Donkey Kong | Mario | |
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Bottom Fighter Top Fighter | ||
Weight (Units) | 3/89 (127 units) | 33/89 (98 units) |
Walk Speed | 10/89 (1.365) | 35/89 (1.155) |
Run Speed | 29/89 (1.873) | 37/89 (1.760) |
Dash Speed | 18/89 (2.090) | 37/89 (1.936) |
Air Speed | 14/89 (1.208) | 14/89 (1.208) |
Shield Grab (F) | 57/89 (Frame 12) | 1/89 (Frame 10) |
OoS 1 | Frame 7 Up B (Air) | Frame 3 Up B |
OoS 2 | Frame 9 Uair | Frame 6 Nair |
OoS 3 | Frame 10 Bair | Frame 7 Uair |
Fall Speed | 39/89 (1.630) | 58/89 (1.500) |
Fast Fall Speed | 40/89 (2.608) | 57/89 (2.400) |
Gravity | 57/89 (0.085) | 54/89 (0.087) |
Air Acceleration | 58/89 (0.060) | 31/89 (0.080) |
Jumps | 2 | 2 |
Short Hop | 22/89 (17.300) | 16/89 (17.540) |
Full Jump | 29/89 (34.000) | 16/89 (36.330) |
Air Jump | 27/89 (35.500) | 22/89 (36.330) |
Special | None | Wall Jump |
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 | • Good frame data with many quick moves • Can land combos that deal tons of damage or deplete enemy stocks • Can reflect projectiles with his Side Special (→ + B) • Has a good projectile in his Neutral Special (B) • Neutral Aerial (A while midair) is both fast, and has a long lasting hit box that is great for interrupting combos |
Weaknesses | • Terrible vertical recovery • Struggles when getting comboed, and cannot deal with projectiles • Poor frame data, and lack of approach options | • Rather poor range • Doesn't have good tools for poking from the front • Somewhat mediocre recovery (can be edgeguarded if caution is exerted) |