Donkey Kong | Ice Climbers | |
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Bottom Fighter Top Fighter | ||
Weight (Units) | 3/89 (127 units) | 53/89 (92 units) |
Walk Speed | 10/89 (1.365) | 55/89 (1.008) |
Run Speed | 29/89 (1.873) | 72/89 (1.530) |
Dash Speed | 18/89 (2.090) | 80/89 (1.680) |
Air Speed | 14/89 (1.208) | 86/89 (0.830) |
Shield Grab (F) | 57/89 (Frame 12) | 57/89 (Frame 12) |
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 Bair |
Fall Speed | 39/89 (1.630) | 80/89 (1.300) |
Fast Fall Speed | 40/89 (2.608) | 80/89 (2.080) |
Gravity | 57/89 (0.085) | 62/89 (0.082) |
Air Acceleration | 58/89 (0.060) | 21/89 (0.090) |
Jumps | 2 | 2 |
Short Hop | 22/89 (17.300) | 32/89 (16.750) |
Full Jump | 29/89 (34.000) | 25/89 (34.690) |
Air Jump | 27/89 (35.500) | 32/89 (34.690) |
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 | • Very powerful attacks when together (attacks hit twice) • Acting as a pair gives them large hitboxes • Very powerful combos and grab game |
Weaknesses | • Terrible vertical recovery • Struggles when getting comboed, and cannot deal with projectiles • Poor frame data, and lack of approach options | • Terrible recovery when separated, and very weak overall when alone • Very hard to fully take advantage of |