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Donkey Kong Teams Thread - Current Discussion: Marth (Last Update 9/23/10)

Flashing

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*Note: Thanks to D0N for starting this up and being a pretty cool guy and doesn't afraid of anything.

INTRODUCTION


This thread is for discussing specific strategies for DK in teams with the rest of the cast. We will go through the entire cast one by one, decide if they team well with DK, and come up with strategies and AT's. Character discussions will last no longer than 1 week before big updates, unless discussion continues after 2 weeks. The zelda boards have a nice teams thread going, I'm aiming to make something similar so DKs metagame improves. If at any time you have a good vid of you and the character being discussed, feel free to post it. It may even get used in an example vid.

I will decide characters based on the Character Rankings List, since its better to know doubles strats with characters that are being used the most rather than we start with characters that your never going to team with/find.

All teams will be rated on a scale of 1-10, with 1 being terrible and 10 being amazing. A 10 would be something like DK and MK in which both characters perfectly complement each others playstyles and a 1 would be just complete opposite characters almost designed to get in each others way. So judge based on what you think inbetween and so on.

Taken from Zelda boards::

The main three playstyles in teams are:


  • Aggressive (both characters are attack oriented and tend charge in for attacks, trying to add pressure on the enemy)
  • Passive (both characters play defensive and do their best to force enemies to approach first)
  • Semi-passive/semi-aggressive (one half of the team rushes in for close quarters combat while the other is left back to support with projectiles, protect from attacks and so on).
  • If necessary, it´s possible to make and use more accurate descriptions, but usually these three are enough to give to basic idea of the team structure.

What roles two the two have in the team?


The basic thing to consider in 2v2 battles is what role every character has. Possible roles could for example be:


  • Finisher: A character that specializes into finishing enemies that are already damaged or send flying. This is usually done by hitting them hard enough to send directly out of the screen or by gimping them. For example: G&W
  • Damage racker: The main damager in the team, this character usually tends to rush directly into fight and causes lots of damage really fast, but has some trouble sealing the deal with KOs. For example: Metaknight
  • Supporter: These characters favor the sidelines of battle and try to avoid unnecessary direct combat with enemy while supporting their partner with projectiles and other means.
  • Stock holder: Well protected character whose main job is to stay alive on the battlefield. The point of this is to keep a stock lead compared to the enemy team, thus forcing them to stay active. For example: Snake
  • Spacing master: The one who helps creating good situations and positions for the team. This is rarely ones only job in a team, but some characters perform in this task extremely well. For example: Marth
  • Multitasker: This means a character that has wide array of options, enabling him/her to work as kind of jack-of-all-trades, always choosing the most beneficial style for the team according to the situation. For example: Meta among many non-linear characters.
This division is not to be taken too strictly as it´s not unusual for the characters to have traits from multiple of these playstyles, but they work as a nice directory.

What can the two do to support each other?

How well does DK work with the characters in question? Do they rule out each other´s weaknesses or share the same ones? Are there some specific tactics they can use together? All things like this are a important part of every doubles team and should be well discussed. This part of the discussion is probably going to be the most time-consuming of them all, but it´s also the most important one.


What problems does the team have?

There´s no such thing as the perfect team: there´re always some weak spots here and there. Finding and identifying those weak spots is also a part of the reason this thread was made, as knowing them makes it easier to prevent them from being exploited.


Is there something special that should be noted about the team?

Does the team have serious disadvantage on certain stages or get completely ruined by certain characters? Or vice versa: does the team absolutely dominate in certain situations? There are many things that can completely tore apart normally very well working team or give a huge advantage in battle. They´re usually rare, but can turn the battle upside down. If you know things like make sure to share them with others. We´re all working together here!
So basically if you want to do the full writeup just write a paragraph or less of info of said doubles team would benefit each other in a match. Also maybe point out what playstyle each character would represent. Also maybe post some pro's and cons using the smiley system listed and maybe some super crazy setups they can pull off or "team combo's" And finally try to think of good/bad stages for the team. Or just post your general thoughts on the team and I'll compile them to make a general summary as done so far.

WHY DK SHOULD BE ON YOUR TEAM
GENERAL PROS&CONS

:) Can be a Finisher - Many powerful KO moves with great range and 3 spikes
:) Can be a Stock holder - Tilts, down b, up b, bair and throws are all good at keeping people away. DK also lasts a long time
:) Can be a Spacing Master - He has great range on most of his moves and can set up good situations very easily with his cargo throws and bair
:) Lives long
:) Kills early, Especially when smashes are saved
:) Down throw and cargo down throw sets up for nice/easy team combos
:) Edgegaurds well
:( Gets hit by EVERYTHING sometimes because of his big frame
:( Can be hard to avoid hitting/killing teamates due to range&power of moves. Saying your sorry does not cover for a d-smash thats kills your partner at 80%...

CHARACTERS


Character Checkoff and Rating​
*Green= 7-10 ; Yellow=4-6 ; Red=1-3*

Metaknight (pg.1-3) - 10/10 DONE
Snake (pg.3-4) - 8/10 DONE
Peach (pg.4-5) 8/10 DONE
Diddy (pg.5-6) 7/10 DONE

Falco (pg. 8-9) 4/10 DONE

Wario (pg. 8-??) (Needs to be rediscussed later) ??/?? DISCUSSION ENDED DUE TO TOO LITTLE MATCHUP INPUT
King Dedede (pg. 10-11) 5/10 DONE
Marth (pg. ??-??) ??/?? DISCUSSION STARTED






Character Summaries


META KNIGHT - 10/10

Meta Knight is DK’s best partner. DK has no problem killing and setting up gimps, Meta knight is the best at gimping, and they can both wrack damage pretty well (especially Meta Knight). Generally speaking, Meta Knight can air camp while DK controls the ground, but this team is most effective when one player acts as the aggressor and the other acts as a stock holder/edge guarder.

If Meta Knight is the aggressor, DK should mostly play it safe on the edges for stage KO’s and gimps while he holds stock (as always, save smashes). DK’s range is enough that he can still assist Meta Knight from a distance with moves like the tilts and down-b, but be careful about throwing in power moves and accidentally KOing your partner early. Rather than rushing in for the KO, try to have Meta Knight knock them over to you (d-smash works well), or do a team combo involving one of DK’s smashes so you don’t get in each others way. If DK is the aggressor, reverse the roles.

Some pros and cons

:grin: If DK is ever being juggled, Meta Knight can run a tornado threw everything and then you have complete stage control again. This helps a lot.
:) DK’s cargo throws and b-throw make for nice/easy gimp setups
:) DK can capitalize on low shields from Meta Knights tornado
:( Meta Knight's poor air movement speed means he has to be nearby to save you if you are off stage. His ground speed makes up for it a bit being he can help you out of tight situations.
:( If Meta Knight gets in the way of DK’s power, he could lose a stock a lot earlier than he should due to his light weight. Staying out of each others way is key. If one person is the main aggressor, this should not be much of an issue

Notable Team Combos

*Meta Knight d-throw > DK's u-smash or d-smash
*Meta Knight tornado > DK u-air/F-air
*DK d-throw/cargo throw > Meta Knight tornado… or whatever you want

Good Stages

Stages with a large blast box work better than smaller stages
Delfino Plaza, Luigi's Mansion, Jungle Japes, Rainbow Cruise (if DK can cope with it), Yoshi's Island (Brawl), Pokemon Stadium Melee, etc.
Bad Stages

None really…
If I had to guess Brinstar wouldn't exactly be good for this team. Not much room for DK to keep away from MK, and both of you die earlier than usual on this stage. So it's basically nulling one thing that makes this team work and amplifying the thing that could give it any trouble.

SNAKE 8/10

Snake is good... You have 2 powerhouses on one team and they both live forever. DK should learn how to work around snakes grenades, but if you mess up or can't get used to them its ok.

Snake's got a better grab than dk imo and snake should attack while DK stock tanks. Together they are a force on the ground and there are many possibilities in which grabs could lead to Fsmashes of the highest degree. Or headbutt to RPG. You'd better be up in the air against these two!
Every snake I've teamed with has just grenade camped his *** off to prevent approaches against him while stock tanking for me, normally I'm the aggressor. DK is heavy so grenades don't mean as much to him so when trading damage DK is better off. If a grenade does blow you and someone else up that's a prime opportunity for uair.

plus spinning kong to transfer c4s is like 50 damage. Spinning kong to grab cargo jumping uthrow to c4 is like 0 to death almost.
Some pros
:) Grenades trading damage is not a big problem
:) Great ground control between the two
:) Reliable kill set ups (see team combos section)
:) Live Long
:) If you want to be a show off, take snakes box from his taunt and toss it at someone offstage with DK
:) If DK needs help recovering, snake can hit his up-b with a grenade for a boost

Notable Team Combos

*Snake side throw > DK d-smash/f-smash
*Snake puts c4 on DK > DK up-bs and transfers c4 > Snake uses c4
*Snake puts c4 on DK > DK cargo u-throws and transfers c4 > Snake uses c4
*Snake d-throw > painful team tech chase
*DK cargo d-throw > snake u-tilt

Good Stages

Smashville, Yoshi's Island (Brawl), Japes, Battlefield, Luigi's Mansion, Delfino plaza, Brinstar, Halberd

Bad Stages

Rainbow Cruise, Frigate

Peach 8/10

peach is a very good teammate, she racks up damage very fast and you can finish very early. her dair can combo into itself and everything else she has including grabs. peach solves the main weakness in DK (the inability to deal with characters at low %) and DK solves a problem with peach (inability to kill effectively and early). they may not have sweet team combos but they compliment each other just as well as snake compliments MK.

downsides to this team.

peach can not deam with MK at all. tornado absolutely wrecks her and juggles you like crazy.

-ripple
Some Pros and Cons

:) DK down-b +Peach float = great spacing
:) If peach aims for the top of your up-b, a turnip can hit you out of your up-b and help you recover... If you need it
:( MK tornado can be hard to deal with

Notable Team Combos

*DK cargo d-throw > Peach f-air...

Good Stages

Luigi's Mansion, Japes, Brinstar, Yoshi's Island (Brawl), Delfino Plaza

Bad Stages

Rainbow Cruise, Frigate

Diddy 7/10​


I like this team a lot because I get to play by the ledge a lot. Diddy has quick, ranged, high priority stage control with bananas so it's easy for him to trip people and just throw them offstage. After that just grab the ledge with DK and ledge drop bairs or up b stall. DK is ridiculous in the zone offstage horizontal to the ledge out to the magnifying glass, so you'll definitely be getting gimps or at least racking up MASSIVE DAMAGE.
Diddy's nanners make DK even more a monster. He has a good glide toss, and can setup kills very easily (Glide Toss -> Fsmash= erection).

I prefer my Diddy partners to spam more bananas, and not worry about me slipping up on them. You just have to be wary of their placement when moving around, and learn to use them help your gameplay as well.
Bananas give DK lots of opportunities and make this a very fun/creative team. Just make sure you use them effectively. Practice with your partner to get a feel for how not to get in each others way if need be.

Some Pros and Cons

:) You look cool. Its better than Mario + Luigi or Falco + Fox
:) Lots of set ups for kills/dealing good damage. Your creativity is the limit.
:) Bananas help with stage control
:) If diddy aims for the top of your up-b, a banana can hit you out of your up-b and help you recover... If you need it
:ohwell: It may, but not always, take a few practice rounds to learn to work with your partner

Notable Team Combos

*Typical DK cargo d-throw > something
*Diddy hump grounded jump > f-smash

Good Stages

Luigi's Mansion, Japes, Yoshi's Island (Brawl), FD

Bad Stages

Rainbow Cruise, Frigate

Falco 4/10


Fact of the matter is, both characters interfere with each other way too much, whether it be with DK's big attacks or Falco's lasers or whatnot. Plus, both characters don't have the best of recoveries and can't really help each other offstage or anything.

I just can't see it working to the extent that someone would want to intentionally use it all the time.
Falco isn't the ideal teams partner.

First of all his bread and butter laser can't be spammed willy nilly because he now has a partner to consider. Not only that, but DK is a giant bumbling ape, so it's even harder to fire them without poor monkey boy getting in the way.

Obviously there could be some slick combos like CG > Spike (or not) to DK Side B to **** but it's all hypothetical and really DKs if you want a teams partner, Falco isn't my top recommendation.
Falco's overall laser game and spacing really don't work with DK which causes major interference issues.

Some Pro's and Cons

:)
Falco's chaingrab can provide some nice 2v1 combo's with DK
:(Very hard to space with each other due to interference and waryness of lasers
:(
Lasers could cause some interference issues due to DK's size
:(
Falco has few options to save DK from being ganged up on

Notable Team Combo's

*Falco CG > DK Fsmash, Dsmash, Giant Punch, or Headbutt (Headbutt can be used to continue the combo)
*Laser Lock > basically the same options as the ones above for DK


Good Stages

FD, Pictochat, Norfair, and Jungle Japes

Bad Stages

Yoshi's Island (Good for DK but bad for Falco)

Wario ??/??
Will Discuss Later

Summary

He's the man with the plan.

Some Pro's and Con's

Burritos = No No

Notable Team Combo's

Bite to Dr. Mario's Pills = Wario as a Drug Addict

Good Stages

Fountain of Dreams

Bad Stages

lolwut



King Dedede 5/10

Summary

this team is terrible. trust me. the ONLY nice thing about this team is D3's d-throw>Dk f-smash> regrab is a legit combo because of the hitstun
You can d-throw to ledgehop spike and its legit. That's kind of universal with D3 though. D3 can inhale and spit DK out and it hurts since the spit out thing works by weight. I dont think the team is terrible, but it does have alot of weaknesses. It seems like there is lots of power with things like cargo throw to fsmash or D3 d-throw to whatever, but its tuff to control and is all they have. Well that and living forever. It can be fun to play. If you can set up swallowcides with cargo throw while D3 is near death that helps, especially since you have 2 stock tanks.

If you've ever played those games where they have a huge boss that can take alot of hits, is way to slow to hit you, but when you get hit you die, thats what this reminds me of. Also this team gets wrecked by bulletseed lol, but when will that move happen anyway

I played a DK + D3 vs GW + MK. They can really destroy this team like many of the other fast characters. Since they are too sluggish it would be difficult for them to establish something.


This team gets graped by fast characters but have some legit setups/combo's. Also they have some grape mixups with D3's swallow, which leads to obvious swallowcides but also because of DK's weight, DK can be swallowed by D3 and spit out as a projectile for a creative mixup. Think of D3 as teh ultimate barrel blaster in this matchup.

Some Pro's and Con's


:)Great setup's and combo's with each other
:)DK as a swallow projectile can be a innovative mixup
:(Due to weight and frame, DK and D3 will have trouble against faster characters
:(Even with the great setup and combo potential they can't really support each other that well due to be powerhouses/tanks.
:embarrassThis team gets wrecked by bulletseed lol


Notable Team Combo's

*
D3's d-throw>DK f-smash>regrab
*D3's d-throw>DK ledgehop spike

Good Stages

Basically stages with good space for DK and D3 to move around, but not a lot of good stages

YI, FD

Bad Stages

Basically stages with tight space zones are bad for them DK and D3, but not a lot of bad stages

BF

Marth ??/??

Summary

????

Some Pro's and Con's

????

Notable Team Combo's

????

Good Stages

????

Bad Stages

????






 

F_T_S

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Veggi

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DK is a....

Finisher: Good KO moves with range and lots of them.

Stock Holder: Tilts, down b, up b, bair and throws are all good at keeping people away. DK also lasts a long time.

Spacer: He can set up good situations very easily with his cargo throws and bair.
 

KoSa!

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Teams are most based on the communication and knowing how your partner plays. With that being said a good DK partner might be Diddy. He controls the stage very well, and can setup for easily kills. That is based on if you know when to move out the way, and when you should attack.

But, a good partner might also be GW. He controls the ground like Diddy, and you only really need to watch out accidentally hitting him and killing him early. If you can setup the bucket, it works good with DK (cargo dthrow). And, if the GW does his thing, DK can stay alive in the high 100's.

Just a suggestion you think Snake would be a good teammate?
 

Donkey Bong

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yeah i agree with veggi, i wouldnt classify DK as a damage racker because he has few "true" combos.

also true the issue with his size. you'll most likely be taking hits from all 3 players.
 

KoSa!

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DK is a....

Finisher: Good KO moves with range and lots of them.

Stock Holder: Tilts, down b, up b, bair and throws are all good at keeping people away. DK also lasts a long time.

Spacer: He can set up good situations very easily with his cargo throws and bair.
^^^
When did he say he can rack up damage? DK is the getting comboed. The best way to play with DK is to stay back and try not to get tossed around, hit with his moves that space well, tilts, downB, bair.

On a side note he is good at setups. DK dthrow and Bowling Ball Toss, combo good. SideB is good idea but DK's options are better anyways, but ground grab release to sideB is a good idea.
 

SuSa

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Kills certain partners early sometimes. (Let's face it, he has large hitboxes as well....), yes this can be avoided with good team chemistry but what if your partner is hit into your move? :/

 

D0N

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Ok I made some updates. Good to see some discusion going, keep it up everyone. Would you guys say that up-b and down-b are good for spacing/stage control in teams as well?

As for the best way to play DK in teams, Id say that would be dependent on who your partner is. Thats one of the points of this thread, to move away from a generalized team play to a more specialized team play depending on your partner. You may end up being more agressive in one team than another.
 

Luigi player

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Yeah... DKs partner should never be in smash-reach, unless the DK needs help or something. Or he just shields (which will keep the hitbox out longer) and waits for a time to roll/run away.

I always hate it if my partner is near me with DK (especially if I want to recover from above (which is always a pain in the *** with DK)), because I don't have room to attack. :/ (in some situations it's better if the partner is near though)
 

CELTiiC

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I believe we should probably start doing this discussion character by character. I say we start from top of the tier list and down? Just a suggestion.
 

D0N

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Suggestion taken, were moving on. I wanted atleast a full day before doing that but I think we have enough. I dont want to get too general anyway.

The character order will mostly follow the tier list and popular demand. I also want to discuss double DK early, but not first. Maybe third.

First Discussion will be on Metaknight. There easy enough to find in a tournament, do they have to be exceptionally good to make a good partner? When discusing keep in mind these points from zelda boards

What can the two do to support each other?

What problems does the team have?

Is there something special that should be noted about the team?
 

SuSa

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Meta Knight dies at a relatively low %, and CAN get juggled between the enemies. DK saving MK isn't always a good idea due to the fact you may kill him.

MK's poor air movement speed means he has to be nearby to save you if you are off stage, but his ground speed makes up for it a bit being he can help you out of tight situations.

Meta Knight is great at gimping, and DK is good at getting opponents offstage. (See: Cargo throw, bthrow, etc.) so with good teamwork you can gimp most opponents pretty well.

DK has no problem killing and setting up gimps, MK has no problems getting gimps. They can both wrack damage pretty well.

Problems with the team is when either person gets in the way of the other. If MK gets in DK's way onstage, MK may just die. If DK gets hit near MK offstage, one mistakes and MK might just gimp or kill his partner.

I can't think of anything special to be noted about this team, besides each characters grabs setup well for the other to combo with.
 

∫unk

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MK doesn't really get juggled if they know what they're doing >_>

Problem with DK is, he gets wrecked by tornado. There's almost always a MK on a team (I'm talking 90+% in my 50+ brawl tournament experience), so most of the time you're getting nado'd.

Even if you aren't fighting the mk as soon as you get juggled the mk is going to come over and nado spam you. At least that's what I do :lol:

I dunno DK would be good with someone that air camps so dk and play on wide stages. So MK or Wario is probably your best bet.

SuSa a lot of the time MK's best strategy in teams is to air camp, but of course there are times when he should be grounded, but if the dk is there just keep air camping :D
 

Ragnar0k

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DK+MK is so easy. The moment you start getting juggled your mk partner can just run a tornado threw everything and then you have complete stage control again.
 

CELTiiC

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DK+MK is so easy. The moment you start getting juggled your mk partner can just run a tornado threw everything and then you have complete stage control again.
Exactly. Also, as Junk mentioned, Metaknight and DK is good because DK can control the ground while Metaknight air camps. Also, it's extremely easy to gimp with DK and Metaknight because Metaknight can gimp with no problems and DK isn't horrible at gimping either. Throw combos are pretty easy to do (MK's D-Throw to DK's U-Smash is a good killer, Cargo down throw to grab while they hang off ledge into a dk spike can be hard to do but it can be done, and also you can do cargo down throw into metaknight just gimping with d-air or something). Only problems I see on this team is that DK can kill MK early, I actually lost a match with that happening (a shield of a character made my d-smash hitbox last longer and killed my partner while I was at 157% and he was at like 90% before the d-smash). Other than that this is a great team, I don't know our rating system for this team thread yet so I'll just give it 5/5.
 

D0N

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The rating system will be out of 10. Ill add the system to the first post and assume 5\5 = 10/10.
 

Cyphus

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dk + peach is pretty gimmicky yet effective
down B + float


but the best partner for DK, imho, is simply MK. MK has the ability to handle 2 characters at once better than any other. He's the aggressor, while DK plays the edges for stage gimps and KOs + stock holding.
theres some pretty basic combos too like tornado into DK UpAir/F.air for KOs.

me and lee teamed up (once in brawl history) and with no prior practice were devastating.
 

Ragnar0k

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It's funny because the one time I've teamed with a mk the roles were reversed. I was the fray basically and the mk just hung back holding stocks and nadoing as soon as I started getting juggled. We didn't lose a single match that tourney.
 

CELTiiC

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It's funny because the one time I've teamed with a mk the roles were reversed. I was the fray basically and the mk just hung back holding stocks and nadoing as soon as I started getting juggled. We didn't lose a single match that tourney.
Yeah, it seems my partner does more stock tanking than I do in matches he plays Metaknight in sadly, haha. My partner will take my role and I will stock tank though if we need too lol.
 

D0N

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Id say Cyphus' idea of DK being a stock holder and playing the edges while MK is agressive seems like a good idea. It lowers the chance of MK getting in DK's way if DK mostly plays the edges, and his range is enough that he can still do damage towards the middle while near the edge. DK also can't really be juggled so easily if he's at the egde (Increasing the chance he lives long), and if he does get juggled then all MK has to do is run a tornado through everything like Rag said. The only thing about this style is it makes it sound like MK should not focus on gimping as much (not that he should ignore it with this style), but DK is there for the KO (and less effective gimping) which is better than just gimping. Especially if DK saves his smashes. This also seems like a lot of pressure for MK

At the same time, reversing the roles sounds a little better. I think it would come down to whos better at being aggressive against the other team. MK can handle two characters better than DK, but with DK not having to worry about getting juggled so much he does pretty well himself and lives longer than MK. If DK gets sent offstage, MK doesnt have to worry about getting juggled as much as a DK would. Plus, MK is #1 at gimping and air camps well in teams (just keep him mostly on the edge though id say), and DK can get someone offstage pretty quick. In both styles, nobody really gets in anybody's way.

Would MK back throw into DK d-smash work?
 

KoSa!

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Would MK back throw into DK d-smash work?
Uhh, I don't think so but a MK Dthrow would work, to DK Usmash/Dsmash.

If DK lays back and lets MK do most of the ground work, then comes in with bairs and uses tilts to keep enemies at bay. That is if you play on FD or SV.
 

D0N

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If DK lays back and lets MK do most of the ground work, then comes in with bairs and use tilts to keep enemies at bay. This is if you play on FD or SV.
I can't make sense of your wording... Can you re-word it?

Someone has posted about MK d-throw into DK u-smash already (Hinoarashi). I was just wondering if b-throw would work with d-smash for another option (not sure if they can just smash DI up and away from the smash). It sounds like it would to me, but I can't test things.

Also, your post gives me a new idea. Are there any stages that would be really good/bad for this team?
 

Darknid

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Another thing DK can do is prevent people from punishing nado very easily, and capitalize on low shields from nado. I have played with master dave in that style, and when he wanted someone dead he didn't have to kill them, he just had to get them to me. He'd Dsmash at 50% just to get enemies over to me so they can die. Teamwork makes DK + MK insanely good, because DK kills and tanks better than anyone else.
 

Circa

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Also, your post gives me a new idea. Are there any stages that would be really good/bad for this team?
I have no prior teams experience, but if I had to guess Brinstar wouldn't exactly be good for this team. Not much room for DK to keep away from MK, and both of you die earlier than usual on this stage. So it's basically nulling one thing that makes this team work and amplifying the thing that could give it any trouble. And it's basically the only truly unfavorable stage I can think of at the moment...

As for a good stage...uhhh...basically anything with a large blastbox? Rainbow Cruise wouldn't be bad at all either, considering it's one of MK's stages of choice and has an ample amount of space once you leave the ship.
 

CELTiiC

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Delfino Plaza, Luigi's Mansion, Jungle Japes, Rainbow Cruise (if DK can cope with it), Yoshi's Island (Brawl), Pokemon Stadium Melee, etc.
 

D0N

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Barrage has a point about Brinstar, but would Brinstar really be that bad? Its a good stage for MK and its good for DK too (if they can use it well). I imagine it may not be the best stage, but since both characters can play the stage well is it really bad or are there just better stages?
 

NDS

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This guide is for real. DK by himself is a great character to have as a team mate, and adding MK seals the deal. My partner Mero and I used to go MK and DK (respectively), and had little troubles teamwork-wise in doubles.

Fun stuff, and good guide.
 

D0N

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Alright im going to try to update the front page with MK soon, I think we have enough. These seem like these can go by pretty quick. The update will hopefully be within 24 hours then we will move on. Feel free to add on to the MK discussion or suggest a new character until then.
 

CELTiiC

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Barrage has a point about Brinstar, but would Brinstar really be that bad? Its a good stage for MK and its good for DK too (if they can use it well). I imagine it may not be the best stage, but since both characters can play the stage well is it really bad or are there just better stages?
4 people on brinstar is too cluttered and the properties make it become like a free for all because you can't really space things out and it makes a big mess. Honestly, Brinstar is too small of a place for teams IMO. You could practice it and get it to work, but there are far better choices for counterpicking for this team.
 

Darknid

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4 people on brinstar is too cluttered and the properties make it become like a free for all because you can't really space things out and it makes a big mess. Honestly, Brinstar is too small of a place for teams IMO. You could practice it and get it to work, but there are far better choices for counterpicking for this team.
Have the MK aircamp while you control the ground, he can shuttle loop anyone who comes up to a very early death.
 

D0N

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Alright I made the first big update. The next discussion will be snake. Be sure to give ratings and good/bad stages
 

Ragnar0k

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Snake side throw into dk down smash all day. C4 sticks on partners get transferred with grounded up b or grabs+pummels into cargo jumping uthrow for fireworks.
 

Darknid

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The team won't die and will kill very early, and also Snake will cover such a wide range with projectiles that it can force enemies to move within DK's range.
 

Donkey Bong

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just make sure you're out of range of the hitbox for those projectiles, they're deceptively big
 

D0N

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So... Should I give snake a 7/10 rating? He's a good character, but other than a few team combos and grenades that seems to be it as far as I can see (3 posts). Snake does snake while DK does DK, teamwork means sharing stock and not hitting your partner. Seems like a pretty boring power team so far... with the expection of cargo jumping up throw > C4.
 
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