Donkey Kong | Zero Suit Samus | |
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Bottom Fighter Top Fighter | ||
Weight (Units) | 3/89 (127 units) | 77/89 (80 units) |
Walk Speed | 10/89 (1.365) | 5/89 (1.470) |
Run Speed | 29/89 (1.873) | 7/89 (2.310) |
Dash Speed | 18/89 (2.090) | 2/89 (2.420) |
Air Speed | 14/89 (1.208) | 10/89 (1.260) |
Shield Grab (F) | 57/89 (Frame 12) | 74/89 (Frame 15) |
OoS 1 | Frame 7 Up B (Air) | Frame 6 Up B |
OoS 2 | Frame 9 Uair | Frame 9 Fair/Uair |
OoS 3 | Frame 10 Bair | Frame 10 Up Smash |
Fall Speed | 39/89 (1.630) | 27/89 (1.700) |
Fast Fall Speed | 40/89 (2.608) | 28/89 (2.720) |
Gravity | 57/89 (0.085) | 15/89 (0.120) |
Air Acceleration | 58/89 (0.060) | 16/89 (0.095) |
Jumps | 2 | 2 |
Short Hop | 22/89 (17.300) | 2/89 (21.350) |
Full Jump | 29/89 (34.000) | 3/89 (44.500) |
Air Jump | 27/89 (35.500) | 7/89 (44.200) |
Special | None | Crouch Walk, Wall Jump, Tether |
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 | • Several recovery options to choose from (Up B, Down B, Side B) • Great at edgeguarding (Forward Aerial, Back Aerial) • Extremely quick • Can paralyze and bury opponents to set up for follow-ups (B, Down B, Down Smash) • Very good at snuffing out opponents' landings |
Weaknesses | • Terrible vertical recovery • Struggles when getting comboed, and cannot deal with projectiles • Poor frame data, and lack of approach options | • Mediocre grab game • Endlag on her Specials (B, Side B, Up B) • Sometimes struggles to kill |