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DK Tips, Tricks and useful Information

Luigi player

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DK Tips & Tricks

Welcome to the DK Tips & Tricks thread!
Here you'll find a few advices and techniques that can enhance your DK gameplay and experience.

1. neutralB
1.1 strength
DKs giant punch was always his signature move of his Smash Bros. appearances. It's strength is not what you might expect at first. It is getting more powerful the more you charge it, but if you fully charge it, it will be less powerful! So decide between superarmor and power. Also: this time DK does 11 swings to fully charge the punch (if you cancel during the 11th swing DK will still get the full charged punch though!).
The aerial punch is weaker than a grounded one.

Some KO %s: (training mode; cpu Mario standing in middle of Battlefield)
fully charged: 78 %
10 wind: 53 %
9 wind: 61 %
8 wind: 70 %
7 wind: 79 %

1.2 cancelling the giant punch
You can cancel your charging animation by using shield (or pressing left/right to roll, if you're on the ground). If you shield, DK will always make the full swing of his wind so it will take a bit before you can do something out of it. In the air it is now easier to not airdodge out of it, but it can still happen if you cancel it at the wrong frames (exact ones still need to be tested by someone). Also this time, if you cancel a wind you will not gain the 1 swing added to your charge, even if DK finishes the full swing animation after inputting the cancel. But if you're charging your 11th swing and cancel you will still have the fully charged one.

1.3 back hit
While striking out for the punch DK wants to get a lot of force by moving his arm back & up first to then strike with more momentum. This has it's own hitbox, IF your punch isn't fully charged. It is very strong.
To compare it to the other KO%s at 1.1: it KOs Wii Fit Trainer at about 40 % (keep in mind WFT is a little lighter than Mario)
On battlefield you can hit opponents who are on platforms above you with the weak hit back hit which still does 28 % from a 9 wind (10 % with no charge).

2. UpB
2.1 upB brake
This was a technique used in Brawl to survive some hits through cancelling all momentum you had with upB. In Smash4 this is way less useful, but it does still help. The best "momentum cancelling" in Smash4 seems to be pressing left/right (to the stage) and doublejumping (maybe B-reversals are still better/working, but afaik nobody has tested this as of right now).
This will help you survive a few %s longer than if you wouldn't do it, but in some cases you can still see yourself doublejumping in the bubble and dying immediately. That is because the doublejump doesn't cancel all momentum, just some of it. In this scenario, if you would have that very tiny window to still act before dying - then would be the time to use your upB to stop all momentum and maybe make it back and trying to trick your opponent so he won't catch you.

Also since upB has it's own momentum it does not care about it's surroundings. Water/Wind or any pushing moves will be ignored, so don't worry about Greninjas or some windboxes moving you away. Be aware though to use it before being pushed away/up, or else you might end up using your upB too high or something (which can then be punished easier).

2.2 upB momentum shift
DKs upB has it's own momentum, but you can shift it by reversing the move! During the very first few frames of upB you can press the other horizontal direction that you weren't moving in to suddenly turn around. This can be useful for 2 things:
- if you're running away from your opponent / or into your opponent and wanting to turn back with a grounded upB to move into a direction with it that your opponent doesn't expect (or if the edge is already there so you wouldn't have much room to move)
- aerial upB sometimes doesn't have it's fast momentum from the start while you're trying to recover, this mostly happens when you're already moving into the other direction than you want your upB to go. Now there's two methods to change this:
The first one is easy, just double jump into the direction you want to go and then immediately upB. This will change your momentum and upB will carry it over. The problem with this is sometimes you don't want that little extra height from the jump, or you don't even have the doublejump available! In this case you have to move your controlstick immediately to the direction you want it to move to after initiating the upB (important: before/during you input your upB you have to hold the stick in the direction you're already moving into (the one you don't want to go) and then immediately change it to the other one).

3. SideB
3.1 sideB destroys shields
DKs headbutt is now even stronger than before (on shields that is)! It kills about 90 % of a shield so if you notice your opponents trying to shield while you e.g. have to land or if they're expecting a bair mix it up to catch them off guard. Even if they don't shield: the headbutt gained a lot of range and it still burries if your opponent doesn't avoid or shield it, so that can be useful too (less than in Brawl though). The only things you don't want to happen are: it's getting powershielded; it's getting dodged (maybe also to trade, but that will depend on the situation)

3.2 burried opponents
Opponents burried into the ground now get less knockback from attacks than normal. This makes KOing burried opponents way harder. If you want to KO them you could wait for them to jump out and hitting them with upair / fair / upsmash / dsmash (but it's more difficult to hit them with grounded moves for obvious reasons). Using aerials is also a good idea if they only have few %s since they're likely to break out pretty quickly.

3.3. sideB to the ledge
DK can now grab the ledge during his sideB. This can be useful to make it more safe or to just be able to use it while you're above a ledge.

3.4 range
This seems to be DKs 3rd best move in terms of horizontal range (after grounded downB and fsmash). On the ground he reaches even further than in the air (if you initiate the move in the air and land on the ground DK will continue with the grounded version). The aerial version moves back a little bit further than his starting position after the move is done.
This moves hitbox is not only DKs head... No, also not +his chest either. It seems to be almost his entire body. You can even hit with his feet if you're using it in the air!

4. DownB
4.1 punishing rolls...
Are you annoyed by your opponents for rolling around all the time and trying to find a surefire way to hit them? Well, search no longer! DownB has excellent range (in front a little more than behind DK) and it's hitboxes are pretty frequent so it's easy to catch others with it.

4.2 downB to punish shielding?
DKs groundpound now eats shields for breakfast. Just about 4 hits are enough to break them and if you manage to catch them near an edge and they don't stop shielding they'll be pushed away from the stage during their shieldbreak and fall to their death.

4.3 downB reversing
You can now reverse all of DKs B moves easily which can be really useful. As for downB - don't forget that you can use it in the air now! Even if it isn't that great and has a little of lag. Sometimes it can be useful to change your momentum with it to avoid juggles.

4.4 below a platform?
If you're on a platform, above your opponent, and he's standing on the ground below the platform... he'll still get hit by a grounded downB (Mario still gets hit on lower battlefield platform). This even uses all the great range of downB. Your opponent does not even need to be exactly below the platform, as long as he's near enough (about a Mario-length inbetween him and the platform - if it's more he won't get hit, even if you're right above him on the edge of a platform).
You can also hit opponents from battlefields top platform if they're on the side platforms and near enough.

4.5 counters...
Grounded groundpound only hits opponents not in the air... or so we thought. If your opponent uses counter he can be hit even if he's in the air if he's close by, so watch out for that.


General tips:

Armor and invincibility:
Superarmor:
- fully charged punch (during the hit)
- grounded upB (a little before the first hit)
- custom move: special sideB 3 (whole move until shortly before it ends)

Heavy armor:
- while DK is having someone in the cargo-hold

Invincibility:
- while going from normal grab to cargo someone
- aerial upB (on first hit)

For general invincibility: http://smashboards.com/threads/invincibility-and-armor-list.371822/#post-17771035

Damage (Training mode):
jab1,2: 4, 6
ftilt: normal 10, up 11, down 9
utilt: normal 9, sweetspot 11
dtilt: normal 7, tip 6
dash attack: strong 10, weak 8

nair: strong 11, weak 8
fair: normal 16, late normal 13, meteor 15
bair: strong 13, weak 8
uair: 13
dair: meteor 16, other 13

fsmash: 20, full charge 28
dsmash: far sides 18/full 25, strong hit 17/full 23, weak (inside/near DK) 14/full 19
usmash: 18, full charge 25

neutralB: weakest 10/upper back hit 10, full charge 28, 9 wind upper back hit 30/weak 28
sideB: 10
upB: grounded first hit 7, other hits 1-2, final hit 4 ; aerial first hit 10, other hits 5, final hits 2
downB: grounded 14 ; aerial first 5, second 6

grab pummel: 2
fthrow - cargo: ftoss 8, btoss 8, utoss 7, dtoss 6, opponent releases 6
bthrow: 11
uthrow: 9
dthrow: 7

2bairs1shorthop:
You can do two bairs during a shorthop. Shorthop bair to upair works too, but no other aerial will have it's hitbox out in time before DK's landing (not even nair, even though it looks like it could work...).

DKs disjointed moves:
This time DK has disjointed moves. Here's a list of moves I came up with with which you can destroy bob-ombs without getting hit:
- ftilt
- dtilt
- uptilt (above and behind him)

- fair (only when the hitbox is right in front of him)
- upair (falling upair)

- dsmash (behind and in front of him)
- upsmash (above him)

- neutralB (only non-fully charged!! fist/forearm seem to be intangible)
- sideB
- upB (grounded: in front of him ; aerial: left and right spread hands)
- downB (obviously)

Upsmash:
Upsmashs hitbox now reaches even lower. You can hit grounded characters like Mario with it too.

Dsmash:
It's hitboxes are very diverse. Depending on with which part of the hitboxes you hit your opponent there seem to be very many different angles where he can be sent flying to.

Some KO %s to compare DKs KO moves:
(training mode; Mario (doing nothing) standing in middle of Omega-Battlefield) | remember: opponents can VI/DI etc. to live longer
Move | KO % 3DS | KO % Wii U
fully charged punch: | 74 | 69
9 wind: | 49 | 46
8 wind: | 57 | 53
7 wind: | 65 | 61
6 wind: | 75 | 70
fsmash (full charge): | 55 | 51
fsmash (no charge): | 93 | 87
dsmash (full charge): | 70 | 67
dsmash (no charge): | 110 | 105
usmash (no charge): | 109 | 103
utilt (sweetspot) | 116 | 111
uair | 139 | 133
bair | 141 | 134
fair (back hit) | 141 | 134
fair (normal) | 141 | 134
fair (late) | 127 | 120
fair (meteor) | 147 | 141
dair (meteor) | 155 | 148
nair (first hit) | 162 | 153
 
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OddCrow

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Awesome work, really appreciated.

As another tip, charging neutral B while on the respawn platform is much safer now. You just start charging, fall and get ready to unload (to take advantage of your armor) and possibly b-reverse your opponent when they charge in.

I'm interested in the disjointed tilts, might this help DK against projectiles? Swatting arrows, metal blades and fireballs would be really really useful.
 
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Luigi player

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Awesome work, really appreciated.

As another tip, charging neutral B while on the respawn platform is much safer now. You just start charging, fall and get ready to unload (to take advantage of your armor) and possibly b-reverse your opponent when they charge in.

I'm interested in the disjointed tilts, might this help DK against projectiles? Swatting arrows, metal blades and fireballs would be really really useful.
Oh yes I'm almost always charging a few winds when coming back since it's often pointless to try to catch a running opponent.

As for projectiles: DK could even destroy them in Brawl where he didn't have that many disjointed moves. So this time it should be even easier. Imo jab and grounded upB are the easiest to do it with.

Btw I updated the first post with grab damage and heavy armor on the cargo. Completely forgot about that, lol.
grab pummel: 2
fthrow - cargo: ftoss 8, btoss 8, utoss 7, dtoss 6, opponent releases 6
bthrow: 11
uthrow: 9
dthrow: 7
 
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DK-RULES

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Anyone have good tips to defeat duck hunt with DK? I am having a hard time with that stupid can.
 

Brickbox

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Does any disjointed hitboxes protect against the can? maybe f tilt?
 

Agosta44

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Anyone have good tips to defeat duck hunt with DK? I am having a hard time with that stupid can.
You can hit the beans back at him. Jump over the Frisbee and rush him down. Do not give DH any room to breath and it's an easy win. DH is good when it's able to space properly so do what you can to prevent him from doing so.
 
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SonicZeroX

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Dtilt into 10 wind punch is a kill combo at around 40% if the dtilt trips them which is pretty ridiculous. That's some Little Mac KO punch power right there.
 

The Jerk

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I used to have trouble with King Dedede and his Gordo "spike ball," until I pressed "A." You can literally send it flying right back at him with DK's standard punch, the neutral A hit. It was fun watching the King respawning in disbelief after his spike ball hit him and then followed up by a Fair meteor smash. ;D
 

Brickbox

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Can dk in anyway do a "lock" (like a down tilt lock) if someone misses an obvious tech?

Have the mechanics changed as far as locks and how they force people to do the standard no attack get up?
 

DKwill

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Can dk in anyway do a "lock" (like a down tilt lock) if someone misses an obvious tech?

Have the mechanics changed as far as locks and how they force people to do the standard no attack get up?
Yes, DK can still d-tilt lock. But I believe the jab/tilt locks were limited to three repetitions in Smash 4. After that, the opponent is forced into the get up animation.

If you are close enough to catch them when they bounce on the ground, you can d-tilt or jab to perform the lock. Just be sure you do not tipper jab, as that will force the opponent onto their feet as opposed to locking them. (The same as it was in Brawl)
 

shoops

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Just posted in another thread but DK's dash attack cancels out ZSS's projectile. No need to fear getting stunned against her.
 

Big O

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Here's some stuff you can add about custom moves.

Lightning Punch is faster, less laggy and charges extremely fast (can full hop B and finish charging before you land), but is weaker (kills at around 125%) and has no super armor. Does 15 damage full charge (13 in air). No longer hits behind him.

Storm Punch has a windbox that extends beyond the punch, but is weaker (kills at around 115), laggier and has no super armor. The strength of the wind weakens with distance. Only goes up to 6 wind-ups instead of 11 and does 18 damage full charge (14 in air). No longer hits behind him.

Jumping Headbutt jumps pretty quick before falling very fast with the headbutt portion. It buries for less time and is laggier in exchange for a fast way to suddenly alter your position.

Stubborn Headbutt does more damage (13 vs 10) and has tons of super armor, but it noticeably slower and laggier. Since it has super armor instantly until a bit after the headbutt hits, you can use it to land or grab the ledge safely from above.

Chopper Kong is useless. Goes a little bit higher, but has no damage and no horizontal mobility.

Kong Cyclone has tons of super armor while the windboxes that suck people in are active. Only hits up to 2 times both on the ground (4+15 damage) and in the air (3+12 damage). Last hit is pretty strong for both. You can also do all of the old DK Up B shenanigans from Brawl like invincible grounded Up B's on slopes and lagless Up B landings. This Up B doesn't go as high as the standard one though so you might SD if you aren't used to it. In the air, the windboxes seem to have hitstun or something. More testing needs to be done to see how long this hitstun lasts and which parts have it.

Focused Slap has much less range on the ground (like grab range) in exchange for much more knockback (kills at like 80%). The first slap stuns instead of launching and will combo into the second hit (7+14 damage). It is better than the regular Down B in the air since it keeps the extra damage (7+12 vs 5+6) and knockback. It is also a bit less laggy in the air when compared to the regular Down B too.

Hot Slap trades horizontal reach on the ground for being able to hit people in the air. The first slap will combo into the second slap (4+12 damage). The vertical reach can hit people on BF platforms from below. The horizontal reach is around Dsmash to Dtilt range. It has more knockback (kills at around 135%) and sends them at a lower angle. In the air it is faster and less laggy than the regular Down B. The hitbox is a little bit bigger too. Only does 5 damage per hit in the air (10 total) and doesn't spike, but it can still gimp with the angle it launches people at.
 
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Brickbox

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Can we agree that all the customs suck beside the Kong cyclone?
 

Big O

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Yeah all 3 headbutts murder shields. Jumping Headbutt is mostly useful for messing with other people's juggle traps and dodging stuff with the jump.

Personally I really like Hot Slap, Kong Cyclone, and Stubborn Headbutt. These three all give you new tools to play around with that demand respect. Hot Slap shuts down a lot of short hop approaches and is a decent aerial too. Stubborn Headbutt has utility as a counter-like move. Kong Cyclone might be broken with platforms.

I was really hyped about Storm Punch, but I think it is only good against people without uber recoveries.

Lightning Punch might be good just for the insane spam factor. If you struggle getting free time to charge, this one will give you a lot more mileage. You know how people always seem get baited into trying to hit you after a whiffed punch? With this it's even more of a trap because of how lagless it is.
 

Chief Chili

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All this time I never thought a fully charged giant punch would be weaker than a 10 wind. Thanks for the info.
 

1PokeMastr

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All this time I never thought a fully charged giant punch would be weaker than a 10 wind. Thanks for the info.
Now. I don't want you to run around being misinformed and trying to score kos with it effectively.

While the 10 wind IS indeed stronger than a full charge, it takes longer to come out and has no super armour on it.
"But it's stronger though! I can kill earlier with it!" That is really aside from what you can/ can't do with it, using the 10 wind is best saved for a read when they're sitting around maybe 60-70%, as a ONE TIME read, after that threshold passes, don't go for it anymore. You're better off with the full charge.
 

Chief Chili

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Now. I don't want you to run around being misinformed and trying to score kos with it effectively.

While the 10 wind IS indeed stronger than a full charge, it takes longer to come out and has no super armour on it.
"But it's stronger though! I can kill earlier with it!" That is really aside from what you can/ can't do with it, using the 10 wind is best saved for a read when they're sitting around maybe 60-70%, as a ONE TIME read, after that threshold passes, don't go for it anymore. You're better off with the full charge.
Ah ok thanks for elaborating.
 

birdmanman

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I used to have trouble with King Dedede and his Gordo "spike ball," until I pressed "A." You can literally send it flying right back at him with DK's standard punch, the neutral A hit. It was fun watching the King respawning in disbelief after his spike ball hit him and then followed up by a Fair meteor smash. ;D
Thanks for this tip. I've been needing a way to deal with those...
 

Aninymouse

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Can we agree that all the customs suck beside the Kong cyclone?
I think I feel more closely to how @ Big O Big O evaluates them. That is to say, I love to make use of the stubborn headbutt in particular. Everyone here seems to have high praise for Kong cyclone, but I feel like I have yet to unlock its full potential. I know I don't seem to like the grounded Kong cyclone much, but I guess the appeal is in the aerial version?
 

Jmex

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Coming from Brawl i was used to DK's punch doing more knockback from 9 winds vs the super armor of the 10 winds.

In this smash is it safe to say if you're looking for more knockback stop at 7 winds or if you want the super armor go for the full 11?

EDIT: Excuse my idiocy. I read that COMPLETELY wrong! haha
 
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Brickbox

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just a thought, can stubborn headbutt work against multi hit jabs? if you get hit maybe it could be possible to use decent hitstun shuffling and mash side b and get a free side-b? maybe on certain jabs it would work.
 

itsaxelol

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I think I feel more closely to how @ Big O Big O evaluates them. That is to say, I love to make use of the stubborn headbutt in particular. Everyone here seems to have high praise for Kong cyclone, but I feel like I have yet to unlock its full potential. I know I don't seem to like the grounded Kong cyclone much, but I guess the appeal is in the aerial version?
use it in the air. its retardedly good. its like 3 days before smash 3ds shipped. they said.. man we nerfed dk like crazy. he got no new characters either. oh **** we forgot to give him an AT. and he only has 1 new stage despite selling almost 10 million games with DKCR and TF. oh well. lets just give him this broken custom move instead
 

Luigi player

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With this update DKs dsmash got changed. It now hits away from DK instead of towards DKs body.

I don't think it was like that before this update... if I'm wrong feel free to correct me xD


Alright it probably was like this before... I need to use more dsmash it seems.

Also his damage % seems to be the same. I've tested almost all moves (not all variants of his neutralB and his aerial multihit upB (only first one which still does 10%)).
 
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Jmex

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With this update DKs dsmash got changed. It now hits away from DK instead of towards DKs body.

I don't think it was like that before this update... if I'm wrong feel free to correct me xD


Alright it probably was like this before... I need to use more dsmash it seems.

Also his damage % seems to be the same. I've testet almost all moves (not all variants of his neutralB and his aerial multihit upB (only first one which still does 10%)).
Good to know. I posted in another thread asking if DK's been tested to see if he got slight buffs/nerfs to his attacks. Specifically the damage he deals.
 

Novaphyer

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With this update DKs dsmash got changed. It now hits away from DK instead of towards DKs body.

I don't think it was like that before this update... if I'm wrong feel free to correct me xD


Alright it probably was like this before... I need to use more dsmash it seems.

Also his damage % seems to be the same. I've testet almost all moves (not all variants of his neutralB and his aerial multihit upB (only first one which still does 10%)).
Have you tested ranges? Possibly the gap for FSmash, between the hands and body.
 

Luigi player

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Alright guys since DK also has an upper back hit on his fair I wanted to test the KO % of that move and while I was at it I tried to compare the others as well to my current table I have in the op. To say the least the % seem to be different now, take a look:

Some KO %s to compare DKs KO moves:
(training mode; cpu Mario standing in middle of Battlefield Omega) | remember: opponents can VI/DI etc. to live longer
Move | KO % OLD | KO % NEW
fully charged punch: | 78 | 69
9 wind: | 53 | 46
8 wind: | 61 | 53
7 wind: | 70 | 61
6 wind: | 79 | 70
fsmash (full charge): | 60 | 51
fsmash (no charge): | 99 | 87
dsmash (full charge): | 70 | 67
dsmash (no charge): | 111 | 105
usmash (no charge): | 109 | 103
utilt (sweetspot) | 116 | 111
uair | 139 | 133
bair | 149 | 134
fair (back hit) | ? | 134
fair (normal) | 140 | 134
fair (late) | 134 | 120
fair (meteor) | 147 | 141
dair (meteor) | 157 | 148
nair (first hit) | 170 | 153

Some are just a few % different, but still stay somewhat in order of how they were previously. But some moves, like the fair late hit, DKs bair and his neutral air got quite a bit stronger!
 
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Jmex

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By "KO % OLD", is that referring to Brawl?
 

Brickbox

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How does the up tilt sweet spot occur? it is hitbox related correct?
 

Big O

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Basically the %'s are all lower because the blastzones are closer to the stage on the Wii U version than the 3DS version for w/e reason. You will KO earlier with everyone and with every move because of this. I don't know if it is every stage or just some of them, but I know for sure FD and the omega stages have closer blastzones on the Wii U.
 

Brickbox

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You basically have to hit with DKs shoulder...
Ok thanks.

also I have tried out incorporating mid air down-b into my game, it isn't as useful as some people hype it up to be but there is one thing that it does really well and that is punish air dodges.

It can even set up into jab locks if the person doesn't tech.
All you gotta do is go for the jumping cargo up throw into u-air but do mid air down-b instead of up air. (works if they expect to air dodge an up air). At the right percents I could get it to work on scrubs that can't tech.
Super situational but it isn't to uncommon that people just spam air dodge when you up throw them.

Also if people air dodge bairs off stage, you can b reversal down-b and it will work if the angles are right.
So far all I've found out is that its a stylish read move.
 
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Luigi player

Smash Master
Joined
Jul 29, 2004
Messages
4,106
Location
Austria
So, since Big O knew what I wasn't sure of (that the blastzones in the 3DS version are further away) I wanted to try around with it again.
As some of us know, on the 3DS you can't set the CPU to another player, so the CPU always tries to recover if you hit him. So he actually "DIs" a little bit. Now to have the KO %s without his DI I pressed pause before every move hit, enjoy (does anyone still play 3DS Smash? Well anyway, it's mostly just to know the difference for sure and to compare the numbers):

Some KO %s to compare DKs KO moves:
(training mode; cpu Mario standing in middle of Battlefield Omega) | remember: opponents can VI/DI etc. to live longer
Move | KO % 3DS-OLD | 3DS normal | 3DS noinput | KO % Wii U
fully charged punch: | 78 | 78 | 74 | 69
9 wind: | 53 | 53 | 49 | 46
8 wind: | 61 | 61 | 57 | 53
7 wind: | 70 | 70 | 65 | 61
6 wind: | 79 | 79 | 75 | 70
fsmash (full charge): | 60 | 60 | 55 | 51
fsmash (no charge): | 99 | 99 | 93 | 87
dsmash (full charge): | 70 | 70 | 70 | 67
dsmash (no charge): | 111 | 111 | 110 | 105
usmash (no charge): | 109 | 109 | 109 | 103
utilt (sweetspot) | 116 | 116 | 116 | 111
uair | 139 | 139 | 139 | 133
bair | 149 | 149 | 141 | 134
fair (back hit) | ? | 149 | 141 | 134
fair (normal) | 140 | 149 | 141 | 134
fair (late) | 134 | 134 | 127 | 120
fair (meteor) | 147 | 147 | 147 | 141
dair (meteor) | 157 | 155 | 155 | 148
nair (first hit) | 170 | 170 | 162 | 153

3DS-OLD are my first testings (pre patch), 3DS normal is the cpu just set to "do nothing/stop" (retested), 3DS noinput is where I pause before I hit him so he can't DI.

The violet numbers differ. It could be because I mistyped/mistested numbers, but I'm not sure. For right now they are incorrect, but either way - use the new ones.

The cpu still lives longer on the 3DS version even if he doesn't DI anything, so yeah, the blastzones are probably bigger there.

I'm only putting the 3DS noinput and the Wii U numbers in the op, so it's easier to see them (and they're probably the most useful).

Edit: Btw, I've always tested on Battlefield OMEGA, previously I only wrote Battlefield, now it's fixed.
Edit 2: fixed another error. Fair back hit in Smash U KOs at 134 as well, not 141 (tested on wrong stage with different blastzone). I've fixed it in all tables now.
 
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Jmex

Smash Lord
Joined
Feb 28, 2006
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1,422
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Ca
NNID
Jmex25
3DS FC
4613-8799-3599
Awesome! Thanks BigO and LuigiPlayer for the clarification.
 

PokÉmblem

Smash Apprentice
Joined
Dec 26, 2014
Messages
175
Location
Shrek's Swamp
NNID
wolfvdc
3DS FC
4553-9960-0926
I heard dk is low tier but I personally think he has hidden potential in competitive expecially after I learned a few techs here. I would have never in my entire life think that 9 winds would do more knockback.
 

Kantolin

Smash Rookie
Joined
Dec 30, 2014
Messages
19
Momentum Shifting on the up-B has given me some nifty new strategies to play with. You guys are awesome and thank you.

I'm finding that more and more my most used kill move is his up-B, oddly enough. The defensive applications are invaluable against speedsters and partially protect against rolls (Obviously the default down-B is the best against rolls, but up-B is a useful alternate as it launches by itself)
 

TastyCarcass

Smash Apprentice
Joined
May 27, 2014
Messages
177
I've found Up B to be awesome against mac players and general multi hit spammers.

I'd just like to say that the storm punch would be more useful depending on your playstyle. I don't really use the default neutral b in my game, but I could do with the long range edgeguarding tool.
 

Bear Eyez

Smash Rookie
Joined
Apr 2, 2015
Messages
14
Location
Ontario, Canada
Hey everyone! Fairly new here, and a recently picked up DK. I couldn't find a combo I heard about using the Cargo up throw along side with the 9 swing charged (shoulder hit box) Giant Punch. Also I couldn't find any true combos off of platforms either. Thanks everyone!
 
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