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!
It has a 10% Super Armour.At low % always cargo hold and throw. Cargo has some weird knockback armor
It does not have 10% armor. I know this for a fact.It has a 10% Super Armour.
Meaning, moves that do 10% or less won't hit us out.
Kind of. When DK's up-b goes ground to air or vice versa, it keeps all the properties, except the hitbox and damage, of the move when it transitions between the two. So his grounded up-b has super armor which can carry over into air, and the air one has invincibility.if i'm correct the two ways to extend upB's invincibility is to either use ledgeslip mechanics and upB so that you keep your run/dash momentum and slide off the edge after the upB initiates on a platform, or to upB and then hit a slope like on YI?
I think it´s not punishbar afaik. You can clank with his ftilt by using dtilt, though.How do we punish snake ftilt oos? I've tried ftilt but it doesn't seem to range enough.
Facing away from snake and immediately punishing with bair is the best way and safest way to punish.How do we punish snake ftilt oos? I've tried ftilt but it doesn't seem to range enough.
If it's Snake you can grab him before he lands, Cargo (no throw) him offstage and then just let him fall to his death lmao.So let's say that your opponent (snake) likes to air dodge before he lands.
He has just recovered high from his jump+ up B shenanigans, and is falling back to stage.
There's many things DK can do here, but I was wondering whats the best option. Up airing him, reading/punishing him mid-descent? Bairing him off stage, using that same tatic? Or using the ground slap, popping him back up. If there's a better option or this post is too situational, let me know.
If it's Snake you can grab him before he lands, Cargo (no throw) him offstage and then just let him fall to his death lmao.
But realistically your best option in this scenario is to set up the grab and throw. DK's throws (I suggest Cargo throw!) are extremely good and can reset this nasty position over and over again. You can do things like jump up and u-air at him, and then fast fall back down to get back in time for the grab if he airdodges the U-air sometimes. Or you can simply sit on the ground and follow him, shielding for the potential b-air and grabbing when you see him land. Very easy and very effective method.
Other than that, you can bait airdodges by charging a smash attack for where he'll land, and then releasing it to punish his airdodge, or you can bait airdodges higher up by getting into your b-air/u-air range, fall alongside them, and then hit them out of the end of their airdodge. These are better at high percents, u-air is a fairly easy kill this way
There's other tricks you can use but you'll have to find how to use them yourself. These are the most basic options.
we can't give away the secret of our F-air into giant punch frame trap, am I right guys?
I'm not entirely sure if it's escapable or not. If it's escapable it's not easy, especially if we spin while we hold them.Thanks for the the reply, if only dk had some special secret to snake , like fair to giant punch:/
Speaking of cargo, is the cargo lock on earthbound kids an actual infinite? Usually they can't escape but sometimes they di just out of my reach. Am I too slow or is it just escapable? I saw a thread the other on the dk archives, but it was just ripple arguing it was an infinite and another guy telling him hes wrong.
It's fine. First off, only a fully charged Giant Punch has super armor. The super armor doesn't last through out the entire move. It's true super armor, meaning it can armor literally any attack in the game during those frames, but it can be grabbed.I'm sorry for the basic answer I'm about to ask but I looked everywhere and I still couldn't find anything regarding it. How exactly does DK's super armor on his Donkey Punch work?
I mean, most the time I use it it eats through attacks like it's nothing but sometimes I just get hit. What's the deal? Thanks.
Thanks . I asked this question in the brawl q&a thread but that looks kinda dead so I hope this tread can help.No problem. It's why the thread is here. Punishing out of shield with DK isn't a simple matter. It really just comes down to knowing your ranges and the speed of your attacks alongside how punishable your opponents attacks are. In general though, our most useful OOS options are jump + b-air, shield grab, d-tilt, u-tilt, and d-smash.
There are other options like u-air OOS, or even moves like down-b or up-b OOS but they're much more situational.
- B-air OOS is fast and high ranged, but will whiff against short opponents and will put us in the air, which is bad if they don't get hit.
- Shield grab can't be shielded (a common option for doing something punishable on shield) and is very rewarding, but we honestly don't have much range on grab.
- D-tilt has a ton of reach and can lead to good damage at low percents. Is fast and not too easy to punish if you mistime it. Good if you're unsure if you can punish a high reaching move (like an Ike f-air), and good at low percents.
- U-tilt is our fastest move, can lead to juggles, and covers a ton of space in the air. Very good for punishing rising aerials or if you just need something fast next to you.
- D-smash is a high reward punish. It kills early and hits fast (10~11 frames). Careful not to miss with this one, and only use it to kill with.
Tornado is a bit different to punish. If you are close enough, shield grab (you may have to dash into it) is a good option to get either the autocancelled or the normal variants of tornados. However, a lot of MKs will expect this and will be buffering spotdodges. So yes, down-b (and less so up-b) are good options to punish with because they'll catch the spotdodge, and down-b has a ton of range. F/D-tilt are also fairly good options if they stayed within their range, due to their speed.
Wait until I play well against a diddy kong =P Seriously, I wasn't playing my best this game. I didn't utilize/avoid bananas in the way that you're supposed to.Considering dropping DK for this MU, Falco and Oli alone
http://www.youtube.com/watch?v=-dS07Rl3sso
What do I do ?
And what char/stage CP should I do?
Definitely. Will was definitely flustered that match and couldn't find his footing. I think every character in the game loses to Diddy when the player is frustrated.plenty of patience.
MKSo what stages/Character CPs should I be looking at if DK isn't my best shot? (My secondaries are falco/G&W)
If you can't do the match-up as DK, pick Falco. I know a bunch of Diddies struggle in that match-up. I can't tell you anything about Falco stage counterpicks (you're probably looking at Battlefield). If you choose to go DK, Rainbow/Brinstar duo is an obvious CP vs Diddy. If those are banned, I really really suggest you just pick whatever you're the most comfortable on. I think most people would by default tell you to go Yoshi's Island vs... everybody... but I dislike the stage against characters like Diddy, I find the platform obtrusive to approaching him. You get off the edge for free there, if you're having that problem vs Diddy, though.So what stages/Character CPs should I be looking at if DK isn't my best shot? (My secondaries are falco/G&W)
Yeah, it's punishable, even when it's retreated. Which is ********.Is a appropriate for a DK to chase you around with B-Air, constantly spamming it given the chance? I have a friend who ocassionally plays him.
Professional DK players like Will and that machine guy don't go around constantly chasing people with B-Air, so with that, I assume it's punishable in some way?
Up angled or a standard f-tilt will work wonders for you. If they sidestep often, Hand Slap or copter works.if somebody is in my face all the time, what is the best thing i can do? i have a hard time getting some room to breathe.