Plunder
Smash Ace
Something I wanted to bring up for DisKussion -
Recently I've been using aerial Up-B in neutral as a mixup and a way to bait/condition.
The aerial version has some more favorable properties than the grounded version, the most important being:
The invincibility on the arms from frames 11-42
A much longer active hitbox time (starts earlier and ends later)
And a much smaller end lag depending on how you time it
retaining mobility and acceleration while in aerial SK
It can be useful to halt approaches, create openings, tack on some damage, throw them off their game (mindgames), conditioning, escape. It's not extremely predictable and it's actually quite hard to react to even when you know it's coming. While approaching and DD/SH/FH/FF you can Up-B right before hitting the ground, or you can Up-B right after jumping. From there there are a million combinations since DK retains aerial mobility while in Spinning Kong. You can fade into them then back, stay in one spot then fade back, go straight into/through them for 20-30 damage, or just fade back to ledge to bait something (land > DD or WD > grab/Bair/etc).
Essentially it acts as a sword with disjointed hitboxes constantly swirling around DK for quite a long time. The end lag is deceptive since most don't know or seem to often forget how quick he recovers from the Spinning Kong (this can create openings or break up momentum)
The downsides are that you can lose your G. Punch if hit out of it, but really this is best used when you still have GP uncharged so you can also use it for turnaround cancels mid-air.
There are of course ways to counter it (as with any strat in this game), but I think it's well worth looking into for higher level DKs since I'm seeing some success with it against local competitive top tiers.
Recently I've been using aerial Up-B in neutral as a mixup and a way to bait/condition.
The aerial version has some more favorable properties than the grounded version, the most important being:
The invincibility on the arms from frames 11-42
A much longer active hitbox time (starts earlier and ends later)
And a much smaller end lag depending on how you time it
retaining mobility and acceleration while in aerial SK
It can be useful to halt approaches, create openings, tack on some damage, throw them off their game (mindgames), conditioning, escape. It's not extremely predictable and it's actually quite hard to react to even when you know it's coming. While approaching and DD/SH/FH/FF you can Up-B right before hitting the ground, or you can Up-B right after jumping. From there there are a million combinations since DK retains aerial mobility while in Spinning Kong. You can fade into them then back, stay in one spot then fade back, go straight into/through them for 20-30 damage, or just fade back to ledge to bait something (land > DD or WD > grab/Bair/etc).
Essentially it acts as a sword with disjointed hitboxes constantly swirling around DK for quite a long time. The end lag is deceptive since most don't know or seem to often forget how quick he recovers from the Spinning Kong (this can create openings or break up momentum)
The downsides are that you can lose your G. Punch if hit out of it, but really this is best used when you still have GP uncharged so you can also use it for turnaround cancels mid-air.
There are of course ways to counter it (as with any strat in this game), but I think it's well worth looking into for higher level DKs since I'm seeing some success with it against local competitive top tiers.