Charizard vs Banjo & Kazooie

Banjo & Kazooie Matchup (Charizard)

Charizard vs Banjo & Kazooie

Charizard vs Banjo & Kazooie is most stable when you stop playing directly into Banjo & Kazooie's Rapid Jab and Grab, punish Jab 1 and Jab 2, and take the landing or ledge route first.

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ChatGPT Matchup Summary (Win Condition and Game Plan)

Charizard wants to stop Banjo & Kazooie’s Jab 1, Jab 2, and Jab 3 with Up Smash (6f), Up B (9f), Grab (10f), and OOS Fair (11f), then force Banjo & Kazooie back outside Rapid Jab and Grab to keep stage control.
In Charizard vs Banjo & Kazooie, the stable plan is to avoid playing directly into Banjo & Kazooie’s Rapid Jab and Grab and take the landing or ledge route before Banjo & Kazooie can reset.
The table shows that Banjo & Kazooie’s Jab 1, Jab 2, and Jab 3 can be answered by Charizard’s Up Smash (6f), Up B (9f), Grab (10f), and OOS Fair (11f), so those overcommitments should be cashed out immediately.
For Charizard, Banjo & Kazooie’s Rapid Jab and Grab are still hard to hit immediately out of shield, so reading the landing spot or ledge route matters more than forcing an early swing.

Full Move Frame Quick Reference

Opponent MoveStartupOn ShieldCharizard OOS Candidate MovesBarely Missed Moves
Jab 14-20
  • Up Smash (6f)
  • Up B (9f)
  • Grab (10f)
  • OOS Fair (11f)
  • OOS Nair (11f)
  • OOS Uair (15f)
  • OOS Bair (17f)
  • OOS Dair (+1)
Jab 24-17
  • Up Smash (6f)
  • Up B (9f)
  • Grab (10f)
  • OOS Fair (11f)
  • OOS Nair (11f)
  • OOS Uair (15f)
  • OOS Bair (17f)
Jab 35-21
  • Up Smash (6f)
  • Up B (9f)
  • Grab (10f)
  • OOS Fair (11f)
  • OOS Nair (11f)
  • OOS Uair (15f)
  • OOS Bair (17f)
  • OOS Dair (21f)
Rapid Jab5/7/9…
Rapid Jab Finisher7-31
  • Up Smash (6f)
  • Up B (9f)
  • Grab (10f)
  • OOS Fair (11f)
  • OOS Nair (11f)
  • OOS Uair (15f)
  • OOS Bair (17f)
  • OOS Dair (21f)
Forward Tilt7-12/-14
  • Up Smash (6f)
  • Up B (9f)
  • Grab (10f)
  • OOS Fair (11f)
  • OOS Nair (11f)
  • OOS Uair (+3)
Up Tilt11-10
  • Up Smash (6f)
  • Up B (9f)
  • Grab (10f)
  • OOS Fair (+1)
  • OOS Nair (+1)
Down Tilt12-19/-19
  • Up Smash (6f)
  • Up B (9f)
  • Grab (10f)
  • OOS Fair (11f)
  • OOS Nair (11f)
  • OOS Uair (15f)
  • OOS Bair (17f)
  • OOS Dair (+2)
Dash Attack9-16
  • Up Smash (6f)
  • Up B (9f)
  • Grab (10f)
  • OOS Fair (11f)
  • OOS Nair (11f)
  • OOS Uair (15f)
  • OOS Bair (+1)
Forward Smash19-22
  • Up Smash (6f)
  • Up B (9f)
  • Grab (10f)
  • OOS Fair (11f)
  • OOS Nair (11f)
  • OOS Uair (15f)
  • OOS Bair (17f)
  • OOS Dair (21f)
Up Smash9…-35
  • Up Smash (6f)
  • Up B (9f)
  • Grab (10f)
  • OOS Fair (11f)
  • OOS Nair (11f)
  • OOS Uair (15f)
  • OOS Bair (17f)
  • OOS Dair (21f)
Down Smash13-23
  • Up Smash (6f)
  • Up B (9f)
  • Grab (10f)
  • OOS Fair (11f)
  • OOS Nair (11f)
  • OOS Uair (15f)
  • OOS Bair (17f)
  • OOS Dair (21f)
Neutral Air10/13/16/19/22/25/28/31-14/-13
  • Up Smash (6f)
  • Up B (9f)
  • Grab (10f)
  • OOS Fair (11f)
  • OOS Nair (11f)
  • OOS Uair (+2)
Forward Air15-6/-6
  • Up Smash (6f)
  • Up B (+3)
Back Air8/12/16-16/-15
  • Up Smash (6f)
  • Up B (9f)
  • Grab (10f)
  • OOS Fair (11f)
  • OOS Nair (11f)
  • OOS Uair (15f)
  • OOS Bair (+2)
Up Air7/9-10/-9
  • Up Smash (6f)
  • Up B (9f)
  • Grab (+1)
  • OOS Fair (+2)
  • OOS Nair (+2)
Down Air15-23
  • Up Smash (6f)
  • Up B (9f)
  • Grab (10f)
  • OOS Fair (11f)
  • OOS Nair (11f)
  • OOS Uair (15f)
  • OOS Bair (17f)
  • OOS Dair (21f)
Neutral B13-27
  • Up Smash (6f)
  • Up B (9f)
  • Grab (10f)
  • OOS Fair (11f)
  • OOS Nair (11f)
  • OOS Uair (15f)
  • OOS Bair (17f)
  • OOS Dair (21f)
Side B18-54
  • Up Smash (6f)
  • Up B (9f)
  • Grab (10f)
  • OOS Fair (11f)
  • OOS Nair (11f)
  • OOS Uair (15f)
  • OOS Bair (17f)
  • OOS Dair (21f)
Up B15-20
  • Up Smash (6f)
  • Up B (9f)
  • Grab (10f)
  • OOS Fair (11f)
  • OOS Nair (11f)
  • OOS Uair (15f)
  • OOS Bair (17f)
  • OOS Dair (+1)
Down B10-23
  • Up Smash (6f)
  • Up B (9f)
  • Grab (10f)
  • OOS Fair (11f)
  • OOS Nair (11f)
  • OOS Uair (15f)
  • OOS Bair (17f)
  • OOS Dair (21f)
Grab7
Dash Grab10
Pivot Grab11

Win Condition Checklist

  • Charizard should not play directly into Banjo & Kazooie’s Rapid Jab and Grab; wait for Banjo & Kazooie’s Jab 1, Jab 2, and Jab 3 and answer with Up Smash (6f), Up B (9f), Grab (10f), and OOS Fair (11f).
  • After Charizard blocks Banjo & Kazooie’s Jab 1, Jab 2, and Jab 3, pick the reachable option from Up Smash (6f), Up B (9f), Grab (10f), and OOS Fair (11f) immediately.
  • Charizard should not mash after Banjo & Kazooie’s Rapid Jab and Grab; take the landing route, escape route, or ledge route first.
  • Charizard should finish stocks by breaking Banjo & Kazooie’s landing and recovery routes so Rapid Jab and Grab does not get more neutral reps.

Actions to Avoid

  • Letting Banjo & Kazooie start the exchange on Rapid Jab and Grab terms and giving Charizard’s stage control away for free.
  • Having Charizard block Banjo & Kazooie’s Jab 1, Jab 2, and Jab 3 but never answer with Up Smash (6f), Up B (9f), Grab (10f), and OOS Fair (11f).
  • Sending Charizard too deep after Banjo & Kazooie’s Rapid Jab and Grab and letting the reset punish the chase back.
  • Panicking at the ledge as Charizard and simplifying Banjo & Kazooie’s Rapid Jab and Grab-driven advantage sequence.

Reference Links

Related Pages