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FullMoon
Diddy:
Honestly, the MU is quite volatile and heavily stage dependent. The very fact that Diddy has a projectile that can setup a wall and can force DK to approach, it makes the MU quite frustrating for DK. Pretty much, if you play like Angel Cortes did in Smash Con v Will, game 2 and 3. Diddy really strives in putting DK in two of the three negative states DK has (refer to pg. 44/45). The two states that DK has against Diddy is the approaching, and landing. DK can approach in a very linear and predictable fashion with DA and RAR/PP Bair. DA gets stuffed banana and any good Diddy knows the RAR bair is coming. I would say nair, but the hitboxes are small and may have a hard time connecting with a small model like Diddy. I refrain from using the term "once DK gets in tho" because a good Diddy won't let that happen dude.
Ness:
RAR bair, Ftilt, Utilt and jab 2 are really good tools DK has against Ness. Going in and trying to straight overwhelm with nair, fair and bair ain't gonna scare DK the same as DK has enough range on ftilt to outspace fair. The move that really scares and puts respect in DK is Uair, the hitbox is so large and it kills early too. It comes out fast and just hurts in general. DK can only do cargo throw to uair on Ness cuz he has such low falling speed. Really, the fact to use Ding Dong on them way too much (ie make them above 100%) can make their gameplan quite linear (bthrow all day). If you get the opportunity to, you could cargo u throw to 10 wind punch at around 40-60% for kill. Now, I'm making it quite unfair on the Ness end cause, DK doesn't beat Ness. He at best goes even cuz Ness has some nasty frame traps on DK and DK has to commit and hope the Ness plays fearful/linear. Ness combos DK and can even kill him early and force approaches.
Yoshi:
Now, we are getting to some bad MUs for DK. Even in Brawl, where Yoshi has no kill moves or nothing, this MU was tough and was even. In this game, where Yoshi has overall been buffed (don't kill me here Sinister Slush), the MU is now tragic. There are some nasty frametraps that Yoshi has on DK due to in part of DK's huge hurtbox, and Yoshi in general. Yoshi has a projectile that does decent damage and interrupts many of DK's movements. The fact Yoshi has SHAD and DK has no attack that can react fast enough to many of Yoshi's SHAD options hurts DK. Will, what people say is the best DK, loses tot Raptor and Poltergust in Brawl Yoshi, and to my knowledge, goes Sheik against the MU in this game, confirms that the MU sucks. Ding Dong, Down B, and even Lariat don't work that well either. It's bad man. BF, FD, DL, Lylat are just bad stages in the MU. T&C and S&V are pretty good.
Sonic:
Sonic speed man. Like Brawl, where Sonic was noticeably worse, he won the MU cuz he was so fast and also could bait hitboxes to come out. If DK had long lasting, longer ranged, or not small (compared to his hurt box) hit boxes, he could contend with the speed and bait game Sonic has, but that's no the case. He covers like 2 of DK's disadvantages and actually can kill so, it's lost cause and MU for DK in this one. U can try your best, but if people are playing efficient with Sonic (Static Manny) then there's no point of trying lest you have some sort obtuse plan. Small stages are the only way to deal with him.
Fox:
I expressed my sentiment before with this MU on page 34. A good Fox will use his lasers cuz racking up easy, passive damage is the best way to cause approaches.
C&P from page 34
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While the jab combo isn't the end all be all factor that hurts DK, Fox still bodies DK in footsies. DK'S negative state starts in 3 areas: approaching, landing, and then overall throwing out hitboxes.
How does one force DK into anyone of these situations? To force approaching, all you have to do is passively rack damage (Oli does this well too) on DK as most DKs know that he isn't as durable as his Brawl incarnation. In conjuction, the shield damage and power in his moves are also worse, so when having to approach, know that it's a nightmare.
Landing has always been a sore thumb in DK's gameplay. He has no hitboxes that cover his body that doesn't have stupid small hitboxes. Seriously, a lot of DK'S moves have small hitboxes in comparison to his hurtbox.
When you're forced to throw out moves (because your opponent doesn't want to respect your space), this is the worst. Why? DK overall has slow moves that don't have as much power/damage as expected or just have end lag to nullify the quick start up of some of his attacks. His quickest attack is a frame 5 (not the worst) jab/front side utilt. The problem is, all the attacks that hit in front of him are......lackluster. so if someone is in front of you, well tough luck. All his forward hitboxes on the ground have gaps in them. Also, did I mention how little shields stun and shield damage his attacks do (especially the non sweetspot......he should only have sweetspot.......like for real, sours lot Giant punch never kills)?
Since Fox can force all three negative states in a singular and easy motion (laser for approaching, u tilts and Dair to force landing, and Fox's playstyle just forces DK'S to feel pressed to put out hitboxes).
Honestly, I say Fox is DK's worst MU since he can take advantage and put DK in all 3 negative states easily. Other characters can put you in all 3, but it takes time or too much commitment. What made this bearable in Brawl was the sheer power and durability. Smash 4 stripped many characters of admittedly generous hitboxes, the durability, and power of certain characters.
Fox will always be a bane to DK's side (in every game) until a completely absurd amount of changes to DK or Fox take place."
ZSS:
She has great stage presence against DK and since DK's fastest attack is a frame 5 move, getting out is a tad bit hard. SHe also gets the uair link easy against DK cuz DK is so large plus has a hard time getting out of her up b. If you stay out of the shenanigans (it's actually than you think to get out/not get put into shenanigans), the footsy game sucks, but is bearable. With her nair, you'll be pressed to do anything, but at low percents, convert into utilt. Ducking is a great option IMO, underused, since Tether don't work on you then. Still in ZSS favor by a longshot though. Often safe you Ding Dong cuz that and utilt will be your best bet for kills.
Luigi:
DK IMO, beats Luigi, but not handily. While Luigi has fireballs that safe on shield. So what, at low percents, DK can trade getting hit for a follow up. Many things that make Luigi great are made greater by his grab. Thing is, DK also gets reward from grab and while Luigi's is faster, DK has more range and has jab grab at mid high+ percents. Usmash though, gives DK fear since invincinbility and DK has no landing......scary. Also, many times, DK finds himself on the ledge v Luigi. DK has no ledge options so, yeah that hurts. Onstage though, DK's presence is felt and since Luigi doesn't have the greatest mobility, DK can stuff him with tilts all day.
Pika:
Truth, I dunno about this MU. What I mean by it, it's so stage dependent that what ever I tell you will be voided pending on which stage you go on. SV TC are good for DK and limits the QA shenanigans, and forces a more direct game of CQC. With all hits, bar last hi, of fair, and uair being safe on DK, those moves should often be used against DK. That being said, DK utilt is really good at catching Pika out the sky. PP utilt helps keep Pika in check. Bair is not as effective as the hurtbox extension as well as hitting in a very limited vertical area hurts area. Nair covers space and can lead to some followups.
Rosa:
What can I say about it? If you perfectly space a bair on shield, COMPLETELY SAFE BAR AN OOS DA. Really, the MU relies on how efficient are you on getting rid of luma and capitalizing on that 13 second window. If you can't then the MU becomes how well you don't get juggled and tech the auto angle fair. Not the worst, but it requires a level of thinking beyond me expressing some sentiments here.
SHEIK:
We made it finally. Now, Sheik wins this MU if you play campy or just keep using fair, or cover ledge options like a boss. Otherwise, the MU is not the worst thing in the world. Ding Dong hurts so much (especially when you use cargo uthrow to 10 wind shoulder punch at around 50-75%). What I say to people all the time is watch out for the triangle jumps cuz the Sheik will go on loop to bait some move for easy punishment. Shielding isn't even great cuz fair exists. This MU needs you, the DK to be precise and crisp on punishes because offline, every aerial bar fair, is shield grab. Don't drop the ball here. DK lives for quite a long time already and can stall using spinning Kong if they are trying to edgeguard on BF. Smart sheiks won't ever take you to BF cuz it's now as close to beneficial to him as ever. Hand Slap is also near useless, but Lariat really does wonders here. Learn to mix up ledge get ups on this one. For some reason, Sheiks feel comfortable to shield on edge. Don't be afraid to headbutt and regrab edge. U don't know how much wonders this has worked for me.
Sorry FullMoon. I was doing this stuff then other stuff came in the way. Later is better than never I suppose. I also feel like my analysis has also progressively gotten worse as the night trudges on for me.