MaximalGFX
Smash Apprentice
- Joined
- Oct 8, 2014
- Messages
- 108
That would be amazing for DK! Wall jump to Fair/Dair would be so sexy!WALL JUMP.
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That would be amazing for DK! Wall jump to Fair/Dair would be so sexy!WALL JUMP.
Not just that, stages like Duck Hunt would allow DK to go super deep and make it back.That would be amazing for DK! Wall jump to Fair/Dair would be so sexy!
They give wall jumps to random characters instead of those who need it or have it in their original games but not here. Like, why the devil Mewtwo has a wall jump? He has an insane double jump, confusion and teleport for recovery, why the wall jump? Why Killager has a wall jump? His recovery is a free pass, he doesn't need it! Why not giving it to Ness who needs it to not get screwed by the walls? Why not giving it to DK who needs vertical height? Mac has it, so why not DK?When I first got the jpb3ds version, I tested dk and posted my findings here while I was playing. Checking to see if they added a wall jump for dk was one of the first things I tested and reported I really thought they would add it to him this game. Its so untrue to his games that he cant
I fully understand where you're coming from with it being similar to the gordo throw. To make it a little more original, if that's the right word, it should be something like Mii Brawler's Shot Put throw where it has a fixed angle.As much as i love shieldsmashing, i kinda agree barrel would make more sense. I mean its one of his iconic moves both in the original arcade and DKC. But something tells me they'd make it similar to Dedede's Gordo and...no thanks lol
I think what you mean is "Frame Cancelling", a technique that reduces the lag of Down Air by "L-Cancelling". Seems it only works for Down Air though. Here's a vid to it:..i feel like theres an exploit in this game i havnt been able to figure out involving landing lag. I see a TON of people of every type (even DK sometimes, though not as commonly) land and not even have a single frame pause between shield, smash, or dodge/roll. I never see anyone do it once in awhile, its either they never pull it off and i catch them or theyre frame-perfect dodging everything when their attacks/landing animation should be preventing it.
While ive seen that dair canceling tactic that wasnt what i meant. I was referring to pretty much everything from the air having 0 landing lag allowing them to get a shield/spotdodge immediately even from a freefall animation before i can hit them. If i had a way to record video from my wiiu i would upload a video and highlight what i mean, but all i got is a dinky camera and looks about as great as my siggy gif lol. Not very good for analysis making.I think what you mean is "Frame Cancelling", a technique that reduces the lag of Down Air by "L-Cancelling". Seems it only works for Down Air though. Here's a vid to it:
https://www.youtube.com/watch?v=spHWz-9F7cQ and https://www.youtube.com/watch?v=0QPrOGeveEo
You're probably thinking of auto-canceling.Ending lag in general would be a massive boost since their attacks that cause said landing lag, for all heavies, is typically not strong enough to justify the landing lag.
No idea how many times ive slammed someone like Shiek with my Fair, hit the ground and she was able to recover/run at me faster than my landing lag. And that was moderate damage (~60%) not low damage.
Then again i feel like theres an exploit in this game i havnt been able to figure out involving landing lag. I see a TON of people of every type (even DK sometimes, though not as commonly) land and not even have a single frame pause between shield, smash, or dodge/roll. I never see anyone do it once in awhile, its either they never pull it off and i catch them or theyre frame-perfect dodging everything when their attacks/landing animation should be preventing it.
That would be hilarious. Considering his crazy landing lag, which would cancel the super armor if you time it badly, it wouldnt be as nuts as you would think.Think about this. F-air has super armor now.
*proceeds to destroy For Glory scrubs with DK*
I think DK is balanced overall especially with this patch. I was at smashcon and I saw how both I and a few other DK's performed there. Really there were only 3 very good DK's there, including myself, Will, and Poke. Will used DK the majority of the way through and through nothing but very strong fundamentals was beating people (in some cases badly) left and right. I'm probably the most skilled tech wise but Will beat me too in friendlies (although we only played 2 games) because he has strong fundamentals and lets the game come to him. I think the upthrow upair gives DK exactly what he needed, a way to kill vs. those characters that at the end of the day he has a LOT of trouble killing in other ways. I have mixed feelings about it as a result...that something so simple kills a lot of the cast from 70-80%, but at the same time the only way you can do it is if you don't stale DK's up air, so at the same time its not a braindead move either. I do dislike the fact that almost all of DK's grabs before 90% will now be upthrow upairs rather than relying on back throw to forward air, neutral air, or back air as a mixup. He's a very dangerous character to face no matter who you play, because after that cargo upthrow to upair ceases to be a kill move because of increased knockback, he can then decide to grab and do a cargo stagespike or even carry you off the stage and downthrow or forward throw you to your death. This one change alone means that no DK can ever complain again about DK's inability to fight the best characters out there. Because he has the agility to keep up and to fight against the best, the problem was being able to finish them off especially with his not-too-good approach options and frame data that left him vulnerable. But now, even if he can be juggled DK can return the damage in no time, if not more. DK is a stone-cold killer now. In addition to those things, he has two shield breakers, four ways to spike (and all four are useful no matter what other DK's will tell you), and a giant punch. I mean, there simply are no more excuses left.You're probably thinking of auto-canceling.
But I came here to ask how the DK mains feel about their buffs the last two patches, now that you guys can hoo-hah and guarantee a kill at 60%. I will admit though, that doesn't fix his issues, would be nice to see if at the point he finishes extending his foot in dair that he could auto cancel it, giving him a great landing option in it.
you have to mix it up and use everything, but actually yeah his dtilt became even more useful now because the tripping now leads straight into a guaranteed extra 30% damage at low %s. Overall I wouldn't label anything "best" or better, but I would just say that you really have to use his pivot fsmash and pivot grabs a lot especially against characters that like to rush you down (pikachu, etc).Very nice observation, I know that DK actually has one of the best bairs in the game from experience when dealing with them on FG. It covers the entire ledge, combos, is safe on shield and can kill at a reasonable percent too. That's why I always thought he wasn't low tier aside just having a good neutral b and a plethora of shield breaking moves, one of which is good cornering people and punishing rolls. But this is for sure more in depth.
What would you say overall though are his best moves now? I feel like d-tilt, bair, uair, and his throws carry the torch currently along with neutral b and a grounded up-b.
Well, I was not exactly thinking of using it to cover the ground. I was thinking of the edgeguarding game. The super armor is against those quick, long range hits (like Diddy's f-air) which come faster.That would be hilarious. Considering his crazy landing lag, which would cancel the super armor if you time it badly, it wouldnt be as nuts as you would think.
I always felt the heavy characters needed more armor attacks. Bowser is really the only one that casually has armor, and its sporadic/unpredictable for him so kinda hard to utilize. And it isnt even "armor" technically since it only works on some attacks.
Yaknow, make those crazy fast characters that have insane security in everything they do actually utilize their speed to get at us heavies, because we blow right through their attacks if they dont dodge properly. Most attacks anyway.
Are you kidding me? Down B to land? Nah son, that move is too laggy. Side B, too. And I don't think you can reverse it so that you change your momentum.There are ways; you can b reverse his down b to mix up the landing and perhaps hit them too (note when you wavebounce or b reverse you also come down faster), and actually you should hope that you do either really mix them up or hit them because it does have sufficient end lag to get punished. You can also b reverse a side b at times when coming down, it's situational but it really does work.
Dks worst problem isn't his inability come down but his inability to get back onto the stage from the ledge vs at least half the cast. It's really a guessing game as to which option is the better one because unlike in former games none of these options are safe, you just have to get lucky that you picked the right one against the best players. Honestly it really annoys me and the fact that I like to go offstage a lot or like to go to the ledge to reset situations is the biggest thing hurting my game; I always feel like "this game will be different" but dks ledge options are just so bad that against some characters you will rack up a lot of damage just trying to get back on stage. His best option is jumping in most situations but you can get punished by a lot of neutral attacks that cover that and the other options. Honestly I'm most pissed by his getup attack, so many moves outpriortize it and the hitbox on it is deceivingly small.
Down b to land on shield yes, just not so much on someone not shielding. At least that's the logical way to go about it.Are you kidding me? Down B to land? Nah son, that move is too laggy. Side B, too. And I don't think you can reverse it so that you change your momentum.
Lol. You don't know whether it can be reversed and yet you had the audacity to say I was wrong. Git good son.Are you kidding me? Down B to land? Nah son, that move is too laggy. Side B, too. And I don't think you can reverse it so that you change your momentum.
Actually now that I think about it, what is DK's best shield break move to land with? It has to be down-b right? It covers good ground area when he does land.Lol. You don't know whether it can be reversed and yet you had the audacity to say I was wrong. Git good son.
Never knew that actually, that would actually make it so much more better for DK.It doesn't break shields, or do much shield damage at all, when used in the air.
I get it. I do in fact act a little too positively right after a patch, and moments inbetween as well, but I did change my mind at certain points. For example, in the patch before the last where they buffed his cargo downthrow and the damage on cargo upthrow, I initially thought it was no big deal that his cargo upthrow upair was slightly nerfed at later percents. After I actually played a lot of games afterwards I stated that I was really feeling the nerf, as even at low percents I was having trouble getting it.and Darkjaws, why are you so complacent with DK's current state? it seems like every time DK gets a buff (mewtwo patch, Ryu patch, and Tourney patch) you are completely ok with that being his final version despite DK still having some glaring weaknesses still. I like reading your posts but the times you say "DK is fine as is" really rustles my jimmies.
I agree with those two buffs to no end. More than once have i found myself not using the get up attack at all simply because i know how bad it is specially against lingering hitboxes. But even more common than that is an awkwardly spaced forward air where it's about to come out but nope, touched the ground a few frames before it came out and now I find DK wide open with end lags comparable to that as if he had really thrown the move at all. It's just a little weird in characters like Ganondorf too where it just doesn't come out, but they still have less endlag than the 1st member of the DK crew. The heavy hitters would benefit from such forward airs Still coming out regardless, but DK really suffers the most out of all of them.The only buff remaining that DK needs is a buff on his ledge getup attack. I'm tired of neutral airs outprioritizing it or hitting over it. I also think if forward air is used so close to the ground to where the hitbox doesn't come out that it should autocancel.