Banjo & Kazooie vs Ken

Ken Matchup (Banjo & Kazooie)

Banjo & Kazooie vs Ken

Banjo & Kazooie vs Ken is won by pinning down the ground with eggs and grenades, then driving every Focus and Shoryu threat toward ledge.

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ChatGPT Matchup Summary (Win Condition and Game Plan)

Ken becomes terrifying once he reaches point-blank range, but Banjo & Kazooie can interrupt that walk-in much earlier with egg timing and grenade placement.
What matters here is not simply landing a projectile. It is planting grenade where Focus and dash-ins want to start, then covering the jump-out with Bair or grab so Ken never gets a clean entry.
The table shows that Jab 2, Jab 3, Jab (1), Forward Tilt (1), Forward Tilt (3), and Up Tilt (2) all leave room for Grab, OOS Bair, OOS Nair, and OOS Uair, which means even defensive holds at close range can still shove Ken back out.
Stocks come more reliably from ledge grenade pressure and anti-jump coverage than from gambling on a raw Shoryuken read in the middle of the stage.

Full Move Frame Quick Reference

Opponent MoveStartupOn ShieldBanjo & Kazooie OOS Candidate MovesBarely Missed Moves
Jab 12-10
  • Up Smash (9f)
  • Grab (10f)
  • OOS Uair (10f)
  • OOS Bair (+1)
  • OOS Nair (+3)
Jab 23-21
  • Up Smash (9f)
  • Grab (10f)
  • OOS Uair (10f)
  • OOS Bair (11f)
  • OOS Nair (13f)
  • Up B (15f)
  • OOS Dair (18f)
  • OOS Fair (18f)
Jab 38-21
  • Up Smash (9f)
  • Grab (10f)
  • OOS Uair (10f)
  • OOS Bair (11f)
  • OOS Nair (13f)
  • Up B (15f)
  • OOS Dair (18f)
  • OOS Fair (18f)
Jab (1)7-19
  • Up Smash (9f)
  • Grab (10f)
  • OOS Uair (10f)
  • OOS Bair (11f)
  • OOS Nair (13f)
  • Up B (15f)
  • OOS Dair (18f)
  • OOS Fair (18f)
Jab (2)9/16-10/-6
  • None
  • Up Smash (+3)
Forward Tilt (1)3-20
  • Up Smash (9f)
  • Grab (10f)
  • OOS Uair (10f)
  • OOS Bair (11f)
  • OOS Nair (13f)
  • Up B (15f)
  • OOS Dair (18f)
  • OOS Fair (18f)
Forward Tilt (2)8-8
  • None
  • Up Smash (+1)
  • Grab (+2)
  • OOS Uair (+2)
  • OOS Bair (+3)
Forward Tilt (3)10-18/-14
  • Up Smash (9f)
  • Grab (10f)
  • OOS Uair (10f)
  • OOS Bair (11f)
  • OOS Nair (13f)
  • Up B (+1)
Up Tilt (1)3-8
  • None
  • Up Smash (+1)
  • Grab (+2)
  • OOS Uair (+2)
  • OOS Bair (+3)
Up Tilt (2)7-19
  • Up Smash (9f)
  • Grab (10f)
  • OOS Uair (10f)
  • OOS Bair (11f)
  • OOS Nair (13f)
  • Up B (15f)
  • OOS Dair (18f)
  • OOS Fair (18f)
Down Tilt (1)2-9
  • Up Smash (9f)
  • Grab (+1)
  • OOS Uair (+1)
  • OOS Bair (+2)
Down Tilt (2)6-15
  • Up Smash (9f)
  • Grab (10f)
  • OOS Uair (10f)
  • OOS Bair (11f)
  • OOS Nair (13f)
  • Up B (15f)
  • OOS Dair (+3)
  • OOS Fair (+3)
Dash Attack7-22
  • Up Smash (9f)
  • Grab (10f)
  • OOS Uair (10f)
  • OOS Bair (11f)
  • OOS Nair (13f)
  • Up B (15f)
  • OOS Dair (18f)
  • OOS Fair (18f)
Forward Smash13-24/-21
  • Up Smash (9f)
  • Grab (10f)
  • OOS Uair (10f)
  • OOS Bair (11f)
  • OOS Nair (13f)
  • Up B (15f)
  • OOS Dair (18f)
  • OOS Fair (18f)
Up Smash9-24
  • Up Smash (9f)
  • Grab (10f)
  • OOS Uair (10f)
  • OOS Bair (11f)
  • OOS Nair (13f)
  • Up B (15f)
  • OOS Dair (18f)
  • OOS Fair (18f)
Down Smash5-25
  • Up Smash (9f)
  • Grab (10f)
  • OOS Uair (10f)
  • OOS Bair (11f)
  • OOS Nair (13f)
  • Up B (15f)
  • OOS Dair (18f)
  • OOS Fair (18f)
Neutral Air6-2/-2, -1/-2
  • None
Forward Air8-7/-6, -7/-6
  • None
  • Up Smash (+3)
Back Air8-4/-5
  • None
Up Air5-8
  • None
  • Up Smash (+1)
  • Grab (+2)
  • OOS Uair (+2)
  • OOS Bair (+3)
Down Air8-10
  • Up Smash (9f)
  • Grab (10f)
  • OOS Uair (10f)
  • OOS Bair (+1)
  • OOS Nair (+3)
Neutral B13-35/-34
  • Up Smash (9f)
  • Grab (10f)
  • OOS Uair (10f)
  • OOS Bair (11f)
  • OOS Nair (13f)
  • Up B (15f)
  • OOS Dair (18f)
  • OOS Fair (18f)
Side B (1)8/13—38-25 to -30
  • Up Smash (9f)
  • Grab (10f)
  • OOS Uair (10f)
  • OOS Bair (11f)
  • OOS Nair (13f)
  • Up B (15f)
  • OOS Dair (18f)
  • OOS Fair (18f)
Side B (2)8/13/18/23/28/33/38-36
  • Up Smash (9f)
  • Grab (10f)
  • OOS Uair (10f)
  • OOS Bair (11f)
  • OOS Nair (13f)
  • Up B (15f)
  • OOS Dair (18f)
  • OOS Fair (18f)
Up B (1)6**
Up B (2)5/6/9**
Down B12 (+21), 12(+31), 12(+59)-32, -33, unblockable
  • Up Smash (9f)
  • Grab (10f)
  • OOS Uair (10f)
  • OOS Bair (11f)
  • OOS Nair (13f)
  • Up B (15f)
  • OOS Dair (18f)
  • OOS Fair (18f)
Grab6
Dash Grab9
Pivot Grab10

Win Condition Checklist

  • Change your grenade placement often so Focus cannot absorb the same lane for free every time.
  • After stopping Jab 2, Jab 3, Jab (1), Forward Tilt (1), Forward Tilt (3), or Up Tilt (2), keep pushing toward the corner instead of retreating to reset.
  • On Jab (2), Forward Tilt (2), and Up Tilt (1), wait for the landing point or dash restart instead of mashing where Ken expects it.
  • Keep Wonderwing for a guaranteed burst or a clean kill confirm, not as a lazy way to bulldoze through neutral.

Actions to Avoid

  • Showing egg pressure and then jumping at the same height, which hands Ken the anti-air Shoryuken he wanted.
  • Holding grenade too long at point blank and dragging yourself into the jab string.
  • Trying to crack Focus with a single obvious hit and eating the full reversal afterward.
  • Respecting the ledge jump so much that you give Ken the whole center stage back.

Reference Links

Related Pages