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 Move | Startup | On Shield | Charizard OOS Candidate Moves | Barely Missed Moves |
|---|---|---|---|---|
| Jab 1 | 4 | -20 |
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| Jab 2 | 4 | -17 |
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| Jab 3 | 5 | -21 |
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| Rapid Jab | 5/7/9… | — | ||
| Rapid Jab Finisher | 7 | -31 |
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| Forward Tilt | 7 | -12/-14 |
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| Up Tilt | 11 | -10 |
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| Down Tilt | 12 | -19/-19 |
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| Dash Attack | 9 | -16 |
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| Forward Smash | 19 | -22 |
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| Up Smash | 9… | -35 |
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| Down Smash | 13 | -23 |
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| Neutral Air | 10/13/16/19/22/25/28/31 | -14/-13 |
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| Forward Air | 15 | -6/-6 |
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| Back Air | 8/12/16 | -16/-15 |
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| Up Air | 7/9 | -10/-9 |
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| Down Air | 15 | -23 |
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| Neutral B | 13 | -27 |
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| Side B | 18 | -54 |
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| Up B | 15 | -20 |
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| Down B | 10 | -23 |
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| Grab | 7 | — | ||
| Dash Grab | 10 | — | ||
| Pivot Grab | 11 | — |
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.