Donkey Kong | Snake | |
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Bottom Fighter Top Fighter | ||
Weight (Units) | 3/89 (127 units) | 19/89 (106 units) |
Walk Speed | 10/89 (1.365) | 77/89 (0.882) |
Run Speed | 29/89 (1.873) | 60/89 (1.595) |
Dash Speed | 18/89 (2.090) | 71/89 (1.760) |
Air Speed | 14/89 (1.208) | 61/89 (0.987) |
Shield Grab (F) | 57/89 (Frame 12) | 57/89 (Frame 12) |
OoS 1 | Frame 7 Up B (Air) | Frame 6 Dair |
OoS 2 | Frame 9 Uair | Frame 10 Bair |
OoS 3 | Frame 10 Bair | Frame 11 Up Smash |
Fall Speed | 39/89 (1.630) | 26/89 (1.730) |
Fast Fall Speed | 40/89 (2.608) | 26/89 (2.768) |
Gravity | 57/89 (0.085) | 68/89 (0.080) |
Air Acceleration | 58/89 (0.060) | 86/89 (0.030) |
Jumps | 2 | 2 |
Short Hop | 22/89 (17.300) | 73/89 (13.690) |
Full Jump | 29/89 (34.000) | 86/89 (21.620) |
Air Jump | 27/89 (35.500) | 35/89 (34.070) |
Special | None | Crouch Walk |
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 | • Can survive to very high percents • Grenades can be used to escape combos • Very high damage output on most of his kit • Access to a wide variety of powerful projectiles |
Weaknesses | • Terrible vertical recovery • Struggles when getting comboed, and cannot deal with projectiles • Poor frame data, and lack of approach options | • Very bad air mobility and poor disadvantage state, with somewhat exploitable recovery • Bad frame data on many of his moves • Gets comboed easily |