DK's neutral B, Giant Punch, has to swing 10 times for become fully charged. If you let it swing 9 times instead, then (not sure, which is why I didn't touch on it, but I think this is right) it'll kill earlier. The 9, however, doesn't have super armor. It's sorta like Wario's waft. Half charged kills better than fully charged.
Timing on caping DK's upB is much harder online than offline. It can be done on reaction, but that's impossible online because of the input lag and everything, so you have to predict when he's doing it instead. If you're just having trouble with it online, this is undoubtly the reason why. I have this same problem. Offline, you can see it coming a mile away.
DK used to give me the same problems too Hippiedude. In all honesty, cape is really my safety blanket vs big, slow characters. They all have long ranged, sluggish, dedicated moves that're outranged and outspeeded by cape. Once you cape them and have that opening, just let loose with the combos. Also don't forget to grab. They generally don't have fast "GTFO" moves, so they'll shield or airdodge when they feel threatened. Read and grab.
And lol @ Bum. Ur screwed dude. He's inhuman.
Timing on caping DK's upB is much harder online than offline. It can be done on reaction, but that's impossible online because of the input lag and everything, so you have to predict when he's doing it instead. If you're just having trouble with it online, this is undoubtly the reason why. I have this same problem. Offline, you can see it coming a mile away.
DK used to give me the same problems too Hippiedude. In all honesty, cape is really my safety blanket vs big, slow characters. They all have long ranged, sluggish, dedicated moves that're outranged and outspeeded by cape. Once you cape them and have that opening, just let loose with the combos. Also don't forget to grab. They generally don't have fast "GTFO" moves, so they'll shield or airdodge when they feel threatened. Read and grab.
And lol @ Bum. Ur screwed dude. He's inhuman.