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in a way it's better but if they manage to dodge they get a free hit, with down-b it prevents counter attacks and dodges and has a constant hit box but does less and its not a kill move. Down-b is for the less aggressive type playersdownB will punish rolls, BUT Dsmash is much more effective. A charge DK punch will do it also. Usually they will roll into your shoulder sweetspot that vertical kills.
Great matches COW. lol
Rell, next time player, it's you and I. Jais was all about playing. lol
Does Bum have a brother that play's Lucas too or is that a shout to me? Thx though. =)GGs the other day Bum. Your DK is tough as nails, and your brother's Lucas is good too.
I play Ike and I'm looking to get better, so I'll be using him a lot. Hope you dont' mind a lack of DK mirrors.
Bum I'll be hitting you up soon on aim.
WRONG!!!!@Gkryptonite- Grounded upB now has SA on start-up and the biggeest sweetspot on the entire move is the FINAL blow.
@itsthebigfoot- THX a bunch for the confirmations as I've updated the guide some more with those. But the Dsmash looks kinda wimpy to me, I swear it outs sooner than that.
@jwj442-Grabs depends on the damage and location of DK really.
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.
Utoss, Uair does not combo anymore, you must use, Low/Mid%, Grapple, Bash, Cargo, Jumping Cargo Ftoss, Jump, Uair.
@Cyberglitch- You are my hero. =)
@Everyone- I will be updating the guide with names of all contributers. Thanks for the help everone. =)
Just a question — okizeme literally refers to the “attack” performed when “getting up” itself. So has it evolved to encompass the whole situation when someone’s on the ground / ledge?Kyle said:OKI – Okizeme, this is when an opponent is on the ground or ledge and you can react to their options.
Although most of what I (and the majority of people) have to say is totally anecdotal information, there are a few definite, normative facets to DK's game:
1. Projectiles are hard to counter. Yes, you can hit most of them, or Short Hop Air Dodge in order to approach. These tactics are not only difficult to implement, but also easy to read and counter by the opponent. So, campy characters give DK a larger problem than they give most characters.
2. Bair, Bair, Bair This is, in my very humble opinion, DK's best move. I am willing to purport reversed Bairs as DK's best approach method, and maybe his best tactic overall. Not only does this ability have an insane hitbox(long, and almost above DK's head), it also can scoop opponents off the ground.
3. His Nair kills at low percentages Pretty self-explanatory. Get an enemy high enough in the air, and DK can vertically KO just about anyone that isn't a behemoth (Bowser comes to mind.)
4. Chain grabs Like many people have said, chain grabs destroy DK's large frame. DDD can murder the poor primate with his chain grab. As aforementioned by others, DK seems to be at a severe disadvantage to DDD, ICs, and other chain-grabbers.
5. Spacing An aggregate of Numbers 2 and 4, spacing is absolutely imperative to DK's survival. Although it can be concieved as "cheap", a DK's best bet in many a scenario is b-air camping, with intermittent F-tilts (incredible range) and some D-titls. This is necessary to ensure enough damage to use killing moves, and to deny the opponent the ability to rack up combos on DK's large frame. Characters with large reach (Marth, Ike, Zamus) have several options to mitigate this, so DK's spacing advantage can become all but void.
6. Strength DK's calling card is his propensity for killing at low percentages with his beastly array of muscular moves. His Forward smash is powerful, and his charge punch packs some mean killing potential. This affords our ape-protagonist a serious advantage over light, flimsy characters ranging from Jigglypuff and Kirby to Peach and even Pit.
I hope this helps in everyone's considerations and deliberations regarding specific character match-ups.
I concur with this.O yea kyle that shield breaker combo iz crazy.I've been practiceing it and i'm startn 2 be come beastful with it.It's taken my dk game a step up.Great find man.Crank up that range score!
Up-Tilt is underrated, comes out very fast, has range and hits all around him front top and back and goes well through platforms above him. Use uptilt to juggle underneath platforms into upairs for fast damage. Uptilt is the perfect punishing tool when shielding an arial from behind due to its reach and quickness. Also to put it out there, dsmash is my most used kill move, hits all around him making it that much more reliable and it comes out very fast with huge range
Goodness Gracious the papaz! Where da cash at? Where da stash at?
Yeah, utilt is GREAT. I disagree with the OP who says not to use it too often-- I use it constantly. It's a great, fast, reliable juggler.Crank up that range score!
Up-Tilt is underrated, comes out very fast, has range and hits all around him front top and back and goes well through platforms above him. Use uptilt to juggle underneath platforms into upairs for fast damage. Uptilt is the perfect punishing tool when shielding an arial from behind due to its reach and quickness. Also to put it out there, dsmash is my most used kill move, hits all around him making it that much more reliable and it comes out very fast with huge range
Goodness Gracious the papaz! Where da cash at? Where da stash at?