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Dk Combos

(blondekid)

Smash Apprentice
Joined
Feb 4, 2009
Messages
173
Is their such thing haha. I know of a couple but they all include grabs. Any examples or videos you guys could show me?
 

House

Smash Journeyman
Joined
Sep 30, 2007
Messages
286
Location
Buenos Aires, Argentina
Platform drop > Uair > short hop > Uair (no need to z-cancel) > (repeat), then use Up Smash or Giant Punch as a finisher (any other move with considerable knockback will work too). DownB is a great starter for this type of combo. Heavier characters need to have additional damage % from the beginning.

http://www.youtube.com/watch?v=mZXGC_wCtIg
from 1:09 to 1:14
 

Wenbobular

Smash Hero
Joined
May 26, 2006
Messages
5,744
Upair platform combos are basically the only thing DK can do consistently, because most of the stages have platforms the right height for DK...or they're Hyrule AKA step in the box, you know you want to :bee:
 

KoRoBeNiKi

Smash Hero
Writing Team
Joined
Apr 26, 2007
Messages
5,959
Location
Brooklyn, NY
Slippi.gg
KORO#668
most DK combos revolve around down air, f-throw, single down b, or up air

DK isn't a combo character, most of DK's moves are used to just knock people back well (see up b) or to give DK a better position to camp (see up b...again). He is a punishing character where if the opponent isn't careful enough, one back throw can prove instant death by the ledge.

In terms of combos

at low percent
f-throw to f-air
f-throw to charged giant punch vs jigglypuff (BROKEN)
cargo throw, regrab into giant punch or f-air
throw into platform throw (on dreamland vs floaties)

at higher percents (depends on weight of characrter)
as said
down air into up smash
down air into up air chain
Up air chains into f-air

at any percentage
Hyrule wall combo, back throw and forward throw off of the pit area of hyrule castle
 

Daedatheus

Smash Lord
Joined
Jun 10, 2008
Messages
1,137
Location
Toronto & Kingston, Ontario
LEET COMBOS
I see the point, but people aren't going to be pulling combos off in-match like that on a consistent basis.

However, OP, observe the mechanics of these combos, and apply the principles! :chuckle:

Remember DK rocks at techchasing, dair or fair onto the ground, techchase with down+b, a grab, or a giant punch etc. Follow up into whatever else. His grab range is AMAZING and even if someone ends up teching where you didn't think they would, you can usually just pivot and grab.

Oh and another of DK's mini-combos - Versus another DK, forward throw while jumping forward to up+B
 

Superstar

Smash Champion
Joined
Feb 9, 2007
Messages
2,351
Location
Miami, Florida
A tech is when someone press Z before they crash into the ground, doing that "backflip". Techrolls are doing that, then pressing a direction to roll.

A tech"chase" is chasing/predicting that tech then punishing it. Can also be used for non-tech rolls, like if someone is lying in the ground and they roll.

Does not apply for shield rolls.
 

MattNF

Smash Lord
Joined
Mar 11, 2007
Messages
1,867
Location
Florida
forward throw into giant punch FTW

DK can also chaingrab other DKs with forward throw
 

Nybb

Smash Journeyman
Joined
Aug 16, 2007
Messages
399
Location
Victoria, BC
F-air on grounded opponents > whatever you feel like (at mid to high percents)

At certain percents you can hit the bouncing opponent with another f-air, then techchase. Maybe even techchase with a f-air and repeat the whole thing if the stage works out right for you.

Daedatheus said:
Oh and another of DK's mini-combos - Versus another DK, forward throw while jumping forward to up+B
This works on almost every character at zero percent, and it puts you into edgeguarding position. I think you can kill Link with it outright if you do it just right (i.e. he can't make it back to the stage).

And don't forget the almighty cargo > cargo > cargo > cargo > ...
 

Seala

Smash Apprentice
Joined
Jan 6, 2009
Messages
131
Location
Uppsala, Sweden
Fthrow to Fair works great on another dk, both for damage/edgeguarding at low percente and actual kills at slightly higher percente
 

Metà

Smash Master
Joined
Feb 20, 2006
Messages
4,248
Location
Coquitlam (Vancouver), BC
Well, DK's fists are invulnerable when he does his up-b, so he kind of has disjointed hitboxes there. It out-prioritizes lots of stuff, but don't expect to not get spiked by Kirby when you're off the edge. Your head isn't invulnerable >_>
 

NixxxoN

Smash Master
Joined
Jun 16, 2008
Messages
3,726
Location
Barcelona
Well, DK's fists are invulnerable when he does his up-b, so he kind of has disjointed hitboxes there. It out-prioritizes lots of stuff, but don't expect to not get spiked by Kirby when you're off the edge. Your head isn't invulnerable >_>
Yeah but still, pretty small zone and you can miss easily if DK does good recovery mindgames
 

Blue Yoshi

Smash Master
Joined
Mar 3, 2008
Messages
4,410
Location
Jake is definitely dropping Yoshi
DK's too slow to mindgame well. His only mindgame would be to stop his forward momentum, but depending on how far away he is from the ledge, you may just end up suiciding. DK can mindgame other character's spikes better (like Yoshi's, for example), but unless you're playing against a beginner kirby, the spike hitbox is too large and lasts too long for any good kirby to miss.
 

Metà

Smash Master
Joined
Feb 20, 2006
Messages
4,248
Location
Coquitlam (Vancouver), BC
Yeah but still, pretty small zone and you can miss easily if DK does good recovery mindgames
'recovery mind-games' will only work if they're not in a very advantageous edge-guarding position, they have comparable aerial mobility to DK's up-b, or if your opponent just plain screws up. It's pretty easy to hit DK out of his up-b when coming from above, especially when he's so limited in his recovery options.
 

NixxxoN

Smash Master
Joined
Jun 16, 2008
Messages
3,726
Location
Barcelona
'recovery mind-games' will only work if they're not in a very advantageous edge-guarding position, they have comparable aerial mobility to DK's up-b, or if your opponent just plain screws up. It's pretty easy to hit DK out of his up-b when coming from above, especially when he's so limited in his recovery options.
not as few options as you think. not that easy against good dk's. Harder to edgeguard than fox or falcon for example
 
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