To start I have 3 matches that I would love help from the community to improve on
http://www.youtube.com/watch?v=TXPfKg2CvJ8
http://www.youtube.com/watch?v=yVRAIDKPt6E
http://www.youtube.com/watch?v=cBVMbatFqWI
I have a ways to go as it was my first tournament and I got 4th place and I have to learn how to play calmly and intelligently.
An obvious one, but learn to shffl consistently. You missed a lot of L-cancels and fastfalls.
-Learn to combo opponents up and down. DK can combo in literally every direction, so use the occasional dair mid-combo to extend [your combos] even further. If you put your opponenents back on the ground, it opens them up for grabs and other great options that aren't available if they get too far up in the air to even combo further. Don't get carried away though, you can get punished and will feel stupid if you miss cargo uthrow dair at least once.
Speaking of cargo uthrow dair, it works wonders at very low percents. Especially against Marth. What you want to do with this is do a falling uair after the dair, which sets up for another dair. It's cheesy as all **** and works almost as well as it does when Falco does it. After a couple of reps of this, a couple of other easy combo moves like jab jab uair or nair bair will bring them into giant punch KO range.
-Learn to use DK's fair spike. Yes, it is a true spike, and it hits so dang low that Marth, Roy, Mario, Spacies, and a ton of other characters with annoying recoveries
cannot sweetspot the ledge. What's more is that the default trajectory is southwest, which means that the only DI that can allow one to tech is (around) southeast. When it comes to edgeguarding Marths,
use fair spike.
-Going back to using dair for combos, utilize triangular platform stages to reduce your opponents' teching options. This is basically my personal playstyle, but DK is like Marth and Falco combined when it comes to platforms. Be patient and abuse your hugeness, and opponents can't escape you when they're stuck on platforms.
-When fighting Marth, go toe to toe with him on the ground. Dtilt for dtilt, grab for grab, dash attack for dash attack, your crouch cancel works longer than his. On that note:
Defensive game as DK revolves around anticipation and attacking in place. Jab jab is super fast and stops aggressive opponents in their tracks; it opens up combos at literally every percent unless your opponent is a high % floaty (in which case you could just look for a nair trade). Make sure to double tap it as fast as possible. Nair hits many characters right in the face if you do it without moving forward/back. Someone's coming at you with an aerial? Anticipatory nair. Retreating fair is also good. Bair works in neutral, but becomes transparent if you do it too much. Basically, if you work on your reaction time, DK doesn't have to let anyone touch him, ever.
-I didn't see you use up+b oos. Please practice it, it's difficult and punishable but works fantastically.
-For Fox, take a mid-level cpu to Smashville and practice cargo uthrow uair at 0%. This combo works on all spacies. This will help with reaction time, and since smart opponents won't take DK to FD, cargo uthrow uair is superior to regular chain grabs because of damage output.
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Learn to guage when your opponent is going to hit the ground/platform. Don't attack them if they're going to land, it's generally a waste of effort. Instead, if they're laying down, wait near them and dash dance, or bait out a movement with an empty jump. Don't get get-up-attacked.
-Stop approaching with nair. The only time nair approach is useful is as a mix-up, spend a majority of your time on the ground dtilting, dash dancing, and waiting for them to approach. When you see them getting ready to approach, turn on your defensive game.
On top of all of this, practice comboing in your spare time. DK should get 70% at least (on all characters except super floaties regardless of DI) from 0%.
Oh, and put DK's IASA frames into muscle memory. I can't stress this enough. He's worthless as a character if you can't attack as soon as you can.