Diddy Kong | Ganondorf | |
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Bottom Fighter Top Fighter | ||
Weight (Units) | 61/89 (90 units) | 5/89 (118 units) |
Walk Speed | 12/89 (1.313) | 82/89 (0.767) |
Run Speed | 21/89 (2.006) | 86/89 (1.340) |
Dash Speed | 18/89 (2.090) | 50/89 (1.870) |
Air Speed | 75/89 (0.924) | 86/89 (0.830) |
Shield Grab (F) | 36/89 (Frame 11) | 57/89 (Frame 12) |
OoS 1 | Frame 4 Z-Drop Banana | Frame 10 Nair |
OoS 2 | Frame 5 Up Smash | Frame 11 Uair |
OoS 3 | Frame 7 Banana Throw (F) | Frame 12 Grab |
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) | 27/89 (0.108) |
Air Acceleration | 70/89 (0.050) | 82/89 (0.040) |
Jumps | 2 | 2 |
Short Hop | 5/89 (19.900) | 83/89 (12.240) |
Full Jump | 5/89 (41.210) | 84/89 (25.490) |
Air Jump | 11/89 (41.210) | 80/89 (26.000) |
Special | Crouch Walk, Wall Jump, Wall Cling | None |
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 | • Low endlag on N-Air • Very large hitboxes on his attacks (especially smashes) • Very high damage output from each attack • Can trade stocks with Side B |
Weaknesses | • Struggles to kill • Poor recovery | • Very poor recovery, and easily edgeguarded • Has very few ways of dealing with projectiles • Gets comboed very easily • Poor mobility overall and lackluster framedata |