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- {{clr|special|Inhale}} in neutral for reflecting Projectiles is not useful in this Matchup. Banjo has a lot of time to shield inhaled {{clr|special|Grenades}} and {{clr|special|Breegul Blaster}} and the reward is really not there. Cooldown for {{clr|special|Grenade}} isn't enough to justify reflecting the projectile to force Banjo to not be able to use the move temporarily.
- At higher %'s make sure that you aren't entering situations where you can get air-to-air'd by Banjo's {{clr|aerial|Forward-Air}} as it's not only his other main kill move but it will send at a sharp angle that forces you at ledge to potentially get killed.
- {{clr|special|Inhale}} at ledge IS useful to deal with Banjo's {{clr|special|Grenade}} ledge traps forcing him to give you more space.
- Make good use of {{clr|aerial|Back-Air}} when pressuring Banjo's shield. Banjo struggles quite a bit out of shield and his shieldgrab is particularly weak meaning that well spaced {{clr|aerial|Back-Airs}} will go a long way towards forcing Banjo to eventually jump out of pressure or start panic rolling to a corner enabling you to corner pressure him.
- There's really not much risk being above Banjo due to how unrewarding Banjo's {{clr|aerial|Up-Air}} is and he can't get confirms if he pulls out a grenade hitting you from above.
- In neutral learn to play more grounded and learn to use your walking more. Banjo will try camping you with his two projectiles and if you are squirming around trying to play around it by jumping a lot or trying to hit Banjo whenever he gets close to you there will be a lot of easier ways for Banjo to {{clr|special|Wonderwing}} you. Grounded {{clr|tilt|Forward-Tilt}} and Rising {{clr|aerial|Forward-air}} when Banjo jump backs are your friends.
- If Banjo is Offstage, only edge guard him if he is BELOW the ledge area or ran out of {{clr|special|Wonderwings}}. He will pull the trigger on {{clr|special|Wonderwing}} if you get too close and due to Dedede's horrible air-speed it's really easy to telegraph when you will try to smack someone with your {{clr|aerial|Forward-Air}}. However drop-off {{clr|aerial|Forward-Air}} when Banjo is below the ledge is a very viable option.
- If Banjo gets his {{clr|special|Wonderwing}} shielded, at point blank just drop shield and run up {{clr|smash|Up-Smash}} and if he hits your shield and doesn't crossup then just go for {{clr|smash|Up-Smash}} it will always be a true punish. You can also intercept {{clr|special|Wonderwing}} with your {{clr|special|Inhale}} which also comes in handy.
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==== <span style="visibility:hidden;font-size:0">Bayonetta</span> ====
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Revision as of 23:55, 27 April 2023
Even/Slight Disadvantage
- Inhale in neutral for reflecting Projectiles is not useful in this Matchup. Banjo has a lot of time to shield inhaled Grenades and Breegul Blaster and the reward is really not there. Cooldown for Grenade isn't enough to justify reflecting the projectile to force Banjo to not be able to use the move temporarily.
- At higher %'s make sure that you aren't entering situations where you can get air-to-air'd by Banjo's Forward-Air as it's not only his other main kill move but it will send at a sharp angle that forces you at ledge to potentially get killed.
- Inhale at ledge IS useful to deal with Banjo's Grenade ledge traps forcing him to give you more space.
- Make good use of Back-Air when pressuring Banjo's shield. Banjo struggles quite a bit out of shield and his shieldgrab is particularly weak meaning that well spaced Back-Airs will go a long way towards forcing Banjo to eventually jump out of pressure or start panic rolling to a corner enabling you to corner pressure him.
- There's really not much risk being above Banjo due to how unrewarding Banjo's Up-Air is and he can't get confirms if he pulls out a grenade hitting you from above.
- In neutral learn to play more grounded and learn to use your walking more. Banjo will try camping you with his two projectiles and if you are squirming around trying to play around it by jumping a lot or trying to hit Banjo whenever he gets close to you there will be a lot of easier ways for Banjo to Wonderwing you. Grounded Forward-Tilt and Rising Forward-air when Banjo jump backs are your friends.
- If Banjo is Offstage, only edge guard him if he is BELOW the ledge area or ran out of Wonderwings. He will pull the trigger on Wonderwing if you get too close and due to Dedede's horrible air-speed it's really easy to telegraph when you will try to smack someone with your Forward-Air. However drop-off Forward-Air when Banjo is below the ledge is a very viable option.
- If Banjo gets his Wonderwing shielded, at point blank just drop shield and run up Up-Smash and if he hits your shield and doesn't crossup then just go for Up-Smash it will always be a true punish. You can also intercept Wonderwing with your Inhale which also comes in handy.
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Essentials
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• Damage/Knockback • Frame Data Explanations • States of Play • Universal Strategy • Esoterica •
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