Dark Samus | Donkey Kong | |
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Bottom Fighter Top Fighter | ||
Weight (Units) | 10/89 (108 units) | 3/89 (127 units) |
Walk Speed | 44/89 (1.115) | 10/89 (1.365) |
Run Speed | 50/89 (1.654) | 29/89 (1.873) |
Dash Speed | 50/89 (1.870) | 18/89 (2.090) |
Air Speed | 34/89 (1.103) | 14/89 (1.208) |
Shield Grab (F) | 87/89 (Frame 19) | 57/89 (Frame 12) |
OoS 1 | Frame 4 Up B | Frame 7 Up B (Air) |
OoS 2 | Frame 8 Uair | Frame 9 Uair |
OoS 3 | Frame 11 Nair/Up Smash | Frame 10 Bair |
Fall Speed | 75/89 (1.330) | 39/89 (1.630) |
Fast Fall Speed | 75/89 (2.128) | 40/89 (2.608) |
Gravity | 75/89 (0.075) | 57/89 (0.085) |
Air Acceleration | 21/89 (0.090) | 58/89 (0.060) |
Jumps | 2 | 2 |
Short Hop | 10/89 (18.000) | 22/89 (17.300) |
Full Jump | 13/89 (37.000) | 29/89 (34.000) |
Air Jump | 19/89 (37.000) | 27/89 (35.500) |
Special | Wall Jump, Tether | None |
Strengths | • Access to several powerful projectiles that allow it to zone out opponents • Several long lasting aerial attacks • Down Special (bombs) allows for it to mix up its recovery • Relatively quick and long lasting aerials • High survivability thanks to heavyweight class | • 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 | • Slow startup on most moves • Struggles to fight up close • Floaty, and easy to combo | • Terrible vertical recovery • Struggles when getting comboed, and cannot deal with projectiles • Poor frame data, and lack of approach options |