Diddy Kong | Terry | |
![]() | ![]() | |
Bottom Fighter Top Fighter | ||
Weight (Units) | 61/89 (90 units) | 10/89 (108 units) |
Walk Speed | 12/89 (1.313) | 78/89 (0.850) |
Run Speed | 21/89 (2.006) | 44/89 (1.720) |
Dash Speed | 18/89 (2.090) | 82/89 (1.650) |
Air Speed | 75/89 (0.924) | 67/89 (0.950) |
Shield Grab (F) | 36/89 (Frame 11) | 1/89 (Frame 10) |
OoS 1 | Frame 4 Z-Drop Banana | Frame 7 Nair |
OoS 2 | Frame 5 Up Smash | Frame 9 Power Dunk (Air) |
OoS 3 | Frame 7 Banana Throw (F) | Frame 10 Up B/Up Smash/Fair/Uair/Grab |
Fall Speed | 24/89 (1.750) | 62/89 (1.480) |
Fast Fall Speed | 24/89 (2.800) | 60/89 (2.368) |
Gravity | 13/89 (0.125) | 45/89 (0.090) |
Air Acceleration | 70/89 (0.050) | 58/89 (0.060) |
Jumps | 2 | 2 |
Short Hop | 5/89 (19.900) | 57/89 (15.200) |
Full Jump | 5/89 (41.210) | 78/89 (27.000) |
Air Jump | 11/89 (41.210) | 66/89 (29.000) |
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 | • Very powerful combos • Several combo starters (neutral air, etc) • Super Specials deal massive damage and knockback, and they can be comboed into • Auto-Turn allows him to allows face opponents in 1v1 |
Weaknesses | • Struggles to kill • Poor recovery | • Poor recovery and easy to edgeguard • High execution (makes use of command inputs) • Poor disadvantage state |