Captain Falcon | Donkey Kong | |
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Bottom Fighter Top Fighter | ||
Weight (Units) | 22/89 (104 units) | 3/89 (127 units) |
Walk Speed | 57/89 (0.987) | 10/89 (1.365) |
Run Speed | 2/89 (2.552) | 29/89 (1.873) |
Dash Speed | 29/89 (1.980) | 18/89 (2.090) |
Air Speed | 13/89 (1.218) | 14/89 (1.208) |
Shield Grab (F) | 1/89 (Frame 10) | 57/89 (Frame 12) |
OoS 1 | Frame 10 Nair/Grab/Uair | Frame 7 Up B (Air) |
OoS 2 | Frame 13 Bair | Frame 9 Uair |
OoS 3 | Frame 14 Up B | Frame 10 Bair |
Fall Speed | 8/89 (1.865) | 39/89 (1.630) |
Fast Fall Speed | 8/89 (2.984) | 40/89 (2.608) |
Gravity | 15/89 (0.120) | 57/89 (0.085) |
Air Acceleration | 43/89 (0.075) | 58/89 (0.060) |
Jumps | 2 | 2 |
Short Hop | 14/89 (17.980) | 22/89 (17.300) |
Full Jump | 12/89 (37.310) | 29/89 (34.000) |
Air Jump | 18/89 (37.310) | 27/89 (35.500) |
Special | Wall Jump | None |
Strengths | • Excellent mobility • Several strong attacks that can be used out of dash (Grab, Dash Attack, Aerials, Side Special) • Very powerful aerial 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 | • Mediocre recovery • Easily comboed by other characters • Lacks a projectile | • Terrible vertical recovery • Struggles when getting comboed, and cannot deal with projectiles • Poor frame data, and lack of approach options |