smash (+1)
Up Tilt11-10
  • Up B (5f)
  • OOS Uair (8f)
  • OOS Fair (9f)
  • OOS Nair (9f)
  • Grab (10f)
  • OOS Bair (10f)
  • OOS Dair (+2)
  • Up Smash (+3)
Down Tilt12-19/-19
  • Up B (5f)
  • OOS Uair (8f)
  • OOS Fair (9f)
  • OOS Nair (9f)
  • Grab (10f)
  • OOS Bair (10f)
  • OOS Dair (12f)
  • Up Smash (13f)
Dash Attack9-16
  • Up B (5f)
  • OOS Uair (8f)
  • OOS Fair (9f)
  • OOS Nair (9f)
  • Grab (10f)
  • OOS Bair (10f)
  • OOS Dair (12f)
  • Up Smash (13f)
Forward Smash19-22
  • Up B (5f)
  • OOS Uair (8f)
  • OOS Fair (9f)
  • OOS Nair (9f)
  • Grab (10f)
  • OOS Bair (10f)
  • OOS Dair (12f)
  • Up Smash (13f)
Up Smash9…-35
  • Up B (5f)
  • OOS Uair (8f)
  • OOS Fair (9f)
  • OOS Nair (9f)
  • Grab (10f)
  • OOS Bair (10f)
  • OOS Dair (12f)
  • Up Smash (13f)
Down Smash13-23
  • Up B (5f)
  • OOS Uair (8f)
  • OOS Fair (9f)
  • OOS Nair (9f)
  • Grab (10f)
  • OOS Bair (10f)
  • OOS Dair (12f)
  • Up Smash (13f)
Neutral Air10/13/16/19/22/25/28/31-14/-13
  • Up B (5f)
  • OOS Uair (8f)
  • OOS Fair (9f)
  • OOS Nair (9f)
  • Grab (10f)
  • OOS Bair (10f)
  • OOS Dair (12f)
  • Up Smash (13f)
Forward Air15-6/-6
  • Up B (5f)
  • OOS Uair (+2)
  • OOS Fair (+3)
  • OOS Nair (+3)
Back Air8/12/16-16/-15
  • Up B (5f)
  • OOS Uair (8f)
  • OOS Fair (9f)
  • OOS Nair (9f)
  • Grab (10f)
  • OOS Bair (10f)
  • OOS Dair (12f)
  • Up Smash (13f)
Up Air7/9-10/-9
  • Up B (5f)
  • OOS Uair (8f)
  • OOS Fair (9f)
  • OOS Nair (9f)
  • Grab (+1)
  • OOS Bair (+1)
  • OOS Dair (+3)
Down Air15-23
  • Up B (5f)
  • OOS Uair (8f)
  • OOS Fair (9f)
  • OOS Nair (9f)
  • Grab (10f)
  • OOS Bair (10f)
  • OOS Dair (12f)
  • Up Smash (13f)
Neutral B13-27
  • Up B (5f)
  • OOS Uair (8f)
  • OOS Fair (9f)
  • OOS Nair (9f)
  • Grab (10f)
  • OOS Bair (10f)
  • OOS Dair (12f)
  • Up Smash (13f)
Side B18-54
  • Up B (5f)
  • OOS Uair (8f)
  • OOS Fair (9f)
  • OOS Nair (9f)
  • Grab (10f)
  • OOS Bair (10f)
  • OOS Dair (12f)
  • Up Smash (13f)
Up B15-20
  • Up B (5f)
  • OOS Uair (8f)
  • OOS Fair (9f)
  • OOS Nair (9f)
  • Grab (10f)
  • OOS Bair (10f)
  • OOS Dair (12f)
  • Up Smash (13f)
Down B10-23
  • Up B (5f)
  • OOS Uair (8f)
  • OOS Fair (9f)
  • OOS Nair (9f)
  • Grab (10f)
  • OOS Bair (10f)
  • OOS Dair (12f)
  • Up Smash (13f)
Grab7
Dash Grab10
Pivot Grab11

Win Condition Checklist

  • Lucina should not chase the egg projectiles alone; keep sword tip space and make Banjo & Kazooie swing Side B, Down B, or the jab string into shield first.
  • After blocking Banjo & Kazooie’s Side B, Down B, Down Air, Dash Attack, Jab 1-3, or Rapid Jab Finisher, take the punish that reaches from Up B (5f), OOS Uair (8f), OOS Nair (9f), and OOS Fair (9f) immediately.
  • For kills, prefer ledge trapping with Fair, Uair, and Up B over deep edgeguard chases so jump getup and normal getup stay covered together.
  • Once Wonderwing uses are reduced, do not reset Banjo & Kazooie back to center; keep sealing the landing spot and ledge direction to extend advantage.

Actions to Avoid

  • Running forward just to clear eggs and getting clipped by Back Air or Wonderwing on the way in.
  • Blocking Side B or Down B and still giving Banjo & Kazooie enough time to restart the projectile cycle.
  • Chasing too far offstage into double jump and Up B drift and giving the position away.
  • Swinging early at midrange and letting Back Air or Down B force Lucina into kill percent.

Reference Links

Related Pages