Diddy Kong | Mega Man | |
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Bottom Fighter Top Fighter | ||
Weight (Units) | 61/89 (90 units) | 29/89 (102 units) |
Walk Speed | 12/89 (1.313) | 42/89 (1.132) |
Run Speed | 21/89 (2.006) | 58/89 (1.602) |
Dash Speed | 18/89 (2.090) | 35/89 (1.958) |
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 7 Bair |
OoS 2 | Frame 5 Up Smash | Frame 8 Up Smash |
OoS 3 | Frame 7 Banana Throw (F) | Frame 10 Nair/Grab |
Fall Speed | 24/89 (1.750) | 13/89 (1.800) |
Fast Fall Speed | 24/89 (2.800) | 13/89 (2.880) |
Gravity | 13/89 (0.125) | 30/89 (0.107) |
Air Acceleration | 70/89 (0.050) | 6/89 (0.110) |
Jumps | 2 | 2 |
Short Hop | 5/89 (19.900) | 86/89 (11.490) |
Full Jump | 5/89 (41.210) | 44/89 (32.800) |
Air Jump | 11/89 (41.210) | 47/89 (32.800) |
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 | • Has lots of projectiles in his arsenal (A, B, Down B) • Can fight opponents without ever needing to get too close (A) • Very good recovery combined with pretty heavy weight makes him hard to KO |
Weaknesses | • Struggles to kill • Poor recovery | • No hitbox on his recovery means he can be edgeguarded if your opponent reads the route you are taking (Up B) • Struggles against swordies and other fighters do can break through his zoning and fight up close |