Dixie Kong
Properties:
Weight - Light, similar to Pikachu
Dash Speed - Average, similar to Rosalina
Air Acceleration - Max, like Palutena/Rosalina
Air Speed - Good, a few points under Wario
Jump Height - Similar to Diddy
Normals:
On the ground: Dixie isn't the most mobile on the ground; she has a pretty defensive playstyle using her hair to poke, wall out, and grab opponents. She can use her aerial mobility to help offset this if she needs to move around fast and get around projectile camping. At low percents, her goal is to get her opponents into the air to extend combos and rack up damage; at high percents, she can use her grabs (fsmash and bthrow) to kill.
Jab: 3-hit combo. Dixie does two slaps and punches her opponent away. Low damage and knockback, but is fast and a decent get-off-me tool.
Ftilt: Dixie leans against her hair and kicks forward. Low damage and knockback.
Utilt: Dixie sweeps her hair around her in a quick counterclockwise motion, similar to Greninja and sword characters. Low knockback, but fast, disjointed, and can link into itself a few times like Toon Link.
Dtilt: Dixie whips her hair in front of her. Fast and decent poke, but low damage and knockback.
Fsmash: Dixie coils inward and throws her hair out in front of her. Upon hit, Dixie grabs her opponent and spins them around her once before throwing them away at a horizontal angle. On whiff, it has punishable endlag. This is Dixie's strongest kill move, but is risky.
Usmash: 2-hit combo. Dixie faces the screen and crouches low, spins her hair along the ground once (1st hit), and whips it upward (2nd hit). 1st hit sends opponents into 2nd. Relatively low knockback, but sends opponents into disadvantage for aerial followups.
Dsmash: Dixie does a handstand and rapidly spins her hair below her. 6-hit combo on either side, and last hit knocks opponents away with decent knockback and good damage.
Dash Attack: Pirouette attack from Tropical Freeze. Dixie spins rapidly and collides into opponents with her body. Singular hit with decent knockback.
Grab: Dixie reels her head back quickly and whips her hair forward, grabbing her opponent and holding them in front of her. Tether grab with similar framedata to Lucas' grab.
Pummel: Dixie slaps her opponent.
Fthrow: Barrel throw animation from DKC2. Dixie reels her head back and throws her opponent forward. Decent knockback and damage.
Bthrow: Dixie slams her opponent on the ground behind her, using the force to flip over them and throw them behind her. Strong kill throw.
Uthrow: Dixie turns toward the screen and reels her head up, throwing her opponents skyward. Low end lag and sets up for aerial followups.
Dthrow: Dixie jumps and throws her opponent into the ground beneath her, sending them slightly behind her. Leads into aerial followups at low percents.
In the air: Dixie has two midair jumps to aid with air combos and to mix up her landing, as her weight and lack of safe landing aerials can make her struggle a bit to get out of disadvantage. She has fast aerial acceleration and good top air speed, giving her great aerial mobility. She is floaty with high gravity, so she stays in the air for a bit before falling down fast, similar to Palutena. Her aerial game is mainly for extending combos and general movement, as her aerials don't have a lot of kill power.
Nair: Dixie kicks to either side of her. First hit (in front of Dixie) is fast with decent knockback and damage, but is more for knocking opponents away than comboing. Second hit has kill power. Comes out fast and has low landing lag, but punishable on shield due to its short range.
Fair: Dixie kicks upwards in front of her. Fast, low knockback, and hits with a vertical angle that links into itself with a midair jump at low/mid percents. Low landing lag, but punishable on shield.
Bair: Dixie sweeps her hair behind her in a vertical motion. Similar to Mewtwo's bair, but slightly faster and less range. Can be linked into itself or another aerial at low percents.
Uair: Dixie faces the screen and sweeps her hair above her in a counter-clockwise half-circle motion, similar to Marth/Lucina. Low landing lag, so can link into itself if used before landing.
Dair: Dixie faces the screen and whips her hair downward. The tip of the ponytail has a weak spike hitbox, and the middle/base knocks opponents away at a horizontal angle with decent knockback. Disjointed and fast.
Zair: Dixie quickly whips her hair forward. Low knockback, range (around Lucas's zair), and damage compared to other zairs, but good for poking. Tethers to the ledge.
Specials:
Neutral: Bubblegum Popgun - Dixie fires a small, fast projectile that bounces a couple of times along the ground like in TF. It has similar versatility to Mario's fireball, but less damage. Decent for conditioning reflectors/shields.
Side: Chimp Cyclone - Command grab. Dixie spins horizontally while moving forward and grabs an opponent with her hair before throwing them forward. Goes into special fall on whiff. Good for stage control, recovering from the ledge against a shielding opponent, or edgeguarding (though, a bit risky). Punishable endlag on the ground.
Up: Helicopter Spin - Dixie spins her hair so fast that she soars upward with a windbox below her. She has a hitbox on her hair going up that can knock opponents away. She slows her spin after a second and transitions into her iconic spinning animation from DKC2-3 and slowly descends with faster air speed than normal. She can cancel this animation into an airdodge/aerial.
Down: Guitar Blast - Dixie strums her guitar, emitting a small shockwave around her that briefly stuns opponents. Short range (around Jigglypuff's Sing), punishable endlag on whiff, and can be blocked, so it's best to use for dodge reads, footstool followups, or whiff punishes.