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With how quickly people can get out of your grabs in this game, it's going to be very hard to pull off unless they are at a very high percentage, in which case it would most likely just be better to finish them off with something else.can DK still do the cargo grab -> stage spike thing? I knew it was possible before but I sucked at all games prior to this.
really interested in making DK my secondary.
Usually when I get a grab, I find myself going for either an up-throw or a back-throw. While not guaranteed or as easy to pull off as say, Diddy's d-throw>uair, up-throw can lead into a u-air from you, and back-throw can actually kill at the right percents or stage position; it launches at a more horizontal angle than a forward throw, so it's also easier to get people off the stage with it.Hmm. So what throws do you guys usually do with DK? I don't really know what to do so I usually just pick em up and throw them to the left/right.
The cargo release distance is DI-able and the degree to which they DI is probably character dependent. Cargo releasing's usefulness is based on how it forces some characters to recover in exploitable ways. If the opponent mashes a lot, it can also trigger SD's.Is the cargo release distances DI-able or does each character get released at a different place.
If this is non DI able but instead character specific maybe someone could compile a list of distances that the different characters go.
Cargo releasing people so they grab the edge into ledge trump to back air is so satisfying. but I can't seem to get the distance right every time.
You want to use the 10 punch when it can kill and the fully charged punch can't. Most people also aren't as cautious vs the punch when you don't have it fully charged.When are times you'll want to go for the 10 swing punch instead of a full charge?
Your best throws 90% of the time are Cargo Hold -> Utoss and the regular Bthrow. In the rare case they are too floaty/damaged to combo/trap with Utoss -> Uair effectively and Bthrow throws them the wrong way, then you just Cargo Hold and walk/throw them towards the nearest blast zone.Hmm. So what throws do you guys usually do with DK? I don't really know what to do so I usually just pick em up and throw them to the left/right.
It works until like 40% (very tight timing). Rage makes it stop working even earlier though.Approximately what percentages will cargo up throw into up air connect (specifically on Luigi)?
Like soHowever, if you are fighting Mario and he has FLUDD charged, do not retreat to the ledge with Up B. A smart one will shoot you past the ledge with FLUDD and KO at sub 30%.
Cape also works which is pretty annoying. UpBing out of early combos is really risky.
Want to note that I played some tourney matches against rosalina and using Down-b while rosalina was on the ledge helped. If luma was next to her, then it will end up spiking luma. Just be wary of a counter attack by rosalina. I managed to catch the rosalina off guard a few times, but just try not to be predictable.I have been looking and haven't seen anyone mention it. I'm not sure if it is viable at all but I think we may be able to use to aerial down b.
It may just be because people really don't expect it, because generally I try to jump in as if I am going to f air. when they air dodge, I throw the hand slap and generally both if not one hit will connect. It has some pretty crazy knockback. It also is really handy against people who keep air dodging your other meteors. So I think it can at least be a move that is used as a mixup.
The real use for it is that it can interrupt quick recovery moves like falco phantasm or quick attack. It may just be me but I find it difficult to time the Dair in instances like these and IMO when using aerial down b it is much easier time because due to the two hit boxes it lasts longer catching and than slamming down the opposition or just slamming if the first hit misses. I have a lot of replays because I actually land these quite often if I'm not being clear enough.
Sorry for wall of text It just seems that I've seen this move dismissed a lot where I have seen it mentioned online. However it has helped me in quite a few instances when facing people I felt I were better than me and others I felt were worse than me. I'd just like to see if anyone else has noticed this, or to be told that I should probably do x instead because I may just be seeing what I want to.
I was saying in AA's custom move thread for DK that I felt aerial down B for DK was a decent replacement for Fair. Since DK's Fair isn't much of an approach and is only to be used sparingly, DK lacks a frontal aerial approach that other characters might have, unless you count Nair. Nair is good, but aerial down B looks like it has a lot of potential for mix-ups. It's a laggy move, so I feel like no one is using it. I think it has potential.I have been looking and haven't seen anyone mention it. I'm not sure if it is viable at all but I think we may be able to use to aerial down b.
It may just be because people really don't expect it, because generally I try to jump in as if I am going to f air. when they air dodge, I throw the hand slap and generally both if not one hit will connect. It has some pretty crazy knockback. It also is really handy against people who keep air dodging your other meteors. So I think it can at least be a move that is used as a mixup.
The real use for it is that it can interrupt quick recovery moves like falco phantasm or quick attack. It may just be me but I find it difficult to time the Dair in instances like these and IMO when using aerial down b it is much easier time because due to the two hit boxes it lasts longer catching and than slamming down the opposition or just slamming if the first hit misses. I have a lot of replays because I actually land these quite often if I'm not being clear enough.
Sorry for wall of text It just seems that I've seen this move dismissed a lot where I have seen it mentioned online. However it has helped me in quite a few instances when facing people I felt I were better than me and others I felt were worse than me. I'd just like to see if anyone else has noticed this, or to be told that I should probably do x instead because I may just be seeing what I want to.
The distance they move after getting cargo released is character dependent for 2 reasons. The base distance they travel and the degree to which they can move around with DI both vary based the character being released. If you want to force them to be close you could pivot on the ground right before they break out, but you have to accurately guess when they break out for that to work.I asked this before but never really got an answer, what determines where an opponent lands after a cargo release? can the opponent altar where he lands in anyway? are we at a frame disadvantage? if so how much? is the frame disadvantage the same for all characters?
If someone wants to just drop as much technical knowledge about cargo release as possible I would appreciate it.
Even with W/L stats like that on a relatively unpopular character, I don't think it mattered in the long run. When popular characters with abysmal win rates like Little Mac are fair game for nerfs, I don't think that's what determines who gets buffed/nerfed. Ultimately, it boils down to what the balance team/Sakurai think in regards to who feels strong and who feels weak. DK got nerfed since the E3 demo because the balance team/Sakurai felt he was too strong.ive stopped playing DK on for glory
maybe im thinking about it too much, but i honestly feel like im a big reason DK didnt get any buffs in 1.04. i imported a jp 3ds and got it on release back in september. so between the jp version and the english 3ds version, before 1.04 dropped, i had about 2000 wins with maybe 30 loses with DK. sakurai said he took wins and loses online into account when balancing. and considering how unpopular of a smash brothers character DK is (ive had maybe 4 dk dittos since september), those numbers probably skewed things into DKs favor
i just want something. hitbox problems (ftilt dtilt and fsmash gaps). range buff. smash kill power buff (his smashes arent exactly great for their start up and lag). revert his frame data back to brawls superior ones. make downthrow comboable or aerial cargo dthrow do what it used to. ill literally take anything lol
I can't say I blame you. He was mediocre at best in Brawl, and yet here we are, complaining that his reach isn't long enough. Personally, I just want more vertical recovery. It's pretty much impossible to gimp people online because even a half a second of input lag will screw you over. At least they finally gave him his trademark roll four games later. Hopefully we don't have to wait another four games in order to get a recovery and Final Smash that aren't abysmal. Was Sakurai bitten by a monkey as a child? Honestly.ive stopped playing DK on for glory
maybe im thinking about it too much, but i honestly feel like im a big reason DK didnt get any buffs in 1.04. i imported a jp 3ds and got it on release back in september. so between the jp version and the english 3ds version, before 1.04 dropped, i had about 2000 wins with maybe 30 loses with DK. sakurai said he took wins and loses online into account when balancing. and considering how unpopular of a smash brothers character DK is (ive had maybe 4 dk dittos since september), those numbers probably skewed things into DKs favor
i just want something. hitbox problems (ftilt dtilt and fsmash gaps). range buff. smash kill power buff (his smashes arent exactly great for their start up and lag). revert his frame data back to brawls superior ones. make downthrow comboable or aerial cargo dthrow do what it used to. ill literally take anything lol
I'm pretty sure having mediocre recovery is standard for a heavy, to counterbalanceI can't say I blame you. He was mediocre at best in Brawl, and yet here we are, complaining that his reach isn't long enough. Personally, I just want more vertical recovery. It's pretty much impossible to gimp people online because even a half a second of input lag will screw you over. At least they finally gave him his trademark roll four games later. Hopefully we don't have to wait another four games in order to get a recovery and Final Smash that aren't abysmal. Was Sakurai bitten by a monkey as a child? Honestly.