Corrin | Diddy Kong | |
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Bottom Fighter Top Fighter | ||
Weight (Units) | 33/89 (98 units) | 61/89 (90 units) |
Walk Speed | 27/89 (1.208) | 12/89 (1.313) |
Run Speed | 60/89 (1.595) | 21/89 (2.006) |
Dash Speed | 48/89 (1.892) | 18/89 (2.090) |
Air Speed | 52/89 (1.019) | 75/89 (0.924) |
Shield Grab (F) | 36/89 (Frame 11) | 36/89 (Frame 11) |
OoS 1 | Frame 9 Nair | Frame 4 Z-Drop Banana |
OoS 2 | Frame 10 Uair | Frame 5 Up Smash |
OoS 3 | Frame 11 Grab | Frame 7 Banana Throw (F) |
Fall Speed | 33/89 (1.650) | 24/89 (1.750) |
Fast Fall Speed | 34/89 (2.640) | 24/89 (2.800) |
Gravity | 42/89 (0.092) | 13/89 (0.125) |
Air Acceleration | 70/89 (0.050) | 70/89 (0.050) |
Jumps | 2 | 2 |
Short Hop | 45/89 (16.000) | 5/89 (19.900) |
Full Jump | 39/89 (33.000) | 5/89 (41.210) |
Air Jump | 57/89 (31.000) | 11/89 (41.210) |
Special | None | Crouch Walk, Wall Jump, Wall Cling |
Strengths | • Quick startup on moves and great range • Decent kill power on moves • Good at juggling opponents (Up Air) • Forward Aerial is excellent for poking | • Access to Banana, one of the best neutral tools (which can be thrown from shield) • Great mobility and frame data • Small size makes him hard to hit • Side Special makes recovering from ledge and landing much easier |
Weaknesses | • Poor vertical distance in their recovery • Somewhat sluggish mobility • Poor grab game • Bad disadvantage state | • Struggles to kill • Poor recovery |