Diddy Kong | Snake | |
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Bottom Fighter Top Fighter | ||
Weight (Units) | 61/89 (90 units) | 19/89 (106 units) |
Walk Speed | 12/89 (1.313) | 77/89 (0.882) |
Run Speed | 21/89 (2.006) | 60/89 (1.595) |
Dash Speed | 18/89 (2.090) | 71/89 (1.760) |
Air Speed | 75/89 (0.924) | 61/89 (0.987) |
Shield Grab (F) | 36/89 (Frame 11) | 57/89 (Frame 12) |
OoS 1 | Frame 4 Z-Drop Banana | Frame 6 Dair |
OoS 2 | Frame 5 Up Smash | Frame 10 Bair |
OoS 3 | Frame 7 Banana Throw (F) | Frame 11 Up Smash |
Fall Speed | 24/89 (1.750) | 26/89 (1.730) |
Fast Fall Speed | 24/89 (2.800) | 26/89 (2.768) |
Gravity | 13/89 (0.125) | 68/89 (0.080) |
Air Acceleration | 70/89 (0.050) | 86/89 (0.030) |
Jumps | 2 | 2 |
Short Hop | 5/89 (19.900) | 73/89 (13.690) |
Full Jump | 5/89 (41.210) | 86/89 (21.620) |
Air Jump | 11/89 (41.210) | 35/89 (34.070) |
Special | Crouch Walk, Wall Jump, Wall Cling | Crouch Walk |
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 | • Can survive to very high percents • Grenades can be used to escape combos • Very high damage output on most of his kit • Access to a wide variety of powerful projectiles |
Weaknesses | • Struggles to kill • Poor recovery | • Very bad air mobility and poor disadvantage state, with somewhat exploitable recovery • Bad frame data on many of his moves • Gets comboed easily |