Donkey Kong
Wolf's Current Ratio: 0
Wolf's Current Ratio: 0
Annoying Moves:
Killing:
Zoning:
Chaingrabs/Tilt Locks/Grab Releases:
What To Do Offstage:
Stages
- Strike:
- Ban:
- Pick:
MU Tricksies:
Synopsis and Quotes:
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The whole thing isn't usually invincible so you can punish when he stops being translucent with a laser, usmash or anything really.its like the entire move too, so like theres no end lag that you can punish. you gotta punish the option that happens after it which will pretty much never be shield.
I meant it's not always invincible except when you begin it on an incline like Yi and Picto. In those regards it should just be ran away from till Dk's up b ends lmao.The whole thing is always invincible, the only way to stop it is to clank with the hitbox of it. It's just a way for DK to get back on the stage safely, which is sometimes a problem for DK on other stages at >100%.
I'd say the match is pretty even. I play kain a lot, and he ***** me every time, but it seems that it's just because he's a much better player (spacing and stuff) rather than any matchup issues.
Reflector can't wall lock. Jab>Dsmash isn't a true combo. Fair>Usmash isn't a true combo, but it's a great gimmick that works on a lot of people. Dk's Up b isn't scary when it's grounded at all because you can stop it by simply jabbing. Rolling away isn't necessary. A LGL is always necessary for tourneyplay and I'd go Mk if it wasn't.hmmm, lets see if i can contribute here...
what i know about the DK MU off the top of my head that already hasnt been said....
*if u dthrow DK at low %'s he can retaliate with either jab or dtilt so wut i tend to do is reflector that attempt
*be wary of jab>dsmash, DK's first jab sucks u in, and also sweet spotted uptilt
*at low %'s fair>fair or fair>usmash>follow up(if DI'ed) = true combo
*u can dsmash DK at the very edge of the ledge when he's recovering if: A) u space and time ur dsmash appropriately and B) DK's back is ohhh soo slightly above the horizontal plane of the stage
*when DK does grounded upB very close to u, u can shield then roll away, and if u get caught in it, u can SDI out to take let dmg
*stay away from walls!!! if DK grabs u close to a wall, such the brunt tree in pokemon stadium, he dtilt locks u into dsmash and u will most likely die
**u can however lock DK against the wall with reflector or dtilt
*u can keep DK's aerial approaches at bay with laser
*shine can beat DK's upB either grounded or off stage, tho it does not beat invinc-frame upB (via YI's or Picto)
Stages: FD adv, juggle him there - BF even, DK has some cool techies with upB and the platforms, tho wolf can use the platforms to get aerial kills with fair or uair and uptilt pokes below if hes above and shielding - Halberd ??, rly we r good on halberd against DK? i hate that stage, so much in the background - Lylat disadv, im getting use to lylat, but DK can do more on that stage, sweetspot utilt on the platforms, the tilting stage screws with wolf's fair SH canceling and that ledge......
i would say MU 55:45 if u know what ur doing/up against
i havent played the best Dk...i would have if all the other Dks would have given me a chance at WHOBO >__>, but my biggest concern now is that god-like planking Dk can now do tho now LGL may be better enforced.....