Donkey Kong | Jigglypuff | |
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Bottom Fighter Top Fighter | ||
Weight (Units) | 3/89 (127 units) | 88/89 (68 units) |
Walk Speed | 10/89 (1.365) | 87/89 (0.735) |
Run Speed | 29/89 (1.873) | 87/89 (1.271) |
Dash Speed | 18/89 (2.090) | 82/89 (1.650) |
Air Speed | 14/89 (1.208) | 3/89 (1.332) |
Shield Grab (F) | 57/89 (Frame 12) | 1/89 (Frame 10) |
OoS 1 | Frame 7 Up B (Air) | Frame 5 Down B (Air) |
OoS 2 | Frame 9 Uair | Frame 9 Nair |
OoS 3 | Frame 10 Bair | Frame 10 Grab/Dair |
Fall Speed | 39/89 (1.630) | 89/89 (0.980) |
Fast Fall Speed | 40/89 (2.608) | 89/89 (1.568) |
Gravity | 57/89 (0.085) | 89/89 (0.053) |
Air Acceleration | 58/89 (0.060) | 1/89 (0.130) |
Jumps | 2 | 6 |
Short Hop | 22/89 (17.300) | 87/89 (11.260) |
Full Jump | 29/89 (34.000) | 87/89 (19.170) |
Air Jump | 27/89 (35.500) | 83/89 (24.866) |
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 Down Special (Rest) • Good at recovering (has 5 jumps total) • Very good at edgeguarding with aerial attacks (Nair, Bair, Fair) • Very fast air speed |
Weaknesses | • Terrible vertical recovery • Struggles when getting comboed, and cannot deal with projectiles • Poor frame data, and lack of approach options | • Extremely light and dies early • Many moves have low knockback, resulting in opponents countering Jigglypuff's attacks easily at low percents • Poor range on all attacks, and no projectile • Slow movement, and poor overall mobility • Struggles to kill, as well as approach |