Donkey Kong | Sora | |
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Bottom Fighter Top Fighter | ||
Weight (Units) | 3/89 (127 units) | 72/89 (85 units) |
Walk Speed | 10/89 (1.365) | 81/89 (0.820) |
Run Speed | 29/89 (1.873) | 65/89 (1.580) |
Dash Speed | 18/89 (2.090) | 70/89 (1.780) |
Air Speed | 14/89 (1.208) | 65/89 (0.960) |
Shield Grab (F) | 57/89 (Frame 12) | 36/89 (Frame 11) |
OoS 1 | Frame 7 Up B (Air) | Frame 9 Up B |
OoS 2 | Frame 9 Uair | Frame 11 Nair/Grab |
OoS 3 | Frame 10 Bair | Frame 13 Fair |
Fall Speed | 39/89 (1.630) | 66/89 (1.440) |
Fast Fall Speed | 40/89 (2.608) | 64/89 (2.304) |
Gravity | 57/89 (0.085) | 86/89 (0.064) |
Air Acceleration | 58/89 (0.060) | 15/89 (0.096) |
Jumps | 2 | 2 |
Short Hop | 22/89 (17.300) | 24/89 (17.200) |
Full Jump | 29/89 (34.000) | 68/89 (30.000) |
Air Jump | 27/89 (35.500) | 12/89 (40.000) |
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 | •Good reach and safe moves to pressure with •Long-lasting hitboxes on many of his moves •Excellent recovery, with many options for getting back to the stage •Great potential for edgeguarding |
Weaknesses | • Terrible vertical recovery • Struggles when getting comboed, and cannot deal with projectiles • Poor frame data, and lack of approach options | •Very lightweight •Very floaty, and somewhat slow mobility •Somewhat difficult to KO with |