Diddy Kong | Pac-Man | |
![]() | ![]() | |
Bottom Fighter Top Fighter | ||
Weight (Units) | 61/89 (90 units) | 44/89 (95 units) |
Walk Speed | 12/89 (1.313) | 49/89 (1.097) |
Run Speed | 21/89 (2.006) | 48/89 (1.672) |
Dash Speed | 18/89 (2.090) | 50/89 (1.870) |
Air Speed | 75/89 (0.924) | 39/89 (1.092) |
Shield Grab (F) | 36/89 (Frame 11) | 76/89 (Frame 16) |
OoS 1 | Frame 4 Z-Drop Banana | Frame 4 Up B |
OoS 2 | Frame 5 Up Smash | Frame 6 Nair |
OoS 3 | Frame 7 Banana Throw (F) | Frame 8 Fair/Item Throw(F) |
Fall Speed | 24/89 (1.750) | 71/89 (1.350) |
Fast Fall Speed | 24/89 (2.800) | 71/89 (2.160) |
Gravity | 13/89 (0.125) | 79/89 (0.072) |
Air Acceleration | 70/89 (0.050) | 31/89 (0.080) |
Jumps | 2 | 2 |
Short Hop | 5/89 (19.900) | 35/89 (16.480) |
Full Jump | 5/89 (41.210) | 28/89 (34.100) |
Air Jump | 11/89 (41.210) | 34/89 (34.100) |
Special | Crouch Walk, Wall Jump, Wall Cling | Crouch Walk, 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 | • Great at limiting opponent's movement with a variety of projectiles • Very powerful recovery • Very good follow-ups from item tosses |
Weaknesses | • Struggles to kill • Poor recovery | • Very poor grab • Recovery is somewhat predictable • Easily comboed • Struggles to kill early on |