SUP DK FANS
That other thread is basically a DK social thread so I'm not even going to bother.
First thing's first about DK, never use side A. (Dash Attack)
NEVER
except here
Grabbing
What DK does have going for him is the Fast grab + Grab RANGE
RANGE IS IMPORTANT
There are two chaingrabs for DK.
First is, cargo grab, (fair), and wait for your opponent to mash and they'll be realeased directly infront of you, where you can easily grab them.
If you recieve this combo, you CAN escape it.
UpA then DownB
Next is the DL, the slamtown, the jimmy jammy Chaingrab.
Starts at about 0:11
The Donkey Punch
yall r scared now huh
Basically there are alot of combos leading up into Donkey Punch, I don't know if this will help any of you, but its way different from the Falcon Punch timing.
Heres a combo now:
Also there is a technique that enables the user to turn around in the air, making for good edge guards while still getting back to the stage. Basically, press b for the Donkey Punch in air, then press the direction on your Analog stick where you want to face. Then press Grab or Shield. This will cancel the Donkey Punch, and make you face the other direction. You can also cancel the Donkey Punch on ground by just pressing Grab or Shield.
You can also stay on the edge by jumping down from ledge, Neutral B Cancel, jump up, repeat.
THE SPOTDODGES
Believe it or not, DK has the most Invincibility attacks in the game.
Here is a list!
Thanks to @ Quote720
Ex:
Move: Frames
UpSmash (Hands and Head): 5
Down B: 2
Up B (Starting): 5
Fully charged Neutral B: 2
Up B (After Start) (On his Forearms [DK has no hands]) (While Jumping): 40
Cargo Hold: 17
FThrow: 16
Bthrow: 18
EDGEGUARD TECHNIQUES
You can do a ''combo'' that I like to do.
Basically, cargo hold, walk to edge of stage, fall, throw opponent, and edgeguard with Up b.
Should look like this:
THE DREADED UpTILT UpAIRS
This one is scary, guys.
This is a more or less complex combo system involving DK's Up Airs and Up Tilts.
The whole goal is to keep them up in the air to lead them up into a finisher, like a Fair, Dair, or even USmash.
You would want to set up with an Uptilt, chase them on a platform, shield-drop down and up-air. Keep chasing and doing this combo until you feel the time is right to finish him!
Or you can just use it to rack up damage on light characters, like Jiggs and Samus!
(You can finish them with an uptilt on top plat at low percents)
shh dont tell cobr
COOL-CAT STUFF IN GENERAL
Some really edge Cool-Cat Combos are:
Down Air + Up B
Shorthop + Down Air + Shorthop + Down Air
Kamikaze Cargo Hold!
Basically this should only be used in desperate situations when you have a stock up or are more or less able to get up on stage after this attack.
Just Grab, drag offstage, and hold them as far as you can, you can decide to die, or just come back up by reverse Donkey Punch and an Up B.
STAR KINGS WORDS OF WISDOM
Here are some frame displays for DK: http://framedisplay.supersmashbros64.com/webfd/framedisplay.html
I will add more, if you have suggestions please post below.
That other thread is basically a DK social thread so I'm not even going to bother.
First thing's first about DK, never use side A. (Dash Attack)
NEVER
except here
anywaysDK's dash attack clanks with kirby's uptilt and gets frame advantage to move first
Grabbing
What DK does have going for him is the Fast grab + Grab RANGE
RANGE IS IMPORTANT
There are two chaingrabs for DK.
First is, cargo grab, (fair), and wait for your opponent to mash and they'll be realeased directly infront of you, where you can easily grab them.
If you recieve this combo, you CAN escape it.
UpA then DownB
Next is the DL, the slamtown, the jimmy jammy Chaingrab.
The Donkey Punch
yall r scared now huh
Basically there are alot of combos leading up into Donkey Punch, I don't know if this will help any of you, but its way different from the Falcon Punch timing.
Heres a combo now:
Also there is a technique that enables the user to turn around in the air, making for good edge guards while still getting back to the stage. Basically, press b for the Donkey Punch in air, then press the direction on your Analog stick where you want to face. Then press Grab or Shield. This will cancel the Donkey Punch, and make you face the other direction. You can also cancel the Donkey Punch on ground by just pressing Grab or Shield.
You can also stay on the edge by jumping down from ledge, Neutral B Cancel, jump up, repeat.
THE SPOTDODGES
Believe it or not, DK has the most Invincibility attacks in the game.
Here is a list!
Thanks to @ Quote720
Ex:
Move: Frames
UpSmash (Hands and Head): 5
Down B: 2
Up B (Starting): 5
Fully charged Neutral B: 2
Up B (After Start) (On his Forearms [DK has no hands]) (While Jumping): 40
Cargo Hold: 17
FThrow: 16
Bthrow: 18
EDGEGUARD TECHNIQUES
You can do a ''combo'' that I like to do.
Basically, cargo hold, walk to edge of stage, fall, throw opponent, and edgeguard with Up b.
Should look like this:
THE DREADED UpTILT UpAIRS
This one is scary, guys.
This is a more or less complex combo system involving DK's Up Airs and Up Tilts.
The whole goal is to keep them up in the air to lead them up into a finisher, like a Fair, Dair, or even USmash.
You would want to set up with an Uptilt, chase them on a platform, shield-drop down and up-air. Keep chasing and doing this combo until you feel the time is right to finish him!
Or you can just use it to rack up damage on light characters, like Jiggs and Samus!
(You can finish them with an uptilt on top plat at low percents)
shh dont tell cobr
COOL-CAT STUFF IN GENERAL
Some really edge Cool-Cat Combos are:
Down Air + Up B
Shorthop + Down Air + Shorthop + Down Air
Kamikaze Cargo Hold!
Basically this should only be used in desperate situations when you have a stock up or are more or less able to get up on stage after this attack.
Just Grab, drag offstage, and hold them as far as you can, you can decide to die, or just come back up by reverse Donkey Punch and an Up B.
STAR KINGS WORDS OF WISDOM
down b has set knockback so works at any %
it works on everybody but puff
short hop for heavier/faster falling characters (dk, fox, falcon, link, yoshi)
double jump for lightest chars (pikachu and kirby)
you can just full hop for samus mario luigi ness (but double jump works for these too if you prefer)
Here are some frame displays for DK: http://framedisplay.supersmashbros64.com/webfd/framedisplay.html
I will add more, if you have suggestions please post below.
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