Donkey Kong | Link | |
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Bottom Fighter Top Fighter | ||
Weight (Units) | 3/89 (127 units) | 22/89 (104 units) |
Walk Speed | 10/89 (1.365) | 23/89 (1.247) |
Run Speed | 29/89 (1.873) | 71/89 (1.534) |
Dash Speed | 18/89 (2.090) | 29/89 (1.980) |
Air Speed | 14/89 (1.208) | 75/89 (0.924) |
Shield Grab (F) | 57/89 (Frame 12) | 1/89 (Frame 10) |
OoS 1 | Frame 7 Up B (Air) | Frame 7 Up B/Bomb Throw(F) |
OoS 2 | Frame 9 Uair | Frame 9 Bair |
OoS 3 | Frame 10 Bair | Frame 10 Nair/Up Smash/Grab |
Fall Speed | 39/89 (1.630) | 43/89 (1.600) |
Fast Fall Speed | 40/89 (2.608) | 6/89 (3.040) |
Gravity | 57/89 (0.085) | 38/89 (0.096) |
Air Acceleration | 58/89 (0.060) | 70/89 (0.050) |
Jumps | 2 | 2 |
Short Hop | 22/89 (17.300) | 75/89 (13.380) |
Full Jump | 29/89 (34.000) | 76/89 (27.800) |
Air Jump | 27/89 (35.500) | 66/89 (29.000) |
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 | • Excellent zoning tools to rack up damage (→ + B, ↓ + B, B) • Several KO options (Tilts, Smashes, Dash Attack, as well as edgegaurding with projectiles) • Can take a lot of damage before getting KO'ed • Great reach with his long sword • One of the best Neutral Airs in the game • Can use bomb offstage on himself to extend his recovery |
Weaknesses | • Terrible vertical recovery • Struggles when getting comboed, and cannot deal with projectiles • Poor frame data, and lack of approach options | • Struggles a bit up close (most of his attacks are a bit slow) • Gets comboed a lot due to his size • Slow movement speed |