Timbers
check me out
Here's what I can say:
-A DK can space well with bair. Don't underestimate it. You'll be forcing him to approach, but his bair is still a pretty good approach, and can space pretty **** well. You can throw some auraspheres at him to get him to turn around. His fair and nair is pretty bad and you can take advantage of this.
-Stay in the air whenever you're near DK. SideB will get you killed (if you're grounded) with donkeypunch/fsmash if you're anywhere over 70%.
-You should probably stay in the air at all times to begin with, if you're not chucking BAS at him. His ground game is pretty insane. You'll have a much harder time on the ground than you will in the air.
-His ftilt negates most auraspheres, just keep that in mind.
-All of your killmoves are now scary as hell to use. Personally I'd keep an AS fresh for the killer. Your smashes lag too much. If any whiff, you're going to get an fsmash or dsmash to the face. They HURT. I prefer bair and AS as killmoves in this matchup.
-Don't land on him, please lol. That usmash is beast.
-Recovery. He has a great horizontal recovery. Dair works on this for an added percent/finisher, but chances are you just helped him get back to the stage in an even easier fashion. You can gimp him because of his huge size, but it's definitely easier said than done. DK likes the middle of the stage, and he enjoys pressuring you to the edge.
All I can say. I'd put the match at 60:40 in DKs favor to be honest. He's heavy, and you're royally screwed if he kills you before you manage to take his stock. His ground game is sexy, killmoves are sexier.
-A DK can space well with bair. Don't underestimate it. You'll be forcing him to approach, but his bair is still a pretty good approach, and can space pretty **** well. You can throw some auraspheres at him to get him to turn around. His fair and nair is pretty bad and you can take advantage of this.
-Stay in the air whenever you're near DK. SideB will get you killed (if you're grounded) with donkeypunch/fsmash if you're anywhere over 70%.
-You should probably stay in the air at all times to begin with, if you're not chucking BAS at him. His ground game is pretty insane. You'll have a much harder time on the ground than you will in the air.
-His ftilt negates most auraspheres, just keep that in mind.
-All of your killmoves are now scary as hell to use. Personally I'd keep an AS fresh for the killer. Your smashes lag too much. If any whiff, you're going to get an fsmash or dsmash to the face. They HURT. I prefer bair and AS as killmoves in this matchup.
-Don't land on him, please lol. That usmash is beast.
-Recovery. He has a great horizontal recovery. Dair works on this for an added percent/finisher, but chances are you just helped him get back to the stage in an even easier fashion. You can gimp him because of his huge size, but it's definitely easier said than done. DK likes the middle of the stage, and he enjoys pressuring you to the edge.
All I can say. I'd put the match at 60:40 in DKs favor to be honest. He's heavy, and you're royally screwed if he kills you before you manage to take his stock. His ground game is sexy, killmoves are sexier.