Donkey Kong | Kirby | |
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Bottom Fighter Top Fighter | ||
Weight (Units) | 3/89 (127 units) | 79/89 (79 units) |
Walk Speed | 10/89 (1.365) | 59/89 (0.977) |
Run Speed | 29/89 (1.873) | 42/89 (1.727) |
Dash Speed | 18/89 (2.090) | 45/89 (1.900) |
Air Speed | 14/89 (1.208) | 85/89 (0.840) |
Shield Grab (F) | 57/89 (Frame 12) | 1/89 (Frame 10) |
OoS 1 | Frame 7 Up B (Air) | Frame 9 Bair |
OoS 2 | Frame 9 Uair | Frame 10 Grab |
OoS 3 | Frame 10 Bair | Frame 11 Nair |
Fall Speed | 39/89 (1.630) | 85/89 (1.230) |
Fast Fall Speed | 40/89 (2.608) | 85/89 (1.968) |
Gravity | 57/89 (0.085) | 86/89 (0.064) |
Air Acceleration | 58/89 (0.060) | 16/89 (0.095) |
Jumps | 2 | 6 |
Short Hop | 22/89 (17.300) | 83/89 (12.240) |
Full Jump | 29/89 (34.000) | 85/89 (25.370) |
Air Jump | 27/89 (35.500) | 87/89 (21.064) |
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 | • Excellent recovery, with 5 jumps total and Up Special • Small body makes it easy to get out of combos and dodge attacks • Can use inhale to copy opponents' abilities and swallow projectiles (B) • Good grab game (throws can be comboed into or used to KO) |
Weaknesses | • Terrible vertical recovery • Struggles when getting comboed, and cannot deal with projectiles • Poor frame data, and lack of approach options | • Light and easy to KO • Poor range, lack of a good projectile • Poor overall mobility, making it hard to approach |