Diddy Kong | Mario | |
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Bottom Fighter Top Fighter | ||
Weight (Units) | 61/89 (90 units) | 33/89 (98 units) |
Walk Speed | 12/89 (1.313) | 35/89 (1.155) |
Run Speed | 21/89 (2.006) | 37/89 (1.760) |
Dash Speed | 18/89 (2.090) | 37/89 (1.936) |
Air Speed | 75/89 (0.924) | 14/89 (1.208) |
Shield Grab (F) | 36/89 (Frame 11) | 1/89 (Frame 10) |
OoS 1 | Frame 4 Z-Drop Banana | Frame 3 Up B |
OoS 2 | Frame 5 Up Smash | Frame 6 Nair |
OoS 3 | Frame 7 Banana Throw (F) | Frame 7 Uair |
Fall Speed | 24/89 (1.750) | 58/89 (1.500) |
Fast Fall Speed | 24/89 (2.800) | 57/89 (2.400) |
Gravity | 13/89 (0.125) | 54/89 (0.087) |
Air Acceleration | 70/89 (0.050) | 31/89 (0.080) |
Jumps | 2 | 2 |
Short Hop | 5/89 (19.900) | 16/89 (17.540) |
Full Jump | 5/89 (41.210) | 16/89 (36.330) |
Air Jump | 11/89 (41.210) | 22/89 (36.330) |
Special | Crouch Walk, Wall Jump, Wall Cling | 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 | • Good frame data with many quick moves • Can land combos that deal tons of damage or deplete enemy stocks • Can reflect projectiles with his Side Special (→ + B) • Has a good projectile in his Neutral Special (B) • Neutral Aerial (A while midair) is both fast, and has a long lasting hit box that is great for interrupting combos |
Weaknesses | • Struggles to kill • Poor recovery | • Rather poor range • Doesn't have good tools for poking from the front • Somewhat mediocre recovery (can be edgeguarded if caution is exerted) |