Donkey Kong | Mega Man | |
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Bottom Fighter Top Fighter | ||
Weight (Units) | 3/89 (127 units) | 29/89 (102 units) |
Walk Speed | 10/89 (1.365) | 42/89 (1.132) |
Run Speed | 29/89 (1.873) | 58/89 (1.602) |
Dash Speed | 18/89 (2.090) | 35/89 (1.958) |
Air Speed | 14/89 (1.208) | 21/89 (1.155) |
Shield Grab (F) | 57/89 (Frame 12) | 1/89 (Frame 10) |
OoS 1 | Frame 7 Up B (Air) | Frame 7 Bair |
OoS 2 | Frame 9 Uair | Frame 8 Up Smash |
OoS 3 | Frame 10 Bair | Frame 10 Nair/Grab |
Fall Speed | 39/89 (1.630) | 13/89 (1.800) |
Fast Fall Speed | 40/89 (2.608) | 13/89 (2.880) |
Gravity | 57/89 (0.085) | 30/89 (0.107) |
Air Acceleration | 58/89 (0.060) | 6/89 (0.110) |
Jumps | 2 | 2 |
Short Hop | 22/89 (17.300) | 86/89 (11.490) |
Full Jump | 29/89 (34.000) | 44/89 (32.800) |
Air Jump | 27/89 (35.500) | 47/89 (32.800) |
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 | • Has lots of projectiles in his arsenal (A, B, Down B) • Can fight opponents without ever needing to get too close (A) • Very good recovery combined with pretty heavy weight makes him hard to KO |
Weaknesses | • Terrible vertical recovery • Struggles when getting comboed, and cannot deal with projectiles • Poor frame data, and lack of approach options | • No hitbox on his recovery means he can be edgeguarded if your opponent reads the route you are taking (Up B) • Struggles against swordies and other fighters do can break through his zoning and fight up close |