Soniclamp
Smash Rookie
- Joined
- Apr 6, 2019
- Messages
- 13
INTRODUCTION:
Hey guys, Lamp here with possibly a new DK tech!
After searching all the DK boards/youtube vids and reddit posts I couldn't find any mention to it, or the mechanic behind it.
so Really excited to show you guys what I've been calling Jumpkeeping.
DKS CURRENT OPTIONS:
So a little bit of background:
the thing about DK right now is if you want to kill your opponent when you're at high percents/quick kill opponent is at low percents it usually involves killing your self.
-Stage-Spiking under battlefield
-Cargo Run off (opponent still has a jump after break out)
The stuff were all used to
https://www.youtube.com/watch?v=fZurOw_kbK0
PROS:
-Raw grab can give you kinda sudo rest when you trade high precents to kill their fresh stock
-Retains mix-up ability
-Very use full vs New players/people unfamiliar with the mu
CONS:
-Teching is a big one it'll waste your stock if the opponent knows what your trying to do.
-Can only easily be done on battlefield works on other stages but its a lot harder to get the spike
-You'll always die
-Heavy all or nothing scenarios
Not to spectacular but its what we have
What is Jumpkeeping?
So if DK grabs an opponent that has burned his second jump either by Air dodge/Double jump/Free Fall or my favorite AFTER AND DURING UP-B AND SIDE-B,
then Cargo but lets the opponent mash out of cargo your opponent will never get their jump back.
https://www.youtube.com/watch?v=ppm4GAmecbs
Different ways to use jumpkeeping:
-Stand near the ledge wait for them to break out of your cargo
-Wait until you notice they start mashing (Characters arms will flail more quickly) and walk off it'll put them in a terrible angle and dk will still have access to his double jump after cargo release!
https://www.youtube.com/watch?v=4QMqWDKi_tU
-Jump with the opponent held and set up to hit them recovering with a DK UP-B
DKS NEW OPTIONS:
PROS:
YOU HAVE A CHANCE TO LIVE, CAN BE DONE ON ANY STAGE, Most people don't set up for the UP-B to recover and just die when the double jump doesn't work, Amazing vs characters that have grab-able up b-s and side b-s (Capt. Falcon, Ganon, Marth, Fox and Falco)
Good vs people who spam double jump, if you grab them after taking their jump with up air/just combing with up air they still don't have it, it feels really good with his kit.
Its fun not to hard to set up
Setting up hard trades for your opponent when they know they don't have a jump
Forcing the win out right
https://www.youtube.com/watch?v=i6YyqSImubw
they're a lot of underutilized pros
CONS:
Setup required
A lot of times they wont mash out and you walk off with them and you'll both die, but if you were alright doing all the options before this tech you already know how valuable it might be to live in those scenarios.
https://www.youtube.com/watch?v=VFZU71pzotA
they can hold up and just do the up b if they realize what your doing doesn't give them back their jump, but even this sets up for more mix ups and since they are hastily UP-Bing
There are a lot of possible unknown cons
CONCLUSION:
I mostly just wanted to get this out there and get some further discussion going on from other DK players, in a lot of cases it might be better to do something else to close out the stock but in right scenarios this could be exactly what DK mains are looking for!
This is my first post ever so if I'm missing anything or you have any questions let me know, Any Feedback is appreciated!
I've been having a hard time finding a DK discord if theirs an active one please link me! if not ill post a new one in the comments of this post.
Also a special thanks to my friends who've helped develop this tech and for letting me keep their jumps <3
shouts out also to Kaerknight the Ganon on netplay for the footage thanks dude
Hey guys, Lamp here with possibly a new DK tech!
After searching all the DK boards/youtube vids and reddit posts I couldn't find any mention to it, or the mechanic behind it.
so Really excited to show you guys what I've been calling Jumpkeeping.
DKS CURRENT OPTIONS:
So a little bit of background:
the thing about DK right now is if you want to kill your opponent when you're at high percents/quick kill opponent is at low percents it usually involves killing your self.
-Stage-Spiking under battlefield
-Cargo Run off (opponent still has a jump after break out)
The stuff were all used to
https://www.youtube.com/watch?v=fZurOw_kbK0
PROS:
-Raw grab can give you kinda sudo rest when you trade high precents to kill their fresh stock
-Retains mix-up ability
-Very use full vs New players/people unfamiliar with the mu
CONS:
-Teching is a big one it'll waste your stock if the opponent knows what your trying to do.
-Can only easily be done on battlefield works on other stages but its a lot harder to get the spike
-You'll always die
-Heavy all or nothing scenarios
Not to spectacular but its what we have
What is Jumpkeeping?
So if DK grabs an opponent that has burned his second jump either by Air dodge/Double jump/Free Fall or my favorite AFTER AND DURING UP-B AND SIDE-B,
then Cargo but lets the opponent mash out of cargo your opponent will never get their jump back.
https://www.youtube.com/watch?v=ppm4GAmecbs
Different ways to use jumpkeeping:
-Stand near the ledge wait for them to break out of your cargo
-Wait until you notice they start mashing (Characters arms will flail more quickly) and walk off it'll put them in a terrible angle and dk will still have access to his double jump after cargo release!
https://www.youtube.com/watch?v=4QMqWDKi_tU
-Jump with the opponent held and set up to hit them recovering with a DK UP-B
DKS NEW OPTIONS:
PROS:
YOU HAVE A CHANCE TO LIVE, CAN BE DONE ON ANY STAGE, Most people don't set up for the UP-B to recover and just die when the double jump doesn't work, Amazing vs characters that have grab-able up b-s and side b-s (Capt. Falcon, Ganon, Marth, Fox and Falco)
Good vs people who spam double jump, if you grab them after taking their jump with up air/just combing with up air they still don't have it, it feels really good with his kit.
Its fun not to hard to set up
Setting up hard trades for your opponent when they know they don't have a jump
Forcing the win out right
https://www.youtube.com/watch?v=i6YyqSImubw
they're a lot of underutilized pros
CONS:
Setup required
A lot of times they wont mash out and you walk off with them and you'll both die, but if you were alright doing all the options before this tech you already know how valuable it might be to live in those scenarios.
https://www.youtube.com/watch?v=VFZU71pzotA
they can hold up and just do the up b if they realize what your doing doesn't give them back their jump, but even this sets up for more mix ups and since they are hastily UP-Bing
There are a lot of possible unknown cons
CONCLUSION:
I mostly just wanted to get this out there and get some further discussion going on from other DK players, in a lot of cases it might be better to do something else to close out the stock but in right scenarios this could be exactly what DK mains are looking for!
This is my first post ever so if I'm missing anything or you have any questions let me know, Any Feedback is appreciated!
I've been having a hard time finding a DK discord if theirs an active one please link me! if not ill post a new one in the comments of this post.
Also a special thanks to my friends who've helped develop this tech and for letting me keep their jumps <3
shouts out also to Kaerknight the Ganon on netplay for the footage thanks dude
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