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Banjo & Kazooie vs Donkey Kong

Banjo & Kazooie
vs
Donkey Kong

Compare SSBU Fighter Stats

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Banjo & Kazooie

Donkey Kong

Banjo & Kazooie ssbu flair
Donkey Kong ssbu flair
Bottom Fighter
Top Fighter
Weight (Units)19/89 (106 units)3/89 (127 units)
Walk Speed52/89 (1.060)10/89 (1.365)
Run Speed12/89 (2.180)29/89 (1.873)
Dash Speed80/89 (1.680)18/89 (2.090)
Air Speed78/89 (0.920)14/89 (1.208)
Shield Grab (F)36/89 (Frame 11)57/89 (Frame 12)
OoS 1
Frame 9
Up Smash
Frame 7
Up B (Air)
OoS 2
Frame 10
Uair
Frame 9
Uair
OoS 3
Frame 11
Bair/Grab
Frame 10
Bair
Fall Speed22/89 (1.760)39/89 (1.630)
Fast Fall Speed22/89 (2.816)40/89 (2.608)
Gravity23/89 (0.110)57/89 (0.085)
Air Acceleration48/89 (0.070)58/89 (0.060)
Jumps32
Short Hop15/89 (17.800)22/89 (17.300)
Full Jump72/89 (29.800)29/89 (34.000)
Air Jump89/89 (20.526)27/89 (35.500)
SpecialNoneNone
Strengths
• Several moves for KOing (Up Aerial, Down B, Down Throw)
• Very powerful Side B, which makes him invulnerable
• Down B can be used to pick up an item (grenade)
• Kazooie is used as a disjoint, allowing him to space attacks

• Good range on his attacks
• Very powerful hitboxes, which often take priority over opponents' attacks
• Decent horizontal movement in his recovery (Up Special)
• Great grab game, allowing him to use cargo throws and get early KOs on opponents
• Moves have high knockback for finishing stocks
• Access to several spikes
Weaknesses
• Poor frame data on moves
• Rather low damage output
• Lack of out of shield options
• Easy to edgeguard, especially without Wonderwing

• Terrible vertical recovery
• Struggles when getting comboed, and cannot deal with projectiles
• Poor frame data, and lack of approach options
Data pulled from Game8, UltimateFrameData, and SmashWiki
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