Donkey Kong | Corrin | |
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Bottom Fighter Top Fighter | ||
Weight (Units) | 3/89 (127 units) | 33/89 (98 units) |
Walk Speed | 10/89 (1.365) | 27/89 (1.208) |
Run Speed | 29/89 (1.873) | 60/89 (1.595) |
Dash Speed | 18/89 (2.090) | 48/89 (1.892) |
Air Speed | 14/89 (1.208) | 52/89 (1.019) |
Shield Grab (F) | 57/89 (Frame 12) | 36/89 (Frame 11) |
OoS 1 | Frame 7 Up B (Air) | Frame 9 Nair |
OoS 2 | Frame 9 Uair | Frame 10 Uair |
OoS 3 | Frame 10 Bair | Frame 11 Grab |
Fall Speed | 39/89 (1.630) | 33/89 (1.650) |
Fast Fall Speed | 40/89 (2.608) | 34/89 (2.640) |
Gravity | 57/89 (0.085) | 42/89 (0.092) |
Air Acceleration | 58/89 (0.060) | 70/89 (0.050) |
Jumps | 2 | 2 |
Short Hop | 22/89 (17.300) | 45/89 (16.000) |
Full Jump | 29/89 (34.000) | 39/89 (33.000) |
Air Jump | 27/89 (35.500) | 57/89 (31.000) |
Special | None | None |
Strengths | • Good range on his attacks • Very powerful hitboxes, which often take priority over opponents' attacks • Decent horizontal movement in his recovery (Up Special) • Great grab game, allowing him to use cargo throws and get early KOs on opponents • Moves have high knockback for finishing stocks • Access to several spikes | • Quick startup on moves and great range • Decent kill power on moves • Good at juggling opponents (Up Air) • Forward Aerial is excellent for poking |
Weaknesses | • Terrible vertical recovery • Struggles when getting comboed, and cannot deal with projectiles • Poor frame data, and lack of approach options | • Poor vertical distance in their recovery • Somewhat sluggish mobility • Poor grab game • Bad disadvantage state |