Donkey Kong | King K. Rool | |
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Bottom Fighter Top Fighter | ||
Weight (Units) | 3/89 (127 units) | 2/89 (133 units) |
Walk Speed | 10/89 (1.365) | 72/89 (0.903) |
Run Speed | 29/89 (1.873) | 77/89 (1.485) |
Dash Speed | 18/89 (2.090) | 37/89 (1.936) |
Air Speed | 14/89 (1.208) | 69/89 (0.945) |
Shield Grab (F) | 57/89 (Frame 12) | 57/89 (Frame 12) |
OoS 1 | Frame 7 Up B (Air) | Frame 6 Up Smash |
OoS 2 | Frame 9 Uair | Frame 10 Nair/Uair |
OoS 3 | Frame 10 Bair | Frame 11 Up B |
Fall Speed | 39/89 (1.630) | 27/89 (1.700) |
Fast Fall Speed | 40/89 (2.608) | 28/89 (2.720) |
Gravity | 57/89 (0.085) | 33/89 (0.105) |
Air Acceleration | 58/89 (0.060) | 70/89 (0.050) |
Jumps | 2 | 2 |
Short Hop | 22/89 (17.300) | 74/89 (13.500) |
Full Jump | 29/89 (34.000) | 39/89 (33.000) |
Air Jump | 27/89 (35.500) | 49/89 (32.610) |
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 | • Several of his moves give him super armor • Has 2 projectiles great for zoning • Great recovery power for a heavyweight • Several powerful KO moves |
Weaknesses | • Terrible vertical recovery • Struggles when getting comboed, and cannot deal with projectiles • Poor frame data, and lack of approach options | • Big body makes him an easy target for projectiles and combos • Recovery can be beaten if attacked from anywhere but the top • Poor frame data and laggy moves |