Airwalkerr
Smash Journeyman
Ola. Few of you here know me at all, as I am a Canadian Smasher who has only attended small tournies here in Alberta, seeing as I got competitive after Brawl's release. But I have been smashing since Melee's release, and know a thing or two. Now, even though I main random and play every character, DK is my favorite to play. The U-air combo's, the cargo throw, the nair, everything DK has just makes you fall in love with this big old simian. Now I was doing my usual early morning creep of the DK forums, and out of the blue noticed that he has no match-up thread. Sure, there's some coverage in the guide, but the meta-game has progressed since 2006, and things have changed. This thread is for those few remaining DK's who would like to share their knowledge with any up and coming DK's. I mean, c'mon. Help a monkey out here! Now I suppose I'll organize the thread in order of the Tier List, and since Marth is harder than Fox for DK, we'll start with him. So lend me your knowledge, and maybe give me a little bit of organizational advice, and we'll get this match-up thread up and running... Through a forest with a hot blonde girl. Monkey a Go-Go, DK forums!!!
MARTH~ 60-40 Marth's favor
The princess herself! A good Marth will space, space, SPACE his *** off, but luckily, you can keep up with him. One of his main spacers is his fair. Your bair outranges his fair. This is very nice, although you should not take this for granted. Marth's disjointed sword will always beat your stretchy limbs. Donkey punch and forward smash outrange this fools F-Smash, so try to use this to your advantage. But be wary of getting baited, we all know Marth's love to wavedash away and tipper you. Try to counter pick FD, for stages with platforms work moreso in Marth's favor than in yours. Seeing as it is more than likely you will end up with some platforms around, however, try to use them to YOUR advantage. So long as you don't let him get under you while your on a platform, you should be good. In fact, the angels will sing if you can manage to get under HIM. So long as you have a good grasp of fast falling and L-cancelling, you can keep the tempo of your uairs fast enough that you can rack up a good 20-30% before he dodges or busts out a counter. One thing you really need to watch out for with Marth is his mad gimping/edge-guarding skills. Your vertical recovery is absolute ****tery, and he will exploit your big monkey bones to that end. Going for spikes can be a risky business, for Marth's recovery will send you flying if you time your spike poorly. Unless the Marth is very far out, going out to hit him away is too risky. Strongbad is very right in his advice that you should wait for the Marth to sweetspot or land on the stage, and go in for a D-tilt gimp. You can use the Marth's offstage time to charge your punch, and maybe even hit him with it if he doesn't sweetspot. Mexicans take on edgeguarding Marth is to light shield right at the edge with your back facing the edge, and hold your control stick towards the edge. When Marth's up+b strikes your shield, you will fly backwards onto the edge, gimping him if he tried to sweetspot, and setting up a free hit if he lands on the stage. both ways work, just play to preferance. Dreamland 64 is by general consensus the best stage against Marth.
MARTH~ 60-40 Marth's favor
The princess herself! A good Marth will space, space, SPACE his *** off, but luckily, you can keep up with him. One of his main spacers is his fair. Your bair outranges his fair. This is very nice, although you should not take this for granted. Marth's disjointed sword will always beat your stretchy limbs. Donkey punch and forward smash outrange this fools F-Smash, so try to use this to your advantage. But be wary of getting baited, we all know Marth's love to wavedash away and tipper you. Try to counter pick FD, for stages with platforms work moreso in Marth's favor than in yours. Seeing as it is more than likely you will end up with some platforms around, however, try to use them to YOUR advantage. So long as you don't let him get under you while your on a platform, you should be good. In fact, the angels will sing if you can manage to get under HIM. So long as you have a good grasp of fast falling and L-cancelling, you can keep the tempo of your uairs fast enough that you can rack up a good 20-30% before he dodges or busts out a counter. One thing you really need to watch out for with Marth is his mad gimping/edge-guarding skills. Your vertical recovery is absolute ****tery, and he will exploit your big monkey bones to that end. Going for spikes can be a risky business, for Marth's recovery will send you flying if you time your spike poorly. Unless the Marth is very far out, going out to hit him away is too risky. Strongbad is very right in his advice that you should wait for the Marth to sweetspot or land on the stage, and go in for a D-tilt gimp. You can use the Marth's offstage time to charge your punch, and maybe even hit him with it if he doesn't sweetspot. Mexicans take on edgeguarding Marth is to light shield right at the edge with your back facing the edge, and hold your control stick towards the edge. When Marth's up+b strikes your shield, you will fly backwards onto the edge, gimping him if he tried to sweetspot, and setting up a free hit if he lands on the stage. both ways work, just play to preferance. Dreamland 64 is by general consensus the best stage against Marth.
FOX~ 60-40 Fox's favorFirst off, u air combos don't work on marth. Secondly, you should just about NEVER use dk's f smash, ESPECIALLY against marth. I use it once in a blue moon, but thats never something to rely on. And marth trying to spike you can be beaten if you hug the wall on your way up. When he d airs you or f smashes you or d tilts you, you can always ledge tech, wall jump, and up b him, but you have to be careful though because higher level marths will expect it and will just crouch cancel it and f smash you. In that case, you can try and change it up by either air dodging instead of up b'ing, or you can even b air after the wall jump and still sweetspot the edge with an up b afterwards. Its kinda difficult to time the b air right though. Also, you're going to find it nearly impossible to get a high level marth with a b air or even a spinning kong when he's off the edge. Marth's forward b stalls him in the air, while at the same time, attacking, and it's still disjointed and will still outprioritize your moves. High level marths will forward b if you try to approach and then up b immediately afterwards, recovering themselves and potentially stage spiking you. Best way to edgeguard marth is to stand on the very edge of the stage facing away from the ledge and light shield while holding towards the edge. When you do, if marth's up b hits your shield, you'll automatically grab the ledge and he'll fall to die if he tries to sweetspot, and if he doesn't try to sweetspot, he'll have lag from landing, in which case, you'll have time to jump up with a d air, popping him up and setting you up for a f air or giant punch. My 3 cents. =D