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yeah, 9 wind punches are stronger than the fully charged one, so is 7 and 8 winds, they give more knock back, but no SA frames.I have something to say about not-fully-but-almost-fully-charged Africa Pawnches...
Good God.
I've killed people below 50 with this on neutral stages, and I have the replays to prove it.
Is that normal?
Chaos taught me that at wind either 6&7 or 7&8, there is a massive sweet spot on the shoulder that can kill rediculously early.Man, the shoulder of the Africa Punch is just unreal for kills.
I mean, I've killed light characters at like 40 with the shoulder.
Yeah, exactly. They shoot up vertically. No chance of DI, because there is a massive amount of knock back.Actually that's kind of why it interests me. One time I was watching Crash play friendlies with somebody, on Japes vs Lucario. He hit him with the shoulder, of what we thought was a 3 wind, and it killed Lucario at 22%, straight vertically. Even if Lucario had DI'd well, I don't think he would have lived. And this was on Japes. I've kinda just forgotten about it until recently, assumed it was a glitch or something... Someone should test what shoulder punches do for every wind.
LOL THAT'S WHAT I MEANT.The sweet spot is not the shoulder, its the elbow on the backswing.
True. Honestly: I think if the mk knows the MU he´s gonna wreck DK. If he tornados from a 45° angle, the only thing that helps is reverse utilt. MK can dash shield our ftilt/bair/everything and punish with dash grab easily. Once offstage, DK should never come back... I think it´s worse than 60:40...At first, I was getting wrecked by DK, then I learned the MU and it's really easy. And ftilt doesn't beat nado if the MK expects it. It's really dumb MU. Anything DK does can be just tornadoed and then combo like no tomorrow.
I'm sure that you'd agree on that when you've play against someone who actually knows the MU.I definitely can't see the MK MU as any worse than 40:60
OK, coming weekend... show me against staco that you win 4 out of 10 times with DK and I´ll agree.tornado is broken against dk online xD
I definitely can't see the MK MU as any worse than 40:60 (and more like 45:55, but probably nobody agrees...).
This is so true, I played quite a few mk's at dallas and had a hard time against the average ones, after trying to apporach me they realized tornado is much better than any other otion he has. The only well know mk i played was havok who 2 stocked me, he even warned me b4 the match that all he would do is tornado. There's really not much he can do about it.When both players know the matchup and equally good, it's unrealistic for DK to win.
The MU is not Dededehard, but it relies on punishing MK's mistakes. What makes this hard is that MK has a lot of room for error in this MU. Whenever DK jumps or does pretty much anything I can just spam B as it's too fast and it wins all DK's options.
His punch is what makes things tolerable. There will be a lot less nado because of the fear of getting killed.
Mk must then bait the punch, which isn't hard with MK and all of his options.
And properly spaced MK's fair *****. DK's priority is crap.
This is advice that applies to every match-up.If the MK goes too deep on your shield, you most certainly can shield it. In fact, I've been shield broken by it before...
As I said before, trying to actually fight MK is dumb. In fact, the characters that do best vs MK are the ones that can just avoid fighting him. Like Snake just leaving nades around, Falco running away and lasering, and Wario dodging around. DK should just avoid being too close to MK when possible and try to force mistakes, read their patterns. You have to beat the player, not the character.
only 2x. and up-tilt once before you need to get it back to complete freshnessDoesn't F-tilt go through Nado?
It does?! i ddnt kno that I have to try for myselfDash attack beats nado though, but it takes a while to come out so good luck using it like that.
have fun trying to do that. frame 19 ground pound and their tornado has to be grounded.Ground Pound Beats Nado.
:3