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DK: 101 A primer for newcomers.

itsthebigfoot

Smash Lord
Joined
Feb 8, 2008
Messages
1,949
Location
ventura county CA
Guys, this has happened to me way too often: I clank F-Tilts with a Snake. Then no matter which attack I try next, Snake's F-Tilt beats it in speed and knocks me away. If I shield, I'm usually too far away to shield grab or anything like that. What's the best thing to do in this situation?
utilt away from snake, you'll continue to clank
 

Ragnar0k

Smash Master
Joined
Aug 22, 2007
Messages
3,422
Location
Skyrim
face away from snake and up tilt
Wouldn't that be too slow to clank with his Ftilt? Maybe if you faced him I could see that but the hitbox behind DK comes out last with that move.

Oh and Ripple add my Codes so I can send you replays please.
 

Ripple

ᗣᗣᗣᗣ ᗧ·····•·····
Joined
Sep 4, 2006
Messages
9,632
Wouldn't that be too slow to clank with his Ftilt? Maybe if you faced him I could see that but the hitbox behind DK comes out last with that move.

Oh and Ripple add my Codes so I can send you replays please.
I will but I'm in the middle of writing a college essay right now
 

crifer

Smash Lord
Joined
Jan 17, 2008
Messages
1,078
Location
Germany, Koblenz
jumping leaves u in a bad position bc of upb,
rolling can work, but if he runs a little bit farther to u u get grabbed bc of grab range,
upB will either be canceled by the shot or u get grabed out of upB....
 

Donkey Bong

Smash Ace
Joined
Sep 17, 2008
Messages
610
another sick cargo thing i pulled the other day

grab>cargo>jump>fthrow>second jump>fair

if they airdodge early expecting a uair, they'll eat the giant hitbox of fair
if they airdodge late to avoid the fair, i think it ends fast enough so you can nair (if they're close or in front of you) or bair (if they DI'd behind you)

whadya guys think?

Wouldn't that be too slow to clank with his Ftilt? Maybe if you faced him I could see that but the hitbox behind DK comes out last with that move.
ugh, every clank battle i have with snake i end up losing, even with dtilt. i think in that case its best to just shield and then grab him if he continues jabbing
 

gr8ape

Smash Apprentice
Joined
Sep 4, 2008
Messages
80
another sick cargo thing i pulled the other day

grab>cargo>jump>fthrow>second jump>fair

if they airdodge early expecting a uair, they'll eat the giant hitbox of fair
if they airdodge late to avoid the fair, i think it ends fast enough so you can nair (if they're close or in front of you) or bair (if they DI'd behind you)

whadya guys think?



ugh, every clank battle i have with snake i end up losing, even with dtilt. i think in that case its best to just shield and then grab him if he continues jabbing
alright, but predictable, mix it up and using this from time to time is good though
 

daisho

Smash Lord
Joined
Mar 16, 2008
Messages
1,602
Location
College Park, MD
Yesterday I played brawl with my nooby friends (4 player vs battles no items 4 stocks winner chooses place top 2 stay on) I won every single game that i played and i played with DK the most. Most of the time I still had 3 stocks left. GO DK!
 

Blad01

Smash Lord
Joined
Mar 2, 2008
Messages
1,476
Location
Paris, France
I would like a point of view from DK mains : Where do you think DK will be on the next tier list (very probably tomorrow) ?

Do you see him going up ? down ? or staying at the same spot ?
 

highandmightyjoe

Smash Ace
Joined
Dec 2, 2005
Messages
822
Location
Alexandria, VA
He will likely stay the same. The only thing holding him back is DDD, otherwise I would say he could jump as much as 4 or 5 spaces. But as long as he gets stonewalled by a popular character, he is just high tier. I could possibly see him dropping because of a lack of tourney results though, but he deserves to stay in high tier.
 

crifer

Smash Lord
Joined
Jan 17, 2008
Messages
1,078
Location
Germany, Koblenz
I think he stays where he is,
even though of findings like gfsc (bc no one realy make use of it now.)
I think diddy will rise, so maybe 11th.
 

highandmightyjoe

Smash Ace
Joined
Dec 2, 2005
Messages
822
Location
Alexandria, VA
I think Diddy will rise but ROB will drop though, so he may stay right where he is. Do you think Olimar might pass him? And some people do GFSC, I do it on occassion, it just isn't wide spread yet.
 

crifer

Smash Lord
Joined
Jan 17, 2008
Messages
1,078
Location
Germany, Koblenz
olimar? no way, crappy recovery....
a lot of people think rob will fall down, but I dont think so...
he´s great and has good matchups...
It´s not like gfsc is the standard u see in a DK match....
 

Luigi player

Smash Master
Joined
Jul 29, 2004
Messages
4,106
Location
Austria
I would like a point of view from DK mains : Where do you think DK will be on the next tier list (very probably tomorrow) ?

Do you see him going up ? down ? or staying at the same spot ?
There will be a new tier list released tomorrow/today?! o.O

Well anyway, I could see him move down a bit because of D3s infinite... if it wasn't for that he'd just stay where he is now I guess. Maybe he'd move down a bit because Olimar might get higher and Diddy will be higher.
 

TheNix

Smash Journeyman
Joined
Nov 4, 2008
Messages
306
Location
Newfoundland
I don't foresee any major changes to DK's position.
I just hope that they go with a 5-tier system this time like previous games (and, in that case, DK makes High tier).
 

AAP

Smash Journeyman
Joined
Oct 3, 2007
Messages
241
Hope someone who can help me actually checks this thread....

But i was just looking for advice on something stupid easy that i have a lot of trouble with. Hugging the edge straight off the stage. I can do it without even thinking with most characters, even ones i hardly use. Then when it comes to the great ape its useless, i fly off the end of the stage only to have to recover myself (a bad place to be as DK) instead of edge-hogging like i had intended.

So yea if anyone has anything that might help. Visual clues as to when i should be shoving my stick the other way, if i should go straight back, up a bit, down a bit. There's something I'm missing and i don't know what it is! thx
 

CBK

Smash Journeyman
Joined
Mar 4, 2007
Messages
375
Location
Reno, NV
I actually have a lot of trouble doing that with DK, what I do is jump down and I can usually get the ledge before they can do anything.
 

MasterCheeze

Smash Journeyman
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Nov 17, 2007
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352
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Fargo, ND
NNID
MasterCheeze
3DS FC
0688-5933-2030
When you go off you have to quickly rotate the control stick 180 degrees towards the stage. It's really annoying for the big guys, but it's a easier when you're leaning off the stage rather than running towards it (which ruins its effectiveness if you can't run and do it I guess). Uh, maybe try what CBK said. It would be nice if you could just Up-B at the right time though, beat 'em with those few frames of SA, and then grab the ledge.
 
Joined
Jul 10, 2008
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Location
I cant help it if I think your funny when your mad
Much respect to numerous friends as it's their collaborative effort to make this guide possible.

Ripple- Organizing a Match-up thread and including info regarding Ripple combo ;)
DKpunch- Stage spiking and other helpful info.
Relldaproblem- Stage spiking
J.L- Stage spiking
NJ'sfinest- Cargo, Dtoss infinite & more
GoldenGlove- Throw from ledge info
Tom- Wall infinite strats & more
Versa- Helping develop a DK Brawl game
Brahma- Helping develop a DK Brawl game
itsthebigfoot- KO #'s
Bum163 & Mexican- for being inspirations.


Strong Kong is Monkey

Table of Contents-

0 - Introduction
1 - Legend-
2 - Input-
3 - Pros-
4 - Cons-
5- Melee Changes-
6 -Moves-
7 - Killing Moves-
8- Combo moves-
9- Throws-
10 - Basics-
11 - Advanced-
12 - Conclusion-




0 – Introduction-

This desperately needed guide is intended for the people who have begun to pick up Brawl and understands most or some concepts but isn't very educated on Donkey Kong. Let’s clean up Smashboards and make this series.

No legal disclaimers, no copyright BS, this is from ME to all of you.

I will gladly update with more when beneficial contributions are made and shall DO MY BEST to cite people for their own contribution.

-Kyle




1- Legend-

Super Armor- Ability to take damage with no knockback or canceling of your offense
Invincibility- Takes no damages, can not be interacted with. Like Mario with a star.
OKI – Okizeme, this is when an opponent is on the ground or ledge and you can react to their options.
SH- Short hop
N- Neutral, (No input)
Utilt – Up tilt
Ftilt – Forward tilt
Dtilt – Down tilt
Usmash – Up smash
Fsmash – Forward Smash
Dsmash – Down Smash
NeutralB/Donkey Punch/DK Punch/Punch = Released Neutral B Punch, Preferable a fully charged one.
sideB/Head butt- Over + B perform a head butt.
downB- Input down + B
upB – Donkey Kong whirl, tornado, recovery move.
runningA – running A input, causes a kick.
Nair- Neutral Air
Bair- Back air
Fair- Forward air. Also refered to as Clownair because of Clown_Yoders effectivness with it.
Uair- up air
Dair- Down air
AA- Standard attack combo. 2 consecutive punches
Land - Land on the ground
Clean-hit - Hitting a move at its optimal range, giving the most advantage it can…called the "Sweet spot" around here.
Counter-hit - Getting attacked out of start-up frames before a move is active.
Throw/Grab- Z or Shield +A
Cargo- Forward from grab, it’s a mobility set-up…typically followed up with Ftoss.
Btoss- Back toss from grab.
Dtoss- Down toss from grab.
Ftoss- Forward toss, only executed after cargo throw.



2- Input-

I- On the ground and air, DK can turn around during his DK Punch, by inputting a side, than letting the stick fall back to the center. (This is called a neutral), than Punch. Side, N, DK punch.

II- On the ground and air, DK can turn around during his DK charge, by inputting a side, than letting the stick fall back to the center. (This is called a neutral), than Charge. Side, N, DK punch.

III- DK charge can be canceled and maintained up to its current level by pressing the shield button. This is true for air and ground versions.



3 – Pros-

Has awesome killing potential.
Does good damage
downB covers lots of OKI options
Fully stocked DK punch forces opponent to play differently
Throw damage
Btoss can kill if not diminished.
3 Spikes
3 Super Armors moves
Typically Lives to 200%


4-Cons-

Big hit-box means he is easy for most to combo.
Although he is MUCH faster, he is still slow to leave the ground, and some lag suxors.
DK’s recovery can become predictable…. DEATH!
DK gets ZONED hard. Link is a TOUGH fight: Snake will be a PAIN to deal with.



5-Melee Changes-

-His Range is farther
-His Knockback is greater
-His Start-up is faster
-His upB is further/longer/has a recovery trick
-His recovery on virtually every move is faster.
-His spot dodge is quick and recovery MUCH faster
-HIs B moves are all useful and can be implemented.
-Uair is not combocrazy, but it outs well.
-Throws are not combocrazy, but it outs OK.

My Understanding on DK's Range, (as I may be the person around here to play MonkeyKong the most extensively since Brawl) is better. DK only lost range on 1 move, His DK Punch, although it is a VITAL move to his arsenal. It also is very important to mention the 2 significant BUFFS that DK Punch received, 1- Invulnerability frames as it can not "trade" hits. 2- Much faster charge Time, DK takes 10 wind-ups that happen MUCH MUCH faster than any previous installment of Smash. Mentioned on the e4all impression they said that his Bair was shorter...I contest this. It is different, it flings a little more upward, has a slight arc to it, but it's definitely not "shorter".


Moves with NERFED range-
DK Punch


Moves with BUFFED range-
Ftilt (Because of his overall bigger body)
Dtilt (Because of his overall bigger body)
FSmash (Because of his overall bigger body)
DownB
upB (Because of his overall bigger body)
sideB
Dsmash (Because of his overall bigger body)
Nair (Because of his overall bigger body)
Fair (Because of his overall bigger body)

Moves with altered range/direction
Bair


With this information, we can definitely say that DK is WAY better than his Melee counter part. The only thing he "Lost""Nerfed" was his Uair combo ability. But, the new parry/perfect guard technique allows a Dsmash to be used for punish on shield, rather than a throw Uair combo (Melee punish). This change doesn't make DK lose that depth to his game, it only forces him to use an option that does less damage and potentially kills EVERYONE.




6-Moves-

Utilt – alright anti-air and it can combo fast fallers. (Ganon, Marth, Falcom) I don’t use this often.
Clean-hit/sweetspot = elbow above DK’s head, hand will follow.

Ftilt – Amazing poke, this clashes with most projectiles which helps DK from getting zoned…some.
Clean-hit/sweetspot = Back of hand will null most projectiles.

Dtilt – Forces trip and sets-up for combo at low %’s AMAZING.
Clean-hit/sweetspot = DK’s wrist
Info about Dtilt~

- Diminishing damage does not affect the ability to trip.

-Clean-hit significantly raises the success rate of forcing opponent into combo-able trip.

-Counter-hit significantly raises the success rate of forcing opponent into combo-able trip.

-Forcing trip is not guaranteed, but the chances are definitely in your favor. I was told 60%-90%

- Only trips each weight class at certain % ranges, EXAMPLE: IC 0-13%, Koopa 35-50%.

Usmash – great anti-air, replace Uair tactics with Usmash
Clean-hit/sweetspot = In between hands

Fsmash – KILL people, great range and recovery, I even poke with this.
Clean-hit/sweetspot = In between hands

Dsmash – 1 of DK's fastest moves and it has great killing potential. This does great against IC & people who roll often.
Clean-hit/sweetspot = On fists

-Use this as an effective punish out of shield

-If DK Dsmash while opponent is hanging on ledge, it's a 45degree spike, it will not launch vertical

NeutralB/Donkey Punch/DK Punch/Punch - Anyone above 50% is dead. With this, DK controls FEAR in man.
Clean-hit/sweetspot = Fist and shoulder.

-The range for DK punch is shorter, but not smaller as the hitbox was only moved to encompass more of DK's body, DK punch is active WELL BEHIND his shoulder, making Reverse DK punch even MORE EFFECTIVE. Un-shield-grab-able b/c of knockback

-From ledge grab, I dropped, jumped, than DK punched, KO’d my opponent but to my amazement DK GRABED THE LEDGE. Kid tested mother approved, ledge grab after aerial DK punch, AND the ability to DK punch from ledge while recovering in time to re-grab ledge.

SideB/Head butt- Every opportunity you have to use this move, you should, it’s AMAZING… except for start-up frames. Hit box is a good size, and pushback on block is GREAT. Destroys shields, Un-shield-grab-able b/c of knockback
Clean-hit/sweetspot = Head. Lol This moves your hitbox some and lets lets people whiff. The hit state is not Pitfall. Once they are grounded, your next attack is FREE! Th ehigher the % the more frames you have to attack the,

Two distinct functions~

I- Punish missed/baited upB's with DK's sideB for extra damage and Fsmash/DK Punch combo. Compared to just a Dsmash general Punish.

II- Spike people sweet-spotting the edge, use it while DK is still on the ground and opponent is Aerial.

downB- beats rolls, runningA attack and spot dodges, forces launch and sets-up for Anti-Air, Great range and power. USE THIS MOVE EVERYONE. Un-shield-grab-able b/c of knockback. This is great for destroying destructable object like walls and statues.
Clean-hit/sweetspot =Haven’t found 1.

upB (Grounded)– Super Armor on start-up frames, good knock back, great recovery. Very useful
Clean-hit/sweetspot = Last hit

upB (Aeriel)– Invincibility on start-up frames, good knockback, bad recovery. Very useful
Clean-hit/sweetspot = First hit, around DK’s head

- In the Air upB lost the amazing sweetspot that used to combo from Uairs. BUT, the whole start-up in the air is INVINCIBLE, not invulnerable, but INVINCIBLE! Now we have realistic mid damage Uair combos! Get this, if you Uair than jump for a follow up Uair, you can expect to get sexied out of your next Uair, or they air dodge and you've lost your offense. Now, preceding a Uair, DK jumps than goes into upB. If they sexy or attack, the invincibility of DK wins: if they air dodge, DK upB is active for so long that you still hit them. The ONLY option they have is to jump. Ba bu bah bum ba, I'm lov’n it.

- There is a recovery trick to his upB, depending on when you hit the ground after the active frames. There's an ok size window after the active frames where landing gives almost (if not) instant recovery. However, if you land after this window the recover is HORRIFIC as you always fall n your monkey butt and have to physically pick yourself up. This may have been in Melee, IDK, but the recovery of landing after that window is so bad it’s definitely noticeable now.

runningA – knocks opponent away instead of above, recover is MUCH better, this move is now useful.
Clean-hit/sweetspot = DK’s heal

Nair- It was used to pick up grounded opponents, but with the loss of L-cancel’s this move took a HUGE blow. Use this to punish aerial opponents above/front you…that is all.
Clean-hit/sweetspot = Head and shoulders. LOL

Bair- the comboness is GREAT. It also kills if saved with no Diminishing.
Clean-hit/sweetspot = Heel of Monkey

Fair- Recovery is so bad; do not use this when opponent is under 45%. Spikes hard off side
Clean-hit/sweetspot = Far end of fists.

-Fair still has 2 ways it hits (meteor/spike and knockback left/right).

-I personally believe that the Fair now his disjointed hit-box from the body.

Uair- crappy Anti-air, I don’t see MUCH use for this move, Kills vertical, air to air.
Clean-hit/sweetspot = Head. lol

Dair- Recovery is so bad; do not use this when opponent is under 45%. Spikes hard off side
Clean-hit/sweetspot = Foot. DUH

AA- much better knockback, can’t kill.
Clean-hit/sweetspot = Fists.

Cargo- Once lifted always run to edge. SA frames!

Ftoss- @ low % Uair combos, effective when BOUNCED off walls for easy Uair's.

-REMEMBER TO JUMP FROM CARGO & ASCEND WITH OPPONENT WHILE PERFORMING FTOSS.

Btoss- Kills if not diminished. Better angle for ledge guard potential
-Save Btoss for kills, use Cargo, Ftoss to throw people off stage. Even if that means you have to turn around during cargo.

Dtoss- @ low % is a great set-up for a second running grab. MINDGAMES! AMIRITE?

Utaunt- AMAZING beats his chest like an APE should. Best taunt ev'a

Ftaunt- Shakes his head like a wet dog... looks funny. It's a good taunt.

Dtaunt- Gives the "WTF just happened, I DUNNO Batman" look. Love it.




7-Killing moves-
~All estimates and need confirmation.

Dtilt – Can trip to combo a smash. ~50-100%
Usmash – 76%
Fsmash – 80% Middle of FD
Dsmash – 92%
NeutralB/Donkey Punch/DK Punch/Punch = 72% Middle of FD
sideB/Headbutt- Pitfall to combo smash. ~50%
upB (Aeriel)– Invincibility ~60%
runningA – ~120%
Nair- ~90%
Bair- Kills if not diminished. ~60%
Fair- ~45%
Uair- ~60%
Dair- ~45%
Btoss- Kills if not diminished. ~90%




8-Combo's-
These moves all have combo potential.
Bair-
Cargo Ftoss-
sideB-
AA-
Dtoss-
downB-
Utilt-



9 – Throws-
Dk's throws are arguable the best non-tether grapples.

-Best range of any other non tether grapple
-Stage spike is cheap KO's ~50%
-SA frames on cargo allow stage hazards and opponent hits to KO. (Teams OMG)
-Options, seriously, Cargo Ftoss, Cargo Utoss, Cargo Dtoss, Ftoss, Dtoss, Utoss, & Btoss. There's Combo potential, Edgeguard potential and KO potential on these. DK can pick up his opponent and WALK to the edge LOL.

Dk throw game is deadly, you just need to use them effectively.
Effective grabs depends on the damage and location of DK.

Low%-
Grapple, Bash, Dtoss, Charge Fsmash, Hope they recover into it. This works alot actually.
Low%- Grapple, Bash, Cargo, Jumping Ftoss, Jumping Uair.
Middle%- Grapple, Bash, Bash, Backtoss to edge for edge-guarding potential. If they DI down they lost.
Middle%@corner- Grapple, Bash, Cargo, Cargo Dtoss away from stage hoping to gimp recovery.
Middle/High%@Corner- Grapple, Bash, Bash, Cargo, Stage spiking
Any%@Wall- Grapple, Bash, Cargo, Cargo Dtoss, Grapple, Bash, Cargo, Cargo Dtoss, Grapple...
High%- If Btoss not diminished It will kill.









10 – Basics-







Punish-

- If you get a REAL easy punish than always hit with sideB, Fsmash combo.
- If parried @ low%, follow through with a grapple, attack, Cargo, Jumping Ftoss, Uair.
- If parried @ mid%, follow-up with a Donkey Punch.
- If parried @ High%, follow-up with a Dsmash.
REMEMBER, once you get your kill, CHARGE A DK PUNCH.




Anti- Air-

Uair- is a good anti-air, but best used to kill
Usmash- Great anti air, will kill
UpB- Invincibility or Super armor
Utilt- combo on heavy people

one can cancel a fox trot into Usmash, by simply inputting side, N, UcStick. This is a great Anti-air option. Especially against Jigglypuff and Metaknight. ;)

Zoning-

I am calling this Zoning but it's really just a footsy game where you and your opponent are looking for opportunities to strike w/o aimlessly jumping in. There are a few options you have to work with. SPAM Ftilt, @ mid range Dtilt, @ mid Range downB, a closer Range Bair, you should be BEGING for a poke from your opponent. Also a whiffed Bair is great b/c you have enough recovery to jump away or in if opportunity presents itself. Use Dtilt to beat runningA attacks.

DO-
Ftilt - Good recovery, descent poke
Dtilt - Good recovery, descent poke, leads to combo at low damage. O.0 Beats runningA's
Bair - Amazing recovery, amazing poke/combo potential
Nair - Good recovery, descent poke
downB - Beats rolls, and spot dodges. Very vulnerable to an air assault though. =/
Charge DK Punch- This will force your opponent to play differently.


On the inside-

Oh snap you’re in: Parry attacks and punish accordingly, use downB to punish rolls and spot dodges, and its combo time. Mmmmmmmmmm super Armor. Use Dtilt to beat runningA attacks.

DO-
Parry- Punish according to spacing and damage.
Bair- C_C_C_Combos
DK Punch- Super Armor
UpB- Super Armor


Ledge Guarding-

DO-
Dair- Spike
Fair-Spike
Nair- High recovery solution
Bair- Puts ‘em back outside
sideB- Spikes while DK is on stage.
upB – Invincibility




From Ledge-

Forward- Stand up, some invulnerability
R/L- Roll onto stage, some invul, very vulnerable.
A-attack, useually invulnerable but easily punished with spacing or a shield.
X/Y/up- Jump onto stage, like roll, good spacing, very vulnerable.
upB stall- descend from ledge and input upB. DK will hover with a disjointed hitbox momentarily. After a little while just regrab ledge and repeat. DK is virtually undefeatable in FFA's.
DK Punch- The recovery of DK punch is soo good now, DK can descend, jump, DK Punch and regrab ledge. Great for SA frames.
sideB stall- No where near as effective as Donkey Punch but the option is there, descend, jump, sideB, upB and regrab ledge.


Set-up-

DK does not have a guaranteed knock down besides trip… which you should be combo’n off of anyways. OKI happens from time to time, but the majority of DK game is spacing. Your two OKI spots are from ledge, and from ground.

I- While opponent is grabbing ledge they have a very limited amount of options to return: attack, roll, or jump. You may think this is like Rock paper scissors but, oh… it’s soo much more. @ The right distance downB will beat rolls and attacks, so if you see your opponent jump… Anti-Air his butt! If not, your bases are already covered. Because of the awesomeness of Bair, I recommend dealing with ledged opponents backwards, as a Bair anti-air will grant opportunity for you to combo or edge-hog.

While opponent is vulnerable on ledge that allows stage spiking do a Dsmash for a spike to them.

II- While opponent is grounded they have a very limited amount of options to return: attack, roll forward, or roll back. You may think this is like Rock paper scissors but, oh… it’s so much more. @ The right distance downB will beat roll forward/back and attack. Additionally, I like to run toward the downed opponent, once I’m right over their body I shield, than, it’s time to react.

-If they press “up” or “A” to get up, you shield than punish according to their %.
-If they roll forward, you pivot and grab them.
-If they roll back you continue to run, than grab.
Remember, downB will beat almost every option, but isn't the most effective options.




11-Advanced-




Super Armor-

Let’s discuss Super Armor. DK has two options, and thankfully, the SA windows are at different places, so you have multiple options to be effective. Learn the two windows and apply them effectively as an attacking defensive strategy.

-upB (Grounded)- Super Armor frames on start-up, this is the 2nd longest SA window DK has, it's now as effective as Bowser fortress with Invulnerable start-up, the window is the whole entire time his elbow is raised before it's active, BUT, additionally, there is a small window after invulnerability, and before it's active where you can STILL be hit out of the move. This means that upB is very effective against single strike moves (IKE COUGH COUGH) and not multi stuff like most Dsmashes. on ground, the trajectory is enough to be safe on guard but don't expect much horizontal movement, it only has enough. Finally, the grounded version has AMAZING almost instant recovery, while the last hit has the most knockback of the entire move.

-Full Charged Donkey Punch- Super Armor is the Donkey Punch itself, about 15 frames after startup of a full charge DK punch you are in Super Armor sate. It is set-up such that, it will never trade hits. In a trade situation DK will always win. But, you will still be hit OUT of a DonkeyPunch early.

-Cargo carry, he has Frames for the first 60-120 frames of the opponent on your shoulder.

-This makes the IC match much better as you can throw them now.
-This will utilize hazards like Onett. LOL free car deaths.
-Improves DK's role in group/team Brawl.
-Pick up snake and walk over his own Grenades/motion sensored bombs.



Lag and Recovery-

About Lag canceling or the lack there of, I've tried different stuff and only found a few things worth mentioning~

- Every aerial has its own unique landing recovery animation if you land before the move COMPLETELY finishes, you have to go through this additional landing recovery.

- As discussed, there is a recovery trick on aerial upB, if DK lands right as DK loses his active hitboxes.

- There are a few frames on Bair, where the move can be activated, but not active, land, and have NO additional recovery... weird. Like the first 4 frames or something.

- This DOES NOT include aerial B moves as they have no additional landing recovery, only their original intended recovery.

-Because the landing recovery on Dair is SO BAD there has been numerous times where I have parried then punished with a reverse short hop, Dair, only for my opponent to recover and punish me before I recover, this is best at high%'s NOT mid %'s.


Stage spiking
Beings how the neutral stages have an undercut, DK can now Cargo Ftoss/Cargo Dtoss an opponent into that ledge by waling off stage from a Cargo, than turing around and doing the appropriate toss. This is effective around ~50%. This kill is so cheap and awesome.

Try this.

As you shield someones ledge A recovery, Cargo, step off stage, Roll a 180* on the Analog and use Dtoss/Ftoss to throw them against the back wall. Even if they wall tech your invincibility on upB will own their upB.

Forward walks DK off the stage,
Down fast falls for a monent,
Downback turn Dk facing the other way,
Back is where you execute the throw.

Stages with undercuts which allow Stage spiking via Cargo Ftoss/Dtoss technique include:

-Pokemon Stadium 1
-Corneria
-Newpork
-Final Destination
-Lylat Cruise
-Battlefield
-Smashville
-Pokemon Stadium 2
-Spear Pillar
-Castle Siege 3




Wall Infinites

Stages with walls that allows this technique include:

-Pokemon Stadium 1
-Shadow Moses Island
-Corneria
-Onett
-Newpork
-Pictochat
-The Summit
-Hyrule Temple
-Rainbow Cruise- WTF!BBQPIE
-Delfino Plaze
-Pirate Ship
-Green Greens

Dtilt Infinite
Dtilt
Dtilt
Dtilt...

This only works for a certain % window based on Weight and gravity. Research still being conducted over actual windows.


Cargo Dtoss Infinite
Grapple, Cargo Dtoss
Grapple, Cargo Dtoss
Grapple, Cargo Dtoss...

This only works for a certain % window based on Weight and gravity. Research still being conducted over actual windows.




GlideToss







Water Spikes

When opponent is >40%cargo throw, walk off the stage into the water area, where both of you start floating and struggling to get back up. Since DK hits the water first, he is always first to be able to jump out of the water while the opponent is still struggling. The instant you are able to jump, you do a dair and spike them into the waters.

Stages which allows Water spike technique include:

-Pirate Ship
-Delfino Plaza
-The Summit


DK Double Suicide
This works on any Ledge, if you are a stock up, and your opponent is at high%, just grapple, Cargo, walk off stage, as you are falling, do Cargo Dtoss.

The idea is to descend so low that both players will not come back.

Stages which allows DK Double Suicide technique include

-Pokemon Stadium 1
-Corneria
-Newpork
-Pictochat
-The Summit
-Hyrule Temple
-Delfino Plaze
-Pirate Ship
-Green Greens
-Final Destination
-Lylat Cruise
-Battlefield
-Smashville
-Pokemon Stadium 2
-Spear Pillar
-Castle Siege 1
-Castle Siege 3
-Bridge of Eldin
-Yoshi's Island
-Skyworld
-WarioWare
-Battleship Halbred
-Norfair
-Frigate Orpheon
-Distant Planet
-Port Town Aero Dive
-Green Hill Zone
-Luigi's Mansion
-Yoshi's Story
-Brinstar
-Rainbow Ride



12- Conclusion-

I- Do not Spam Bair , it's noob to only use that move.
II- Throw them until they get FRUSTRATED .
III- Learn Super Armor timings
IV- Learn Combo Timings.
V- DO NOT GIVE UP KO FOR SPIKE.
VI- Always Charge a DK punch!
VII- Don’t taunt unless you have already charged a DK punch.
VIII- Use downB & sideB
IX- If your confused, ask.
X- <-- My Favorite FF game.

Kyle~
Great job on this, I am very impressed.

The KOTH Approves

-KOTH
 

Chaosgriffin

Smash Ace
Joined
Apr 17, 2009
Messages
773
Location
Texas, where DK planks
Hope someone who can help me actually checks this thread....

But i was just looking for advice on something stupid easy that i have a lot of trouble with. Hugging the edge straight off the stage. I can do it without even thinking with most characters, even ones i hardly use. Then when it comes to the great ape its useless, i fly off the end of the stage only to have to recover myself (a bad place to be as DK) instead of edge-hogging like i had intended.

So yea if anyone has anything that might help. Visual clues as to when i should be shoving my stick the other way, if i should go straight back, up a bit, down a bit. There's something I'm missing and i don't know what it is! thx
What I did to get better at that, was go in training mode and pick a character that was not DK, practice rotating the analog 180 degrees towards the ledge right after you fall. Once you get the timing down, do to DK. Since you now know what to do with the analog stick, just work on the timing, when to apply the 180 turn with DK. Try it from the almost falling animation, then walk towards the ledge and do it, finally run and do it. So you know how to do it under any circumstance.
 
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