Ripple
ᗣᗣᗣᗣ ᗧ·····•·····
- Joined
- Sep 4, 2006
- Messages
- 9,632
Character discussion order
1. MK
2. Olimar
3. Luigi
4. Ice climbers
5. Fox
6. Wario
7. Bowser
8. kirby
9. Diddy
10. Snake! Snake! Snaaaaaaaaaaake!!!!!!!!!!!!!!
11. Toon Link
12. Falco
13. Sonic
14. Yoshi
#1
#2
#3
#4
#7
#8
#9
#10
#12
#13
1. MK
2. Olimar
3. Luigi
4. Ice climbers
5. Fox
6. Wario
7. Bowser
8. kirby
9. Diddy
10. Snake! Snake! Snaaaaaaaaaaake!!!!!!!!!!!!!!
11. Toon Link
12. Falco
13. Sonic
14. Yoshi
#1
Meta Knight
Difficulty
40-60
-Things to watch out for-
-Whornado spam and juggling
-UP-B out of shield
-air camping to continuous well spaced dairs
-gimping off stage to no end
-double d-smash
-charged F-smash (easy to avoid, just don't be stupid)
ok, so MK is going to be one of your hardest match ups. the thing you'll have to work on the most in this match up is spacing. spacing is key because of MK's transcended priority and disjointed hitboxes. DK only has a few moves that can space that well while remaining safe on contact with a shield. F-tilt is going to be your main spacer since it can also break tornado and has ridiculous range. when your using this move always angle it up. you also want to remain on the ground as best as you can against him. once MK gets us into the air, we will not be getting down anytime soon. UP-B is probably your second best spacer. SA, 36 possible % and its a grounded version of MK's tornado.
MK also has some very nice combos on you that he can't really do to anybody else. up air can do about 20+ % at the beginning of a stock due to Dk's big frame size and him being so heavy. tornado chasing once you lose your second jump can be one of the worst things in this match up. once a combo is "broken" MK players will almost always use the shuttle loop to finish it off and hopefully get a gimp kill. this attack is so dumb, it kills if you don't sweet spot the attck. this can easily lead to a stock loss if you're not careful. and it doesn't end there! once MK has you off the ledge it is almost impossible to recover without getting hit at least 3x. dair/up b camping at the ledge is hard to get around. you'll have to side b stall or recover early just to not get gimped.
the only redeaming qualities that DK has in this match up is weight and killing power. MK is in the second or 3rd lightest weight class in the game and since he will be in the air for most of the game you'll be able to kill him in the 80-90% range. your main KO moves will be d-smash, uair, PUNCH, possibly up-smash and bair. you'll have to wait and punish MK's d-smash, rising dair, or glide attack (which all wont kill you until 170 %) to get the kill with the right punish.
tornado discoveries
Counter pick stages:Big O said:Recently I discovered the in's and out's MK's tornado and why its priority is so good. A grounded tornado follows normal priority rules which means almost any move can clank with it and cancel it out. The breaking point of the tornado is 10 damage. Any move that does 10 or more damage will go through the tornado. The catch though is the aerial tornado. As soon as he leaves the ground it gets tricky.
This is probably a bug but any aerial that hits the tornado will clank with it but not go through it no matter how much damage it does. Even a fully charged punch is no exception. This means the only way an aerial can beat the tornado is if you hit MK directly without clanking with his tornado. To do this you must hit him at the top of the tornado. The tornado's hitbox doesn't reach to the top of the tornado even though it looks like it does. After you get a feel for the where the zero priority zone is you can use anything to hit him out of it. I've gotten Nair, up b, and even side b to work although timing the side b is impractical. Ground moves however are not affected by this bug. Ground moves will beat and hit through the tornado as long as it does 10 or more damage. Ground moves will not clank MK out of the tornado though. Say you Ftilt the tornado but you only hit the bottom of it. It will go through the tornado and you will see blue circles that indicate clanking but the tornado will keep going.
The summary is as follows:
1) If an aerial hits an aerial tornado it will lose.
2) The only way to beat an aerial tornado with an aerial is to hit MK without hitting the tornado hitbox. You must hit the top of the tornado without hitting the sides or bottom.
3) Any ground move that does 10 or more damage will go through and beat the tornado period. However you must hit the center to hit MK out of it.
4) A grounded tornado is not a priority nightmare. It can be clank canceled by almost anything.
5) The fact that aerials that do 10 or more damage do not go through the tornado is probably a bug.
I hope this gives you guys a better perspective on how to deal with tornado spam
Japes
Brinstar
Yoshi's
Mansion
stages to ban:
Frigate
Rainbow Cruise
#2
Olimar
Diificulty
50-50
-Things to watch out for-
-Grabs
-Pivot grabs
-what pikmin they grabed you with
-did I mention grabs?
-up smash
-whistle armor
Olimar is going to be another one of you hard match ups. olimar's grabs basically destroy DK's entire spacing game. Whenever you jump in the air they will either run under you and up smash or they will run away and pivot grab. With that said, you're basically limited down to 3 options when you need to approach an olimar. Down b is basically your best friend but after awhile it gets to be predictable and punishable. F tilt is your next best option but you'll be within grab range of olimar. next best thing is grounded up b. if you tell when they are going to toss some pikmin then its the best option. if your opponent likes to pivot grab a bunch then its probably the worst option. as the match continues you'll find yourself running out of approach options that they haven't seen. it can be very tiring but stay strong.
as fas as combos go we're lucky that olimar can only combo us from 0-30% and then he'll have to rely on pikmin tosses and grabs to do damage. oli's typically grab you at low % and d throw then regrab/up smash then up air > up b. this is the staple combo of most olimars. Olimar can also kill DK earlier than almost every other character in the game. An up smash from him at 120% will kill you almost guarenteed. anything else shouldn't kill until 150%, but you'll get up to that % very fast with the pikmin he'll toss. That's why you will need to gimp/kill olimar as fast as you can using cargo throw for the gimps and d smash OOS when you block one of his smashes. any thing else is too puishable to handle
Stages to Counter Pick
Frigate?
Stages to ban
Halberd
Mansion
#3
Luigi
Difficulty
55-45
-Things to watch out for-
-Double aerials
-Fireballs (better than you think)
-Nair break
- Jab cancels
-Actual combos!?
-SHORYUKEN!!!!!!!!!
luigi is a BEAST. Luigi actually has combos against him! Luigi can basically keep connecting moves until you are around 50% and then he's going to go for more grab combos. jab cancels are a proble because it leads to up b and grabs >up tilt . up tilt will be his main juggle move then he'll take to the air and hit you with a couple up airs. Luckily Luigi can do much after his initial combo rage, but unfortunately, DK can't combo luigi at any%. whenever you knock him into the air he can nair break before you hit him with anything. nair also happens to be one of his kill moves at higher %. to beat nair brake and stop luigi approaching with his tornado you'll want to spam bair all day long. luigi can't punish bair because of how far he slides and if he unshields to tornado you can f tilt before he reaches you or you can bair again. just spam bair.
Killing power for luigi is sooooo good it's not even funny. up angled Fsmash and Shoryuken can kill DK before he even reaches 80%. and what's even worse is that jab cancels lead up to these moves and luigi gets us to that % really fast with his combos. sometimes luigis will bait a grab by attacking your shield with one aerial and then backing off so they can F-smash you. you should not have to worry about this because DK can actually punish luigi's shield pressure. as soon as he hits your shield with an attack you should shield drop to up air/up tilt. this is also one of your ways to kill him. the only way you'll kill him in any other fashion is if you power shield something and then dsmash as fast as you can .
stages to counter pick
Jungle Japes
Luigi's Mansion (lol)
Stages to ban
???
#4
#5Ice Clmbers
Difficulty
40-60
alright guys let me first say that this match up is most likely 60-40 for the ICs and we probably know why its slightly in their favor. *coughchaingrabtospikecough* you may be thinking that this match up is impossible and if your inexperienced, it is. you must limit the moves you use in this match up very strictly.
the order of most to least used moves in this match are as follows.
1st. Down B
2nd. Grounded Up B
3rd. SA Punch
4th. d tilt
5th. bair
6th. F smash
do not use any other move unless circumstances call for it such as the ICs being on a platform(up smash) or the shield is severely diminished(side b). you must make sure to hit with these attacks or you may be heavily punished for it.
move discussion and explanation
you're probably wondering to yourself "why do we have to limit our move set so much Rip?" well, I'll tell you why. its because you MUST use attacks that don't have much lag or they have an insane about of shield pressure otherwise you are going to get grabbed, and the above moves are the only ones that are good enough for the job. lets discuss each one now.
1. Down B: this move should basically be spammed as a back the hell away and as a tech chase after you hit them with another move. It has an insane amount of pressure and can be punished, but only from the air. very nice damage(14%) and hits them up into the air, the worst place for the climbers. also out spaces the blizzard by ICs. this is your saving grace in this match up.
2. D tilt: another very important move in this match up. starts fast, ends fast does about 9% and has the possibility of tripping which leads to Down b or tech chased grounded up which is 40% right there. I do not recommend using F tilt because there is more lag for that 1% more. stick with the d tilt.
3. SA Punch: the perfect move in this match but sadly, it must be charged and you are not going to get much charging done in this match. This move has SA, insane reach, insane shield pressure, 29% damage, can be pivoted, and kills around 90% and can hopefully hit nana if they power shield it. any chance you get to charge this, do it. it will save your *** many times.
4th. grounded UP B. What do Ics love to do to us that make us pissed off? they approach shield our attacks and grab. not anymore my friends. if you ever see an ICs player running at you the first thing that I should see is a grounded up b moving towards them.(or ground pound)
5th. bair: you should know when to use this by now if you play DK
6th. F smash: yeah crazy right? not so much. while this attack is slow. if you charge it, it gets good. if you ever find yourself to close for comfort CHARGE a F smash about 1/4 to 1/3 of full. this for some reason adds a ridiculous amount of knock back and shield pressure. it basically becomes a little worse version of SA Punch. ALWAYS, ALWAYS CHARGE THIS WHEN YOU USE IT!
what can Ics do to litlle ol' DK?
They can **** and Pillage you in the face!
you should know the drill by now, don't get grabbed or you will most likely lose a stock. you really need to focus on what you do and when. Don't not think for even a second. always think about what he can do to you. and what limited move you have that can stop that. general problems I here are...
that blizzard does like 30% and can be spammed by desyncing them and alternating short hopped down B's that basically make a impenetrable wall of destruction.
DK can not jump over the ICs and punish them instead DK must use down b or SA punch to hit them or you can just jump over them anyway and let it go unpunished to get better spacing. this is your call
These ICs know how to play DK, they play using aerials!
good, that's how we want them. every move becomes available when they realize they can't grab you. which turns the match into your favor.
Should I try grabbing and cargo tossing? it seems like a good idea to get them separated
I honestly never go for the grab them unless they are already desynced. and when I do it is usually a pivot grab so its not so obvious.
How do I punish their side b when it is used?
Don't try. I'm serious. for some reason when they are both together this thing has almost no lag and anything you do out of shield will be power shielded by them including d smash. when there is only one using it and you get hit you can still punish with a grab or d smash for some reason.
when I get grabbed they just spike me. help?
learn to Smash DI. this will let you hit the stage when they attempt to spike you. allowing you to tech.
#6Fox
Difficulty
55-45
-Things to watch out for-
-Lasers
-up smash
-dair > grab
-rising fair (from the ledge ususally)
-shine stall
Fox is an odd character to play against. he's like a glass cannon and you'll find out exactly soon.
at the start of the match and anytime your away from fox he is going to laser you. while the lasers don't do that much damage, over time it actually builds up to quite a bit and it also doesn't help that fox can kill DK at absurd %. a fresh up smash will kill DK at 100% and possibly even lower if your not careful and if that wasn't good enough, fox can punish attacks that even DK can't because of his initial dash. but this is where fox becomes a glass cannon. his weight is aweful and he can be killed at an even lower % than us by our d smash.
Wario
Difficulty
40-60
-Things to watch out for-
-chaingrab 0-110%
-OHM NOM NOM (Bite)
- half charged fart
-auto cancelled dair
-up air used very close to the ground
Wario is an odd *******. He is one of the few characters that does not have problems koing you around 110-120 due to his uair and fsmash (the fart is easy to upb brake, but technically worth a mention). he can also chain grab you to 105, eat (literally) your shield, spotdodges, air dodges and rolls, and live past the majority of the cast.
Sounds REALLY bad right? well, sort of. You have the advantage of guaranteeing you punch out of a grab release for a free 30-25% (or death after about 70%), as well as your fsmash (free 20%), Usmash (death after 86%), and dsmash (death around 110 or so). you also have a large range advantage, as the stubby little guy tends to lose when attacks collide.
Now, hitting him seems a lot harder than it actually is at first. he's going to float around and try to bait your attacks so that he can punish, don't fall for it. when he gets into the air, keep your back turned away from him and wait, don't let him get directly above you, if he tries to come down on you, utilt him, if he looks like he's trying to get directly above you, jump straight up (maybe away but NEVER towards him) and wall with bairs. it makes a good wall for him and forces him to give up the air camping. If you run out of stage, run under him when he's at the height of his second jump.
on the ground he's going to want a grab, this makes it easier to grab him, however you have to be extremely careful or you'll wind up taking damage up to 110%, other than grab on the ground he doesn't have much (fsmash is more of a punish), and will likely SH aerials and the bite, utilt or high angled ftilt work best when he does this, preferably utilt.
The object of the game is to wall him off and not let him get in, but that can be very hard when you face a good wario. fortunately there are like two good warios, the rest of them you should be able to wall easily.
40-60 against good warios (both), 60-40 against the bad ones (note, they'll try to grab like no other if they can do the cg. serious falco syndrome with these people)
#7
Bowser
Difficulty
60-40
-Things to watch out for-
-fortress OOS
-side B suicide win thing
-continuous aerial side b
-fire breath
As a DK main the advantage that we have in every matchup is that we kill earlier and live longer than almost every character in the game. Bowser does not fit this description. Almost all of bowser's attacks kill at reasonable percents and his kill potential is equal if not greater than ours. In addition he is very heavy and has decent recovery. Fortunately we have a few things that bowser's will not know how to counter.
Bowser has many tricks up his sleeve. Things a DK should be wary about at all times are his side b and his neutral b. A common misconception is bowser's only use for side b is for bowserciding. More often than not though, Bowser will use it to rack up damage and put you in a bad position. Remember that whoever is at a lower percent will be able to control where to land the side b. Bowser's neutral b can do massive damage if we do not react quickly and correctly. While if we DI towards Bowser we can punish him with side b but you risk taking 30 damage or more. Often the correct move is to DI away and take as minimal damage as possible. Bowser's up B out of shield is really one of the greatest ooS options any character in the game has. It will kill at medium percents, does about 15 damage and gets invincibility until the hitbox comes out. Try to avoid hitting his shield and being right next to him afterward. Bowser's F smash is quite a slow move, but often bowser's are able to use mindgames and land it on you. Sometimes when you are on the ledge the will start charging it. Use up b ledgestall to regain invincibility and wait him out, then punish. Another thing to watch out for is his fair. It has a hitbox all over his body (and hes huge so...) and if you mess up your spacing he can easily hit you with it.
Other than that he is a pretty straightforward character. He has multiple kill moves such as D tilt U air Down B down smash up smash f smash side b u tilt fair bair and f tilt. Fortunately for us he does not have any guaranteed grab releases so against us his grab game is nothing special.
Things we can take advantage of are our multiple spacing moves and damage rackers as well as our combo moves. At low percents U tilt strings well. Since he is so big it is quite easy to hit him with any smash moves especially f smash. In addition if you land a grounded up b there is a good chance it will go for over 30 damage. Use tilts and b airs as often as possible to outrange Bowser and keep him away. Bowser is a character that we can gimp pretty easily but in situations where he might want a bowsercide watch out for his side b. As usual, abuse your SA punch and you will have no problem killing him.
#8
Kirby
55-45
-Things to watch out for-
-dair spike
-inhale
-serious falco syndrome
Kirby can be extremely annoying but once you know how to fight him it should be an easy matchup.
Kirby has grab combos on you. If you get grabbed at 0 percent there is a good chance you will take about 40%. At higher percents Kirby does not have any real followups but his throws are damaging so you always have to watch out. At low percents kirbys will sometimes try to chaingrab you with d throw. Once you can, you should jump away to escape. Other ways he will combo you are F throw U air Regrab D throw Up tilt. That one is annoying and is usually their best option. I think you can get away from the up tilt at then end. If they do D throw to up tilt as the first throw you can escape.
Getting you to 50 percent is really not the hard part for kirby. His small grab range does complicate things but he can get a grab. And he will be trying extremely hard to do so. You should watch for this and punish. Down B and walk away f smash as well as RMH...S should all work well. Just keep him at bay with your tilts so he is not in position to get a grab.
Kirbys ground game is nothing to be afraid of. The only moves that are slightly annoying are F smash and u tilt. U tilt will combo you at low percents and F smash will kill you early if you DI poorly. Noob kirbys will spam f smash. Good ones will save it for certain situations such as when you are landing or when you are near the edge so you will get pushed off after shielding it.
Kirbys aerial game is annoying but still nothing we can't handle. His main move in the air is his Bair. Our bair trades his with it. We beat out everything else with bair. His nair autocancels and his up air is good at comboing. Most kirbys will protect their landing with Dairs. If you shield it (it has a landing hit, watch out) then you can shield grab him. Dair will destroy your recovery every time. It is worth recovering high with lag to avoid the Dair. More importantly make sure if you get hit by his f smash you DI properly so you are not in a position where he can spike you. Other than that his Air hammer can send you at a bad angle if the second hit hits you.
Watch out for kirbycides when they apply... when they are at high percents and you are at low ones. Also he can take your punch which is annoying but yours has more range.
F tilt D tilt Bair and U tilt are all very important in this matchup. Down B at low percents to avoid grabs. Punch will also destroy kirby. Make sure you are always spacing well and kirby will never be able to get in. Also. Unless gimped you will not die for a while and he will die early.
#9
Diddy
45-55
-Thing to watch out for-
-Bananas-
-naner locks
-Banana throw to grab when you shield
-Banana to F/D-smash
I don't think the diddy matchup is that bad. I just think diddy is the hardest character to play against if you aren't really familiar with the matchup. He has to get you to ridiculous %'s to kill and you kill at a little less than 90 with fresh down smash. Naners are real trouble but you just have to watch out for them. They almost always shield poke so you have to keep on the move. Get in safe down b's at every chance to get diddy in the air. Side b works really well on diddys shielding with naners in their hand because they like to wait, you'll either shield break or burry, both are free hits. DK>diddy offstage, the only big threat is diddy hump but just wait for it then punish. Weak bairs or nairs are amazing against rocket barrels because it just knocks him out and he basically just tumbles down and away. Punch>dash attack, punching his naners when he glide tosses them keeps out the punch long enough for the usual dash attack follow up to walk right into the trap. The biggest thing to worry about in this matchup is not letting diddy get stage control, either throw his naners offstage or use them if you really know what you're doing. Smart diddy's usually know what to do when people have their naners so if you're not confident the best thing to do is throw them off. MAKE SURE YOU KEEP THE PRESSURE ON WHEN HE DOESN'T HAVE BANANAS. This is very important, don't forgo match momentum to charge a punch. If he throws a banana and it bounces off your shield you can try to jump OoS and z catch it if you like. If diddy throws a banana at you don't roll back unless it will take you farther back than the distance of the banana. Often times you'll roll into the banana and just trip anyway. Sometimes you can get in grab armored grabs during his dash attack, especially if you perfect shield. His dash attack isn't completely safe but it is extremely good still. Make sure you don't airdodge immediately after you get hit by habit either. Diddys are extremely good at following this up by throwing naners where you will land or with grabs. You beat him in the air with your bair, he can't compete. This matchup just has to be played extremely smartly or the diddy will wreck you.
#10
#11Snake
50-50
-Things to watch out for-
-Grenades-
-Up-tilt-
-F tilt range-
-NEVER DODGE IN ANYWAY!!!-
For snakes the hardest part is dealing with his ground game. Snake offstage is super easy mode. Luckily for DK, his wonderous down b basically negates his opponents ground game because of it's range. For campy snakes just remember that his grenades take 3 seconds to blow up. That's plenty of time to get away/past them before they explode, or even use them to your advantage. Don't panic and don't be scared to run past grenades or go near them, just be sure they don't explode while you do. Glide tossing grenades up or down is usually a better idea than at the snake you're charging at or you'll probably take damage too. Just watch out for them trying to strip your grenades. Snakes set mental traps for you more than physical ones because of the timers on them so just don't let that get to you. They try to limit your approach options with grenades but in reality they only limit that option for the split second that they're exploding, you have plenty of time before that so use this to your advantage to help catch snakes off guard. If a snake is trying to cook grenades against you or gets too happy with grenade countering a well placed side b will break their shield almost every time if you hit their shield and the grenade. If they just shield dropped the grenade a well spaced down b will detonate it when it hits the ground and chip away at their shields to possibly break it and at least put a lot of pressure on their shields. The key in this matchup is to not let snake set up his camp game, while simultaneously staying just outside his tilt range, that is snakes trouble zone. Snake is one of the few characters where I absolutely never charge a punch first thing. Always rush them and don't let them set up their c4's/nades/mines. You have to do this smartly though or else you'll just get ftilt'ed for a quick 21. Down b will detonate grenades or his downsmash mines that are set on the ground, but not c4's so watch out for that. C4's have more range on the hitbox below them so be more careful about being below them than above them. Often times a simple short hop will prevent you from being hit by the top part of the hitbox, which doesn't nearly cover the entire visual explosion. Perfect spacing with bairs give snakes a lot of trouble, make sure you're retreating correctly and you should be ok. Side b after bair is extremely useful against snakes because there isn't too much that they can do. Juggling snake is easy too. Just punish his inevitable airdodges with up airs or whatever you want. I like jumping up towards a snake in the air that's at high %'s to bait an airdodge then fastfall and downsmash his AD lag for a kill. Snakes up tilt is really easy to predict and punching it is a lot of fun, they'll usually try to get you while you're falling down so just punch him in the ****. Snakes bane is the cargo down throw, seriously it ***** snake hard. Just walk to the edge and downthrow him off. They will likey either try to double jump and airdodge your follow up or double jump and up b. You basically have to predict which one and punish from there. The easiest way to see what they'll do is just try it once and just wait and watch, possibly using the time to charge a punch. If they recover onstage just grab their landing and do it again. If you know they're going to try to up b asap and they don't have really high %'s you can rar bair them out of their cypher, at this point they're forced to up b again and you can just double jump dair aka dk ken combo for an easy kill. If they meteor cancel with an up b don't be scared at all to go as low as you want to spike them again. You'll always trade hits with his cypher which is awesome for you, it pops you up a little bit and you now are free of any lag at all from the dair and you're now rising while he is plummeting down. Just make sure you still have your double jump if you're going extremely low. I like to do the dk ken combo I mentioned earlier at low %'s then just fall and spike them again to make sure they're dead. It's basically a free kill if you read them right after a cargo downthrow which is amazing. If they try to use their double jump towards the stage and air dodge then just wait on stage charging an f smash and punish their AD lag for a kill. That's all I can think of for now but the Snake matchup gets a lot easier when you're not intimidated by his camp game or tilts. Watch out for his nair it's nasty, I've had it make my punch clank while they continue the nair and I get hit. Just keep spacing with down b and getting snake offstage as much as possible, Those 2 things are really the keys to this matchup.
Toon Link
50-50
-Things to watch out for-
-Boomerang
-Bombs
-Start up cancelled arrows
-Zair
-bair WoP
TL is going to be a very annoying match up no matter how experienced you are. TL is just going to spam all the projectiles in his arsenal to keep you at bay and its going to be a pain. Boomerang, when hit at low % can lead to F-smashes or up smashes. Boomerang also has its uses at high %. When you are at higher %, and trust me me you'll get up to high % very fast, boomerang leads up Fair, nair, and up air. you'll have to be very tricky as to not get hit with a full strength boomerang because it's almost a guaranteed follow up at high %. You'll also have to look out for bombs. Bombs are a little better than the boomerand because it always hits you up into the air. It can lead to footstool combos and other nasty little things like nair. Then we come to the arrows. Arrows are ok but they are not going to be the projectiles that's spammed often, and plus they will usually only be used when falling so the start up animation is cancelled. Remember that these are a little slower than link's arrows so PS can be used on reaction. Lastly we have Zair. Zair is a *****. 0 lag and when used correctly, can't be punished. It combos into grabs and nairs, which since zair's knockback doesn't increse with damage, can be a real pain a higher % since it has so much hitstun. alll in all TL projectile game is very, very good. Don't be afraid to walk as an approach to get to TL. PS all of his projectiles and punish accordingly. Don't forget that grounded up b has super armor frames and can just let you bypass his spam. you'll be using this quite a bit this match up. other attacks that may help you out if you would prfer not to use up b would be nair, bair and F-tilt. all can knock away his projectiles.
Like many other match ups this one is close to even because of DK's killing power and ability to survive. each game you should like to about 200% or more because TL's only kill moves are up-smash, fair and sometimes uair. 2/3 require you to be in the air for them to be used properly and up smash can be avoided somewhat as long as you don't do a rising bair on TL's shield that's close to him as he can run and up smash OOS. In this match up you'll be wanting to be more of an aggressor and not play defense so much because that will only cause you to make more mistakes and take more damage. Use the full extent of your Super Armor. UP-B is a fantastic move for getting in and doing some damage plus it stops some all of his spam. SA punch is also a wonderous tool but you won't get much time to charge that up with everything exploding in your face and all. bair helps block projectiles and helps take him out of the air when he's pulling everything out when he jumps. Just space him as well as you can and you should do well
#12
Falco
45-55
-What to watch out for-
-pew pew pew.... (lasers)
-Chain grab to spike (DK can always survive)
-Jab > stuff
-laser>up smash
-MAJOR Falco Syndrome
Falco is probably the most annoying match up that is not D3 or ICs. Lasers and side b are possibly the biggest pain that DK has to deal with. They completely shut down our approach and they have no lag on landing so there is no way we can punish them in anyway, even PS>Jab isn't safe. lasers also lead into attacks if he uses them late. up-smash is a possibility but usually it leads into a jab>grab. Jab is interesting because it adds such an odd amount of hitstun to it that it seams that you can't actually escape from the grab that's coming. jab also has deceiving range because falco leans forword when he uses it. When you do get grabbed after a jab, you don't have to fear because you can survive the spike at the highest chaingrab % possible by mashing up on the control stick and DI-ing away. once the chain grab % has been passed then this is wen you are going to try everything to rack up damage as fast as you can because falco is going to try and keep you at bay as much as he can. His side B is going to be a big problem once you actually get in too. almost 0 lag and goes 2/3 the length of FD. So whenever they actually use it, positions are basically reset and you are at a disadvantage again because of the distance. This sucks because you'll have to predict if (hopefully "when") they will use this attck.
As far as how this match up is supposed to be played, you need to be as aggressive as possible with your ground game. UP-B, F-tilt, d-tilt, and down B are all you're really going to have room for. always use your attacks as falco is falling from the air, if you do it right then it shouldn't matter that laser has 0 lag,or if he air dodges because the hit boxes are there when he lands and landing always has at least 2 frames on lag. This is pretty much the only punish you'll get. D-smash OOS will almost never work against falco unless you get hit with a smash attack. Off stage however, falco should never recover. stand next to the ledge and wait for the side b noise, if he is high you should jab, if he is low then you should pivot grab the edge. either way you win. if falco should ever use up- b. Then just run off fair or bair. Falco should never recover. cargo throw him off if you need to. Do everything you can tp get him off.
#13
Sonic
60-40
don't be slow