DnkyStrong
Smash Rookie
- Joined
- Apr 27, 2015
- Messages
- 1
Cause while he is incredibly fun to play, we all know he struggles, so spreading the knowledge is beneficial to DK players everywhere. Every little bit helps! Note that all of these things are situational, and most are Delfino Plaza specific, however, everything combined might help you pull off that win and give you more options, so keep them in mind!
Non-Stage Specific Tricks:
1) Aerial Down B if un-teched leads to a jab reset.
- Only works past 35% or so when the second slap forces a bounce. (Goes without saying the second slap therefore must land)
- Works on any character up to about 85-90% However it is most effective between 40-70%, where the bounce is much smaller and therefore more likely they will flop on the ground without acting.
2) Fair if Landed on Specific Frames has Less Lag
- Easily noticed when it happens, though completely unreliable.
- Occurs most when short hopping and fast falling the fair, landing right when the hitbox is coming out. Normally when it lands you both freeze in place, however, when this happens the enemy incurs the hit-lag like normal, but you don`t. It basically looks like it was L-cancelled.
- Should this happen, you basically get a free follow up with whatever the heck you want, Donkey Punch included. Hell you can even chain a second f-air if you want.
- What usually ends up happening is the hitbox looks like it comes out but it just goes through their model like you missed, so don`t rely on it happening, but if it does go wild. Best attempted out of a jab lock or burying them past 90% with a headbutt.
Delphino Specifc Tricks:
1) Cargo Carrying an enemy into the water is a guaranteed kill
- If you cargo carry an enemy, you can walk them into the water. As long as you hit the water before they break out, it force releases them into the water, allowing you to act first into guaranteed spikes until they die.
- Note that the enemy can swim quite far away from you as they come up from the water release, however this just means you must f-air spike them instead. Either way it is inescapable
**The first two transitions of Delphino always have water so you are guaranteed attempts in every match**
- Doesnt work on jigglypuff, she just kinda floats in front of you for so long that she can jump away before she lands in the water
2) Cargo and Regular Down throw against walls if un-teched leads to D-tilt walls locks and jab resets
- Cargo and Regular down throw past 40% i believe forces a bounce (lower percents they always land on their feet and can act faster).
- If you down throw them past 40%, they will bounce against the wall, and land either in front or behind you depending on their percent and your spacing.
- Around 40-55%, they will usually always land right in front of you, and you can begin down tilt locking them against the wall (or simply jab reset their bounce into whatever you want)
- After about 4 slaps you will start getting pushed away, once your D-tilt reaches max range switch to a F-tilt, which will bounce them off the wall towards you, leading to either an up smash, up-tilt, down smash, or a reversed donkey punch depending on their percent and DI if they do not tech the f-tilt off the wall.
- If they are around 60% or higher, you can instead move closer to the wall and cargo/regular down throw, and they will bounce and land behind you, allowing you to simply turn around and d-tilt or jab, which can force reset, at which point they are as good as dead. doesnt work past 85%ish percent as no move can force a jab reset at that point.
**Using a reversed head butt will always force a get up when they land behind you, however the only move you can use is your jab out of it, though from what ive seen the jab is always spaced exactly right to suck them in, so something to keep in mind**
Combined these tricks together and Delphino is probably DK's best counterpick stage against pretty much everyone.
TL:DR, Never use DK against ZSS, and learn to love Delphino.
Non-Stage Specific Tricks:
1) Aerial Down B if un-teched leads to a jab reset.
- Only works past 35% or so when the second slap forces a bounce. (Goes without saying the second slap therefore must land)
- Works on any character up to about 85-90% However it is most effective between 40-70%, where the bounce is much smaller and therefore more likely they will flop on the ground without acting.
2) Fair if Landed on Specific Frames has Less Lag
- Easily noticed when it happens, though completely unreliable.
- Occurs most when short hopping and fast falling the fair, landing right when the hitbox is coming out. Normally when it lands you both freeze in place, however, when this happens the enemy incurs the hit-lag like normal, but you don`t. It basically looks like it was L-cancelled.
- Should this happen, you basically get a free follow up with whatever the heck you want, Donkey Punch included. Hell you can even chain a second f-air if you want.
- What usually ends up happening is the hitbox looks like it comes out but it just goes through their model like you missed, so don`t rely on it happening, but if it does go wild. Best attempted out of a jab lock or burying them past 90% with a headbutt.
Delphino Specifc Tricks:
1) Cargo Carrying an enemy into the water is a guaranteed kill
- If you cargo carry an enemy, you can walk them into the water. As long as you hit the water before they break out, it force releases them into the water, allowing you to act first into guaranteed spikes until they die.
- Note that the enemy can swim quite far away from you as they come up from the water release, however this just means you must f-air spike them instead. Either way it is inescapable
**The first two transitions of Delphino always have water so you are guaranteed attempts in every match**
- Doesnt work on jigglypuff, she just kinda floats in front of you for so long that she can jump away before she lands in the water
2) Cargo and Regular Down throw against walls if un-teched leads to D-tilt walls locks and jab resets
- Cargo and Regular down throw past 40% i believe forces a bounce (lower percents they always land on their feet and can act faster).
- If you down throw them past 40%, they will bounce against the wall, and land either in front or behind you depending on their percent and your spacing.
- Around 40-55%, they will usually always land right in front of you, and you can begin down tilt locking them against the wall (or simply jab reset their bounce into whatever you want)
- After about 4 slaps you will start getting pushed away, once your D-tilt reaches max range switch to a F-tilt, which will bounce them off the wall towards you, leading to either an up smash, up-tilt, down smash, or a reversed donkey punch depending on their percent and DI if they do not tech the f-tilt off the wall.
- If they are around 60% or higher, you can instead move closer to the wall and cargo/regular down throw, and they will bounce and land behind you, allowing you to simply turn around and d-tilt or jab, which can force reset, at which point they are as good as dead. doesnt work past 85%ish percent as no move can force a jab reset at that point.
**Using a reversed head butt will always force a get up when they land behind you, however the only move you can use is your jab out of it, though from what ive seen the jab is always spaced exactly right to suck them in, so something to keep in mind**
Combined these tricks together and Delphino is probably DK's best counterpick stage against pretty much everyone.
TL:DR, Never use DK against ZSS, and learn to love Delphino.