Donkey Kong | Pac-Man | |
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Bottom Fighter Top Fighter | ||
Weight (Units) | 3/89 (127 units) | 44/89 (95 units) |
Walk Speed | 10/89 (1.365) | 49/89 (1.097) |
Run Speed | 29/89 (1.873) | 48/89 (1.672) |
Dash Speed | 18/89 (2.090) | 50/89 (1.870) |
Air Speed | 14/89 (1.208) | 39/89 (1.092) |
Shield Grab (F) | 57/89 (Frame 12) | 76/89 (Frame 16) |
OoS 1 | Frame 7 Up B (Air) | Frame 4 Up B |
OoS 2 | Frame 9 Uair | Frame 6 Nair |
OoS 3 | Frame 10 Bair | Frame 8 Fair/Item Throw(F) |
Fall Speed | 39/89 (1.630) | 71/89 (1.350) |
Fast Fall Speed | 40/89 (2.608) | 71/89 (2.160) |
Gravity | 57/89 (0.085) | 79/89 (0.072) |
Air Acceleration | 58/89 (0.060) | 31/89 (0.080) |
Jumps | 2 | 2 |
Short Hop | 22/89 (17.300) | 35/89 (16.480) |
Full Jump | 29/89 (34.000) | 28/89 (34.100) |
Air Jump | 27/89 (35.500) | 34/89 (34.100) |
Special | None | Crouch Walk, 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 | • Great at limiting opponent's movement with a variety of projectiles • Very powerful recovery • Very good follow-ups from item tosses |
Weaknesses | • Terrible vertical recovery • Struggles when getting comboed, and cannot deal with projectiles • Poor frame data, and lack of approach options | • Very poor grab • Recovery is somewhat predictable • Easily comboed • Struggles to kill early on |