Matchup Summary (Win Condition and Game Plan)
Banjo & Kazooie are annoying if Pit keeps accepting eggs and raw Wonderwing checks, but Pit has the tools to interrupt that pace with arrows, Orbitars, and clean aerial movement. Jab, Forward Tilt, Down Tilt, Dash Attack, Neutral B, Side B, Up B, and Down B all give Pit real shield punish windows, so the matchup rewards solid confirms and continued landing pressure more than big hard reads. Banjo’s Bair, Dair, and smash attacks still swing stocks quickly, so Pit should avoid forcing premature kill attempts and instead keep entering from inside with Fair and Nair after stopping projectile sequences. Edgeguarding is usually strongest from ledge hold rather than deep chases; cover the post-Up B rise and lateral drift with Uair, Up Smash, and controlled aerials instead of overextending.
Full Move Frame Quick Reference
| Opponent Move | Startup | On Shield | Pit OOS Candidate Moves | Barely Missed Moves |
|---|---|---|---|---|
| Jab 1 | 4 | -20 |
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| Jab 2 | 4 | -17 |
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| Jab 3 | 5 | -21 |
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| Rapid Jab | 5/7/9… | — | ||
| Rapid Jab Finisher | 7 | -31 |
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| Forward Tilt | 7 | -12/-14 |
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| Up Tilt | 11 | -10 |
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| Down Tilt | 12 | -19/-19 |
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| Dash Attack | 9 | -16 |
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| Forward Smash | 19 | -22 |
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| Up Smash | 9… | -35 |
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| Down Smash | 13 | -23 |
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| Neutral Air | 10/13/16/19/22/25/28/31 | -14/-13 |
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| Forward Air | 15 | -6/-6 |
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| Back Air | 8/12/16 | -16/-15 |
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| Up Air | 7/9 | -10/-9 |
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| Down Air | 15 | -23 |
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| Neutral B | 13 | -27 |
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| Side B | 18 | -54 |
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| Up B | 15 | -20 |
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| Down B | 10 | -23 |
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| Grab | 7 | — | ||
| Dash Grab | 10 | — | ||
| Pivot Grab | 11 | — |
Win Condition Checklist
- Use arrows and Orbitars often enough that eggs and raw Wonderwing cannot define neutral for free
- Punish Jab, Forward Tilt, Down Tilt, Dash Attack, Neutral B, Side B, Up B, and Down B on block whenever they are presented
- Once Fair or Nair gets inside, keep the turn through landing traps and ledge containment instead of rushing for the kill
- While Wonderwing charges remain, respect its burst range and prioritize baiting whiffs or blocked uses for heavy punishment
- Cover recovery from the ledge with Uair, Up Smash, and rising aerials rather than chasing too deep offstage
Actions to Avoid
- Full hopping in just to escape eggs and feeding Banjo’s Bair or Dair anti-air space
- Throwing out preemptive hitboxes into Wonderwing and losing stage control or a stock at high percent
- Chasing recovery too deep and letting double jump plus Up B reverse the position
- Forcing kill swings after one opening and giving Banjo easy comeback hits from smash attacks or Bair