Diddy Kong | Duck Hunt | |
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Bottom Fighter Top Fighter | ||
Weight (Units) | 61/89 (90 units) | 70/89 (86 units) |
Walk Speed | 12/89 (1.313) | 26/89 (1.213) |
Run Speed | 21/89 (2.006) | 36/89 (1.793) |
Dash Speed | 18/89 (2.090) | 71/89 (1.760) |
Air Speed | 75/89 (0.924) | 21/89 (1.155) |
Shield Grab (F) | 36/89 (Frame 11) | 1/89 (Frame 10) |
OoS 1 | Frame 4 Z-Drop Banana | Frame 9 Nair/Uair |
OoS 2 | Frame 5 Up Smash | Frame 10 Fair/Bair/Grab |
OoS 3 | Frame 7 Banana Throw (F) | Frame 12 Up Smash |
Fall Speed | 24/89 (1.750) | 33/89 (1.650) |
Fast Fall Speed | 24/89 (2.800) | 34/89 (2.640) |
Gravity | 13/89 (0.125) | 74/89 (0.076) |
Air Acceleration | 70/89 (0.050) | 31/89 (0.080) |
Jumps | 2 | 2 |
Short Hop | 5/89 (19.900) | 35/89 (16.480) |
Full Jump | 5/89 (41.210) | 29/89 (34.000) |
Air Jump | 11/89 (41.210) | 38/89 (33.800) |
Special | Crouch Walk, Wall Jump, Wall Cling | Crouch Walk, Wall Jump |
Strengths | • 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 | • Powerful aerial attacks and smashes • Excellent at zoning out opponents with their many projectiles • High damage output |
Weaknesses | • Struggles to kill • Poor recovery | • Predictable recovery makes them somewhat easy to edgeguard • Struggles to KO early • Struggles at close range |