MEXICAN
Smash Lord
lol, you wish Brandon0 to death ur DK
not really
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!
lol, you wish Brandon0 to death ur DK
not really
I have a hard time gimping Sheik. DK's UpB edgeguarding doesn't really work on her too well because of her invincibility frames during the Up B. The best gimp I think possible would be to connect a Bair -> UpB off the edge but thats alot to ask for.Gimp kill.
Just because i think im actually going to see some cause of hte tier list change.
Mexican, what can you tell me about DK vs Doc?
blahblah10charsThe Marios should, for the most part, be no problem for DK. If you have good DI, you'll practically never die to Mario. He's extremely limited in his ko options. F smash and d smash are his only real KO moves. Everything else DK can survive easy. This whole matchup, just run away and charge your giant punch, hitting him with b airs when he gets too close. Giant punch is your best friend. Run and charge and you pretty much have mario beat. You just have to know how to get around the fireballs, which isn't too hard.
Doc is a little bit more tricky. He actually has KO abilities. It's essentially the same game though. Just avoid the pills and charge your giant punch. Doc can't beat DK's b air or giant punch. Escaping his combos and edgeguarding are the only thing you have to worry about, but if you follow my basic advice, and you're on par with your opponent skillwise, you'll do fine
They definitely don't outspeed DK, DK is at least just as fast as them. About "out camping", pills/fireballs really aren't that bad to deal with, they still give you space to charge punches and land Bairs when the Marios try to approach. Even so... unlike characters such as Falco or even Link, they can't even throw out projectiles when they're decently close to DK; the animation in pills/fireballs is way too laggy.Dk outranges them, but they outspeed and out camp him.
Up close? If Mario is getting very close to your DK, that's the first problem lol.Plus the Mario's jab game is fantastic so up close DK doesn't really have a lot of good options.
? I don't think the Marios can actually KO off of a grab against DK, whereas, DK actually can.Both of their grab games vs. one another are both very effective and in terms of edgeguarding, it's hard to say who has the better advantage there.
Fireballs/pills = baby spam. The reason they Marios are as good as they are is because of gimps/solid edgeguarding and the fact they chaingrab good characters, namely 3 out of the 4 top tiers. If they had better spam, then the fact they don't have much range in their moves wouldn't matter as much (Ex. Falco).I don't know, I don't see how DK can have the advantage or go even with them if they camp
Space what? Mario's body is smaller then DK's arm lol.and space properly.
Ok, so now he has to fulljump and charge his punch, lol.Now of course Doc can't camp out nearly as well as many other characters, but there is a safe distance where he can be close enough that pill spam puts pressure on DK while charging his punch, and also he is out of range of getting punished for it.
Who uses jab with DK?Also, Doc's jab game is beast as hell while DK can't really follow up from a jab or react that while Doc is in his face that close.
Dthrow to fsmash works with bad DI I believe, and since you mentioned it working at low percents, I don't see what's the problem with it since it definitely cannot KO.Now out of grabs, Doc has Dthrow->fair at certain percents as well as Dthrow -> fsmash at lower percents.
If the DK is terrible, sure, why not.Edgehog/edgeguard, repeat 4 stocks.
He can't.Plus I believe the Mario's can cg DK with dthrow for a few percents.
This is where I stopped reading your post.Space what? Bairs (SHBAWL works wonders here), ftilts (trades or beats out many of DK's moves, including Bair), Dsmash, jabs.
Uair and Fair. For the Fair, I have to use the control stick + Cstick to get it off ASAP, the Uair just takes some timing.
___
Here is a question i do have for you NJz, what can Dk grab-> kill with? (Im guessing DK punch?)
And, what % (if any) is it guarenteed?
Lolzz, fo sho
___
and last off topic thing.
Needs mo' talim.
Sure, this matchup is **** (for DK).Go to Alukard's bi weekly on the 15th. MM?
Marth has SSSSSSSSOOOOOOOOOOOOOOO much more range then Doc, yet you say ridiculous things about Doc xDBairs **** Marth
Cargo up.throw, never thought of that. Thank you good sir.*real talk*
You're right, they just need to outspace them with moves with less range xDWord I agree Dogy you're definitely right, but it's not like we as Doc users are just going to stupidly approach into a nest of DK's Bairs and Donkey Punches either.
Falseries:Also Bair does **** Marth (off the stage lol). Taken WAAAAY out of context.
^^^^^^^^^^Bairs **** Marth, same with Uair juggles and UpB edgeguarding. Don't get hit. be a monkey. **** marth.
Yes, I was meaning Dk. I just referenced back to Doc so you know what I meant.*looks up* np, but for future reference, lets keep this kinda stuff in the doc forums (unless you were talkin about DK too).
Im not too keen on the idea of takin over another forum. I've always wanted to pick up some DK myself.
CANT DO IT FOR LOW TIERS NOW CAUSE YOU DK MOTHER ****ERS ARE APPARENTLY TOO GOOD.
What about Bair out of shield? I'm perssonally afraid to use it because I have a bad tendency to have my moves interrupted, but what do u think?Something else i wanted to tell all you DK users out there, is that there's usually a better alternative to rolling when you're in a bad situation and you're in your shield. Up b is an obvious choice in some situations when it'll hit, but if it won't, there's still something you can do. You can jump and then up b immediately. When you're in the air, the hitbox for the strong hit is much bigger and will hit them pretty much as long as they're touching you. You can jump and immediately do your up b and wait on them for a second so that they can't chase you when you need to land. When your up b is about halfway done, start moving as far away as possible and you'll be set and get away scott free. Works great against fox and other shorter characters.
I tried your version of the death combo and it won't work against an FF that realizes that the Uair after one grab has next to no stun, so they can easily jump/shine out of it. I know it's worked before, but I would rather do something that will work on everybody, no matter what skill level. I find that if you:I don't particularly like that advice....First of all, you don't have to shffl your u airs. They auto-cancel on their own so there's no need to l cancel. Second of all, cg'ing is probably not the best method for adding damage/comboing. Me personally, i sh u throw, u air, regrab. Then i sh u throw, u air, u air, regrab. Then sh u throw u air, u air, and then giant punch or f air or whatever else i feel like doing...Thats imo the best way to do it. When you cg the whole time, you only add about 7 damage for each u throw and that takes a long time, and they just have that many more opportunities to escape...
I thought this was interesting.DK beats fox at least 7-3 on FD, 6-4 on DL64, 6-4 on poke stad, 4-6 on BF, idk the other stages
if anyone disagrees with the DK vs fox on FD then MM me 50 dollars all FD
I find that interesting also........... I dont understand how MMing him would help that though, he's much better than pretty much everybody else.......... and what is he basing that on? yes, DK has the death combos, but to grab fox is a ***** in itself, not to mention having to b 100% efficient with death combos.I thought this was interesting.
<3 KirbyKaze lol even though i'm still improving, I know that DK + 4 grabs on fastfallers on FD = win. Now, getting these grabs on spacies that will b gay to u and spam Nair/shine (half of those going through your shield if u try to) will b near impossible if they dont screw up. Usmash/waveshines dont help the situation either, and DK's recovery is pretty good, but not great. With all this being said, I don't see how DK can have advantage at all (if somebody can, by all means, prove me wrong, i'd love to know).I'm guessing the theory is that there are fewer escape points and/or no way out of a proper DK chain grab on FD. Therefore if he gets 4 grabs he wins.
I'm curious as to how he's getting those grabs but I suppose DK can limit Fox's approaches like everyone else with cc grab and stupid crap like that. His grab range is fairly good all things considered and you could probably Bair --> grab him out of some stuff or Uair --> grab him out of full jump nairs and other high approaches (if they do that sort of thing).
I'm really just assuming he figures Fox can only mess up his approach/defense 4 times whereas DK has more leniency.
I also agree that a MM will prove nothing.
If by silly you mean amazing, then sure! lol CC grab against spacies is so risky though, I would personally prefer to CC Ftilt, or CC dtilt to grab or something.Oh I don't know what to think about DK.
He's such a silly character.
And, yes, generic Fox stuff is pretty good against DK (sort of how it's good against every freaking character). Shine, shield pressure (lol DK's shield), grabs (even if they DI just be imaginative and follow through with something that's not U-air), waveshines, lasers, it's all just gravy. Nair seems somewhat dangerous though. CC grab when the opponent has a death combo guaranteed seems scarier than when they don't have a death combo guaranteed.
I was talking to Mike about that, that would make my day, potentially month.I want vids of M2K's DK when he's playing good dammit.
What about Bair out of shield? I'm perssonally afraid to use it because I have a bad tendency to have my moves interrupted, but what do u think?
I tried your version of the death combo and it won't work against an FF that realizes that the Uair after one grab has next to no stun, so they can easily jump/shine out of it. I know it's worked before, but I would rather do something that will work on everybody, no matter what skill level. I find that if you:
CG to 20 - 24%
Uthrow (or cargo Uthrow), Uair, regrab
Throw, Uair x 2-3, then Fair/Giant Punch
Works a lot better, and it will just come down to following DI. If they DI off stage, either Fsmash, Ftilt or giant punch.
Thoughts?