Duck Hunt | Diddy Kong | |
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Bottom Fighter Top Fighter | ||
Weight (Units) | 70/89 (86 units) | 61/89 (90 units) |
Walk Speed | 26/89 (1.213) | 12/89 (1.313) |
Run Speed | 36/89 (1.793) | 21/89 (2.006) |
Dash Speed | 71/89 (1.760) | 18/89 (2.090) |
Air Speed | 21/89 (1.155) | 75/89 (0.924) |
Shield Grab (F) | 1/89 (Frame 10) | 36/89 (Frame 11) |
OoS 1 | Frame 9 Nair/Uair | Frame 4 Z-Drop Banana |
OoS 2 | Frame 10 Fair/Bair/Grab | Frame 5 Up Smash |
OoS 3 | Frame 12 Up Smash | Frame 7 Banana Throw (F) |
Fall Speed | 33/89 (1.650) | 24/89 (1.750) |
Fast Fall Speed | 34/89 (2.640) | 24/89 (2.800) |
Gravity | 74/89 (0.076) | 13/89 (0.125) |
Air Acceleration | 31/89 (0.080) | 70/89 (0.050) |
Jumps | 2 | 2 |
Short Hop | 35/89 (16.480) | 5/89 (19.900) |
Full Jump | 29/89 (34.000) | 5/89 (41.210) |
Air Jump | 38/89 (33.800) | 11/89 (41.210) |
Special | Crouch Walk, Wall Jump | Crouch Walk, Wall Jump, Wall Cling |
Strengths | • Powerful aerial attacks and smashes • Excellent at zoning out opponents with their many projectiles • High damage output | • Access to Banana, one of the best neutral tools (which can be thrown from shield) • Great mobility and frame data • Small size makes him hard to hit • Side Special makes recovering from ledge and landing much easier |
Weaknesses | • Predictable recovery makes them somewhat easy to edgeguard • Struggles to KO early • Struggles at close range | • Struggles to kill • Poor recovery |