YvngFlameHoe
Smash Ace
What characters are even matchups for Dk?
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Matchup feels kinda bad tbh. Lose neutral forever and then get 0-death combo'd about as hard as you do the same to him. I go Wario.Any advice for playing against 3.5 falcon? I lost to a Falcon at Shots Fired and last night at Xanadu I lost to another Falcon player. Anyone have any advice since the new update?
Sheik is definitely even, I even think in DK's favor to be honest. I used to have trouble with Sheiks, but once you learn the neutral and matchup needles are the only problem. You should be out spacing Sheik so her grabs combos / tech chases should be at a minimum, and her fall speed and lack to an attack to escape DK's u air juggles make her very easy to combo and rack up damage off one grab. I have gotten a lot better with Falcon, but I honestly feel the neutral is automatically lost. I play it like Falco where I chip away at Falcon until I get that one grab and then I combo into next stock. Luigi and Mario can be scary, but Mario in this update I feel is more even. Although he can combo you, fireball sets up most of his approaches, and b-air and n-air are a great defensive tool for spacing and ruining his fireball game. Luigi is by far way harder.I haven't actually had a ton of trouble with sheiks near my level, since DK can usually punish sheik's recovery with a ledgehop fair and grab combos land easily on sheik. Plus DK outranges all of sheik's approaches and matches her speed. HOWEVER sheik combos DK for days and the needles or just a well-spaced fair can be devastating when DK tries to recover. The needles also help sheik in neutral a bit. I wouldn't say it's great for DK but it isn't terrible, I think.
I also think that DK vs. Falcon is potentially more even, given that uair combos AND cargo uthrow > full jump > fair work on falcon like a dream. Falcon's trash recovery makes him a character that DK can edgeguard, too. Of course, Falcon has the knee, which makes the whole cast tremble, including DK, who's often too big of a target to miss. I would say that neutral is the most important part of the matchup because whoever loses it dies.
Luigi is the character that I personally have the most trouble with. He gets out of DK's grab combos and forces the whole matchup to neutral, which isn't really DK's idea of a good time. That and Luigi's jab > up+b is truly terrifying to DK. Mario doesn't escape quite as easily but still gets out of stuff that would hit most of the cast and is a tough fight in neutral with his fireballs.
I agree that Luigi is difficult. With mario, you should try to powershield the fireballs. I tried it out when 3.5 came out and it turns out powershielding them is quite easy.Luigi is the character that I personally have the most trouble with. He gets out of DK's grab combos and forces the whole matchup to neutral, which isn't really DK's idea of a good time. That and Luigi's jab > up+b is truly terrifying to DK. Mario doesn't escape quite as easily but still gets out of stuff that would hit most of the cast and is a tough fight in neutral with his fireballs.
I'll definitely try to make powershielding a part of my vs. Mario game. Good thought.I agree that Luigi is difficult. With mario, you should try to powershield the fireballs. I tried it out when 3.5 came out and it turns out powershielding them is quite easy.
Best ways to beat Marth in neutral is to stay grounded. If you start getting predictable with aerial approaches the Marth will bait you and juggle you till a fair percent. DK has great range grounded so abuse it, d-tilt and upward tilted f-tilt are very helpful for keeping Marth in check. Use b-air appropriately as obviously it's our best option out of in the air, but don't get too predictable because you will start to get grabbed/punished for it which lead to high percents. Best way to kill Marth is Cargo U-Throw > DJ > Giant Punch. That kills Marth are very early percents, also Cargo U-Throw > DJ > F-air does the job as well and supplement U-air in there are real high percents or if you are a top platform with a decently low ceiling. Honestly down b is very rewarding off tech chase situations, I feel it is vastly underused. It has great hit stun and allows you to generally have enough time to either u-smash, punch or f-air them. But if they are grounded and you can read their options definitely go for down b if you won't be able to get a grab off in time.Basically how the matchup should be played on the DK side. The best ways to beat them in neutral, the best ways to kill them, the best ways to edgeguard them, the best options to look for when you score a tech chase, etc.
Inversely, what they're going to try to do to win against you in neutral, the most effective ways they will try to kill you, the way they should be edgeguarding you, what they will do when they score a tech chase, etc.
Could you give some explanation? For Roy, one grab and he should be dead. He is one of the best combo weights for DK and this update I would still say DK has an upper hand. I do not agree with Puff and Ganon could you please explain those? Puff has a very hard time getting in if you wall her out.Id move roy to +1 this update or even, Dk also loses to mk by a decent margin I would say -1, Sonic you lose to -2 Ganon you lose to -1 tink you lose to -2 you lose to gnw by 2 you beat m2 by +1 and Puff is -1 the rest of the list seems fine
Grab range being reduced is less extreme in the match up than Roy's up-air changes. Also I don't think Roy wins neutral as much as you say, and Roy can punish DK hard but DK has an easier time putting Roy into a position to get punished with cargo u-throw. I play against 3 Roy's on a bi-weekly basis and I generally have no trouble against them. Also against Ganon, on stage you shouldn't really be losing. Off stage yes we lose, but we out range Ganon on stage and out speed him. If you play neutral right you shouldn't be in position to lose. Also his grab range is poor so if you space correctly you should minimize grabs and when you say tech chase to death I'm assuming you mean his d-throw? Also with Puff I don't know about that. If you are smart with your b-airs and n-airs Puff has a hard time getting in. DK has a much greater spacing and moves like up angled f-tilt, d-tilt and even u-tilt can help keep Puff out. This match-up you don't need to rely on grabs and when you do get one you should be converting off a good read. Only problem with this match-up is that if Puff gets in it generally is a rest.with roy, dk grab range was neutered this update and took away his free grabs in neutral. You may zero to death roy but he can do the same to you and he actually wins the neutral. Ganon is a very similar premise to the roy mu were your effective range was reduced this update and the fact ganon can cover your recovery with ease and can tech chase practically to death. Puff with proper spacing can camp you out and space with the bairs you focus on grabs so a floaty who almost never gets grabbed would be in sense hard for you.
Here's a list of %s DK's relevant moves broke armor in 3.5. Since Yoshi's weight has been reduced, in 3.6 you can actually break armor 1-3% earlier than in 3.5. I haven't bothered to test the new %s myself, sorry/How can I beat a Yoshi recovery?
It's been a minute. But abuse Crouch Cancel/ASDI down in neutral. Ivy doesn't have safe approaches that beat it afa I can tell.advice vs ivy?
Pretty sure that chart is very inaccurate, that's why Kneato posted it, so that DK mains can reply and point out what's inaccurate so that he can update the Project M 3.6 MU chart.Only 5 positive matchups? Ouch!
I'd put Marth at -1 since disjointed hitbox yadda yadda.Matchup from 's Perspective (+3 has DK winning)
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What do you guys think? Anything wildly inaccurate?
Not my opinion. This is for updating the (outdated) community matchup chart.