Diddy Kong | Mewtwo | |
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Bottom Fighter Top Fighter | ||
Weight (Units) | 61/89 (90 units) | 79/89 (79 units) |
Walk Speed | 12/89 (1.313) | 18/89 (1.260) |
Run Speed | 21/89 (2.006) | 9/89 (2.255) |
Dash Speed | 18/89 (2.090) | 6/89 (2.255) |
Air Speed | 75/89 (0.924) | 4/89 (1.313) |
Shield Grab (F) | 36/89 (Frame 11) | 36/89 (Frame 11) |
OoS 1 | Frame 4 Z-Drop Banana | Frame 9 Up Smash |
OoS 2 | Frame 5 Up Smash | Frame 10 Nair/Fair |
OoS 3 | Frame 7 Banana Throw (F) | Frame 11 Grab |
Fall Speed | 24/89 (1.750) | 53/89 (1.550) |
Fast Fall Speed | 24/89 (2.800) | 51/89 (2.480) |
Gravity | 13/89 (0.125) | 62/89 (0.082) |
Air Acceleration | 70/89 (0.050) | 48/89 (0.070) |
Jumps | 2 | 2 |
Short Hop | 5/89 (19.900) | 18/89 (17.500) |
Full Jump | 5/89 (41.210) | 55/89 (31.110) |
Air Jump | 11/89 (41.210) | 1/89 (57.350) |
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 | • Powerful attacks make it easy to damage opponents • Several attacks that are good for taking stocks • Decent projectile in Neutral Special (B) • Access to a reflector in Side Special (→ + B) • Can use Down Special to temporarily immobilize opponents • Tail provides decent attack range (↓ + A, etc) • Has multiple kill throws (Up Throw / Back Throw) |
Weaknesses | • Struggles to kill • Poor recovery | • Extremely light and dies early • Extremely large hurtbox on Mewtwo's body / tail • Gets comboed very easily |