Duck Hunt | Mario | |
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Bottom Fighter Top Fighter | ||
Weight (Units) | 70/89 (86 units) | 33/89 (98 units) |
Walk Speed | 26/89 (1.213) | 35/89 (1.155) |
Run Speed | 36/89 (1.793) | 37/89 (1.760) |
Dash Speed | 71/89 (1.760) | 37/89 (1.936) |
Air Speed | 21/89 (1.155) | 14/89 (1.208) |
Shield Grab (F) | 1/89 (Frame 10) | 1/89 (Frame 10) |
OoS 1 | Frame 9 Nair/Uair | Frame 3 Up B |
OoS 2 | Frame 10 Fair/Bair/Grab | Frame 6 Nair |
OoS 3 | Frame 12 Up Smash | Frame 7 Uair |
Fall Speed | 33/89 (1.650) | 58/89 (1.500) |
Fast Fall Speed | 34/89 (2.640) | 57/89 (2.400) |
Gravity | 74/89 (0.076) | 54/89 (0.087) |
Air Acceleration | 31/89 (0.080) | 31/89 (0.080) |
Jumps | 2 | 2 |
Short Hop | 35/89 (16.480) | 16/89 (17.540) |
Full Jump | 29/89 (34.000) | 16/89 (36.330) |
Air Jump | 38/89 (33.800) | 22/89 (36.330) |
Special | Crouch Walk, Wall Jump | Wall Jump |
Strengths | • Powerful aerial attacks and smashes • Excellent at zoning out opponents with their many projectiles • High damage output | • Good frame data with many quick moves • Can land combos that deal tons of damage or deplete enemy stocks • Can reflect projectiles with his Side Special (→ + B) • Has a good projectile in his Neutral Special (B) • Neutral Aerial (A while midair) is both fast, and has a long lasting hit box that is great for interrupting combos |
Weaknesses | • Predictable recovery makes them somewhat easy to edgeguard • Struggles to KO early • Struggles at close range | • Rather poor range • Doesn't have good tools for poking from the front • Somewhat mediocre recovery (can be edgeguarded if caution is exerted) |