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I disagree. DK's main play style is based on his grab. He also has huge arms.What is so bad about them? The grab change makes sense, it was rather silly before and Dk gets a lot from a grab. Nair lost intangibility which was also really random and not needed. Everything else seems like minor aerial nerfs. Maybe to make his throw conversions a little less punishing?
I think you're entirely correct in saying that DK was "probably perfect". I understand the need for fixing collision points with his grabs, but I entirely disagree with taking away the intangibility on his Neutral Air. It gives him a much tougher time to approach certain characters (I played in a tournament yesterday, and found it nigh impossible to get in on a Falco I played).I disagree. DK's main play style is based on his grab. He also has huge arms.
I felt like DK was good in PM 3.02. Probably perfect. I don't see why they changed him at all really.
I agree with you, DK's main thing is grabs, and shortening his grab range really cripples him, and I say cripples rather than weakens for a reason. I watched some vids of my DK and from the distance I got some shield grabs and JC grabs, it could be argued that his grab range was broken. But DK RELIES on grab game severely, if he can't get X amount of grabs in one game, he can't win, guaranteed. And if you cripple his chances of getting said grabs, that cripples his chances of winning. Not to mention those grab combos involve aerials, with Nair and Fair being strong kill moves, and Bair being the holy DK bair, nerfing those in damage and knockback continually cripples him even more. Recovery, I'd have to do more experimenting with it but for now I don't like it only because I'm not used to it. Overall, he's definitely been crippled severelyI disagree. DK's main play style is based on his grab. He also has huge arms.
I felt like DK was good in PM 3.02. Probably perfect. I don't see why they changed him at all really.
That makes sense after sitting down and mulling it over for a few minutes. I appreciate your explanation Strong Bad, it brings to mind the ideal of having players work hard to achieve the best with their characters, not having the character do all the work (which honestly I think is the entire point of DK, well.. that and smashing the living **** out of the cast).Additionally, 3.5's changes are not exclusively tailored toward balance, and far more often an improvement in character design, with a change in character viability being a byproduct. Regardless of DK's (lack of) tournament potency, he still had superfluous and overpowering attributes that were excessive and unnecessary. 3.5 removed/toned those down and he is now a less extreme character because of that. A worse character, but less extreme all the same. I personally feel his overall strength relative to the cast as a whole is increased in 3.5 due to some (but certainly not all) would-be counters to him being weakened in the same vein as he was, to greater extents.
It already wasn't a true combo. Most chars of 3.0 could get out of a follow-up, after the uppercut ,with combo DI, so I haven't noticed much of a difference. I think the angle is five degrees more in DK's favor, which is very minute. Try replacing the second hit with a dtilt to punish the DI.Can someone explain to me the advantage of the new jab ? I see everyone call it a buff but people keep getting away when I hit them with it :C
Yea, on the Idaho page and all but don't check it too often now. I showed up at Qraq's house a few times over the summer, then came back down to Utah for school. Been trying to rise in the ranks of the Utah sceneAlso it's nice to see another Idahomie DK. Spank3d, are you on the Idaho Smash FB page?
really? huh. ok. I guess maybe Im judging the MU in the wrong way because the matches I really noticed it being hard for roy was sethlon vs m2k but it is m2k so i shouldnt be surprised.I don't think DK was a hard counter to Roy in 3.02 at high level and certainly not in 3.5. Was 55-45 DK in 3.02 IMO. Prob even or maybe in Roy's favor in 3.5.