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Donkey Kong Stage Thread - Time to Finish Green Greens then move on to Halberd!

Chaosgriffin

Smash Ace
Joined
Apr 17, 2009
Messages
773
Location
Texas, where DK planks
Donkey Kong Stage Thread​



Table Of Contents​

Stages in blue have been discussed
Stages in green are being discussed​
Stages in red have not been discussed​

Neutral Stages​

Battlefield
Final Destination
Smashville
Yoshi's Island

Neutral/Counterpick Stages​
Pokemon Stadium 1
Halberd
Lylat Cruise
Castle Siege

Counterpick Stages​

Brinstar
Delfino Plaza
Distant Planet
Frigate Orpheon
Pictochat
Pokemon Stadium 2
Rainbow Cruise

Counterpick/Banned Stages​
Distant Planet
Pirate Ship
Luigi's Mansion
Jungle Japes
Norfair
Green Greens



The Ties!

The tie pictues that are used to represent the counterpick's on each stage were created by Kosa! if you like it leave him a shoutout. I did, cause those ties are filled with winsauce.


Blastzones

The blastzone testing was carried out from the lowest part of the stage for the ceiling, and the sides were tested from the middle. All stage blastzone data is in comparison to Battlefield.
To test the ceiling I used Luigi and had him shoryuken DK increasing the damage % by 1 until DK died with no DI.
To test the side blastzones I had Mario forward smash DK increasing the damage % by 1 until DK died with no DI.


Battlefield

Overall Rating of Stage out of 10

8



Techniques that can be used on Battlefield​

  • Cargo Stage Spike
  • Up B super armor glitch from platforms to lagless landing below
  • Jump to up B to lagless landing on platform above
  • Down B on platforms against tall characters

Good CP Against

Neutral Against

Bad CP Against

Things to know about Battlefield​
Pros
  • The platforms gives us a good number of safe recovery options
  • Also the platforms are good for juggling with up tilt, and up smash
  • Platform camping to avoid projectiles
  • Crouching underneath a platform to avoid aerial attacks (G&W and Tinks dair, and Thunder)
Cons
  • We can be juggled on platforms by up tilts, up smashes and aerials
  • We can be hit through the platforms while we are below them (Snake's C4)
Blastzones
  • This is the ceiling standard (61%)
  • This is the side blastzones standard (109%)

Final Destination

Overall Rating of Stage out of 10
3

Techniques that can be used on Final Destination
  • Cargo Stage Spike


Good CP Against

Neutral Against

Bad CP Against


Things to know about Final Destination
Pros
  • Plenty of space to run away and space moves properly
Cons
  • No where to hide from projectiles
  • Easy to get grabbed
  • Due to the weird angle of the sides of the stage we can get caught under the edge while doing up b

Blastzones
  • The ceiling is normal (61%)
  • The side blastzones are large (123%)

Smashville​

Overall Rating of Stage out of 10​
5

Techniques that can be used on Smashville
  • Cargo Stage Spike
  • Cargo throw under the stage
  • Chain Grab on moving platform with down throw
  • Easy grab release attacks from moving platform
  • If you want to do a lagless up-b from the platform you have to do it from a running start

Good CP Against

Neutral Against

Bad CP Against

Things to know about Smashville​
Pros
  • Platform for safe recovery
  • Platform to run away from projectiles
  • Using the moving platform to chase after opponents off stage
Cons
  • Small stage, so we can pressured by projectiles
  • Explosives can be placed on the moving platform (Bombs, C4, Mines, etc)
  • The platform is too tall to up b from it and end lagless on the floor
  • Even if there is a platform that we can use to avoid projectile spam, it will not always be where we can use it.
Blastzones
  • The ceiling is normal (61%)
  • The side blastzones are a little bit smaller (105%)

Yoshi's Island​
Overall Rating of Stage out of 10​
9

Techniques that can be used on Yoshi's Island
  • Jump to up b from floor to lagless landing to ledge above (depending on tilt)
  • Up b from ledge to lagless landing on floor (depending on tilt)
  • Invincible up b from ledge

Good CP Against

Nuetral Against

Bad CP Against


Things to know about Yoshi's Island​
Pros
  • Floor is uneven so it messes with characters who rely on auto cancelling air moves
  • Walls below the stage allow us to survive spikes with proper D.I. and teching
  • We can recover high to the platform
  • Jeffery can pop out and save us if we are going to fall and die (just back up the correct distance to land on him)
  • With the slanted edges we can edgeguard more effectively
  • The platform does not mess up our aerial game as it does with other characters
  • Shy guys can block projectiles
  • Shy guys can extend hitboxes
  • Down b camping underneath the platform
  • Characters can not fly under the stage (this makes it easier to gimp Pit)
Cons
  • Can be hard at times to avoid projectiles
  • Jeffery can save our opponent as well
  • Shy guys can slow physical attacks
Blastzones
  • The ceiling is a tad higher (62%)
  • The side blastzones are a little bit smaller (105%)

Pokemon Stadium 1


Overall Rating of Stage out of 10​
6


Techniques that can be used on Pokemon Stadium 1
  • Cargo Stage Spike (must be facing the stage so you can do the down throw)
  • Up b from platform to lagless landing on floor
  • Jump to up b to lagless landing on platform

Good CP Against

Neutral Against

Bad CP Against


Things to know about Pokemon Stadium 1​
Pros
  • Depending on what stage is out we have wall locks with down tilt.
  • The ledge does not really pose a threat to us, even if we miss it we can just pull back and DK will grab it.
  • On the mountain transformation, if you are on top of the mountain and cargo grab someone, you can jump and up throw them and they will die at fairly early percents.
  • If we down b under the windmill the angle of the windmill blades will hit them back to the floor for more damage, rinse and repeat till they get knocked out.
  • Due to the large side blastzones you can live longer and abuse up-b or reverse headbutt momentum canceling.
Cons
  • We can get wall locked by our opponent
  • Our opponent might be able to take better advantage of the current stage than we can
  • We can also get juggled under the windmill
  • Be careful about staying on the ledge too long, due to the weirdness of that ledge it is very easy to get stage spiked while on it.
Blastzones
  • The ceiling is normal (61%)
  • The side blastzones are huge (125%)

Halberd

Overall Rating of Stage out of 10​

-/10

Techniques that can be used on Halberd

Characters​
Meta Knight..............Snake..........................Wario
Falco.........................Diddy Kong...................Dedede
Marth.......................Mr.Game & Watch..........Pikachu
Olimar......................Ice Climbers....................R.O.B.
Kirby........................Lucario.........................Zero Suit
Toon Link................Pit.................................Peach
Luigi.........................Fox..............................Wolf
Sonic.......................Sheik.............................Bowser
Zelda.......................Pokemon Trainer.............Ike
Lucas......................Mario.............................Ness
Yoshi.......................Samus..........................Jigglypuff
Falcon...........Link.............................Ganondorf
Flying
Things Specific to Halberd​
Pros
Cons
Blastzones

Ship
Things Specific to Halberd​
Pros
Cons
Blastzones

Lylat Cruise

Overall Rating of Stage out of 10​

-/10

Techniques that can be used on Lylat Cruise

Characters​
Meta Knight..............Snake..........................Wario
Falco.........................Diddy Kong...................Dedede
Marth.......................Mr.Game & Watch..........Pikachu
Olimar......................Ice Climbers....................R.O.B.
Kirby........................Lucario.........................Zero Suit
Toon Link................Pit.................................Peach
Luigi.........................Fox..............................Wolf
Sonic.......................Sheik.............................Bowser
Zelda.......................Pokemon Trainer.............Ike
Lucas......................Mario.............................Ness
Yoshi.......................Samus..........................Jigglypuff
Falcon...........Link.............................Ganondorf
Things Specific to Lylat Cruise​
Pros
Cons
Blastzones

Castle Siege

Overall Rating of Stage out of 10​

-/10

Techniques that can be used on Castle Siege

Characters​
Meta Knight..............Snake..........................Wario
Falco.........................Diddy Kong...................Dedede
Marth.......................Mr.Game & Watch..........Pikachu
Olimar......................Ice Climbers....................R.O.B.
Kirby........................Lucario.........................Zero Suit
Toon Link................Pit.................................Peach
Luigi.........................Fox..............................Wolf
Sonic.......................Sheik.............................Bowser
Zelda.......................Pokemon Trainer.............Ike
Lucas......................Mario.............................Ness
Yoshi.......................Samus..........................Jigglypuff
Falcon...........Link.............................Ganondorf
Castle Top​

Things Specific to Castle Siege​
Pros
Cons
Blastzones

Castle Corridors​

Things Specific to Castle Siege​
Pros
Cons
Blastzones

Castle Dungeon​

Things Specific to Castle Siege​
Pros
Cons
Blastzones

Green Greens

Overall Rating of Stage out of 10​

-/10

Techniques that can be used on Green Greens
  • Instead of Cargo stage spike, if you are on of the sides and get a grab cargo walk off and down throw at the balstzone. It will usually kill
  • Down B and aerial Up B to explode bomb blocks without getting hit
  • Up B SA glitch from almost anywhere on the stage

Good CP Against

Neutral Against

Bad CP Against


Things Specific to Green Greens​
Pros
  • Cargo down-throw chaingrab/wall locks against the blocks.
  • We can kill really early
  • We can hide behind blocks to avoid projectiles, and charge punch
  • Apples
Cons
  • Blastzones are close to the side of the stage, so we cannot take advantage of our weight effectively.
  • We can get wall locked/chain grabbed against the blocks
  • People with projectiles can explode bombs blocks easily
  • Apples
Blastzones
  • The ceiling is pretty short (52%)
  • The side blastzones are bigger (116%)
 

Te-Jay

Smash Apprentice
Joined
Aug 9, 2009
Messages
135
Location
Corner Brook/St. John's, Newfoundland, Canada
i'd say out the the 5 neutrals, YI is the best for DK. The full invisible thing from the ledge is too good.

For battlefield:
The platforms can really pressure and trap your opponents. Plus you can use the full SA up b off the platforms and perfect land on the stage below. Its a great stage for cargo spiking and has fairly small blast zones compared to the other neutrals. Plus, if your on a platform, facing a lolgrab D3, he can't cg you on platforms. (unless he infinites). From the ledge as well, you can position the spinning kong to make yourself perfect land on any of the bottom 2 platforms.

I'd say CP this stage against almost anyone except:
falco
olimar

I'd give it an 7/10.
 

highandmightyjoe

Smash Ace
Joined
Dec 2, 2005
Messages
822
Location
Alexandria, VA
That isn't all that he has going for him on YI either, I love that stage. BF is probably his second best neutral though, and the only one I really have a problem with is FD against some characters. With stage striking DK should almost always be comfortable at the first stage, which is nice.

But back to Battlefield, it was covered pretty well in the last stage thread, you can just take most of the information from there.

EDIT: And what list are you basing your stage list off of. Most tourneys I've seen lately have Lylat as the fifth neutral, not PS1, and they usually have about half that many CP stages. I haven't seen Pirate Ship in a while.
 

Chaosgriffin

Smash Ace
Joined
Apr 17, 2009
Messages
773
Location
Texas, where DK planks
The stage list I am using is going off of the tourneys around here, it can be changed if it needs to be.

I pulled what was from the old stage thread and put it on here.

I am also thinking if I should change how I have the character thing is set up. Instead of having it like I do, I was wondering if I should put a list of every character for every stage and rate how well they do on that stage.
 

Luigi player

Smash Master
Joined
Jul 29, 2004
Messages
4,106
Location
Austria
I think a list of characters that you should/can take to the stage would help...
Like this:

Good CP against:
Neutral against:
Bad CP against:

As for the stage list... who really cares, let's talk about the most neutral stages first and then do the CP stages on the SBR recommended rulelist thread. I wouldn't mind talking about CP/banned stages, but talking about "true banned stages" isn't really needed imo.


Battlefield:

Battlefield is a good stage for DK, because the platforms can really help against some characters.
Standing under the platforms helps against some aerials (MK dair camping?) and you can attack through them with DKs powerful usmash or just utilt/uair or something. If the enemy approaches on the ground you can downB, ftilt, dtilt, grab, etc.

If the enemy is leading and camping DK also doesn't have too many problems here. Grounded upB SA through annoying projectile spammers, or just giant punch through them... spaced bairs/downB are good too.

What I also like about it is that you can land laglessly on the platforms with your upB, which is really helpful. You can ledgejump to upB and land laglessly on one of the lower platforms, and if you're on the ground or on one of the lower platforms you can also jump and immediately upB to land on the the platform(s) above you.
Or if you used upB to recover and didn't go to the ledge you might land on a platform laglessly...
And of course you can use the SA glitch which can also help sometimes.

It also helps if you used upB brake, because you have more options to land on and the enemy can't charge a smash or something and you can vary your landing position quickly.
 

Veggi

Smash Champion
Joined
Jun 4, 2008
Messages
2,590
Location
I'm gonna wreck it! (Fort Myers)
@ OP

Small blastzones are not a pro for DK. Small blastzones means EVERY character KOs earlier, not just DK. Large blastzones are actually better for DK because they allow DK more time to break out of hitstun and use his bair>up b. DK is also a character with KO options that blow the hell out of people and are moderately harder to land than say...MK's down smash. That means that when DK lands a KO move, the blast zone range is less of a factor because DK can't kill people on command of when his moves are able to kill. If he could, that would be scary. The blast zones for Battlefield are not even small.

Up smash is not even a juggling move, although that would be epic if it was. The moves that hit through platforms when DK is on the ground are: Up tilt, Upsmash, down smash (wtf,) bair, fair, and uair. Fair is not a good idea though.
 

Donkey Bong

Smash Ace
Joined
Sep 17, 2008
Messages
610
another thing that DK can do here is use downb on the lower platforms to hit taller characters that are standing on the stage!

it works on snake, bowser, ganondorf (lol), ZSS and some others... refresh my memory somebody?
 

Luigi player

Smash Master
Joined
Jul 29, 2004
Messages
4,106
Location
Austria
You can hit those characters (in their standing animation):
ROB, King Dedede, Falco, Samus, ZSS, Snake, Bowser, Ganondorf, Marth, Ike, Sonic, Charizard, Captain Falcon, Peach, Luigi, Wario, Pit, Zelda, Shiek, DK, Diddy, Mario, Link, Fox, Ness, Lucas, Toon Link, Ivysaur (you have to be right above him otherwise it doesn't work, and it's risky because of his neutral B and usmash)

Characters that get only hit on a certain part of their standing animation (it's not really reliable... you shouldn't use it on those):
Jigglypuff, Wolf, Squirtle, Pikachu, Ice Climbers, Mr. Game&Watch

The characters you can't hit:
Kirby, Olimar, Meta Knight

You can also hit during their crouch:
King Dedede, DK, Bowser, Ganondorf, ... (didn't test everyone)

And you can even hit these during the charge of their usmash:
Bowser, Zelda/Shiek, ROB, Marth, ... (didn't test everyone)

It also beats those usmashes:
Wolf, Ice Climbers, Ike, Yoshi (not always, for safety don't use it against him, unless you're too far away for his head to hit you), ... (didn't test everyone)

You can hit those characters if they are using usmash (and they can't hit you):
Fox, Toon Link, ... (didn't test everyone)

Keep in mind I only tested it on the 2 lower platforms on Battlefield and that the height of platforms from other stages might not be the same (smashvills platform is a little higher).
10downBsonplatform
 

Ragnar0k

Smash Master
Joined
Aug 22, 2007
Messages
3,422
Location
Skyrim
I like crouching underneath a platform so characters like tink and gw can't dair you through it and you can c stick an up smash on their lag. Platform camping ***** here. You can short hop from the ground and hit someone standing on the top platform with uair of fair(which kills off the side at like 80 and is ****** as hell).
 

Commander_Beef

Smash Champion
Joined
Dec 11, 2008
Messages
2,965
Location
Redondo Beach, California
It will be more likely for us to successfully hit with upsmash while under the platforms, since it's hard to land one in the first place. Charging it anyways will psych them out, and will possibly hit them after they release the shield button out a mindgame. If they successfully shield it, we have something coming for them afterwards. Either another upsmash, a shorthop upB, or shorthop upair. Or a downsmash for when they're buffering "down" on the control stick for getting under the platform where we are.
 

Chaosgriffin

Smash Ace
Joined
Apr 17, 2009
Messages
773
Location
Texas, where DK planks
Ok, cons are up. I got Samus and Link's input now. I agree with what Te-Jay said. I think battlefield is around a 7, I think it is a good rating for Battlefield, if anyone else wants to propose a different number feel free to do so. The next stage that I want to do is Final D, mainly cause its easy and we can get it out of the way.
 

Te-Jay

Smash Apprentice
Joined
Aug 9, 2009
Messages
135
Location
Corner Brook/St. John's, Newfoundland, Canada
I really don't like this stage. I usually strike it whenever i can. There are no platforms to abuse, nothing sloped, nothing! Plus campers paradise is here, which i hate playing against. The only advantage DK can get here is cargo spiking, and the larger blast zones to survive longer
 

Donkey Bong

Smash Ace
Joined
Sep 17, 2008
Messages
610
as demonstrated by Will in a video posted not too long ago, DK has a true chaingrab on this stage! granted, the platform has to be moving in the direction DK is facing, but it still looks so awesome!

other than that though, i think of this stage as a mini FD, though not as bad because projectile spammers cant abuse the lack of platforms as hard.
 

Chaosgriffin

Smash Ace
Joined
Apr 17, 2009
Messages
773
Location
Texas, where DK planks
Yes, I put that up in the OP, I tried out other stages to see if that chaingrab would work anywhere else and as far as I know, it does not. No other stages/platforms move that fast to where we can regrab them like on smashville.
 

DKwill

Smash Lord
Joined
May 23, 2008
Messages
1,232
Location
Planking the ledge 185 times over.
3DS FC
3497-1934-6087
As far as Yoshi's Island goes, it is my absolute favorite stage and knowing this- all of my opponent's ban it on me =/

Anyway, there are quite a few things I could mention that benefit DK on this stage, and things you can abuse.

1) Shy Guys- The shy guys seem to bother people that are not familiar with this stage, seeing as they can block projectiles and such. However, this is AMAZING for DK. I can't tell you how many times I have used an aerial fully charged punch and had it lag through all of the shy guys and create a ridiculously lingering hitbox. This works for any of DK's smashes as the all seem to linger when hitting something (such as your teammate's shield in doubles hint hint ^_^) You can also go ahead and n-air the shy guys whenever you come across them to refresh your move set =)

2) Angled Edges- The angles on this stage are amazing. D-tilt edge guards on either side of the map give you extended reach off the stage and downward to knock away your opponent. Also, if you use a d-smash on the edge it will be angled as well, and thus reach farther below the stage than usual.

3) Angled Platform- Omg I love this platform so much xD After any aerial, you can space any aerial and then use an up-b to land laglessly on the platform, and I usually do so into a fastfall b-air through the platform. Abusing the downward tilt of the platform by sitting underneath it and facing the lowered edge of the platform results in an amazing position from which you can camp down-b and force your opponent to approach if they do not have a projectile.

When I think of more I will surely post it ^_^
 

Ragnar0k

Smash Master
Joined
Aug 22, 2007
Messages
3,422
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Skyrim
Will pretty much got it. Try to land on the support ghost if you need it and it's pretty likely that it will save you. Either that or it just absolutely loves me.
 

Chaosgriffin

Smash Ace
Joined
Apr 17, 2009
Messages
773
Location
Texas, where DK planks
However if you are going to try to land on Jeffery (ghost platform) make sure that you are in the right place to be saved. Also this stage is terrible for metaknight, the platform messes up with his air camping.
 

Ragnar0k

Smash Master
Joined
Aug 22, 2007
Messages
3,422
Location
Skyrim
and shuttle looping against the stage isn't an instant kill because it sends out.
 

Donkey Bong

Smash Ace
Joined
Sep 17, 2008
Messages
610
yup, YI quickly became my favorite neutral after learning the timing on the invincibility glitch of the ledges.

also the Shy Guys are too good!
 

Chaosgriffin

Smash Ace
Joined
Apr 17, 2009
Messages
773
Location
Texas, where DK planks
Ok so ook asked me about throw setups and if they can be DI'd to where they do not land on the platform. From what I have tested they can DI the throw, but in the percent ranges that are listed on the OP even if they DI it they will still land on the platform. The DI will mainly give them more time to react to do an aerial/airdodge/tech/jump, before landing on the platform. While outside the percent ranges stated they can DI and not land on the platform at all.
 

onionchowder

Smash Journeyman
Joined
Aug 8, 2008
Messages
346
Location
Chicago / San Diego
Random Shoutout

DK's aerial up-B cuts thru the center of Brinstar like butter, severing it into two pieces quickly and easily. Is this useful at all?

It makes camping projectile-less characters easier (of which there are only 6 - MK, Marth, Ike, Ganon, C.Falcon, as well as DK), and it essentially gives you a free charge on the DK punch, but I don't really see how else it might be applied.
 

Donkey Bong

Smash Ace
Joined
Sep 17, 2008
Messages
610
stage transformations are gay

DK can kind of spam downb under the windmill. and i guess get that jab lock as well.

CSS is most deadly here because of the tiny ledges the stage has, it spikes almost straight down.

dtilt lock on the fire transformation.

small boundaries...

6/10 IMO
 

Ragnar0k

Smash Master
Joined
Aug 22, 2007
Messages
3,422
Location
Skyrim
I like this stage a lot. DK doesn't get bothered by the ledges here like some characters do. If you find yourself up b'ing under the ledge just pull back and you'll grab it.
 

Dr. Grandpa

Smash Ace
Joined
Oct 9, 2008
Messages
516
lol theres an awesome trick that ive ascertained myself u know the mountain stage, on the top hold the ledge and use an ledge attack ull fall immediately afterward use N air and then u grab the ledge again repeat this lol its so fun
 

DKwill

Smash Lord
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May 23, 2008
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Planking the ledge 185 times over.
3DS FC
3497-1934-6087
Lol nice Dr. G. Also, if you can manage to cargo grab someone on the top of the mountain and they are at a decent percent, you can jump and cargo up throw and they will DIE. lololol

I have done it to an MK at around 40-50%, he was sooooo mad haha.
 

Cable

Smash Lord
Joined
May 26, 2009
Messages
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Location
Fusion Chamber , New Jersey
LMAO!! wow Will ive never thought of that im going to have to try it sometime XD

PS1 its good you can get some d-tilt locks a couple of early kills, the windmill you can abuse the down B alot of platform tricks i thinks a great stage for DK i wont bring a Snake here though i cnt see the grenades im blind -_-
 

Dr. Grandpa

Smash Ace
Joined
Oct 9, 2008
Messages
516
yo how is dk on green green r we done with ps1 discussion yet? i wanna review mlg stages b4 the mlg event if possible lol
 

ook

Smash Lord
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Feb 18, 2008
Messages
1,635
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Vernon Hills, Illinois
Well... it's good because you can kill early, and cargo dthrow off the edge will actually KO them lol. Plus cargo dthrow chaingrab against the blocks for like 0-60%. And you can do the super kong between the platforms like Japes.

But, it takes away one of DK's biggest advantages, his weight. Even DK dies WAY early there. It can kinda screw you over if you're used to living a long time and play like it.
 

Chaosgriffin

Smash Ace
Joined
Apr 17, 2009
Messages
773
Location
Texas, where DK planks
Ok, well I think that pretty much sums it up for PS1. All we need now is a number for the stage. I like your idea Dr.G, next lets cover some of the MLG stages. If no one has a problem with it lets keep going with the Green Greens discussion
 
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