Donkey Kong | Pit | |
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Bottom Fighter Top Fighter | ||
Weight (Units) | 3/89 (127 units) | 40/89 (96 units) |
Walk Speed | 10/89 (1.365) | 21/89 (1.259) |
Run Speed | 29/89 (1.873) | 33/89 (1.828) |
Dash Speed | 18/89 (2.090) | 18/89 (2.090) |
Air Speed | 14/89 (1.208) | 72/89 (0.935) |
Shield Grab (F) | 57/89 (Frame 12) | 1/89 (Frame 10) |
OoS 1 | Frame 7 Up B (Air) | Frame 6 Up Smash |
OoS 2 | Frame 9 Uair | Frame 7 Nair |
OoS 3 | Frame 10 Bair | Frame 10 Grab |
Fall Speed | 39/89 (1.630) | 62/89 (1.480) |
Fast Fall Speed | 40/89 (2.608) | 60/89 (2.368) |
Gravity | 57/89 (0.085) | 65/89 (0.081) |
Air Acceleration | 58/89 (0.060) | 43/89 (0.075) |
Jumps | 2 | 4 |
Short Hop | 22/89 (17.300) | 61/89 (14.960) |
Full Jump | 29/89 (34.000) | 56/89 (31.000) |
Air Jump | 27/89 (35.500) | 84/89 (23.701) |
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 | • Very good recovery (Multiple Jumps, Up Special, Side Special), allowing for edgeguards • Good mobility (fast movement) • Access to a projectile (B) • Down Special can reflect projectiles and shield attacks |
Weaknesses | • Terrible vertical recovery • Struggles when getting comboed, and cannot deal with projectiles • Poor frame data, and lack of approach options | • Somewhat low damage output • Struggles to land after being put in disadvantage • Struggles to take stocks early |