• Welcome to Smashboards, the world's largest Super Smash Brothers community! Over 250,000 Smash Bros. fans from around the world have come to discuss these great games in over 19 million posts!

    You are currently viewing our boards as a visitor. Click here to sign up right now and start on your path in the Smash community!

Donkey Kong?

Battlecow

Play to Win
Joined
May 19, 2009
Messages
8,740
Location
Chicago
Once I'm fabulously wealthy

I'll buy a mansion the size of Delaware and 600 CRT TV's

You're all invited. My chef's gonna get tired of cooking for 2, anyways.
 

M!nt

Smash Champion
Joined
Jan 26, 2011
Messages
2,087
So do you post on here on like a phone or something? You don't have a PC at all?
 

Эикельманн [РУС]

Banned via Administration
Joined
Jul 17, 2009
Messages
5,263
Location
Orlando/Владивосток
okay so after playing with tank for four hours, i have a couple of questions

1. what's a good way to practice the falling uair rising uair combo thing from the platform? i cannot do it correctly for the life of me.
2. is it required to shield after i get into the platform for the combo to work on the rest of the cast? is a couple of frames of lag going to really matter? i feel like there's enough hitstun for it to not matter.
3. can ness punish me from recovering up high? recovering low is definitely the most effective way of recovering most of the time, but i feel like vs ness i can get away with recovering higher. i'm probably wrong, though.

thanks in advance.

whoops, double post >_<
 

ballin4life

Smash Hero
Joined
Nov 12, 2008
Messages
5,534
Location
disproving determinism
1) practice it in training mode? also use short hop to get on the platform and it autocancels (ie no need to z cancel)
2) not always required but it's a good idea to shield drop
3) seems like you're right but i'm not sure
 

Battlecow

Play to Win
Joined
May 19, 2009
Messages
8,740
Location
Chicago
Ness can bair you and **** but yeah going high is a pretty good idea sometimes. Mix it up.

For the uairs, just training mode that **** 'til the fingers bleed. The trick is getting that tilty up-press so that you don't jump.
 

clubbadubba

Smash Master
Joined
Apr 27, 2011
Messages
4,086
if the platform drop combo is REALLY givin you a hard time, practice it one part at a time. like work only of dropping and uairing. then work only on shorthopping and uairing. Then put it all together when you can do both. Other than that, training mode
 

Sempiternity

Smash Lord
Joined
Sep 11, 2010
Messages
1,695
Location
Connecticut
There's a reason why platform drop Uairs and run-off Uairs are so highly respected in this game; ****'s hard to do consistently and effectively!
 

SSBPete

Smash Lord
Joined
Aug 11, 2009
Messages
1,700
Location
melbourne, australia
i've never found technical stuff all that challenging

just go into training mode for an hour or so every day and muck around with DK, use different maps and use different characters as dummies. if you practice uair chains until your fingers bleed, you actually wont progress very much and you'll get really frustrated and sick of the game. try different combos and use different attacks and every now and then try to throw in a platdrop uair or two. after a while you'll get the hang of it and you will start being able to do more than one/two at a time. moreso you will be able to apply them in practical situations and you'll have more options when playing other people

creativity is a great start to practicality
 

SSBPete

Smash Lord
Joined
Aug 11, 2009
Messages
1,700
Location
melbourne, australia
just tried it then, it took me 8 attempts to land

yeah, you're right, there are some things i find extremely difficult still (like shine jabs) but most techs necessary for in-game i've got down fairly well
 

Sangoku

Smash Master
Joined
Apr 25, 2010
Messages
3,931
Location
Geneva, Switzerland
I wouldn't be able to do that combo, even if I tried the whole day. I'm dead serious. I can barely do it on jigglypuff (if I get lucky, I think I can get it once per hour). I suck at technical stuff.

On the other hand, DK's uair chains are easy to do. So no worries Eikelmann, that's definitely not so technical.
 

Sangoku

Smash Master
Joined
Apr 25, 2010
Messages
3,931
Location
Geneva, Switzerland
Oh okay, you scared me. Good **** with the uairs. You'll see it's not so difficult to do once you get used to it. And it's good practice since tilting up without jumping is a usefull skill to master.
 

ballin4life

Smash Hero
Joined
Nov 12, 2008
Messages
5,534
Location
disproving determinism
I wouldn't be able to do that combo, even if I tried the whole day. I'm dead serious. I can barely do it on jigglypuff (if I get lucky, I think I can get it once per hour). I suck at technical stuff.

On the other hand, DK's uair chains are easy to do. So no worries Eikelmann, that's definitely not so technical.
You could do it if you legitimately tried the whole day.

I think it's a great combo for tech skill practice.
 

Эикельманн [РУС]

Banned via Administration
Joined
Jul 17, 2009
Messages
5,263
Location
Orlando/Владивосток
Pretty sure I just came up with something. Two things, actually. I'd like some high level confirmation or something.

1. Air Cargo Hold releases. In training mode, I did cargo hold release (they got out of my hold while in the air) to uair, to dair on the left platform of DL. I'm pretty sure they can DI or maybe even attack before I can get the uair out, but like I said, confirmation. Anyone? I'm confident that if this worked with no DI, that it can be applicable into combos with DI, assuming that there isn't enough frame advantage for the enemy to input a move.

2. Neutral-b charge cancels on the stage as a spacing mindgame/taunt. You can cancel the charge animation of DK's neutral-b in the air to give yourself some extra push when you're trying to turn yourself around, but I haven't seen anyone try using it on the ground for spacing. I feel that it can be done quick enough to be useful for mindgames. Any input on that?

Thanks in advance, guys.

Also, I have the uair thing down now. I'll probably mess it up with playing in game, but I can practice with TANK when he comes over again. :)
 

SuPeRbOoM

Smash Master
Joined
Oct 27, 2005
Messages
4,509
Location
Edmonton, Alberta
1. opponent can always punish you when they break out. Your best option when they break out of your aerial cargo hold is just to upb.

2. UP TO YOU
 

SuPeRbOoM

Smash Master
Joined
Oct 27, 2005
Messages
4,509
Location
Edmonton, Alberta
You're at frame disadvantage when they mash out of your cargo in the air. Upb is your fastest move to use when your opponent breaks out of your aerial cargo hold and that's not even guarenteed to hit, uair is just too slow to get away with sadly.

I can see a grounded fully charged punch cancel used to scare them into shielding for a free grab, but that seems like a huge gimmick.
 

Эикельманн [РУС]

Banned via Administration
Joined
Jul 17, 2009
Messages
5,263
Location
Orlando/Владивосток
You're at frame disadvantage when they mash out of your cargo in the air. Upb is your fastest move to use when your opponent breaks out of your aerial cargo hold and that's not even guarenteed to hit, uair is just too slow to get away with sadly.

I can see a grounded fully charged punch cancel used to scare them into shielding for a free grab, but that seems like a huge gimmick.
lkjdsfjkjdklsjflkajk;j I THOUGHT I FOUND SOMETHING NEW ;_____;

guess it's back to the lab hnnnggggg
 

Battlecow

Play to Win
Joined
May 19, 2009
Messages
8,740
Location
Chicago
Yeah I do that too

not so much because it's good as because it's hilarious that DK's DA has a use.
 
Top Bottom