Banjo & Kazooie vs Sephiroth

Sephiroth Matchup (Banjo & Kazooie)

Banjo & Kazooie vs Sephiroth

Banjo & Kazooie vs Sephiroth is won by refusing to camp forever and by diving inside the long sword as soon as a charge or setup pause appears.

This page is not in your favorites.

ChatGPT Matchup Summary (Win Condition and Game Plan)

Sephiroth controls space from very far away, but his defense gets much less comfortable once Banjo reaches the inside of the sword and forces landing decisions instead of another charge sequence.
That makes this matchup less about endless egg trades and more about recognizing when Shadow Flare or Flare charge freezes Sephiroth in place long enough to let Banjo jump or dash through the gap.
The table shows that Up B (2), Forward Smash, Up Tilt, Up Smash, and Neutral B all leave clear punishes for Up Smash, Grab, OOS Uair, and OOS Bair, which means the huge lag windows can be turned into real momentum every time.
Forward Tilt and Neutral Air are a different story. Those are usually better answered by reading the next step back or jump out, especially once Wing is online and the offstage chase becomes much riskier.

Full Move Frame Quick Reference

Opponent MoveStartupOn ShieldBanjo & Kazooie OOS Candidate MovesBarely Missed Moves
Jab 15-19 [-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 25-25 [-24]
  • Up Smash (9f)
  • Grab (10f)
  • OOS Uair (10f)
  • OOS Bair (11f)
  • OOS Nair (13f)
  • Up B (15f)
  • OOS Dair (18f)
  • OOS Fair (18f)
Jab 37-23 [-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 Tilt14-15/-11/-14 [-13/-8/-12]
  • None
  • Up Smash (+1)
  • Grab (+2)
  • OOS Uair (+2)
  • OOS Bair (+3)
Up Tilt10/13-32/-21/-19/-18 [-31/-18/-16/-14]
  • Up Smash (9f)
  • Grab (10f)
  • OOS Uair (10f)
  • OOS Bair (11f)
  • OOS Nair (13f)
  • Up B (+1)
Down Tilt9-25
  • Up Smash (9f)
  • Grab (10f)
  • OOS Uair (10f)
  • OOS Bair (11f)
  • OOS Nair (13f)
  • Up B (15f)
  • OOS Dair (18f)
  • OOS Fair (18f)
Dash Attack14-20(-22) [-16(-19)]
  • Up Smash (9f)
  • Grab (10f)
  • OOS Uair (10f)
  • OOS Bair (11f)
  • OOS Nair (13f)
  • Up B (15f)
  • OOS Dair (+2)
  • OOS Fair (+2)
Forward Smash24-33/-29/-32 [-31/-26/-30]
  • Up Smash (9f)
  • Grab (10f)
  • OOS Uair (10f)
  • OOS Bair (11f)
  • OOS Nair (13f)
  • Up B (15f)
  • OOS Dair (18f)
  • OOS Fair (18f)
Up Smash23(-29/-31 front)/(-23/-25/-24 back) [(-26/-29/-30)/(-21/-23/-25)]
  • Up Smash (9f)
  • Grab (10f)
  • OOS Uair (10f)
  • OOS Bair (11f)
  • OOS Nair (13f)
  • Up B (15f)
  • OOS Dair (18f)
  • OOS Fair (18f)
Down Smash (1)21-20/-22 [-17/-20]
  • Up Smash (9f)
  • Grab (10f)
  • OOS Uair (10f)
  • OOS Bair (11f)
  • OOS Nair (13f)
  • Up B (15f)
  • OOS Dair (+1)
  • OOS Fair (+1)
Down Smash (2)21-24 [-22]
  • Up Smash (9f)
  • Grab (10f)
  • OOS Uair (10f)
  • OOS Bair (11f)
  • OOS Nair (13f)
  • Up B (15f)
  • OOS Dair (18f)
  • OOS Fair (18f)
Neutral Air9-5 [-4]
  • None
Forward Air13-10 [-9]
  • Up Smash (9f)
  • Grab (+1)
  • OOS Uair (+1)
  • OOS Bair (+2)
Back Air15-11 [-10]
  • Up Smash (9f)
  • Grab (10f)
  • OOS Uair (10f)
  • OOS Bair (+1)
  • OOS Nair (+3)
Up Air16-17 [-17]
  • Up Smash (9f)
  • Grab (10f)
  • OOS Uair (10f)
  • OOS Bair (11f)
  • OOS Nair (13f)
  • Up B (15f)
  • OOS Dair (+1)
  • OOS Fair (+1)
Down Air19Normal: -27 [-25] | Landing: -19 [-18]
  • Up Smash (9f)
  • Grab (10f)
  • OOS Uair (10f)
  • OOS Bair (11f)
  • OOS Nair (13f)
  • Up B (15f)
  • OOS Dair (18f)
  • OOS Fair (18f)
Neutral B41-28
  • Up Smash (9f)
  • Grab (10f)
  • OOS Uair (10f)
  • OOS Bair (11f)
  • OOS Nair (13f)
  • Up B (15f)
  • OOS Dair (18f)
  • OOS Fair (18f)
Side B16—42-17 — -15
  • Up Smash (9f)
  • Grab (10f)
  • OOS Uair (10f)
  • OOS Bair (11f)
  • OOS Nair (13f)
  • Up B (15f)
  • OOS Dair (+3)
  • OOS Fair (+3)
Up B (1)25-27 [-26]
  • 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 (2)36-63 — -61/-47 [-62 — -60/-45]
  • Up Smash (9f)
  • Grab (10f)
  • OOS Uair (10f)
  • OOS Bair (11f)
  • OOS Nair (13f)
  • Up B (15f)
  • OOS Dair (18f)
  • OOS Fair (18f)
Down B (1)38-25 [-25]
  • Up Smash (9f)
  • Grab (10f)
  • OOS Uair (10f)
  • OOS Bair (11f)
  • OOS Nair (13f)
  • Up B (15f)
  • OOS Dair (18f)
  • OOS Fair (18f)
Down B (2)7**
Grab7
Dash Grab10
Pivot Grab11

Win Condition Checklist

  • Even with Shadow Flare attached, do not retreat all the way out; aim eggs or jumps at the place Sephiroth stops around the explosion timing.
  • After blocking Up B (2), Forward Smash, Up Tilt, Up Smash, or Neutral B, stay close enough that the next landing is still yours to contest.
  • On Forward Tilt or Neutral Air, wait for the backward drift or jump escape and place Bair on that lane instead of forcing frame one retaliation.
  • Treat Wonderwing as a counter-ban or a guaranteed finish when Sephiroth is already committed, not as a repeated shortcut through neutral.

Actions to Avoid

  • Getting satisfied with egg trades alone and freezing the spacing at the exact range where Masamune is happiest.
  • Running into the tip of Forward Tilt just to prove you can challenge it and eating the longer sword on the way back.
  • Pursuing far offstage once Wing appears and losing the race back to the ledge.
  • Using the same Wonderwing angle every time Flare is charged and giving shield or counter the easy answer.

Reference Links

Related Pages