Young Link vs Banjo & Kazooie

Banjo & Kazooie Matchup (Young Link)

Young Link vs Banjo & Kazooie

Young Link vs Banjo & Kazooie is about not meeting eggs and Wonderwing head-on, then cashing out on shield punishes and landing traps to turn Banjo's sluggish air drift into ledge pressure.

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Matchup Summary (Win Condition and Game Plan)

Banjo & Kazooie can make neutral awkward with Egg Firing, Grenade Egg, and Wonderwing while threatening hard reversals with Back Air and Down Air, so this matchup gets worse for Young Link whenever he keeps trying to force a direct jump-in from the front. Wonderwing is limited, but if you challenge it early with a preemptive button, you can lose stage or a stock immediately.
Even so, Banjo’s close-range defense and horizontal air drift are not that strong, and the table shows that after Young Link blocks Jab 1, Jab 2, Jab 3, Forward Tilt, Up Tilt, Down Tilt, Dash Attack, Neutral Air, Back Air, Up Air, Neutral B, Side B, Up B, or Down B, he can reliably answer with OOS Nair (7f), OOS Uair (8f), Up B (8f), OOS Bair (9f), Grab (10f), and Up Smash (10f). Forward Air is the exception because it is only -6, so forcing that punish every time usually just feeds Banjo’s drift-back bait.
That makes the stable plan to walk, empty-hop low, and vary arrow and boomerang heights so Banjo must commit to eggs or Wonderwing first, then turn the blocked option into a punish or landing trap. Advancing while holding bomb and covering the landing with Nair, Up Tilt, or Dash Attack is especially valuable because Banjo’s lateral movement after the double jump is easier to pin near the ledge.
For kills, it is more reliable to keep stacking bomb ledgetraps, returning boomerang paths, and jump-callout Fair or Bair than to brawl for a raw opening in center. If Young Link dives too deep offstage, Banjo can still use the Shock Spring Pad plus the double jump to slip past and reset the whole exchange.

Full Move Frame Quick Reference

Opponent MoveStartupOn ShieldYoung Link OOS Candidate MovesBarely Missed Moves
Jab 14-20
  • OOS Nair (7f)
  • OOS Uair (8f)
  • Up B (8f)
  • OOS Bair (9f)
  • Grab (10f)
  • Up Smash (10f)
  • OOS Dair (16f)
  • OOS Fair (17f)
Jab 24-17
  • OOS Nair (7f)
  • OOS Uair (8f)
  • Up B (8f)
  • OOS Bair (9f)
  • Grab (10f)
  • Up Smash (10f)
  • OOS Dair (16f)
  • OOS Fair (17f)
Jab 35-21
  • OOS Nair (7f)
  • OOS Uair (8f)
  • Up B (8f)
  • OOS Bair (9f)
  • Grab (10f)
  • Up Smash (10f)
  • OOS Dair (16f)
  • OOS Fair (17f)
Rapid Jab5/7/9…
Rapid Jab Finisher7-31
  • OOS Nair (7f)
  • OOS Uair (8f)
  • Up B (8f)
  • OOS Bair (9f)
  • Grab (10f)
  • Up Smash (10f)
  • OOS Dair (16f)
  • OOS Fair (17f)
Forward Tilt7-12/-14
  • OOS Nair (7f)
  • OOS Uair (8f)
  • Up B (8f)
  • OOS Bair (9f)
  • Grab (10f)
  • Up Smash (10f)
Up Tilt11-10
  • OOS Nair (7f)
  • OOS Uair (8f)
  • Up B (8f)
  • OOS Bair (9f)
  • Grab (10f)
  • Up Smash (10f)
Down Tilt12-19/-19
  • OOS Nair (7f)
  • OOS Uair (8f)
  • Up B (8f)
  • OOS Bair (9f)
  • Grab (10f)
  • Up Smash (10f)
  • OOS Dair (16f)
  • OOS Fair (17f)
Dash Attack9-16
  • OOS Nair (7f)
  • OOS Uair (8f)
  • Up B (8f)
  • OOS Bair (9f)
  • Grab (10f)
  • Up Smash (10f)
  • OOS Dair (16f)
  • OOS Fair (+1)
Forward Smash19-22
  • OOS Nair (7f)
  • OOS Uair (8f)
  • Up B (8f)
  • OOS Bair (9f)
  • Grab (10f)
  • Up Smash (10f)
  • OOS Dair (16f)
  • OOS Fair (17f)
Up Smash9…-35
  • OOS Nair (7f)
  • OOS Uair (8f)
  • Up B (8f)
  • OOS Bair (9f)
  • Grab (10f)
  • Up Smash (10f)
  • OOS Dair (16f)
  • OOS Fair (17f)
Down Smash13-23
  • OOS Nair (7f)
  • OOS Uair (8f)
  • Up B (8f)
  • OOS Bair (9f)
  • Grab (10f)
  • Up Smash (10f)
  • OOS Dair (16f)
  • OOS Fair (17f)
Neutral Air10/13/16/19/22/25/28/31-14/-13
  • OOS Nair (7f)
  • OOS Uair (8f)
  • Up B (8f)
  • OOS Bair (9f)
  • Grab (10f)
  • Up Smash (10f)
  • OOS Dair (+3)
Forward Air15-6/-6
  • None
  • OOS Nair (+1)
  • OOS Uair (+2)
  • Up B (+2)
  • OOS Bair (+3)
Back Air8/12/16-16/-15
  • OOS Nair (7f)
  • OOS Uair (8f)
  • Up B (8f)
  • OOS Bair (9f)
  • Grab (10f)
  • Up Smash (10f)
  • OOS Dair (+1)
  • OOS Fair (+2)
Up Air7/9-10/-9
  • OOS Nair (7f)
  • OOS Uair (8f)
  • Up B (8f)
  • OOS Bair (9f)
  • Grab (+1)
  • Up Smash (+1)
Down Air15-23
  • OOS Nair (7f)
  • OOS Uair (8f)
  • Up B (8f)
  • OOS Bair (9f)
  • Grab (10f)
  • Up Smash (10f)
  • OOS Dair (16f)
  • OOS Fair (17f)
Neutral B13-27
  • OOS Nair (7f)
  • OOS Uair (8f)
  • Up B (8f)
  • OOS Bair (9f)
  • Grab (10f)
  • Up Smash (10f)
  • OOS Dair (16f)
  • OOS Fair (17f)
Side B18-54
  • OOS Nair (7f)
  • OOS Uair (8f)
  • Up B (8f)
  • OOS Bair (9f)
  • Grab (10f)
  • Up Smash (10f)
  • OOS Dair (16f)
  • OOS Fair (17f)
Up B15-20
  • OOS Nair (7f)
  • OOS Uair (8f)
  • Up B (8f)
  • OOS Bair (9f)
  • Grab (10f)
  • Up Smash (10f)
  • OOS Dair (16f)
  • OOS Fair (17f)
Down B10-23
  • OOS Nair (7f)
  • OOS Uair (8f)
  • Up B (8f)
  • OOS Bair (9f)
  • Grab (10f)
  • Up Smash (10f)
  • OOS Dair (16f)
  • OOS Fair (17f)
Grab7
Dash Grab10
Pivot Grab11

Win Condition Checklist

  • Mix walking, low empty hops, and bomb in hand so Banjo has to show Egg Firing, Grenade Egg, or Wonderwing before he knows which space you will actually occupy.
  • After blocking Jab 1, Jab 2, Jab 3, Forward Tilt, Up Tilt, Down Tilt, Dash Attack, Neutral Air, Back Air, Up Air, Neutral B, Side B, Up B, or Down B, punish immediately with OOS Nair (7f), OOS Uair (8f), Up B (8f), OOS Bair (9f), Grab (10f), or Up Smash (10f).
  • Do not force the instant punish on Forward Air. Track the landing drift or double jump instead and catch the second beat with returning boomerang, Up Tilt, or Uair.
  • At the ledge, use returning boomerang and bomb to pin regular getup and jump, then swing at the post-Wonderwing landing or the route Banjo takes after Up B with Fair, Bair, or Up Smash.

Actions to Avoid

  • Trying to clear every egg with a high jump and drifting straight into Banjo’s Back Air or Down Air anti-air timing.
  • Throwing out preemptive hitboxes while Wonderwing charges are still available and getting blown through into kill percent.
  • Treating blocked Forward Air like a guaranteed punish every time and losing stage to Banjo’s retreat or jump away.
  • Chasing too deep under the ledge and letting Shock Spring Pad plus the double jump flip the position instead of holding ledge control.

Reference Links

Related Pages