Warning: Wall of text. Read it if you want some good (IMO) information though.... XD
Really? I know Ken has great DI and wasnt sandbagging me all that hard (maybe he was, who really knows
) . It mostly came from grab/u-air/b-air/b-air offstage or drop/Up-B gimp sort of combos. I dont find marth especially hard to gimp or combo.
I'd say that Ken had amazing survival DI, especially for his time. However, his combo DI wasn't all too impressive from what I remember of watching his sets with the likes of M2K/Azen/Chillen/Isai/etc, though I haven't seen them in a while since I don't use Marth so much anymore. The combo you describe doesn't sound like it would work, and would be more of a mindgamey/reading type of thing, especially since Marth's weight doesn't allow for amazingly awesome U-air combos. Bair -> Bair -> Up-b edgeguard sounds legit, though.
And if you're not relying on DK's combo/kill potential on spacies, what exactly is it that you're relying on? His amazing approach game?
B-air spam?
It just seems that the argument of "you will never grab a high level fox/falco like M2K" seems inherently flawed. Of course you cant just expect to be pulling of shield grabs, thats a given against any character. Against a player of SIMILAR SKILL, you should be able to predict/set up enough grabs to make a decent game of it, even against the spacies.
I suppose the point im arguing for is that grabs are an integral part of DK's game, and should play a large role in the overall balance of his metagame, im not saying that you can just run around spamming grabs, but to expect to never be able to grab your opponent seems slightly defeatist to me
I'm not gonna lie, B-air is really a lot of DK's metagame, sadly. For example, match-ups against floaties/midweights become hell if you try to do just about anything BUT back-air and the occasional cargo upthrow -> upair/Giant Punch if you see the opportunity (of course, there are other things you can do, but the options and opportunities are few and far between), but are pretty even if you do just Back-air. Falcon is the same way; you have to apply pressure with back-air in order to get grabs (he's just so fast and you shouldn't be shieldgrabbing him much because good Falcon's don't hit shields much, and when they do, they know how to apply enough shield pressure to escape. Not to mention that DK has a terrible shield) and then juggle combo.
Also, a lot of DK's kills against Spacies should probably be from edge-guarding, to be honest, rather than building up damage w/ combos and then b-air/fair/giant punch/standing up-b for the kill. Off-stage bairs, dtilting illusions, and off-stage Spinning Kong are really awesome for edgeguarding spacies. I don't know why I didn't implement those into my game until recently/against Mango XD. I wish I had...
It is. I don't particularly like the argument, since it's exaggerated (
everyone makes mistakes, otherwise the Fox-IC's matchup would be 100:0 on the notion that IC's will never ever get a grab with Nana in tow in Super Theory Bros.), but it does hold some truth. Foxes nowadays usually have a basic level of technical skill, and just about every one of their approaches can be shined out of to avoid a shield grab. Even mediocre Foxes I play can do that, and don't even get me started on my experience vs. Mango/Cactuar/Kels' Foxes. It seems like Foxes don't even have to know the match-up that well like they did a few years ago, since they can just tech-skill spam and get away with it pretty easily (at least in comparison to some other characters).
Grabbing Falco has always been a problem, since DK can hardly approach him or make him approach, and his shield pressure is ridiculously good even with sloppy technical skill.
In short, yes, DK's grab combos against fast fallers should be mastered and used whenever possible. However, it is definitely worth stating and knowing that DK shouldn't expect to get 4 grabs in against a good spacey on FD in any given match, and I haven't seen a DK player yet (aside from perhaps Nedech [haven't seen enough of him vs. spacies on FD lol] and Mew2King... he's inhuman XD) able to 0-death without fail every single time they get a grab with a punch stored, or even without one (fair/bair -> edgeguard? depends.). Not to mention, that Falco doesn't even have to approach you much in order to win unless you're really good at powershielding (Very difficult for DK due to his bad shield. I'm trying to learn to do this, because it'd greatly improve my game vs. Falco, which is of course DK's worst match-up. Bum said that I pretty much have to learn it XD) due to his lasers. D:
That being said, it could just be the American metagame vs. Australia's or PAL in general's metagame, and spacies are played a lot differently simply due to regional or social differences. I know that Calle W's Falco plays a hell of a lot differently than say DaShizWiz, Zhu, Forward, Lambchops, or Mango's Falco's. Not to mention, DK's match-up vs. just about any character is a lot better in PAL since DK wasn't nerfed at all (he was actually buffed; in NTSC, if you get hit during your up-b, you lose any stored charges on your Giant Punch, no matter how many. Same goes for Samus, but she doesn't really get hurt much from it due to her generally more difficult to edge-guard up-b because of its priority. PAL however, fixed this annoying glitch ;_
and most of his more difficult match-ups have been nerfed. Fox's up-air and up-smash have been nerfed (not sure about his up-air but upsmash for sure) and his up-b goes a shorter distance. Marth's dair can be meteor-canceled, which would help DK a lot IMO since dair spikes is a lot of why I lose against random Marth's D:. Sheik's down-throw is worse for tech-chasing. Falco's dair lasts for less time, which I guess shouldn't be a problem if the Falco is timing things right, but it's worth mentioning. Ganondorf's fair is weaker I think..... that's about all I know lol.
You do make a valid point when you say that peach will live for a very long tiem on FD. I suppose its just my playstyle, i dont mind playing a war of attrition with peach. But I can see why it may be a bad choice at times.
Like I said earlier, a lot of stage-choice is very dependent on play-style of both you and your opponent, and why you feel you lost to have to counter-pick a stage to begin with. I also think that the PAL ruleset has less stages to choose from IIRC (like I think Yoshi's Story is actually a Counter-pick rather than a neutral? I don't remember), or something like that. Also, like I said earlier, the metagame in your country/game version is probably extremely different than in America/Canada, which could be contributing to your differing opinions.
No one's right or wrong in their counter-pick choices. If FD vs. Peach works great for you, then I don't really see any problem with you choosing it. I'm just saying what stages I would pick, and giving some general reasons based on DK's/his opponent's strengths and weaknesses in different match-ups. To paraphrase UmbreonMow for the purpose of character discussion:
In debates, there are no enemies here. When making your points, you are making them to friends to arrive at the best possible conclusion rather than the one that benefits you on a micro level. Debates are truly working with the opposing side, not against them.
I'm also glad that you have decided to take part in some of these DK discussions, King Kong. I'd like to get some opinions from other DK players/players from other countries and learn more about different playstyles and metagames. ^_^