Subject: Banjo-Kazooie (Banjo-Kazooie) Discussion Mon Nov 03, 2014 3:05 am
As a passionate Banjo-Kazooie fan, I would like to suggest Banjo and Kazooie as one character for Smash Bros Crusade. As you may already be in development for these characters, (as hinted by one of the items (the Beehive) is in the game) I would still like to present a very reliable move-set for these childhood memorable characters; (well, the obvious ones only, like the specials and whatnot....)
Standard Special: The Breegull Blast In the Banjo-Kazooie sequel, Banjo-Tooie, this is one of the secret moves he learns; by pressing the B button twice, he slams Kazooie on the ground; enough to knock anyone out in a single blow. But in Smash Bros, you press the special button once, and Banjo slams Kazooie onto the ground, severly hurting anyone that happens to be there.
Side Special: Egg Shot Kazooie could fire out one of the random 5 types of eggs that he gains access to in Banjo-Tooie, totally shot out of her mouth at random when fired, and each sustaining it's necessary damage accordingly. The interesting one would be the Clock-Work Kazooie Egg. My theory would be to this one that it works like Bowser Jr.'s Down Special in Smash Bros 3DS, releasing a Mecha Bowser toy and exploding after a short period of time. The Clock-Work Kazooie could do the same, after breaking out of the egg you can pick it up, chuck it around and would explode after a short period of time.
Down Special: The Bill Drill For this one he and Kazooie would do the normal ground pound on how you see in Banjo-Kazooie and Banjo-Tooie, except with this one, you can power up the normal ground pound into the bill drill; the move they learn in Glitter Gulch Mine near the entrance after waiting a few seconds of holding down the down special button combo, then they would release a powerful drill, with Kazooie's bill:) If you press the down special button combo straight away, they would do the normal ground pound like normal though.
Up Special: The Flap Flip The high jump they can do together if you press Z then A (Yes N64 controls, not Xbox as I don't know what they are) in the normal game, except you can now do this mid-air instead of just on the ground, like the original game as that'd be the most convenient time to do it, otherwise you're just dead meat....and Peking duck xD
Smash Side Attack (Holding attack to power up the move): Beak Bayonet Just Kazooie pecking like crazy when you use this. It originates as the replacement move of the normal B move from Banjo-Kazooie (Banjo waving dem hands xD) and appears as the normal B move from Banjo-Tooie; which a decent attack, perfect for Smash Bros.
Smash Up Attack: Pack Whack (debatable, I mean all of it's debatable, but this one especially as I didn't think this one through) Banjo swings his backpack, with Kazooie in it (for the extra weight and power) in the air, causing destruction to anyone in his path...
Smash Down Attack: Kazooie loads a bunch of Grenade eggs onto the ground, almost making like an explosive fart that doesn't stink (also, heavily debatable)
Just some random move ideas, for his Dash attack he could do his rolling attack, like in the original game. When grabbing, it'll be like Duck Hunt Duo where the dog grabs, and the bird attacks; same could apply for B&K (lol getting lazy).
Final Smash: Golden Feathers: B&K run around cloaked in gold feathers being invulnerable for a short period of time, attacking and whatnot.
Banjo could let off some scratches for standard attack, etc. That's all I have, and I just had to mention Banjo as a character. Ever since Rare was bought from Nintendo by Microsoft, they really didn't have an opportunity to showcase B&K in a Smash Bros game (which they were going to put him in Smash Bros 64, but didn't have the space to add him. They were also going to put Mewtwo and James Bond 007 into it too, but they couldn't) So this would make me play this fan made game for hours and hours non-stop, which I'm sure is what the developers wnat us to do; have fun. I won't ramble on anymore, because my fingers are tired, but any other suggestions please whack it in under here, alright CYA!!!
HypeConduit Level 6 CPU
873 XMister_RatburnX
Subject: Re: Banjo-Kazooie (Banjo-Kazooie) Discussion Mon Nov 03, 2014 3:38 am
So much support. Honestly, a really good candidate, and probably the best Rare has to offer for this game. The final Smash seems kind of lame, unfortunately. If I were to make it, and I know this sounds totally out there, Banjo would pull out a giant Ice Key and slash the opponents with it. After 10 hits, it shatters and has a huge AoE and knockback.
...Oh and I couldn't resist, but
coolguyMK7 Level 1 CPU
2
Subject: Re: Banjo-Kazooie (Banjo-Kazooie) Discussion Mon Nov 03, 2014 4:23 am
Forgot to put debatable for the Final Smash, but your one sounds like a great idea
Roy Level 7 CPU
1169 RoyMaster4
Subject: Re: Banjo-Kazooie (Banjo-Kazooie) Discussion Mon Nov 03, 2014 7:31 am
This moveset feels so uninspired... If I didn't know what Banjo was capable of, I would have written this off as a bad character choice. What can make Banjo unique? He's a duo played as a single character, so we should take advantage of that. Here would be my changes:
Breegull Blast > Forward Smash Beak Bayonet > Forward Tilt Bill Drill > Down Aerial (With the normal move if you don't hold down A) Flap Flip > Up Tilt
As for special moves:
Neutral Special: Egg Shoot Kazooie shoots a basic egg forward. You can tap B up to 3 times to shoot 3 eggs. If you press the opposite direction before firing, Kazooie will instead drop eggs behind her. We could include the randomness of different types of eggs, but I feel that would be too unreliable.
Side Special: Wonderwing Kazooie shields the duo with her golden wings while Banjo charges forth. They are vulnerable from the back, but otherwise invulnerable and dealing heavy damage to anyone who comes in contact.
Up Special: Flight The duo jump up high before going into a glide. If the attack button is pressed while gliding, they'll go into a dive bomb and charge forward with heavy knockback. This dive bomb can be angled slightly. If you miss, you're way off stage and will probably die... so use at your own risk.
Down Special: Split Up This is the unique part of the duo: The ability to split up and work individually. While split up, you control each one separately, pressing B to switch between the 2. They'll recombine upon coming into contact. Of course, being split up has its disadvantages: They each have a limited moveset (spriting would otherwise be an issue), consisting of only some A moves (any special is to switch). This creates a high risk-high reward sort of gameplay with this move: You can perform crazy combos accross the map by repeatedly switching, but if one dies while split they're gone until the next life. Kazooie is much faster and has a much better recovery, but Banjo is stronger and has more range with his backpack.
Final Smash: Jinjonator What else could this be, really? The ultimate attack that defeated Grunty in the first game.
If feel if the down special can't work, it should become an egg switch instead. As in, every time you use your down special, the egg in the neutral special changes. Normal eggs are unlimited, but every other egg has a limit.
Anyway here are eggs. Eggs-All around average. Fire Eggs-Fastest, but not the strongest. Grenade Eggs-Slowest, but EXPLODES. Ice Eggs-Slow, but freezes. Clockwork Eggs-When it hits anything(including the ground) it will hatch a small Clockwork Kazooie. It will wander around like a mechakoopa.
Mellon Level 5 CPU
344 mellon1111
Subject: Re: Banjo-Kazooie (Banjo-Kazooie) Discussion Wed May 13, 2015 10:53 am
Can't believe nobody brought this up yet.
You have my support. For his victory theme, I suggest either "World Door Open" or "Jiggy Fanfare". They could try to remix the two together in order to get the 6 second length while still keeping the "You did it!" tempo going.
I never played any games in the series (yeah shoot me) but I do believe this duo should be a playable character in Crusade.
@Roy: Pretty good ideas here. I do have some questions regarding the Neutral and Down specials, though. Do the dropped eggs become items that can be picked up or do they act as some kind of trap? In the Down special you mentioned that after splitting the duo you can switch between the two by pressing any special keys. You also mentioned that Kazooie has a better recovery in this state than Banjo. I take that Up B makes the selected character perform his/her recovery move instead of switching between the two, right?
I never said that moveset was perfect, I just wanted to bring it up if we need some inspiration. And I agree, those specials are extremely boring.
SP
3856 cellularSP
Subject: Re: Banjo-Kazooie (Banjo-Kazooie) Discussion Sat May 16, 2015 9:35 am
That standard special seems like it could be a smash attack instead.
Roy Level 7 CPU
1169 RoyMaster4
Subject: Re: Banjo-Kazooie (Banjo-Kazooie) Discussion Sat May 16, 2015 11:23 am
TaXMaN wrote:
@Roy: Pretty good ideas here. I do have some questions regarding the Neutral and Down specials, though. Do the dropped eggs become items that can be picked up or do they act as some kind of trap? In the Down special you mentioned that after splitting the duo you can switch between the two by pressing any special keys. You also mentioned that Kazooie has a better recovery in this state than Banjo. I take that Up B makes the selected character perform his/her recovery move instead of switching between the two, right?
The dropped eggs would just bounce for a bit. Think about the short-range gordo in Smash U, where it doesn't go very far forward. That's what the reverse eggs are, except not going as high.
I think I was just imagining Kazooie being able to glide, have a higher jump, and use attacks to stay airborne longer. I guess we could give them individual up specials, but that's more spriting that has to be done and we don't want either side of the split up to be stronger than the combination.
TaXMaN Level 6 CPU
689
Subject: Re: Banjo-Kazooie (Banjo-Kazooie) Discussion Sat May 16, 2015 11:48 am
Roy wrote:
The dropped eggs would just bounce for a bit. Think about the short-range gordo in Smash U, where it doesn't go very far forward. That's what the reverse eggs are, except not going as high.
I like it!
Roy wrote:
I think I was just imagining Kazooie being able to glide, have a higher jump, and use attacks to stay airborne longer. I guess we could give them individual up specials, but that's more spriting that has to be done and we don't want either side of the split up to be stronger than the combination.
Makes sense.
Lego Shaq
1379
Subject: Re: Banjo-Kazooie (Banjo-Kazooie) Discussion Sun May 24, 2015 8:43 am
If Banjo-Kazooie aren't playable in or before the final build, I will truly be shocked. I think the eggs should factor more in his moveset.
Shiruza Level 5 CPU
481
Subject: Re: Banjo-Kazooie (Banjo-Kazooie) Discussion Sun May 24, 2015 5:54 pm
Lego Shaq wrote:
If Banjo-Kazooie aren't playable in or before the final build, I will truly be shocked. I think the eggs should factor more in his moveset.
I mean they have a B-K item in the current build already...
SP
3856 cellularSP
Subject: Re: Banjo-Kazooie (Banjo-Kazooie) Discussion Sun May 24, 2015 8:15 pm
Shiruza wrote:
Lego Shaq wrote:
If Banjo-Kazooie aren't playable in or before the final build, I will truly be shocked. I think the eggs should factor more in his moveset.
I mean they have a B-K item in the current build already...
Lip's Stick is also an item in Smash Bros, therefore, Lip is playable. Oh, wait...
Just because something is in the game, doesn't mean something else is automatically confirmed.
Subject: Re: Banjo-Kazooie (Banjo-Kazooie) Discussion Thu Aug 20, 2015 10:51 am
Might as well do the whole moveset at this point:
Combo: Bear Swipe Banjo does a few swipes of his paws in front of him. Nothing special.
Forward Tilt: Beak Bayonet Banjo takes out Kazooie and stabs her forward. It has quite a bit of range for a tilt, with a good amount of base knockback.
Up Tilt: Flap Flip Banjo does a backflip while Kazooie wacks anyone in front and above them with her wings. It leaves the duo airborne afterwards.
Down Tilt: Peck Kazooie lets loose a series of 2 pecks in front of the duo. The first hit leads directly into the second, which has a fair bit of knockback.
Dash Attack: Forward Roll Banjo goes into a roll, knocking away any opponents. Like Crash's, it can be cancelled mid-roll with a jump.
Forward Smash: Beak Barge Kazooie leans out of the backpack and the duo charge forward. While this move has a lot of ending lag, it has a huge amount of knockback.
Up Smash: Dragon Breath Kazooie aims upward and unleashes a torrent of flames! This does a lot of damage, though the knockback is small compared to most smash attacks.
Down Smash: Pack Whack Banjo takes his backpack and swings it around himself, knocking away any nearby enemies. Not that strong for a down smash move, but it's got a lot of range.
Neutral Aerial: Wing Whack The duo spin around in mid-air while Kazooie has her wings stretched out, knocking away any nearby enemies.
Forward Aerial: Rat-a-tat Rap Kazooie pops out and lets loose a series of three pecks, dealing good damage and ejecting the opponent away on the third hit. The knockback isn't too terrible that it can't be comboed into another move, however.
Up Aerial: Wrench Banjo swings a wrench above his head, which has a fair amount of knockback. There had to be something from Nuts and Bolts, right?
Back Aerial: Stilt Stride Kazooie's feet extend out of the backpack behind the duo, which extend even further thanks to the green boots she's wearing. It doesn't have that much damage or knockback, but it has quite a bit of range.
Down Aerial: Beak Buster Kazooie pops out beak first below the duo, and they slam down towards the ground, dealing a good amount of instant knockback. If the button is held, they will instead spin in-place for a bit before plumetting, dealing more damage with rapid hits before the ejection. In either case, if they land on an airborne foe, they won't go through said opponent.
Grab: Taxi Pack Banjo reaches forward with his backpack open, attempting to put someone inside.
Pummel: Taxi for Two Kazooie, still inside the backpack, attacks the helpless opponent. No one can see what kinds of nasty things she does... all we see is the backpack shaking violently.
Forward Throw: Taxi End Banjo reaches into the backpack, pulling out the opponent a short distance away. It doesn't do much in the way of damage or knockback, but it has little ending lag so Banjo can follow it up with another attack.
Up Throw: Spring Shoes The opponent is launched skyward out of the backpack, with Kazooie's legs and feet shown to be wearing spring shoes.
Back Throw: Pack Swing Banjo swings his backpack around to behind him, and the opponent flies out. This had moderate knockback - not enough for a kill unless they are at a high enough %, but good for getting said opponent away from you.
Down Throw: Hatch Banjo empties the backpack to see Kazooie crouching on the prone opponent, who sits on the opponent a couple times before getting back into the backpack.
Neutral Special: Egg Shoot Kazooie shoots a basic egg forward. You can tap B up to 3 times to shoot 3 eggs. If you press the opposite direction before firing, Kazooie will instead drop eggs behind her. The egg can also be charged. If it is charged for half a second, it becomes a fire egg with increased damage. If it reaches 1.5 seconds, it is instead a grenade egg with a large amount of knockback.
Side Special: Wonderwing Kazooie shields the duo with her golden wings while Banjo charges forth. They are vulnerable from the back, but otherwise invulnerable and dealing heavy damage to anyone who comes in contact.
Up Special: Flight The duo jump up high before going into a glide. If the attack button is pressed while gliding, they'll go into a dive bomb and charge forward with heavy knockback. This dive bomb can be angled slightly. If you miss, you're way off stage and will probably die... so use at your own risk. If the special attack button is pressed instead, they will shoot an egg at whatever angle they are currently at. Pressing shield will end the glide.
Down Special: Snooze Pack Banjo gets inside of the pack to take a nap. While sleeping, he heals % at a slow rate. As a consequence, it takes half a second to get out of the pack to resume battle and he is vulnerable while napping.
Final Smash: Jinjonator A large Jinjo statue appears before crumbling, revealing a giant blue Jinjo. It flies around and slams into opponents, dealing heavy damage and knockback.
Hopefully this is enough to convince people that Banjo and Kazooie are worth having in Crusade.
I don't like the spliting up idea. It just seems too difficult to keep both alive when split.
Azure_Raven Level 4 CPU
103
Subject: Re: Banjo-Kazooie (Banjo-Kazooie) Discussion Sat Aug 22, 2015 10:03 am
Count me in as a supporter!
Roy Level 7 CPU
1169 RoyMaster4
Subject: Re: Banjo-Kazooie (Banjo-Kazooie) Discussion Sat Aug 22, 2015 10:18 pm
OmegaSteve777 wrote:
I thought that the F-Smash should be beak barge.
To me, slamming Kazooie on the ground everytime you use your F-Smash seems a bit brutal and out of character.
Yes, I know it is in the games, but it's not required and I don't remember ever using it.
It was an unlockable attack not needed to beat the game, so it's understandable you never got it. If that's the fsmash, what would be the dtilt? I feel like the beak barge makes sense since it was done while crouching.
Braystar wrote:
I don't like the spliting up idea. It just seems too difficult to keep both alive when split.
The point is to be a combo tool with the huge risk. I understand how complicated it is, though... so I'm open to other ideas. I do want to make sure Banjo-Kazooie is a unique character, though, and without this...
OmegaSteve777 Level 8 CPU
1750
Subject: Re: Banjo-Kazooie (Banjo-Kazooie) Discussion Sun Aug 23, 2015 1:15 am
You could have the Bear Swipe replacement that was in Banjo-Tooie. The one that is just Rat-a-tat Rap on the ground. I think that could work.
I always thought that down special could've been an egg switch move. Where you would change what egg you shot out. Some have down-sides along with up-sides. The Grenade egg would be ridiculously slow but does a ton of damage and knockback (and explodes because it's a grenade).
I don't know how to have limit to the eggs. Maybe some sort of counter near your damage meter? Maybe you slowly regain eggs over time? I dunno.
Also I never said support, so...support.
Blademasterz6 Level 2 CPU
23
Subject: Re: Banjo-Kazooie (Banjo-Kazooie) Discussion Sun Sep 06, 2015 6:35 am
Finally got around to updating the moveset. Down tilt is now the pecks, Uair is the wrench, bair is the wading boots, and down special is now Snooze Pack (Since Split Up is too complicated).