Diddy Kong | Mythra | |
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Bottom Fighter Top Fighter | ||
Weight (Units) | 61/89 (90 units) | 53/89 (92 units) |
Walk Speed | 12/89 (1.313) | 8/89 (1.420) |
Run Speed | 21/89 (2.006) | 5/89 (2.410) |
Dash Speed | 18/89 (2.090) | 1/89 (2.450) |
Air Speed | 75/89 (0.924) | 12/89 (1.220) |
Shield Grab (F) | 36/89 (Frame 11) | 1/89 (Frame 10) |
OoS 1 | Frame 4 Z-Drop Banana | Frame 9 Up Smash |
OoS 2 | Frame 5 Up Smash | Frame 10 Up B/Grab |
OoS 3 | Frame 7 Banana Throw (F) | Frame 11 Nair/Fair |
Fall Speed | 24/89 (1.750) | 7/89 (1.870) |
Fast Fall Speed | 24/89 (2.800) | 7/89 (2.992) |
Gravity | 13/89 (0.125) | 7/89 (0.137) |
Air Acceleration | 70/89 (0.050) | 48/89 (0.070) |
Jumps | 2 | 2 |
Short Hop | 5/89 (19.900) | 51/89 (15.600) |
Full Jump | 5/89 (41.210) | 62/89 (30.800) |
Air Jump | 11/89 (41.210) | 46/89 (33.000) |
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 | • Extremely good mobility • Access to a plethora of combos • Foresight makes it easy to counter and punish opponents' attacks • Excellent frame data |
Weaknesses | • Struggles to kill • Poor recovery | • Struggles to KO • Horizontal recovery is somewhat hard to use, while vertical recovery is a bit lackluster |