MJG
Smash Hero
I agree with pretty much everything you said here.Alright I'm finally posting my match up against a DK player
First off, I want to explain what advantages you have. Unlike DK you have projectiles that you can use at mid/long range. You are also faster than DK with most (if not all) of your moves. You have a very good air game against a DK player. Finally, you have a very good recovery.
Now when the match starts, almost every DK player will stt by charging up their punch. Your job is to stop it. This is where your projectiles come in handy. If DK is hit anytime charging his punch, he will have to start over. Even if his punch is charged all the way up, don't worry. He still has to catch you in order to hit you. If you know the basics about dodging and rolling, you should be able to avoid the attack, but DK has a move that stops you in your tracks if you're hit. If you are hit by DK's headbut, he has the change to hit you with a charged up punch, but if your % is below around 30 or 40 you should be able to get out of it before it lands. On the flipside, if your % is around 70% or above, you WILL lose a life unless you're lucky. In order to avoid any of this, your TL must be Agile. Another move you might want to watch out for is DK's Ground Pound. If hit, you will launch into the air above DK which gives DK a change to Up Smash you. You may be thinking "Time for a Down Air", that also probably what the DK player wll think. While the DAir move has some power to t, it's predictable. Chances are the DK player will roll/dodge and if they have a charged up punch, they will hit you with it.
Now I will tell you what you should when facing a DK player. Like I said your projectiles come in handy since DK doesn;t have any. This is a good way to get DK's % up without having to get close to him. While DK does have some dangerous moves in close combat, don't be afraid to get in close for a hit. Your speed is the advantage here. Use it. Your grappling hook is also an advantage because you can grab DK at a longer range, but the flipside is that if you miss you're vunerable for 2 seconds. Your hook is not only for grabbing though. You can also use it for a teather recovery if your opponent is waiting for you at the edge. Now we need to get into TL's air game. Your air game is just amazing. You can air juggle him to keep him in the air and keep landing easy hits on him. This is also a place where you can KO DK with either your Sideairs. I would reccomend only using TL's Dair if you know it's going to it. Reason being is if you miss, when you hit the ground, you're vunerable for 2 seconds and if you don't hit any ground at all, you lose a life.
I don't know if I should add more or not or if I should make things more clear. This is really the 1st time I'e done something like this.
Something that should be noted is that a lot of DK players like to do b reversals with their Donkey Kong Punch and they like to do it as they are about to land obviously. It is not a move you should be trying to shield and it has invincibility....so just watch out.