Donkey Kong | Sonic | |
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Bottom Fighter Top Fighter | ||
Weight (Units) | 3/89 (127 units) | 70/89 (86 units) |
Walk Speed | 10/89 (1.365) | 7/89 (1.444) |
Run Speed | 29/89 (1.873) | 1/89 (3.850) |
Dash Speed | 18/89 (2.090) | 4/89 (2.310) |
Air Speed | 14/89 (1.208) | 14/89 (1.208) |
Shield Grab (F) | 57/89 (Frame 12) | 36/89 (Frame 11) |
OoS 1 | Frame 7 Up B (Air) | Frame 3 Up B |
OoS 2 | Frame 9 Uair | Frame 8 Fair/Uair |
OoS 3 | Frame 10 Bair | Frame 9 Nair |
Fall Speed | 39/89 (1.630) | 33/89 (1.650) |
Fast Fall Speed | 40/89 (2.608) | 34/89 (2.640) |
Gravity | 57/89 (0.085) | 45/89 (0.090) |
Air Acceleration | 58/89 (0.060) | 70/89 (0.050) |
Jumps | 2 | 2 |
Short Hop | 22/89 (17.300) | 30/89 (16.890) |
Full Jump | 29/89 (34.000) | 22/89 (35.000) |
Air Jump | 27/89 (35.500) | 31/89 (35.000) |
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 | • Extremely fast • Powerful and large forward smash • Excellent vertical recovery power (↑+ B) • Great at edgeguarding |
Weaknesses | • Terrible vertical recovery • Struggles when getting comboed, and cannot deal with projectiles • Poor frame data, and lack of approach options | • Struggles to KO • Cannot cross up shields • Lacks a projectile |