Kalm
Smash Journeyman
I seem to almost lose my controller at every event I've been to. I don't even know if I came home with the same controller from the last b-ham monthly, lol.
And thanks for the vote of confidence, George. Here's what I got on the nado so far:
-Giant Punching the tornado needs to be done from the air. Grounded GP clinks.
-Front part of the Dsmash works, but it shouldn't be tried if the nado is coming in from more than a 45 degree angle from the x axis, with DK's feet being (0, 0).
-Ftilt works, but clinks sometimes. Also, if the part of DK's hurtbox that extends with the ftilt connects, you get caught in the nado faster than if you hadn't moved at all.
-Fsmash works, but you need an accurate prediction and it has the same moving hurtbox problem.
-Dair works, but same deal with fsmash.
-uptilt and bair do NOT seem to work. I'm still researching, so I hope I'm wrong on this.
-The nado's hitboxes kinda fluctuate, meaning there are little openings that allow you to land ftilt, GP, etc. I'm still not sure on how big those openings are, but they seem to be too small for basic human comprehension. That's just an educated guess, though.
Hopefully I'll figure out what's what before I have to fight the next nado-happy MK.
Theory wise, I would have to say Giant Punch to be the best bet. It sucks to have it clink, but it's the best form of punishment, so good that after your opponent sees you hit them once they may be afraid to try again anytime you have that sexy fist charged up.
Either that or run?