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DK's Cargo throws don't give them grab immunity at all. This leads to some hilarious team infinites/combos.Unsure if this is known but it seems DK can grab characters faster out of cargo throw than his other throws.I can cargo dthrow and regrab as soon as possible for some nasty conditioning.
This is just where you talk about various DK meta stuff. Things like combos, where you place him on the tier list, talking about hard/easy/tricky MU's, AT's, stage counterpicks, and a bunch of other general competitive gameplay topics. The MU thread is currently pretty inactive, but you are free to discuss or request MU's to be covered in that thread.Alright fellow expanders of the dong, how does this thread work? I'm used to the Charizard matchup thread.
No he's talking about the pivot offstage dthrow spikeYou don't quickly turn around, it's just a cargo back throw...at least that's what seems logical to me.
Sadly, I don't think so.Is there a competitive discussion for doubles and doubles combos?
You can talk about it here, or make a thread for it if you think more people will discuss it that way.Is there a competitive discussion for doubles and doubles combos?
In general the only things I really watch out for against him are Usmash, charged shurikens, and combo starting (deep) Nairs. He can't trade favorably with you except with his slow Fair, so just stick to footsies and try to outspace him. I would say spacing Bair is a safe bet against him because his shield grab is slow. AC Nair is also pretty safe because of that as well. If he goes for a lot of dash grabs, throw out some jabs or pivot grabs in response. You can pretty much jump out of all his throw combos until pretty high %'s, at which point seem more like 50-50 setups than anything really guaranteed.Does anyone have any good strategies versus good greninja's? Or videos?
Seems to be a surge of them lately, locally and online.
DK + Peach is a pretty good team. Peach floating while DK Down B's is a very scary setup. Footstooling someone during DK's Down B is like a sports car (0-60 in 2 seconds lol). Peach's air dominance compliments DK's ground game. She can give you turnips. Your Cargo throws easily convert to team combos (throw into Peach Dair + w/e to DK finisher). I think you can trigger her Neutral B safely with Down B as well while she is in the air.So, does anyone have any combos or set-ups or ideas for doubles matches? Specifically with DK and Peach?
To be honest, it was better (specifically for leading into uncharged punches) before the Cargo Utoss patch changes. At the current %'s you could actually start comboing into it, they are pretty much already in the Uair KO% range. The old Cargo Utoss was also better at abusing Delfino/Halberd blastzones too. The new Cargo Utoss is amazing and definitely better overall, but too many people overlook what DK could do with the old one (especially with GCUT).I remember before the Dong patch Will posted a video of jump-cargo uthrow into a 10-wind. If I remember correctly non-fully charged punches have a hitbox behind DK's shoulder which does like 25%. Is this still a legit cargo follow up? Does anyone know the percent ranges it works in?
Dash-shield and pivot grabbing are the most reliable ways. If you just fish for grabs it won't work though. You need to throw out RAR bairs to make them feel threatened by other options. RAR empty hops into dash-shield can work a lot if you mix it up.Just curious, how does DK get grabs at higher levels of play? Are there any attacks that combo into Grab? Or are we stuck with hard reads?
I've actually had trouble finding doubles discussion in general. After trying some of this stuff, can you explain this in more detail and do you have basic doubles tips. Like, how to operate as a team and what we should be doing differently compared to singles.In general the only things I really watch out for against him are Usmash, charged shurikens, and combo starting (deep) Nairs. He can't trade favorably with you except with his slow Fair, so just stick to footsies and try to outspace him. I would say spacing Bair is a safe bet against him because his shield grab is slow. AC Nair is also pretty safe because of that as well. If he goes for a lot of dash grabs, throw out some jabs or pivot grabs in response. You can pretty much jump out of all his throw combos until pretty high %'s, at which point seem more like 50-50 setups than anything really guaranteed.
DK + Peach is a pretty good team. Peach floating while DK Down B's is a very scary setup. Footstooling someone during DK's Down B is like a sports car (0-60 in 2 seconds lol). Peach's air dominance compliments DK's ground game. She can give you turnips. Your Cargo throws easily convert to team combos (throw into Peach Dair + w/e to DK finisher). I think you can trigger her Neutral B safely with Down B as well while she is in the air.
The shield pressure they bring to the table is also pretty crazy in general. Her multi-hits give you time to Punch/Side B and break them. Your Down B plus like any of her aerials breaks shields. Peach in general is very safe and has generous hitboxes suitable for crowd control.
DK sucks at brawling up close with multiple opponents due to his size, bad CQC (close quarters combat), and endlag on his attacks. You are also prone to hitting your partner with his AoE-like attacks. What you do to play around those things is to basically hang back and be the support/stock tank for the team. You let your partner handle the enemy 1v2 and support him with some disruptive attacks. You generally want to sandwich the other team and have them focus on your teammate instead of you. If you separate into 2 1v1's, try to be on the outside rather than the inside because you will probably get wrecked by stray hits from everyone if you are in the middle. If they double team you, you have to either stall/run away (if you are faster than them it's not too hard) or fend them off with Bair.I've actually had trouble finding doubles discussion in general. After trying some of this stuff, can you explain this in more detail and do you have basic doubles tips. Like, how to operate as a team and what we should be doing differently compared to singles.
There's a lot of overlap. Their boxing games and their grab games are pretty similar, as are the situations where you'd use their upbs. Just remember that dashgrab isn't as good for DK as it is for Bowser.So.... I'm a former Bowser main frustrated by Sakurai's unwillingness to fix some critical issues with one of my favourite characters.
In the process of looking for a substitute heavy to compliment my Bowser Jr., I've also been considering DK, who I loved using in Melee and Brawl and stopped using in this game due to his initial flaws pre patch, but am now reconsidering because of all the buffs this ape has gotten over the recent patches.
I'm hoping my skill with Bowser can mostly translate to DK as well, and I love the grapple game and Dair spikes that both characters have.
If you guys had to compare Bowser and DK how much overlap would you say there is in the skills needed to play these characters? Would it be an easy transition?
I answered you in the other thread, but I'll do it again so other people can see. It's known and the spike can be teched, but you may catch someone off-guard with it.Hey so I was wondering if anyone here has seen or executes this tech. in Smash 4? My success rate is pretty high with it, but is a little tricky to pull off. It can kill as early as 60 for some characters and works best on sloped ledges or ledges that have a flat bottom. Here's myself executing the move.
Yup! It's a crap ton of fun to pull off!I answered you in the other thread, but I'll do it again so other people can see. It's known and the spike can be teched, but you may catch someone off-guard with it.
Looking into it a little more you may be able to DI out and the range is specific. Not sure what exact factors play into it though. I've only landed it on taller characters (Falco, Robin, Rosaluma.) and mostly because it was not expected. It's worth noting that it only works until about 30 on a character of a weight like Falco. I'm going to attempt to find general conditions for this to work throughout weight classes.I think Donkey Kong may have a potential low percent kill situation (Kinda like a 50/50 I guess? I dunno.) using cargo dthrow to fair spike. if you jump and dthrow in the same fashion you would a cargo uthrow while near the ledge, if you immediately move into a fair (Not sure if you have to buffer it.) it can connect and since it's so powerful it can kill rather early on characters with poor recovery. The small amount of testing I have done with it shows that if the opponent jumps or simply allows themselves to remain in tumble or to fall down towards the ledge, the hit will connect and potentially lead to a stock if not outright. I haven't had the chance to particularly test it, but I theorize that the only way out is to fastfall to the ledge or airdodging with or without jumping.
Problem is that if it's between 0-20, you're sacrificing a guaranteed 40-50% for a mix up which has high reward but seemingly several counterplay options.Looking into it a little more you may be able to DI out and the range is specific. Not sure what exact factors play into it though. I've only landed it on taller characters (Falco, Robin, Rosaluma.) and mostly because it was not expected. It's worth noting that it only works until about 30 on a character of a weight like Falco. I'm going to attempt to find general conditions for this to work throughout weight classes.
The thing about this is that it is a good surprise mixup. When I have landed it, it's because the opponent attempted to DI for a cargo up toss, away from the ledge, only to get smacked with a fair spike. The window to react to it is about 45 frames, so a decent amount of time for an opponent, but maybe this is still something to take advantage of.
True, but it's definitely something nice to know. I will be trying this out today and seeing if I can mix some people up with it.Problem is that if it's between 0-20, you're sacrificing a guaranteed 40-50% for a mix up which has high reward but seemingly several counterplay options.
Liiiiike? Don't hold out on your fellow kongs!I've found out some combos with DK utilizing his frame cancelled forward air
After forgetting about this and coming back to it, this only works on fast fallers.I think Donkey Kong may have a potential low percent kill situation (Kinda like a 50/50 I guess? I dunno.) using cargo dthrow to fair spike. if you jump and dthrow in the same fashion you would a cargo uthrow while near the ledge, if you immediately move into a fair (Not sure if you have to buffer it.) it can connect and since it's so powerful it can kill rather early on characters with poor recovery. The small amount of testing I have done with it shows that if the opponent jumps or simply allows themselves to remain in tumble or to fall down towards the ledge, the hit will connect and potentially lead to a stock if not outright. I haven't had the chance to particularly test it, but I theorize that the only way out is to fastfall to the ledge or airdodging with or without jumping.
Welcome to smashboards!While playing the game I somehow accidentally cancelled DK's down b on ground into a foxtrot as soon as his hand hit the floor. It might have something to do with the landing Nair I did from the ledge. I haven't seen anyone do this before and I have it on recording. I don't know how useful this could be but since DK's down b is a very laggy attack opponents might immediately try to punish from the air but will be surprised when you cancel it and possibly throw out a quick Uair for the kill.
I tried recreating this in training mode and got it to work like 3 more times. I think it has something to do with landing
https://www.youtube.com/watch?v=dyyjKMT39d0&feature=youtu.be