Diddy Kong | Mii Gunner | |
![]() | ![]() | |
Bottom Fighter Top Fighter | ||
Weight (Units) | 61/89 (90 units) | 22/89 (104 units) |
Walk Speed | 12/89 (1.313) | 56/89 (1.000) |
Run Speed | 21/89 (2.006) | 85/89 (1.370) |
Dash Speed | 18/89 (2.090) | 84/89 (1.630) |
Air Speed | 75/89 (0.924) | 74/89 (0.930) |
Shield Grab (F) | 36/89 (Frame 11) | 1/89 (Frame 10) |
OoS 1 | Frame 4 Z-Drop Banana | Frame 6 Up B (#2)/Down B (#1/Air) |
OoS 2 | Frame 5 Up Smash | Frame 10 Down B (#3/Air)/Grab |
OoS 3 | Frame 7 Banana Throw (F) | Frame 11 Up Smash |
Fall Speed | 24/89 (1.750) | 65/89 (1.450) |
Fast Fall Speed | 24/89 (2.800) | 63/89 (2.320) |
Gravity | 13/89 (0.125) | 34/89 (0.098) |
Air Acceleration | 70/89 (0.050) | 68/89 (0.053) |
Jumps | 2 | 2 |
Short Hop | 5/89 (19.900) | 64/89 (14.600) |
Full Jump | 5/89 (41.210) | 60/89 (30.900) |
Air Jump | 11/89 (41.210) | 54/89 (32.300) |
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 | • Long range on moves • Possesses many powerful projectiles for zoning • Player can freely choose specials |
Weaknesses | • Struggles to kill • Poor recovery | • Mediocre recovery options • Poor frame data, struggles up close • Easily comboed |