Luigi player
Smash Master
Alright, there is (still) some talk about DKs changes from Brawl to Smash4, especially if he got better or worse.
Here are some comparisons I made looking through Big O's frame data threads in both the Brawl DK board and here. While also talking about a few other changes. So hopefully this gives a little more insight on what got better or worse.
Sadly I have to say DKs moves got worse overall (imo), even though some have a few better attributes to them, but you can make your own opinion by looking at the comparisons:
DK... from Brawl to Smash4.
Frame Data Changes:
(for attacks if nothing is listed it's the hitbox frames, and /x is always the endinglag (for dodges it's invincible frames), if nothing is listed it's the same; I didn't compare EVERYTHING, though (like autocancel for aerials))
Jab1: 5-7 -> 5-6
Jab2: 7-12/35 -> 6-7/34 (lost a lot of range above him)
Grab: /29 -> /30
Dashgrab: /49 -> /38 (now has more range too)
Pivotgrab: /35 -> /36
Ftilt: 8-11/33 -> 9-11/37 (lost close hit)
Utilt: same
Dtilt: 6-9 -> 7-9
Dashattack: 9-20/54 -> 10-21/48 (goes much further and doesn't just stop almost immediately, giving it more "range" and makes it a little safer, though now it can't catch spotdodges as well anymore)
Fsmash: same
Usmash: 14-16 -> 14-15
Dsmash: 10-14 -> 11-14 (lost sweetspot above him, and doesn't hit into the other direction anymore)
Nair: landinglag 15 -> 17
Fair: 25-29/59 -> 18-22/55; landinglag 30 -> 29; spike: 27-29 -> 21-22 (one less frame to spike)
Bair: landinglag 15 -> 18
Uair: 6-9 -> 6-10; landinglag 22 -> 25
Dair: 18-23 -> 14-16; landinglag 31 -> 24
Neutral B: 18, 19-22/45 (uncharged: /52) (18 = shoulderhit) -> 18-20/62 (uncharged), 19-20/47 (aerial: /62) (charged) [no shoulder hitbox, only aerial]; superarmor: 17-20 -> 11-20 (grounded) [aerial still 17-20]; bug: if you land on frames 12-17 you never get superarmor
Side B: /59 -> /63 (does much more shield damage, has a lot more range)
Down B: /29 -> /43
UpB:
Grounded: 19-56/84 -> 19, 25-58, 62/92 (19 and 62 are stronger hits); superarmor: 10-16 -> 8-17
Aerial: 4-6, 12-67/84 -> 4-6, 12-43, 44-67/92; invincibility: 4-6 -> 3-6; landinglag (perfect landing) 0(?) -> 30 (flexing pose); also immediately goes into flexing pose if you land during it
Ledge Attack (<100%): 9-16 -> 23-25; invincibility: 1-7 (could have more if done immediately from grabbing the ledge (up to 23)) -> 1-20
Ledge Attack (>100%): 38-41/69, invincibility: 1-41 (doesn't exist in Smash4 anymore)
Getup Attack (DKs back): 9-10, 20-21/51 -> 18-19, 23-24/45; invincible: 1-21 -> 1-24 (does a lot of shield damage)
Getup Attack (DKs stomach): 20-21, 24-25/59 -> 18-19, 23-24/45; invincible: 1-25 -> 1-24 (does a lot of shield damage)
Getup Attack (Trip): 19-20, 23-24/49 -> 19-20, 24-25/49; invincible: 1-8 -> 1-7 (does a lot of shield damage)
Grabs:
Dthrow: lost dthrow combo (low % into ftilt/dtilt(trip->downB)) and dthrow chaingrab on moving platforms
Fthrow/Cargo:
Ftoss: 13/39 -> 15/45 (much harder to stagespike because angle is more upwards)
Btoss: 15/39 -> 16/42 (much harder to stagespike because angle is more upwards)
Utoss: 14/29 -> 15/29 (now has true combos against most characters into uair)
Dtoss: 16/39 -> 17/44 (throws at a worse angle / is more DI-able?)
Dodges: (got changes for all characters in Smash4)
Spotdodge: 2-23/30 -> 4-20/28
Rolldodges: 4-19/31 -> 4-18/29
Airdodge: 4-29/49 -> 4-29/34
Other changes:
+ got a lot more of invincible parts on his arms during his attacks to be more disjointed
+ some custom moves help DK a lot
+ now has an aerial version of Down B (though it's not really useful)
- overall less range for his attacks
- he can't charge his Giant Punch with one wind up anymore, making charging while you have a bit of time less useful
- "bug"?/bad mechanic: DK winds up one extra time even though his punch is already full
- harder time landing from juggles because: airdodge-landinglag, aerial upB flexing pose-lag
- his +10 frame advantage from a ground break (out of a grab) is gone
- burried opponents (from Side B) have like halfed knockback, which makes the rewards much worse so the Sakurai combo (sideB to giant punch) lost its touch
- lost his mostly safe ledgegame
- "oversight": if your giant punch gets shielded while your back is to an edge you fall off (and SD)
- he feels overall weaker, especially dsmash and fsmash
As you can see, DK go quite some buffs and nerfs. Which ones are more meaningful? Well, that might change depending on opinion / experience, but you can discuss that here if you want.
The worst things imo are his ftilt, giant punch (less hitbox frames and no SA if you land on wrong frames), dsmash sweetspot, generally less range and upB nerfs, while also having no safe landing because of airdodge landinglag.
Great buffs are: SideB range and shielddamage, more disjointed moves so he doesn't always trade / lose to attacks, faster fair, Uair (the one frame really helps a lot more than one might think), grounded UpB being less SDI-able and having stronger hits, and customs I guess if you play with them legal.
Of course there's more but I just wanted to sum some up I guess. Overall I think DK got worse, because of the huge advantages he had with his ftilt range/less endlag, safer downB, better landings, dsmash sweetspot... his buffs definitely help him though and are pretty nice. I still hope they'll buff him more again in the next patch, he definitely needs it (that is not to say that he is that bad, he's still a somewhat decent character (like low middle, or high low), imo).
Though I think with his great range nerfed in Smash4 it'll be difficult to make him feel as awesome as he was in Brawl. But who knows what they could come up with as buffs that could make him amazing again. :]
Here are some comparisons I made looking through Big O's frame data threads in both the Brawl DK board and here. While also talking about a few other changes. So hopefully this gives a little more insight on what got better or worse.
Sadly I have to say DKs moves got worse overall (imo), even though some have a few better attributes to them, but you can make your own opinion by looking at the comparisons:
DK... from Brawl to Smash4.
Frame Data Changes:
(for attacks if nothing is listed it's the hitbox frames, and /x is always the endinglag (for dodges it's invincible frames), if nothing is listed it's the same; I didn't compare EVERYTHING, though (like autocancel for aerials))
Jab1: 5-7 -> 5-6
Jab2: 7-12/35 -> 6-7/34 (lost a lot of range above him)
Grab: /29 -> /30
Dashgrab: /49 -> /38 (now has more range too)
Pivotgrab: /35 -> /36
Ftilt: 8-11/33 -> 9-11/37 (lost close hit)
Utilt: same
Dtilt: 6-9 -> 7-9
Dashattack: 9-20/54 -> 10-21/48 (goes much further and doesn't just stop almost immediately, giving it more "range" and makes it a little safer, though now it can't catch spotdodges as well anymore)
Fsmash: same
Usmash: 14-16 -> 14-15
Dsmash: 10-14 -> 11-14 (lost sweetspot above him, and doesn't hit into the other direction anymore)
Nair: landinglag 15 -> 17
Fair: 25-29/59 -> 18-22/55; landinglag 30 -> 29; spike: 27-29 -> 21-22 (one less frame to spike)
Bair: landinglag 15 -> 18
Uair: 6-9 -> 6-10; landinglag 22 -> 25
Dair: 18-23 -> 14-16; landinglag 31 -> 24
Neutral B: 18, 19-22/45 (uncharged: /52) (18 = shoulderhit) -> 18-20/62 (uncharged), 19-20/47 (aerial: /62) (charged) [no shoulder hitbox, only aerial]; superarmor: 17-20 -> 11-20 (grounded) [aerial still 17-20]; bug: if you land on frames 12-17 you never get superarmor
Side B: /59 -> /63 (does much more shield damage, has a lot more range)
Down B: /29 -> /43
UpB:
Grounded: 19-56/84 -> 19, 25-58, 62/92 (19 and 62 are stronger hits); superarmor: 10-16 -> 8-17
Aerial: 4-6, 12-67/84 -> 4-6, 12-43, 44-67/92; invincibility: 4-6 -> 3-6; landinglag (perfect landing) 0(?) -> 30 (flexing pose); also immediately goes into flexing pose if you land during it
Ledge Attack (<100%): 9-16 -> 23-25; invincibility: 1-7 (could have more if done immediately from grabbing the ledge (up to 23)) -> 1-20
Ledge Attack (>100%): 38-41/69, invincibility: 1-41 (doesn't exist in Smash4 anymore)
Getup Attack (DKs back): 9-10, 20-21/51 -> 18-19, 23-24/45; invincible: 1-21 -> 1-24 (does a lot of shield damage)
Getup Attack (DKs stomach): 20-21, 24-25/59 -> 18-19, 23-24/45; invincible: 1-25 -> 1-24 (does a lot of shield damage)
Getup Attack (Trip): 19-20, 23-24/49 -> 19-20, 24-25/49; invincible: 1-8 -> 1-7 (does a lot of shield damage)
Grabs:
Dthrow: lost dthrow combo (low % into ftilt/dtilt(trip->downB)) and dthrow chaingrab on moving platforms
Fthrow/Cargo:
Ftoss: 13/39 -> 15/45 (much harder to stagespike because angle is more upwards)
Btoss: 15/39 -> 16/42 (much harder to stagespike because angle is more upwards)
Utoss: 14/29 -> 15/29 (now has true combos against most characters into uair)
Dtoss: 16/39 -> 17/44 (throws at a worse angle / is more DI-able?)
Dodges: (got changes for all characters in Smash4)
Spotdodge: 2-23/30 -> 4-20/28
Rolldodges: 4-19/31 -> 4-18/29
Airdodge: 4-29/49 -> 4-29/34
Other changes:
+ got a lot more of invincible parts on his arms during his attacks to be more disjointed
+ some custom moves help DK a lot
+ now has an aerial version of Down B (though it's not really useful)
- overall less range for his attacks
- he can't charge his Giant Punch with one wind up anymore, making charging while you have a bit of time less useful
- "bug"?/bad mechanic: DK winds up one extra time even though his punch is already full
- harder time landing from juggles because: airdodge-landinglag, aerial upB flexing pose-lag
- his +10 frame advantage from a ground break (out of a grab) is gone
- burried opponents (from Side B) have like halfed knockback, which makes the rewards much worse so the Sakurai combo (sideB to giant punch) lost its touch
- lost his mostly safe ledgegame
- "oversight": if your giant punch gets shielded while your back is to an edge you fall off (and SD)
- he feels overall weaker, especially dsmash and fsmash
As you can see, DK go quite some buffs and nerfs. Which ones are more meaningful? Well, that might change depending on opinion / experience, but you can discuss that here if you want.
The worst things imo are his ftilt, giant punch (less hitbox frames and no SA if you land on wrong frames), dsmash sweetspot, generally less range and upB nerfs, while also having no safe landing because of airdodge landinglag.
Great buffs are: SideB range and shielddamage, more disjointed moves so he doesn't always trade / lose to attacks, faster fair, Uair (the one frame really helps a lot more than one might think), grounded UpB being less SDI-able and having stronger hits, and customs I guess if you play with them legal.
Of course there's more but I just wanted to sum some up I guess. Overall I think DK got worse, because of the huge advantages he had with his ftilt range/less endlag, safer downB, better landings, dsmash sweetspot... his buffs definitely help him though and are pretty nice. I still hope they'll buff him more again in the next patch, he definitely needs it (that is not to say that he is that bad, he's still a somewhat decent character (like low middle, or high low), imo).
Though I think with his great range nerfed in Smash4 it'll be difficult to make him feel as awesome as he was in Brawl. But who knows what they could come up with as buffs that could make him amazing again. :]
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