Banjo & Kazooie | Donkey Kong | |
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Bottom Fighter Top Fighter | ||
Weight (Units) | 19/89 (106 units) | 3/89 (127 units) |
Walk Speed | 52/89 (1.060) | 10/89 (1.365) |
Run Speed | 12/89 (2.180) | 29/89 (1.873) |
Dash Speed | 80/89 (1.680) | 18/89 (2.090) |
Air Speed | 78/89 (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 Speed | 22/89 (1.760) | 39/89 (1.630) |
Fast Fall Speed | 22/89 (2.816) | 40/89 (2.608) |
Gravity | 23/89 (0.110) | 57/89 (0.085) |
Air Acceleration | 48/89 (0.070) | 58/89 (0.060) |
Jumps | 3 | 2 |
Short Hop | 15/89 (17.800) | 22/89 (17.300) |
Full Jump | 72/89 (29.800) | 29/89 (34.000) |
Air Jump | 89/89 (20.526) | 27/89 (35.500) |
Special | None | None |
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 |