Donkey Kong | R.O.B. | |
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Bottom Fighter Top Fighter | ||
Weight (Units) | 3/89 (127 units) | 19/89 (106 units) |
Walk Speed | 10/89 (1.365) | 34/89 (1.178) |
Run Speed | 29/89 (1.873) | 43/89 (1.725) |
Dash Speed | 18/89 (2.090) | 28/89 (2.002) |
Air Speed | 14/89 (1.208) | 27/89 (1.134) |
Shield Grab (F) | 57/89 (Frame 12) | 1/89 (Frame 10) |
OoS 1 | Frame 7 Up B (Air) | Frame 7 Gyro Throw (F) |
OoS 2 | Frame 9 Uair | Frame 9 Fair/Gyro Throw (B) |
OoS 3 | Frame 10 Bair | Frame 10 Up Smash/Uair/Grab |
Fall Speed | 39/89 (1.630) | 43/89 (1.600) |
Fast Fall Speed | 40/89 (2.608) | 43/89 (2.560) |
Gravity | 57/89 (0.085) | 45/89 (0.090) |
Air Acceleration | 58/89 (0.060) | 30/89 (0.085) |
Jumps | 2 | 2 |
Short Hop | 22/89 (17.300) | 8/89 (18.380) |
Full Jump | 29/89 (34.000) | 9/89 (38.000) |
Air Jump | 27/89 (35.500) | 16/89 (38.000) |
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 | • Nair is very good for walling out opponents • Several good moves for KOing opponents • Excellent recovery • Can make use of multiple projectiles to control the stage and limit opponents' options • Very good at edgeguarding |
Weaknesses | • Terrible vertical recovery • Struggles when getting comboed, and cannot deal with projectiles • Poor frame data, and lack of approach options | • Very large hurtbox, making it a target for projectiles • Heavy and gets comboed very easily • Lag on moves makes it easy to punish • Somewhat short range on normal attacks |