@ dk's above me
@ techno monster, you just did two things to tell me you were an idiot.
1. you went with point by point response format, which is the #1 warning sign that the conversation is ******** and the poster is not much better
2. you mentioned that character x played perfectly should always be able to do y, which is a morons argument, because character w ( in this case dk) played perfectly would never be in situation y to begin with. if both characters were played perfectly, nobody would get hit
i'm going to largely ignore your posts because they're pretty off and it's just going to start so retardary like the a2 posts.
just know that you are wrong
1. False.
2. False. Also, I pulled maybe five or six grabs in a row on Bacon's DeDeDe today in a tournament, by backthrowing him, running under him, and grabbing him again. DeDeDe has multiple jumps and inhale to get out, DK does not.
Played perfectly, against DK, you have to DI off of the stage or onto a platform or its an infinite, and its certainly a not unreasonable proposition to get 3-4 of these in a row consistently, with grab hits totaling about 40% damage and fully resetting all of my kill moves. If you land on a platform, U-smash can slide you off on most stages for followup as well, so this position is a notable advantage for Kirby. Exploiting DK's weaknesses is a huge part of this matchup for Kirby.
To all of the players that are saying that DK kills Kirby super early, Kirby just needs to keep away from edges, not do stupid stuff, and avoid getting knocked off to avoid the major hits.
Also, I'm a good player, known and respected in my state, have traveled out of state on several occasions and have played with a number of top players in Melee and Brawl.
all your argument sounded like a 5 year old trying to get a point across
"but then what if Kirby pulls out a big rocket launcher! DK's dead then!"
If DK pulled out a rocket launcher Kirby could avoid the rocket. Please don't insult me, and your argument isn't relevant. Everything I've talk about I practice and execute.
For instance, DK's down-tilt and f-tilt can be poked by Kirby's falling aerials and down-tilt when the hitbox is fully extended, and its practical to shield them and down-tilt or jump out of shield and f-air/b-air quickly after DK uses his tilts. Establish that and the game changes and Kirby can take advantage and against many DK players, call a b-air and roll in and uptilt for free percent, and go for juggles and grabs from there.
DK is not un****wittable in spacing games and it is possible to take away DK's ability to use his quick attacks efficaciously (he only has 3). DK cannot do this against Kirby, so he needs to play ranges, and Kirby can play here as well, though DK does outrange him. DK also has a hard time killing anything when he plays ranges because his downsmash is his only KO move that's really ever free against Kirby, and that is hard to pull off at range.
Its also easy to play defensive against DK, because if DK gives up a grab we can get a lot of free percent, and our backroll is virtually unchasable by a DK that's forced to space.
Put up whatever number you like, I'm just saying this is how I play against DK and I wouldn't expect to lose against CBK if I played him.