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Some characters can escape via sex kick or even just jumps (Mario, for example, can jump out of it. At least I've been able to vs every Falco I've played).Trust me shield grabbed Falco Chain grab you can't escape, snake can't even pull a nade if the grab is done correctly. Invincible we have all the frame data up if you want to look it up.
And asidoh has lots of personal experience to back this claim up. XDSheik's like, really skinny and bendy
I would imagine that the star shot is more worth while. It puts DK up into the air and thats where we want him. Even better he's up in the air facing FORWARD no bair ^^. The only difficullt part will be getting the inhale cuz im pretty sure his ftilt outranges it and his dtilt too, and thats about the range they like to stay at.Copy or Starshot?
o_O
I'd say it's viable either way, but it depends on how comfortable you are with Giant Punch, and how likely you think a Kirbycide/Starshot gimp will be. If you like to use Inhale->Starshot as an offensive move onstage, then obviously don't Copy his power. I can see Inhale being a good mixup approach move for DKs that shield and try to grab your aerial approaches. Conversely, Giant Punch is a great KO move with freaking superarmor, and though Kirby's reach isn't as great as Dawnkey Kawng's, it's still deceptively large.
The bair does NOT beat inhale unless if they space it poorly. I've been hit in the face by a few bairs trying to do this, it wasnt good. Its like giving DK a free hit which he doesnt need.Can we inhale the ape out of his Bair by any chance?
I think FC actually beats his Bair, though he can probably DI out of the second hit then punish our lag, so that might not be a good option.
It's pretty easy to gimp DK though. Yeah, as someone said, they'll be on the lookout for it, but their recovery is bad when it comes to vertical range, and the landing lag on it is atrocious, which doesn't give them a big window to use it when recovering. All they can really try to do is headbutt stall, but we should have enough jumps to wait it out and still drill>footstool them. Personally, I think this is the biggest thing going for us in this matchup. If he tries to recover higher than the stage, don't even bother trying to get above him and drill, just wait on the ground and Fsmash him during his lag.
Also, get DK's power if you can. It's a great kill move that gives SA, and can also be used to survive punches/smashes (Best way to punish a Fsmash if you're in range is with this power). Just remember your range is MUCH smaller than DK's.
♪ I almost agree 100% with you, but my thoughts say that Diddy Kong and Pikmin & Olimar is done right. That's my option as well. :Dstill dont agree with the Falco, olimar, diddy and ganon match ups, but hey my opinion
I'd agree with the bowser being less drastic, and link prolly just to be nice to link =p. Top links are very hard to find so its hard to get match up experience on that.Regarding that chart, my opinion:
-Toon Link should be neutral, rather than 55-45
-I think Mario's at least 60-40, but I really haven't played or discussed this one much, that's just my opinion I guess
-Bowser and Link are probably less drastic than 70-30, though still definitely in Kirby's favor.
-Ice Climbers neutral, rather than 40-60 ^_^
-Olimar neutral, rather than 60-40 v_v
-Diddy Kong anywhere from 45-55 to 55-45, not 60-40 though
-People tell me than Falco is 50-50, I don't see it. I doubt it can be as much as 70-30 though.
-Ganondorf is still iffy for me, even after all that discussion XD I'm not going to be convinced it's anything closer than 60-40 until I experience it firsthand, or see it displayed well
-Dedede is 60-40? lolwut? Anywhere from 55-45 to 50-50
-Donkey Kong may be as much as 40-60 in DK's favor...still being discussed though
Never forget that we're always talking about the top of the top level players for matchups
DK is REALLY F'ing Weirdwell explain how DK can escape lucarios fair combo which chars cant normally escape........im confused lol
Yea i know im guilty of this sometimes. I often force myself not to go for low % grabs while practicing just to break this habit.also, a note to all kirbys out there, stop going for nothing but grabs for the first 40%, it gets old really quick, and i'll usually get more damage on you from spamming downb, wisen up and just hit him
Up b momentum break only works on the hammer? Or do you just get sufficient of a warning to time it correctly? Could the up b momentum break possibly leave DK open to another kill move or is it like not all that punishable at all? Vid if possible would be great.on the kirby matchup, dk does not get his live forever shenanigans (watch a good dk play peach/diddy/samus/other bad koer and you'll know what i mean) since kirby has decent ko power, BUT, the hammer seems to be shut down due to it being extremely easy to upb momentum break out of(I might just be lucky, not sure).
Sorry, forgot to metion top number is our opinion, bottom is the other board's, and it's half-coloured if we havent discussed the matchup yet while full if we haveRegarding that chart, my opinion:
-Toon Link should be neutral, rather than 55-45
-I think Mario's at least 60-40, but I really haven't played or discussed this one much, that's just my opinion I guess
-Bowser and Link are probably less drastic than 70-30, though still definitely in Kirby's favor.
-Ice Climbers neutral, rather than 40-60 ^_^
-Olimar neutral, rather than 60-40 v_v
-Diddy Kong anywhere from 45-55 to 55-45, not 60-40 though
-People tell me than Falco is 50-50, I don't see it. I doubt it can be as much as 70-30 though.
-Ganondorf is still iffy for me, even after all that discussion XD I'm not going to be convinced it's anything closer than 60-40 until I experience it firsthand, or see it displayed well
-Dedede is 60-40? lolwut? Anywhere from 55-45 to 50-50
-Donkey Kong may be as much as 40-60 in DK's favor...still being discussed though
Never forget that we're always talking about the top of the top level players for matchups
Wow, the falco's really think its 70-30 in our favor? Thats surprising. Probably should look that up so i know why they feel at such a disadvantage, haha.Sorry, forgot to metion top number is our opinion, bottom is the other board's, and it's half-coloured if we havent discussed the matchup yet while full if we have
A bracketed number highlighted in black is an agrement between boards, and a purple number means there's an anomaly, such as the Falcos putting the matchup at 70-30 in out favour while we have it as 60-40
Does the chart look good and all?
YAH!!Okay, the DK match-up is dying.
(Kirby) 45 :: 55 (Donkey Kong)
Next plz?
TWELVE PERCENT!Throws work wonders against MK i feel, especially dthrow, 11% is like 1/10 his life.
On top of that, our Ftilt outrange the first 2 hits of Ftilt.I just want to say that I have a LOT of experience in this matchup (Iska and I have probably done it over 100 times in the last week), and while pretty much everything said here is true, you guys are leaving a few things out:
-Yeah, we can shieldgrab a Dtilt if we're close, but why would we, considering a well spaced Fsmash beats it and a badly spaced one trades hits.
-A shielded Dsmash is a free grab for Kirby, so don't get predictable with it. It works best as a surprise move (usually for the KO.).
-be warry of Kirby's ground game. Our air game is better, but because of it surprise ground attacks (ftilt, DA, Dtilt) tend to occasionally hit. Don't get caught offguard because you were expecting a Bair or something.
-Copied from one of my previous posts:
-Be careful about spamming SL... a shielded SL isn't too hard to punish.Dair beats out SL as long as you position yourself so that the front of the arc doesn't touch you. If it does, then you trade hits (though you don't go flying very far), which can be useful A) offstage: It frustrates your opponent and causes them to expend more jumps. No, you aren't going to gimp MK, and that's not what I'm getting at, but it is easier to hit a recovering MK with fewer jumps than one who's not worried about falling offastage. B) On BF, Lylat, or any other stage where the Dair will spike them into a platform and you can attempt to follow up with one of your faster moves (I usually do Bair or FFed Nair>something).
-Our grabs can wreck MK if the player doesn't know how to handle them. Yeah, we can't Gonzo you, but Dthrow chains are incredibly effective. Under 40%, Dthrow>Utilt can only be escaped by a perfectly timed jump/footstool jump thingy that sends you really ****ing high (what iskascribble was talking about). If you try to Dair after the Utilt, you will make me happy, as I will shieldgrab you and do it again. Do that twice and MK goes from 0 to 40. After that, our Dthrow still does great damage and puts you in a bad position.
See, I don't understand why so many Kirby mains can't understand this... While inhale is situational, it can hit, and at worst, it's still better than a move that's going to deal 2-3% before you break out and hit me with a Dair/Fair (I don't know what percent that is, but it's definitely higher than what Kirby-nado does...). If Kirby DOES take that, I'd let him keep it; he's the one losing out...Kirby's Swallow.
...Is useless. Seriously, when Kirby performs Mach Tornado, only one third of his hits actually have hit-stun, the rest don't. So you can air-dodge, or actually hit him, even while inside the Mach Tornado. It even has a much smaller range than Meta Knight's Mach Tornado. Fair, ftilt, up-B...anything that has more range hits him out of it (since Meta Knight's moves don't clash and hit the opponent directly), and you can make him lose the ability easily, because a lot of Meta Knight's moves have multiple hits (not that you should worry about him losing the ability or not, since it's not all that useful).
What more do you need than this? You people don't know how to appreciate pure genius :/TWELVE PERCENT!
Kirby's Dthrow = 12%
Meta Knight's Dthrow = 11%
Kirby > Meta Knight
Yea. Whenever I play a good MK I know, whenever I try to use rock, he uses shuttle loop and hits me before I finish transforming, even though I'm 6 Kirbies higher than him.THey just play **** style.
Dude seriously i get the same thing T_T. They should implement a hitbox right before the transformation thats even stronger than the stone, just for MK.Yea. Whenever I play a good MK I know, whenever I try to use rock, he uses shuttle loop and hits me before I finish transforming, even though I'm 6 Kirbies higher than him.
Right... a smart defensive Metaknight is insanely hard to approach.Sheer yes they can, i prefer to play against defensive MKs and aggressive MKs but not super smart MKs like Omni lol.
THey just play **** style.