Donkey Kong | Mii Gunner | |
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Bottom Fighter Top Fighter | ||
Weight (Units) | 3/89 (127 units) | 22/89 (104 units) |
Walk Speed | 10/89 (1.365) | 56/89 (1.000) |
Run Speed | 29/89 (1.873) | 85/89 (1.370) |
Dash Speed | 18/89 (2.090) | 84/89 (1.630) |
Air Speed | 14/89 (1.208) | 74/89 (0.930) |
Shield Grab (F) | 57/89 (Frame 12) | 1/89 (Frame 10) |
OoS 1 | Frame 7 Up B (Air) | Frame 6 Up B (#2)/Down B (#1/Air) |
OoS 2 | Frame 9 Uair | Frame 10 Down B (#3/Air)/Grab |
OoS 3 | Frame 10 Bair | Frame 11 Up Smash |
Fall Speed | 39/89 (1.630) | 65/89 (1.450) |
Fast Fall Speed | 40/89 (2.608) | 63/89 (2.320) |
Gravity | 57/89 (0.085) | 34/89 (0.098) |
Air Acceleration | 58/89 (0.060) | 68/89 (0.053) |
Jumps | 2 | 2 |
Short Hop | 22/89 (17.300) | 64/89 (14.600) |
Full Jump | 29/89 (34.000) | 60/89 (30.900) |
Air Jump | 27/89 (35.500) | 54/89 (32.300) |
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 | • Long range on moves • Possesses many powerful projectiles for zoning • Player can freely choose specials |
Weaknesses | • Terrible vertical recovery • Struggles when getting comboed, and cannot deal with projectiles • Poor frame data, and lack of approach options | • Mediocre recovery options • Poor frame data, struggles up close • Easily comboed |