Diddy Kong | R.O.B. | |
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Bottom Fighter Top Fighter | ||
Weight (Units) | 61/89 (90 units) | 19/89 (106 units) |
Walk Speed | 12/89 (1.313) | 34/89 (1.178) |
Run Speed | 21/89 (2.006) | 43/89 (1.725) |
Dash Speed | 18/89 (2.090) | 28/89 (2.002) |
Air Speed | 75/89 (0.924) | 27/89 (1.134) |
Shield Grab (F) | 36/89 (Frame 11) | 1/89 (Frame 10) |
OoS 1 | Frame 4 Z-Drop Banana | Frame 7 Gyro Throw (F) |
OoS 2 | Frame 5 Up Smash | Frame 9 Fair/Gyro Throw (B) |
OoS 3 | Frame 7 Banana Throw (F) | Frame 10 Up Smash/Uair/Grab |
Fall Speed | 24/89 (1.750) | 43/89 (1.600) |
Fast Fall Speed | 24/89 (2.800) | 43/89 (2.560) |
Gravity | 13/89 (0.125) | 45/89 (0.090) |
Air Acceleration | 70/89 (0.050) | 30/89 (0.085) |
Jumps | 2 | 2 |
Short Hop | 5/89 (19.900) | 8/89 (18.380) |
Full Jump | 5/89 (41.210) | 9/89 (38.000) |
Air Jump | 11/89 (41.210) | 16/89 (38.000) |
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 | • Nair is very good for walling out opponents • Several good moves for KOing opponents • Excellent recovery • Can make use of multiple projectiles to control the stage and limit opponents' options • Very good at edgeguarding |
Weaknesses | • Struggles to kill • Poor recovery | • Very large hurtbox, making it a target for projectiles • Heavy and gets comboed very easily • Lag on moves makes it easy to punish • Somewhat short range on normal attacks |