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DK Character Matchup Discussion

Brahma

Smash Journeyman
Joined
Dec 13, 2002
Messages
455
Location
South Bend, Indiana
Alright, since Ripple is unable to update the old character matchup thread as often as he would like, I will be taking over. As a lot of the information in the old board is outdated, I figure we might as well start out fresh.

I am choosing to format this by doing one character per week, so that we can fully analyze the matchup at once, and we don't have little snippets of information about the matchup all over the thread that are hard to find organize. After the week is over (and some matchups may take longer than a week) I'll update this first post with all the relevant information in the matchup. It's a format that works pretty well for a lot of the other character boards and I think it would greatly benefit us.

What I'd like to see is discussion of the character's strengths/weaknesses against DK, ways to get around their strengths and avoid DK's weaknesses. Counter stages are always welcome too.

I figure we work from the top tiers down, as that is where people are having more trouble with their matchups.



Snake (pages 1-3)
Snake vs. DK is a fairly close matchup, it can be argued either way, and ultimately it comes down to player skill.

Snake's advantages:
-Tilts (Ftilt and Utilt) that rival DK's range.
-Grenades that DK has some trouble avoiding with his large hitbox.
-Grenade counter (dropping a grenade and shielding) against DK's tilt and Bair.
-Utilt can outrange DK's Bair approach.
-Dair and Nair is easier to hit on DK than smaller characters.
-Nikita edgeguards.

DK's advantages:
-His tilts have about the same range and speed as Snake's, but Snake's hit harder.
-DownB outranges Snake's tilts and beats out mortar slide.
-Bair cancels the mortar itself.
-Cargo Stage Spike (CSS) works very well on Snake.
-DK can edgeguard Snake very well.


Overview
First thing you have to do in this fight is get past Snake's projectiles game. Snake will be most likely tossing grenades and sliding mortars your way. DownB will beat out mortar slide if you can prepare for it, but if not you can jump and Bair the mortar as you approach, or Punch through it with SA. Cooked grenades are somewhat of a problem, if Snake is throwing them so they blow up just as they reach you, short hop airdodge (SHAD) is a reliable way to move through them. If you try to catch grenades, be aware that Snake can force you to drop them with grenade strip, so they drop before you can throw them.

If Snake gets close, he will try his Ftilt and Utilt. Both can be outspaced by DownB, or you can use Punch to SA through. You can always try to beat him to the punch with your own tilts, but Snake will win in this exchange a lot because of his disjointed hitboxes. Be careful approaching with Bair, as Snake can beat Bair approach with disjointed Utilt. If you're right up in Snake's face, expect the jab combo, which is slightly faster than your own. You can shield the last hit and punish at lower % even if the first two hit. Watch out for Snake's grab game, if you roll into him you can eat a Fsmash, if you roll away he can tech chase with Dair.

Once you get him in the air, Snake is easily juggles. Utilt at low percent works well. He can airdodge out, so be ready with Jab, grab, UpB, or DownB to punish his airdodge. Snake doesn't have a lot of options in the air defensively. if his back is to you, expect a Bair, which has a lot of range and can trade hits with your Bair. Also watch out for Nair as he falls if he is close to level with you. Another trick a Snake may try if he is very high up is to drop C4 and explode it, so watch out for this as well and get out of the way. DK has somewhat of the same problem once he gets airborne, as he has no real defense from below. Snake will usually try to get at you with Usmash, Utilt, and Uair. All can be airdodged, mortar can be Baired. Just be careful not to airdodge through the attack only to land on a mine/c4 or other trap Snake has set. Don't try to attack on the way down, as Snake can easily beat your attack with Utilt. Also be careful of a Nair into you.

If you get Snake near the edge, CSS works well. With Snake off the stage, the match is highly in DK's favor. All Snake can do is Cypher up, which DK has no problem spiking with Fair or Dair. If they are below the edge, you can always try SideB too. The only real defense Snake has to this is try to get back as quickly as possible, or to let go of Cypher and use C4 to give himself another Cypher, which just resets and gives DK another chance at edgeguard.

When DK goes off the edge, Snake has a few tricks to edgeguard with. One is the Nikita. He can shoot this and drop it on top of DK's head as he recovers. There isn't really a good way around this. If he hits you far out, just try to DI towards the stage, or if you still have your second jump left, you can try to double jump and airdodge through it, but since DK is so big it still might hit. If Snake drops it near the edge, be ready to tech off the side in case it blows you into the stage. Another common edgeguard is mortar. Snake will fire of a few mortars on the edge, and if you get hit with one under the edge it stage spikes. Be ready with the tech here if you get hit. DK can stall a little bit in his UpB before grabbing the edge too if you need to avoid a mortar.

Once DK gets the edge, Snake will continue his assualt with Mines, C4, grenades, and Nikita. A common trap is to drop a grenade a roll away from the edge, then roll back and fire nikita. If you stay on the edge, nikita hits you, if you roll, grenade (or a mine) will hit you. The best thing to do his is drop from the ledge and jump and airdodge through nikita.

Overall the fight is fairly even. The toughest part lies in navigating through Snake's projectiles then carfully outspacing him until you get him off the edge, then edgeguard him for the win.

Stages to avoid
-FD, Smashville, any flat stage gives Snake an edge as he is ground based and can camp better.

Stages to counterpick
-Any stages that force Snake to move, his approach and movement isn't that good, and once he's in the air he's a much easier target. I find Distant Planet/Hanenbow works well for me, but not all tournaments allow them. Delfino is also decent vs. Snake.
Falco (pages 2-4

Falco is another tough match for DK. His long range game is good, and once you get past that he has a chain throw that can rack up damage. He KO's decently, and has a nasty spike. On the upside, DK outranges Falco in the air and on the ground, if he can get past lasers and shine that is.

Falco's advantages:
-Laser spam is hard for DK to deal with and approach.
-Shine up close can be tough to deal with.
-Chain throw works from roughly 0-40%. After this he still has mixups and mindgames for you.
-Dair spike off the side can get early gimp kills if you're not careful.

DK's advantages:
-Range. DK outranges Falco in the air, and on the ground (aside from lasers and shine)
-Power. DK can get kills on Falco as early as 40% with headbutt > 9-wind punch and CSS. You can KO him with most smashes and Punch around 60%-90%.
-Weight. Falco has some good kills, but DK is also very heavy and can survive longer than most characters.

OverviewFirst thing you'll have to deal with is Falco's long range game. If you can, try to start out with a controller port that places you near him at the start of the match to avoid immediate lasers at the beginning and solidifying Falco's long range game. You can try to SH airdodge single lasers. But if he SHDL's your SHAD will get hit with the second hit, as well as a third ground laser if he attempts it. Tilts and Bair can't cancel it either. A well timed roll after shielding the first is a good option from far away, but will get hit by a third ground laser. Another option is to FJ and airdodge if necesary. The only problem here is DK is vulnerable from below.

Once you get past lasers, shine is one of Falco's best keep out moves, and it can be difficult to get around. If you can shield it, you can punish Falco with a tilt, dash grab, or pressure with DownB. If you perfect shield it, I think you might be able to get Fsmash. If he SH's and uses it to shut down your aerial approach, you can SHAD through it, or again shield it on the ground.


Once DK gets inside his range, Falco is much easier. DK outranges everything from Falco on the ground or in the air up close, except for shine. If you get too close though, especially with aerials, expect to get grabbed.

Dealing with the chainthrow. Once Falco grabs you at early %, he will usually Dthrow chain you until roughly 30-40% or so. This is guaranteed unless Falco messes up the timing, which a good Falco won't, so just be patient. You can try to mash out, but be careful not to hit jump, as if you get grabbed in the air after hitting jump, you lose your air jump, and won't be able to survive if he manages to get you to the ledge and Dair spike you. Once he gets you to about 30-40%, he will either try to continue to chainthrow, which you can break out of with double jump, or >B, which will stall your descent, making Falco miss the grab and hitting him in the lag for a bury. If you land a headbutt here and have a 9-wind punch stored up, it can KO Falco at 40% (so if he's at 30% then you bury him, it should kill on most stages). However, if Falco knows you're going to try and break out, he can boost Usmash, Dair, FJ Fair, or shine to hit you out. All of these are airdodgeable, but if you airdodge he can grab you again. So he has a decent mixup between grab and attack, even after the chainthrow stops being guaranteed. Just be patient, try to mash out early, but don't waste your 2nd jump. After 30% is your chance to start breaking out.

Once you beat Falco's range, try to stick close to Falco, right outside of his range but still in yours. A lot of Falco's throw out shine in pressure situations to get people off of them, but if you shield smartly this shouldn't be an issue. If he lands a hit, expect and Utilt or two to aerial to follow. You can use punch to SA through any of his attacks. Falco KO's easy. you can get a kill off of Fsmash around 60% or so, Usmash around 70ish, and Dsmash kills around 90% IIRC.

Try to stay to Falco's side. He has Usmash and Uair to approach DK from below, where DK is most vulnerable. Be careful with your airdodges so you don't airdodge an Uair fakeout and eat a DJ Dair or fastfall into Usmash. Try to recover to the ledges if possible, as they are pretty safe for DK here. Just be careful of Dair spike and you'll be ok.

Even at lower percents you can get a kill because DK's edgeguard game beats Falco bad. Most Falco's will try and go for the ledge with SideB to avoid the lengthy and vulnerable startup on UpB. Try and anticipate the SideB and Bair him out, you'll have to be quick, or stay on the stage and Dsmash/Punch. Don't always assume Falco will go for the ledge. Falco's sideB spikes, so sometimes they will use it above the stage to try and spike you when you go to block the ledge. If you use your second jump and get spiked, you might not be able to make it back with DK's UpB. Falco will inevitably have to use UpB for recovery sometimes. If he is below the stage without a second jump, anticipate him using this, and you can hit him out with Fair spike, Bair him under/into the stage, or try to >B spike him. It can also be ledgehogged fairly easy.

His best KO's are Fsmash, Usmash, Dsmash, and Bair. Fsmash is more powerful the closer it is. It has decent range, but nowhere near DK's range, and the tip is rather weak. Usmash can kill around 160% or so, so watch for him to dash this into you. When you're at 150%+, be careful how you come back down to the stage to avoid this. Dsmash send you horizontal, so make sure you DI up and you should be ok up until 200%ish. BAir is strong, but easily outranged. Just make sure you don't do anything laggy in the air like Fair when you're at KO% (150%s) as Falco can get up high and hit you with this rather quickly.

When you come back to the stage, you shouldn't have to work too much. Your UpB should outprioritize most of his moves, including Dair. Beware though, that he can Dair spike you through UpB if he comes in directly on top of you. So don't mess around on the edge too much, get back and get back on stage.

Stages to avoid:
-Bridge of Eldin, FD, Smashville, Halberd, Japes, basically anything long and flat where Falco can laser camp and make it difficult to approach.

Stages to counterpick
-Any stage that has platforms, slopes, obstacles, etc. that can be used to help get past lasers. Also, having edges where you can CSS are nice as Falco is very susceptible to early % kills this way. Stages like Delfino and Halberd also have edges that Falco has to be precise with his SideB to the ledge, so some Falco's may opt to only do UpB on these stages. Some good anti-Falco Stages:

-Luigi's Mansion: The pillars prevent long range laser spam, and it has a pretty high ceiling so you don't have to worry about Usmash/Uair kills. Try to punish Falco with Uair/Usmash if he starts trying to destroy the pillars.

-Lylat Cruise: The tilting stage can hinder his laser game. It can also break up or help his chain grab depending on how it's tilted. The stage tilt also makes his recovery a lot more difficult. CSS works very well here, if Falco goes under the stage, he has a very tough time getting back. Just be careful that the stage tilt doesn't mess up your own recovery.

-Frigate Orpheon: This stage can be tough for DK because of the non-grabbable edge on the right, but Falco has an even tougher time with recovery than you do. Sometimes a simple falling Cargo Dtos off the right side will get you the kill. Try to stay in the center, as it means Falco can't laser camp and has to approach you where you can shield and retaliate. Just be careful not to let Falco have the center, as he can laser camp a bit from there and it gets tough to approach him. He can also chain throw better going up a slant.

-Norfair: The small platforms limit his CG and laser spam some. Just be careful because his aerial game is decent through the platforms. However, DK should be able to outrange anything Falco does in the air, so it shouldn't be too much of a problem. DK's huge range usually covers the whole platform, so control Falco on the ground, get him off the side, and finish him.

-Rainbow Cruise: This stage shuts down CG and laser spam, and forces Falco into the air, where DK easily outranges and beats him. Just be carful of your own recovery and you'll be fine.

-Green Greens: DK can control the stage well with his range. Falco can laser spam from one side to the other, but the blocks will usually interfere enough wher eyou can use them to help an approach. Close sides mean early % kills for DK. Like 20% early.
King Dedede (pages 4-6)

Dedede is probably the most used DK counterpick you will see, so it's a good thing to know how to beat him. His infinite grab alone can win the match for him, and if you happen to run into a Dedede who can do this consistently from 0%-death, I would suggest keeping a secondary who is good against DDD. Even without the infinite, he still does pretty well against DK.

Dedede's advantages
-Infinite throw can take DK from 0% to KO.
-Chain throw can rack up damage on DK as well.
-Dthrow has some nasty tech options.
-Gordos can be difficult to deal with.
-Ftilt range is annoying.
-Can be hard to edgeguard.
-U/Dair hake priority over DK aerials.

DK's advantages
-DK can get good reliable kills on Dedede.
-Dedede is a good size/weight for combos with Utilt/Uair/Usmash.

Overview

First thing first. Whenever you're playing a Dedede, assume that they can and will grab you at every available opportunity. As such you're going to have to keep your spacing game tight. Always hit your Bairs and Ftilts at the tip. If you get in too deep, you will be shield grabbed. If your opponent gets overly shield grab happy, a SH Bair, >B can wear down or even break a shield, and if they grab too soon, it will bury them. Don't expect this to work more than a few times though. If it gets predictable, they can spot dodge/roll the headbutt and punish you in the lag.

If you happen to get grabbed, you're in for a ride. If they can standing infinite, they will, and there's nothing you can do about it except pray they mess up while you hold shield and mash away from him. If they chaingrab you, they will usually do so to the edge then Dtilt you away. Make sure you don't mash jump and lose your DJ because you may need it to recover. Be careful not to tech into Dedede, as if you tech into him to escape the chainthrow, he gets a free D or Fsmash.

Dedede's love to spotdodge/roll a lot, and his roll/dodge is good. Jab combo works well to punish it, as does Down and UpB.

A little farther back than grab range, you'll have to contest with D3's Filt. It's just as fast as yours, with a little more range and priority. Your Ftilt can cancel this, but IMO it's easier to either shield or try to jump over it with Bair. Just be careful about jumping into Dedede as you can either eat an Utilt or get shield grabbed.

At far range you have to deal with Waddle Dee/Doo/Gordo. Waddle Dee/Doo are easy to Ftilt, Bair, or Dash attack through, so they aren't much of a problem. Just make sure if there's a Doo out (the eyeball one) to avoid it or KO it, as it can shock you with electricity and give D3 some free hits. Don't get too comfortable canceling out WDees, always be on your guard. If you try to Bair anticipating a WDee and a Gordo comes out, you're boned. What I try to do is jump towards D3, Bair if he tosses a WDee, if it's a Gordo, airdodge. Sounds easy enough but it requires some fast reflexes. Another thing I don't see many people do vs. Dedede is use his WDees to recover stale moves. Every time you hit a WDee, you deplete that move and gain strength back on your other ones. So if you take a second to jab or Tilt a WDee, you can gain some extra knockback/damage on Bair or your smashes.

In the air, D3 can be some trouble. Dedede has his own double Bair, but it has much less range than yours and lags a lot more after the second. You can block the first Bair and then Utilt/Dsmash, but you have to be quick or you may eat the second Bair. Perfect shield helps a lot here. If you try approaching him from above or below, his Uair and Dair both take priority over DK's attacks and they hurt. At low % you can usually Uair combo him well, but once you get to mid and high % he can usually break out with a jump and/or Dair.

After you get him off the stage, your usual Bair and Fair hits work about the same. Your Bair will outrange Dedede's, but you can be hit out by a well spaced Fair from Dedede. Be careful about coming in from above or below so as not to eat the Uair/Dair. Also, watch out for inhale. Sometimes Dedede will inhale near the edge, then spit you out under the stage. Don't waste your DJ. When he spits you under the stage, DI towards the edge. You shoot out and then up after the star spit, so when you start to fall, use your DJ then UpB to the edge an you'll hopefully make it. If Dedede uses his UpB, he's very vulnerable. If he doesn't cancel it, you can get to where he will land, then jump over the stars and punch, or SideB then punch. Just make sure to stand to the side and not under him. If you do end up under him, you can SA punch through, but it's best to be to the side and jumpover the stars to avoid damage. If he cancels, dash in and feel free to hit him with whatever. I recommend >B.

Stages to avoid
-Frigate Orpheon: Dedede can recover here much better than DK can, so don't give him that advantage.

-Stages with walkoff edges (BoE, Castle Siege, parts of Delfino): Dedede can KO DK off the side easy with chaingrabs.

Other than that, DK doesn't have many stage weaknesses. Just avoid anything you feel uncomfortable with.

Stages to counterpick
-Rainbow Cruise: This stage keeps the fight moving so you don't have to worry about infinites and chainthrows as much. DDD and DK are fairly evenly matched in the air, so RC makes it more of an even matchup.

-Battlefield: Platforms help DK here, as they allow DK to keep D3 off the ground and away from his grabs.
 

crifer

Smash Lord
Joined
Jan 17, 2008
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i think dk has a advantage in range (ftilt, downtilt, fsmash) and aerials (bair, uair) over snake,
dk can easily spike snake,
und downB is ver useful against his projectiles and himself.
with good shielding dk can beat snake.
dk has not like other characters a disadvantage against snake.
 

manhunter098

Smash Lord
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Apr 12, 2008
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I think DK beats out Snake. He has fast tilts with great range and a great set or aerials that make knocking Snake off his Cypher very easy. Not to mention some super armor on his Giant Punch if I remember correctly. Furthermore DK is a heavy characters, so Snake will have a lot more trouble KOing him with his tilts, which while they are powerful, arent amazingly strong (as far as strong attacks go). This means DK will probably survive to relatively high percentages, or at least higher than the Snake will probably survive to. DK also has his cargo carry stage spike and a grab range that is at least as good as Snake's own, so I think DK has a stronger grab game as well, if only because of the cargo carry stage spike.

Something else to add is that DK can take out the proximity mines with his down B. So he can keep Snake from being able to control his movements as effectively.


My vote definitely goes to DK, I feel that Snake isnt fast enough in his attacks (linking attacks together) to take advantage of DK's large size.


I also have a question, can you reflect grenades with f-tilt? I think if you do it they wont explode, but Im not sure.
 

Jmex

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DK will always win over snake... This reason being, DK can tilt to a decent percentage, grab, throw off stage and spike... Rinse and repeat.
 

The Pope

Smash Apprentice
Joined
Jun 11, 2006
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Jesrey City, New Jersey
http://www.youtube.com/watch?v=sBLBtU_lKgY&feature=related
http://www.youtube.com/watch?v=QZI8NcQJjjE&feature=related

I usually use these matches as a frame of reference. It's Korean DJ's DK vs. Cort's Snake. Two pros playing those characters pretty well.

My only problem with Snake is when he starts to become spammy with grenades, nakitas, and up smashes. What should I do when a Snake starts playing this way? I usually win these type of matches online but I feel like I'd lose in an actual tournie match if a Snake starts playing this way and I don't have lag to back me up. What's the best solution or play style that would be best for this situation?
 

Brahma

Smash Journeyman
Joined
Dec 13, 2002
Messages
455
Location
South Bend, Indiana
Thanks for the vids Pope.

Grenades are tough to deal with if the Snake knows how to cook them so they explode shortly after tossing them. Roll and short hop airdodge work fairly well. Same with Nikita. DK's large hitbox means he can't get around nikita as well as smaller characters. Your best bet IMO is to short hop air dodge past it, and hope he doesn't drop it so it explodes when you both land. DownB and UpB are pretty good solutions to mortar slide, and as for the mortar itself, Bair can cancel it out instead of airdodgeing into an Utilt.

I think you guys are looking at this a little too one-sidedly. DK does have a lot going for him against Snake for a lot of the reasons mentioned, but you have to look at the tools Snake has to deal with DK too. This matchup thread is meant to analyze the matchup for both sides, what tools they have, and how DK can deal with them.

Grenade counter hinders DK's poke game some. If they pull a grenade and shield, if you tilt him you will explode the grenade while Snake shields and can follow up on DK's big hitbox. The logical thing to do here is grab or DownB out of range to explode the grenade and further pressure his shield, but the fact is he still has this viable counter for Bair and Ftilt approaches.

Snake has disjointed hitboxes with Ftilt and Utilt that rival DK's range, and also beat his tilts if spaced correctly. He can Utilt DK out of Bair approaches, and jab combo beats out a lot of DK's attacks. IIRC, he can jab combo in between SH double Bair.

Mine can be exploded with DownB, but while you're doing that you're giving Snake time to work his other projectiles. Nikita can be pulled when you go to DownB and hit you, he can also toss a grenade into DownB and it will explode on contact. The universal way to break a mine is to dash shield over it, and I think this works a little better.

Snake has to work a little harder to get kills on DK, but not much. He still has reliable kills around 120-150%. DK can get around morter edgeguarding fairly well, but Snake can hit DK's recovery easily with Nikita, which is hard, if not impossible to get around, and at higher % when DK is more likely to be off the edge, this can kill him. DK can also have a tough time getting back from the edge if the Snake is adept at using mine and C4 to guard the edge since he has a huge hitbox. Also with his big hitbox, DK is more susceptible to being hit with all the hits of Dair, which racks up great damage and can KO.


DK can combo Snake really well with Utilt and Uairs, and once Snake is in the air about the only options he has is to airdodge. Uair and Bair are fast enough that you can often bait Snake into airdodging and punish him in the lag. Cargo stage spike also nets pretty easy KOs, or at least makes Snake's recovery difficult. If you stage spike him at 50%, he will usually die outright or put another 30% or so on himself trying to C4 recover while you edgeguard him. DK's edgeguard game does beat Snake pretty bad once you get him off the edge because of his strong attacks, spikes, and aerial mobility. Fair alone is hard for Snake to get around, >B can spike him below the edge.
 

Cyphus

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i totally disagree with all of you.

in those vids the DK was well played...the snake? horribly. He used NO grenades and played aggressively against DK's better range....it was done all wrong. (and just visually looking, the DK looked to be played smarter (the snake sometimes just didn't move...held his shield out...or fell for Giant Punch after Giant Punch.


If you think DK counters Snake, you're not dumb...you're just wrong. I wouldn't say Snake 'counters' DK either, though...but its probably slightly in his favor- but being a fair matchup.
For real, Snake's grenades, dash-upsmash, and tilts are hell. Its a very winnable matchup though, especially if you can manage a gimp (but not something to rely on against a pro snake)
 

Veggi

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Snake isn't a really easy match up for anyone, but DK has it better off than alot of characters. His up b says "spike me!" and he can be juggled pretty easy. In my opinion it's best to keep Snake in the air because he isn't as scary up there, and off the side of the stage is where DK dominates. I can imagine Snake could make it trouble for DK to get back on the stage too though... Down b would cancel his sliding, as well as buried traps. I'm not sure about this, but wouldn't a campy Snake make for an easy stage spike if DK got close enough? DK already has some practice at beating reptiles so if I had to beat Snake with any of the characters I know how to use it would be DK.
 

talkingbeatles

Smash Ace
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DK will always win over snake... This reason being, DK can tilt to a decent percentage, grab, throw off stage and spike... Rinse and repeat.
Wait what? Snake's tilts are supposed to be the best in the game.
I mean DK's tilts are good but Snake's tilts put him to shame.
I don't uh... I don't.... hmm... what?
 

Brahma

Smash Journeyman
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i totally disagree with all of you.

in those vids the DK was well played...the snake? horribly. He used NO grenades and played aggressively against DK's better range....it was done all wrong. (and just visually looking, the DK looked to be played smarter (the snake sometimes just didn't move...held his shield out...or fell for Giant Punch after Giant Punch.


If you think DK counters Snake, you're not dumb...you're just wrong. I wouldn't say Snake 'counters' DK either, though...but its probably slightly in his favor- but being a fair matchup.
For real, Snake's grenades, dash-upsmash, and tilts are hell. Its a very winnable matchup though, especially if you can manage a gimp (but not something to rely on against a pro snake)
Thanks Cyphus. We needs more posts like this. Just saying "DK counters Snake" doesn't help much. If you're going to post, at least give reasons why you think DK has a good/bad matchup with a character. IMO, Snake vs. DK is about even, slightly in Snake's favor.

Snake's tilts are an issue. For those of you unaware:





Snake's disjoints rival even DK's range. As I said before, Utilt can beat out Bair pretty well. DownB outranges both, but you can't pull it out fast enough to consistently beat out his tilts. Punch beats them out with SA, but again, it's not an always ready option. Running UpB works fairly well too with it's SA. Ftilt and Dtilt with DK can usually outrange Snake's Ftilt, but you have to watchout for Utilt still. Also, if you're inside the disjoint range, it's not as much of an issue. DK's tilts are fast enough to clank or at least trade hits with Snake's but if Snake blocks a DK ftilt, you better expect to get Ftilted in return.

Mortar isn't as bad in this matchup as a lot of them. Down B shuts down his mortar slide. Bair cancels the mortar itself in the air. Just don't get caught under one. If Snake has a mortar in the air, run away and wait, or you can jump back and Bair through it and try to hit Snake at the same time, since he will usually be right in the mortar hitbox to protect himself.
 

itsthebigfoot

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dk has an advantage over snake, maybe not a counter, but it swings in dk's favor. i'd say 2/5 covers it, dk does outrange snake when it come to tilts, and dk lives longer than snake, also, snakes recovery is pretty much dk's *****
 

Jmex

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dk has an advantage over snake, maybe not a counter, but it swings in dk's favor. i'd say 2/5 covers it, dk does outrange snake when it come to tilts, and dk lives longer than snake, also, snakes recovery is pretty much dk's *****
Very true... Once snake is off, all he can do is good up which equals a free spike.... If he air dodges, hes dead since hes most likely too far from the ledge.
 

Brahma

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Snake also has the option of drop off early and c4 recover. As soon as he lets go, the cypher becomes a hitbox, which effectively blocks DK, since he can't drop down that far with Dair or Fair. You best bet then is to drop down and >B, which is too slow, and Nair, which works alright. It's nothing that gives DK trouble per se, since it puts more damage onto Snake and another chance to edgeguard, but it does allow Snake to survive a little longer.
 

Leprechaun_Drunk

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if snake recovers right next to a ledge, and you grab him, don't hit him, just hold him until he breaks free out of the grab and he will fall to his death. he wont be able to use his up-b a second time (so long as you don't touch him at all). go try it out.
 

Brahma

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He can still C4 recover after a grab release, but he's in a really bad spot. You can usually get a dropoff Fair or Bair on him after.
 

GimR

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cargo snake, walk to the edge, then walk slowly, you'll walk in place:

When Snake breaks out you'll both fall off the edge.

Your lag will end sooner than his.

You can footstool him. :)
 

Brahma

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I messed with this a bit in practice mode, and it seems if they DI back towards the stage they land on the stage and only you fall.
 

HOHO420

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I believe snake has the advantage over DK, but not by much. If you try to block his Dash Usmash with UpB, he can just throw grenade at you. He can also plant mines on the edges, which is bad news for anyone. DownB is a good way to go, but not for blowing mines. Your a sitting duck after that. He also cancels dk bairs with his Utilt. All in all, I think Snake has the advantage over DK. But its a fair match-up. The main advantage dk has over snake is his cargo grab and DK punch.
 

Brahma

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Mines on the edges just blow up on your invincible frames as you get up from the edge. Mines a little farther back pose a problem, but you can always ledgehop. It's nothing a smart player can't deal with.

Utilt does hit out Bair pretty well though. SH airdodge works pretty well here, or SH punch.
 

Godhand_Soup

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I've been creating a guide and submitting matchup info on another site. This is what I posted, I hope it helps:

Let me be clear, DK does NOT have an advantage over Snake. This fight is mostly even. However, I say that going 50/50 with the top of top tier is something to talk about. More later.

Hrm, Snake. He's tough. The only character in the game that has a good projectile game AND a hardass close combat follow-up. Grenades and Mortars make up the bulk of his projectiles, while his tilts and jabs(and snakesliding) are what you have to look out for when fighting close-up.

True to his nature, Snake stays on the ground. DownB and JC-UpB work well, but the latter is trumped when Snake has a grenade ready. Your tilts work as simple as ever, but you need to get them out before he throws his. Uptilt is your savior here. Use it. In the air, Snake is like you. He only wins in the air when he's looking the other way. Get him in the air and work your aerials. He'll try to drop quick, so meet him with your full complement of STA.

DK can get the KO quicker than Snake can, so bank off that. His biggest KO on you is his uptilt. You're already on your toes with your tilt game to fight his, so hopefully you're not giving him any openings to shoot it off.

Speaking of getting the KO on Snake, DK's grab game makes killing Snake a bit easier. The Cargo Spike is an obvious choice, but Dthrow from a cargo hold off the stage works EXTREMELY well. Snake recovering from the bottom left/right of the screen can be intercepted easily. Also, Upthrow from cargo hold to upair kills around 85-95, no more, no less.

As a side note, your recovery can be gimped in a similar fashion in this matchup. Keep your UpB tactics fresh if you think Snake might be brave enough to try and intercept.
 

Brahma

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That's a pretty good take on it Godhand Soup.

Thanks for the contributions everyone. I'll be updating the first post with all of the Snake stuff in the next few days. The next matchup will be Falco, since there seem to be quite a few people having trouble there.
 

itsaxelol

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im glad people are starting to realize dks not an actual counter to snake. dk is a great snake gimper but not an actual counter. match is pretty even
 

Brahma

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His chaingrab is hardly a free stock. His chaingrab works until about 50%, then he gets a free hit afterwards for about 60% total. Usually they'll try to chaingrab to the edge then Dair. Just remember it's free, you won't get out unless Falco messes up. Don't mash jump, as you'll need it after being spiked at the edge. Try mashing, careful not to hit jump, and roll as soon as you hit the ground.

Always figure your fight with Falco starts at 60%. If you don't get chainthrown, it's a bonus. From 60% it's a fairly even matchup. Falco still has to build damage to KO DK, and DK can KO Falco at earlier %.
 

Soyaku

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The way I look at it for chain grabbers: So what, it's 60%, if the Falco were 60% and you land a sweet spot smash in almost any direction, It's a K.O.

Just be good at your anticipation when it comes to playing characters that are at a seemingly greater advantage than your own. You have to play smart.
 

crifer

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in melee u could juggle him to death,
in brawl u can try a few hits with utilt,
try shbair over laser and use the invicibility frames,
his recovery is easily to read, take advantage over it,
its a very hard matchup
 

itsthebigfoot

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its not hard unless he feels like laser camping you, in which case your normal anti camp approaches don't work be cause the laser for some reason beats the ftilt.

if falco upb's you can edge guard him to death with upb pretty easily

and the chaingrab doesn't really work well past 30, so he won't get too much damage with it, chaingrab to spike is annoying, but its recoverable, and its pretty easy not to get grabbed near a ledge.
 

itsthebigfoot

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I've been creating a guide and submitting matchup info on another site. This is what I posted, I hope it helps:

Let me be clear, DK does NOT have an advantage over Snake. This fight is mostly even. However, I say that going 50/50 with the top of top tier is something to talk about. More later.

Hrm, Snake. He's tough. The only character in the game that has a good projectile game AND a hardass close combat follow-up. Grenades and Mortars make up the bulk of his projectiles, while his tilts and jabs(and snakesliding) are what you have to look out for when fighting close-up.

True to his nature, Snake stays on the ground. DownB and JC-UpB work well, but the latter is trumped when Snake has a grenade ready. Your tilts work as simple as ever, but you need to get them out before he throws his. Uptilt is your savior here. Use it. In the air, Snake is like you. He only wins in the air when he's looking the other way. Get him in the air and work your aerials. He'll try to drop quick, so meet him with your full complement of STA.

DK can get the KO quicker than Snake can, so bank off that. His biggest KO on you is his uptilt. You're already on your toes with your tilt game to fight his, so hopefully you're not giving him any openings to shoot it off.

Speaking of getting the KO on Snake, DK's grab game makes killing Snake a bit easier. The Cargo Spike is an obvious choice, but Dthrow from a cargo hold off the stage works EXTREMELY well. Snake recovering from the bottom left/right of the screen can be intercepted easily. Also, Upthrow from cargo hold to upair kills around 85-95, no more, no less.

As a side note, your recovery can be gimped in a similar fashion in this matchup. Keep your UpB tactics fresh if you think Snake might be brave enough to try and intercept.
you told us what to do, but you don't really mention why snake is equal. a lot of the snake mains i play will admit that dk has an advantage, and he really does, he can kill snake at 40% with a grab, you live longer, and you are harder to gimp. snakes grenades won't really affect you if you know how to avoid them, snake is not even with dk, its 6/4 in favor of dk


I believe snake has the advantage over DK, but not by much. If you try to block his Dash Usmash with UpB, he can just throw grenade at you. He can also plant mines on the edges, which is bad news for anyone. DownB is a good way to go, but not for blowing mines. Your a sitting duck after that. He also cancels dk bairs with his Utilt. All in all, I think Snake has the advantage over DK. But its a fair match-up. The main advantage dk has over snake is his cargo grab and DK punch.
1. why would you block upsmash with upb? downb works better
2. if he's upsmashing where does he get the grenade?
3. one downb real quick does not leave you open
4. mines on the edges are avoidable
5. most snakes don't use the mine because c4 is so much better, and c4 takes long enough to detonate that you shouldn't have a problem with it





@brahma - sorry for the late post, but i read it, and snake is not equal to dk, snakes grenades do not give him much of an advantage, you didn't even mention utilt juggles for 40+%, and grenade countering for the most part only affects downb and downtilt, which aren't big parts of your game ftilt goes too high, bair should go to high if you're doing it right, utilt you're either A. using the back of it, and probably far enough away where it doesn't matter or B. you're right next to him and you'll be hitting high. grenade countering affects the characters that need to get up close, dk is not one of those.

also, nikita does not edge guard your upb, you constantly hit it so it doesn't detonate for some reason, i don't know where you got that from
 

Brahma

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1. why would you block upsmash with upb? downb works better
2. if he's upsmashing where does he get the grenade?
3. one downb real quick does not leave you open
4. mines on the edges are avoidable
5. most snakes don't use the mine because c4 is so much better, and c4 takes long enough to detonate that you shouldn't have a problem with it
1. Because DownB is too slow to use on reaction. UpB's armor can take the hit so it's more reliable.

2. His dash Upsmash pick up grenades on the ground, a common Snake tech. Also, he can pick up a grenade then Usmash while holding it.

3. Yes, yes it does. Especially when Snake can Mortarslide to punish or is cooking a grenade.

4. Avoidable, yes, but when Snake has a mine, drops a grenade, then fires Nikita it gets much tougher to work around.

5. Mines are very useful as they detonate on contact. They aren't that good by themselves, but it's one more thing for you to worry about, plus used in conjunction with his other projectiles makes up for some good traps.



@brahma - sorry for the late post, but i read it, and snake is not equal to dk, snakes grenades do not give him much of an advantage, you didn't even mention utilt juggles for 40+%, and grenade countering for the most part only affects downb and downtilt, which aren't big parts of your game ftilt goes too high, bair should go to high if you're doing it right, utilt you're either A. using the back of it, and probably far enough away where it doesn't matter or B. you're right next to him and you'll be hitting high. grenade countering affects the characters that need to get up close, dk is not one of those.

also, nikita does not edge guard your upb, you constantly hit it so it doesn't detonate for some reason, i don't know where you got that from
Snakes grenades give him lots of advantages. If a Snake can properly cook grenades, he can throw them so they detonate upon hitting you or your shield. He can also toss a grenade then toss a cooked grenade to detonate both at once. With DK's large hitbox it makes this difficult to avoid.

As for shield grabs, if Snake is already shielding when DK does his Ftilt or Bair, then no, it won't work. But if Snake goes for the shield just as DK attacks, the grenade will be in the middle of his hitbox and able counter.

If Nikita is still active, hitting it knocks it off course. If nikita is dropped, which is how it is used to edgeguard DK, it will detonate on contact.




Back to Falco, his long range game is a problem. If he SHDL's your SHAD will get hit with the second hit, as well as a third ground laser if he attempts it. Tilts and Bair can't cancel it either. A well timed roll after shielding the first is a good option from far away, but will get hit by a third ground laser. Another option is to FJ and airdodge if necesary. The only problem here is DK is vulnerable from below.

Once you get past lasers, shine can be difficult to get around. If you can shield it, you can punish Falco with a tilt, dash grab, or pressure with DownB. If you perfect shield it, I think you might be able to get Fsmash. If he SH's and uses it to shut down your aerial approach, you can SHAD through it, or again shield it on the ground.

Once DK gets inside his range, Falco is much easier. DK outranges everything from Falco on the ground or in the air up close, except for shine. Try to stick close to Falco, right outside of his range but still in yours. A lot of Falco's throw out shine in pressure situations to get people off of them, but if you shield smartly this shouldn't be an issue. If he lands a hit, expect and Utilt or two to aerial to follow. You can use punch to SA through any of his attacks. Falco KO's easy. you can get a kill off of Fsmash around 60% or so, Usmash around 70ish, and Dsmash kills around 90% IIRC.

Even at lower percents you can get a kill because DK's edgeguard game beats Falco bad. Most Falco's will try and go for the ledge with SideB to avoid the lengthy and vulnerable startup on UpB. Try and anticipate the SideB and Bair him out, you'll have to be quick, or stay on the stage and Dsmash/Punch. Don't always assume Falco will go for the ledge. Falco's sideB spikes, so sometimes they will use it above the stage to try and spike you when you go to block the ledge. If you use your second jump and get spiked, you might not be able to make it back with DK's UpB. Falco will inevitably have to use UpB for recovery sometimes. If he is below the stage without a second jump, anticipate him using this, and you can hit him out with Fair spike, Bair him under/into the stage, or try to >B spike him. It can also be ledgehogged fairly easy.
 

metaknightp0wns

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is falcos changrab really that bad? cuz i play a good falco regularly and if he grabs me i ually escape while spamming upb. but if he grabbed me from the start(0%), i usually end up at the edge. he then does one more throw and spikes me, to counter this, i usually(which means never) dont use up b first, but instead double jump first because up b has terrible vertical range. sorry if some body said this already, but i didnt feel like reading everything lol
 

itsthebigfoot

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1. Because DownB is too slow to use on reaction. UpB's armor can take the hit so it's more reliable.

2. His dash Upsmash pick up grenades on the ground, a common Snake tech. Also, he can pick up a grenade then Usmash while holding it.

3. Yes, yes it does. Especially when Snake can Mortarslide to punish or is cooking a grenade.

4. Avoidable, yes, but when Snake has a mine, drops a grenade, then fires Nikita it gets much tougher to work around.

5. Mines are very useful as they detonate on contact. They aren't that good by themselves, but it's one more thing for you to worry about, plus used in conjunction with his other projectiles makes up for some good traps.
1. down b comes out quick enough if you see it coming, if he's in close i'd rather use ftilt over upb

2. even if he picks up a grenade, he can't throw it into an upb if you use upb to counter it, he'd just take more damage than you from the hit

3. no it doesn't because his primary method of approach is ground based, and there is an explosion between you and him, so you have ample time to finish up

4. those can all be avoided, even in unison, just know where not to step and powershield the nikita, problem solved

5. i see snakes use mines in friendlies and thats it, mines can be used by both players, they go away after 25 seconds or after snake dies. on top of this, if you die, you can just set it off, mines are not that good

Snakes grenades give him lots of advantages. If a Snake can properly cook grenades, he can throw them so they detonate upon hitting you or your shield. He can also toss a grenade then toss a cooked grenade to detonate both at once. With DK's large hitbox it makes this difficult to avoid.
i guess if you're dead set on not shielding them, with the shield you'll reach him before getting hit by a grenade (the explosion, you'll probably get hit by the throw if he knows what he's doing, but thats like 4% per, not much)

As for shield grabs, if Snake is already shielding when DK does his Ftilt or Bair, then no, it won't work. But if Snake goes for the shield just as DK attacks, the grenade will be in the middle of his hitbox and able counter.
if you time the bair like you should be doing, it will still hit above the grenade, and ftilt can be angled up an over the grenade, but angling ftilt is not as likely, unless you expect the grenade

If Nikita is still active, hitting it knocks it off course. If nikita is dropped, which is how it is used to edgeguard DK, it will detonate on contact.
um, no, i've had it dropped on me, it doesn't detonate, maybe if it hits you dead center, i haven't had that happen, and it seems like you wouldn't get hit by that much because you can slow down or speed up to not get hit by it

also, you haven't mentioned the dk juggles snake for good damage and can kill at 40 with a grab.


Back to Falco, his long range game is a problem. If he SHDL's your SHAD will get hit with the second hit, as well as a third ground laser if he attempts it. Tilts and Bair can't cancel it either. A well timed roll after shielding the first is a good option from far away, but will get hit by a third ground laser. Another option is to FJ and airdodge if necesary. The only problem here is DK is vulnerable from below.

Once you get past lasers, shine can be difficult to get around. If you can shield it, you can punish Falco with a tilt, dash grab, or pressure with DownB. If you perfect shield it, I think you might be able to get Fsmash. If he SH's and uses it to shut down your aerial approach, you can SHAD through it, or again shield it on the ground.

Once DK gets inside his range, Falco is much easier. DK outranges everything from Falco on the ground or in the air up close, except for shine. Try to stick close to Falco, right outside of his range but still in yours. A lot of Falco's throw out shine in pressure situations to get people off of them, but if you shield smartly this shouldn't be an issue. If he lands a hit, expect and Utilt or two to aerial to follow. You can use punch to SA through any of his attacks. Falco KO's easy. you can get a kill off of Fsmash around 60% or so, Usmash around 70ish, and Dsmash kills around 90% IIRC.

Even at lower percents you can get a kill because DK's edgeguard game beats Falco bad. Most Falco's will try and go for the ledge with SideB to avoid the lengthy and vulnerable startup on UpB. Try and anticipate the SideB and Bair him out, you'll have to be quick, or stay on the stage and Dsmash/Punch. Don't always assume Falco will go for the ledge. Falco's sideB spikes, so sometimes they will use it above the stage to try and spike you when you go to block the ledge. If you use your second jump and get spiked, you might not be able to make it back with DK's UpB. Falco will inevitably have to use UpB for recovery sometimes. If he is below the stage without a second jump, anticipate him using this, and you can hit him out with Fair spike, Bair him under/into the stage, or try to >B spike him. It can also be ledgehogged fairly easy.
most of this i agree with, lasers are the main problem with falco
 
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