Okay, time for some pointers:
First: While DK's back air is pretty key to use throughout a matchup, you don't want to use it all the time. Throw in a nair every so often and mix things up. Sometimes, you may even be able to toss in one of DK's spikes and really get your offense going.
Second: Use DK's standard jab more often. For a great many people I play on the boards, I find this quick combo useful: jabx2-->tech chase towards the opponent-->usmash. This does depend on your opponent's ability to DI, so it's not always a slam dunk. However, it may become a little less possible under a connection that we had, for example. The connection was barely manageable, but I think you knew that much.
Third: When you burn the wind up punch, you will immediately lose your jumps and recovery while in the air. So, only pull out the punch when on the ground or very close to it.
Oh, I also forgot: I can record these matches as needed. When you want to play me again, send a VM and I'll record them and put them up on YT as needed.
Good friendlies--here's hoping we can do that again.