1. DK is incredible with the stage. The platform heights, lengths, edges, everything is very abusable by DK. We handle the hazards so-so. Our mobility and ledge ability prevents us from getting trapped by them, and although we're bound to get hit by something eventually (just too dang big), they cause a minimal impact on our care meter because of our weight and quick recovery.What's up DKs?
I have a couple of questions I want to ask and I'd like you guys to help me answer them. They're all related to Norfair by the way.
1) How does your character fare with just the stage? Does your character benefit from the layout and the numerous hazards or do they normally hinder you?
2) How does your character generally fare on this stage against certain matchups? Does he excel in a lot of them and only has a few bad MUs, or is he generally bad on this stage against a large portion of the cast?
3) What are some general strategies for your character on this stage? Controlling the center? Stalling? Staying mobile?
4) Overall, would you say that this stage is mostly good for your character, mostly bad, or depends?
Thanks in advance!
This mass survey across most of the character boards is admin approved.
2. Very positively. The only characters who I think get an improved match-up vs. DK because of Norfair are characters like Ganon, Bowser, maybe the Earthbound kids who just need all the help they can get. In the Earthbound kids scenario, it prevents them from being wrecked by our cargo grab, though the actual fight against us will be much harder. Low tiers that are good there, basically. Other than that, I wouldn't CP this vs Metaknight, Marth, GW, or Sheik though if they took me here I would be incredibly happy. Everyone else, Norfair would definitely be one of my top CPs for.
3. We want to hold the center platform. When the floor lava comes up, we don't want to be close to them on most match-ups, so we run away. If they're not on the center platform and we're below them? B-air and up-b all day. DK's strength on this stage is his pushing ability. Our massive aerials and air speed allow us to put you where we want and keep you there. Being trapped between a lava wall/falling lava and DK is probably one of the worst positions in the game.
On the defensive side, the length of the platforms lets us control any grounded combat that's not directly in our face. Our down-b and tilts literally cover the entire platform. Anyone approaching from air has to get through u-tilt, which may as well be DK expressing the fact that he has a tent above him. Like nothing ever beats u-tilt and it comes out quickly. We also have u/b-air for anti-air but they're not as great as u-tilt most of the time. And the best part, if we do happen to get hit? We can throw out up-b just whenever we want and fly to a ledge.
Regaining control of the center platform is a bit difficult. We can drop from the second platform and assault them with b-airs, which is really safe but really predictable, or we can play with the ledges on the center platform. Maybe knock them off with up-b. Otherwise, we can always just wait for the lava.
4. I honestly think this is DK's best stage overall, barring Jungle Japes. It's almost perfect for us, the only thing it's missing is slanted edges .
Wow I coulda sworn I made a write-up for this stage a long time ago... I guess not