Donkey Kong
Go ^_^
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!
Huh? The ROB thread was necro'd, that was like the 3rd or so discussion.#15 was ROB IIRC (14 was fox, 15 ROB)...so DK is 16
I'll post my points later...
word to mother, and don't jump behind him.Beast.
Don't get spiked.
Because <insert not Dedede> against DK is almost worthless to know when you can just pick Dedede, grab DK, and win. You don't need a brain or Dedede experience to even do this.Why the **** are you talking about Dedede vs DK in a Marth match-up thread?
It is it because you're dumb?
lolMaverick_Ave said:Just disregard what inui has said and focus on what REAL marth mainers info on this match up have to say
Uh, double blind picks can be very deadly. Furthermore, I've seen Bum effectively NOT GET GRABBED THE ENTIRE MATCH BY D3. This is facing moderate AND HIGH CALIBER D3s.Because <insert not Dedede> against DK is almost worthless to know when you can just pick Dedede, grab DK, and win. You don't need a brain or Dedede experience to even do this.
Good DKs (or rather, good players in general) will DI upwards when hit off the stage. This makes it VERY difficult to spike DK, because of the moving hitbox that also rises slightly as he travels. Though not impossible, frequently attempting to meteor smash DK while he is using his UpB is not advised.I never do the match-up because I also play Dedede, but I do have a question for when the walking chaingrab is banned.
Can Marth reliably spike DK out of his recovery, or would it be better to go behind him and try to up b spike him into the stage?
I don't have any DKs to play and don't like playing computers, so let me know what you find out.I find it easier to counter his up b once to get damage and then try to harass him off stage, but I'll mess around with different methods.
lol, no.Pierce7d said:Anyway, I would very much like to talk about the DK match-up. I firmly believe DK is one of the characters that has a positive match-up against Marth, 65-35.
That's why you think that about the match-up.Seriously, DK is the only character that I've NEVER beaten in tourney, or even friendlies at a tourney (and my brother, who plays a decent DK, but does not main him, sometimes gives me a run for my money). I think that we might seriously be underestimating DK in the regard that he might just be advantageous against Marth.
NYC only has one Dedede main, and it's someone he plays with on nearly a daily basis. He's never faced Mew2King, Atomsk, Aero, or Seibrik, who are by far the best Dededes and the only ones I'd call "high caliber."Uh, double blind picks can be very deadly. Furthermore, I've seen Bum effectively NOT GET GRABBED THE ENTIRE MATCH BY D3. This is facing moderate AND HIGH CALIBER D3s.
Okay, thanks.Good DKs (or rather, good players in general) will DI upwards when hit off the stage. This makes it VERY difficult to spike DK, because of the moving hitbox that also rises slightly as he travels. Though not impossible, frequently attempting to meteor smash DK while he is using his UpB is not advised.
Getting behind him and stage spiking him with Dolphin Slash is also pretty tricky, due to how amazing DKs UpB actually is. It travels moderately fast, and DK's pretty huge, so if you were already on the stage, by the time you get behind DK, he'll probably be safe on the edge, or even back on the stage.
Then I guess I just suck. When I look at how gay R.O.B.'s camping is, watch him survive spikes at 80%, and take forever to kill while I die at 100% to his stupid n-air or u-smash, I don't think it's even.Inui....ROB mains and Marth mains all over agree that Marth vs ROB is a very very close match.
Seriously.
What the ****?
I generally counter, then Fair if possible. Periodically, I'll drop below him and Uair. Often, I'll edgehog, forcing him onto the stage, and then ledge-hop Uair, to begin juggling.I find it easier to counter his up b once to get damage and then try to harass him off stage, but I'll mess around with different methods.
Snake is not that bad for Marth. Snake was just tricky to fight against at first, but I don't believe I'm the only one here who doesn't really worry about Snakes anymore. Very close match-up.That would make DK worse than Meta Knight and Snake for Marth, which is clearly false. The only match I think that could be worse is R.O.B. because he can survive spikes at over 60%, is hard to gimp, is extremely heavy, and can massively camp Marth to the point where Marth really can't get in.
That's why you think that about the match-up.
I thought fighting R.O.B. with Marth was a terrible idea even when I able to beat the best R.O.B. in NJ with Marth while Atomsk's Dedede and Diddy Kong were both failing to do this.
But I'll admit I think it's worse than Meta Knight and Marth because I hate it a lot, lol.
Why would you willingly put DK back on the stage when you already have the positioning advantage? If you are going to juggle trap that's all fine and dandy, but you may as well make him work to get back on the stage.I generally counter, then Fair if possible. Periodically, I'll drop below him and Uair. Often, I'll edgehog, forcing him onto the stage, and then ledge-hop Uair, to begin juggling.
-Outranges Marth with a 4 frame, 21% move that can kill.Pierce7d said:Snake is not that bad for Marth.
Picture this:Why would you willingly put DK back on the stage when you already have the positioning advantage? If you are going to juggle trap that's all fine and dandy, but you may as well make him work to get back on the stage.
Oh really? I usually just perfect shield my way in, chain throw to fsmash, and edgeguard/juggle the living hell outta him. It's even easier when they grenade camp, because they can't tilt for a bit. Plus, grenades = glide-toss + explosions.-Outranges Marth with a 4 frame, 21% move that can kill.
-Can consistently kill Marth with his 6 frame, huge u-tilt at slightly over 100%, which is far less than what Marth has to get Snake to in order to kill him.
-Grenades stop Marth from attacking.
-If you don't get a lucky gimp from spiking him out of the cypher or grabbing it, he lives forever.
-You have to work super hard to approach him, get him in the air, and then try to punish his terrible air game, which is the only way to win.