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Zelda Matchup Thread // OUTDATED

Kataefi

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We should put 40:60 against Lucario to be on the safe side and not upset dearest Timbers, who seemed to have got quite down and agitated when discussing the matchup (maybe it's his/hers style of dicussion?) :/

But I will argue to DEATH that DK vs Zelda is NOT her disadvantage. If anything I believe this is her advantage 60:40 or 55:45. http://www.youtube.com/watch?v=cbDUQIUPluw I can't stress how easy this is, and you can do it from both bair and fair. You can kill him quick. It's not game-breaking, just useful to know and guaranteed.

You can easily sweetspot his recovery both on top and on the side, except during super armour or whatever he has. It also autocancels so be careful =O

Also... Zelda's range is genuinely extended here, I've ran some tests... Her smashes tend to suck him in at ridiculous ranges because his attacks move his hurtboxes quite dramatically, and she only needs the tip of the head, hand or foot to be able get a move in. This means she can interrupt a lot of his moves if she baits and punishes by getting him to react first. Not sure how this would factor in... but it's useful.

Usmash > bair spam
Bair spam > farore's <-- he can seriously punish her recovery so don't use it that much

I believe Mocha played some well known DKs and believed to be roughly even.

Also.... about Falco... did you know that when he FSmashes her DSmash/tilt can knock him out of it from an absurd range :??? Weird...
 

Sonic The Hedgedawg

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I really really find DK easy to beat up. That having been said, it's harder for us to finish him off than vice versa, but he really can't beat zelda's defensive game that easily and he's cake for us to smash with aerials.

That having been said, don't get complacent. It'll end you. DK is QUITE threatening if he can space properly. Luckily, Zelda can pretty easily beat him inside and outside of that perfect range for him, and he doesn't have a good tool for consistently rooting himself at his ideal spacing.

I don't play enough high level DKs to say anything for sure, but I play against decent enough DKs enough to know that it's the basic case of: DK is a better character than zelda, but zelda is built to handle him. If she can adequately make use of those tools, she has a noticable upper hand.

60:40 Zelda.
 

itsthebigfoot

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His Up B recovery leaves him pretty open to a sweetspotted dair as well. Also he's listed in that one thread as getting a guaranteed sweetspotted fair on him after you trip him with a dtilt, lol.
his upb recovery is used mostly for the invincibility frames, we can just DI right and float down most of the time, but if people try to gimp upb right through, you won't land a lot of gimps on a good dk, the only character i've seen do it consistently is kirby, and i've played a good... everyone but ganon.

this is 60:40 Zelda, Zelda has a major advantage in this matchup, DK is rapped by the up-smash, & he is very vulnerable in the air, because the only thing they have fast enough to fight back are bair & nair. Dair & Fair are laggy attacks that can be read pretty well. I think Din's Fire can hit him out of up-B. In this match-up you have to keep your distance & stay out his range(ftilt,dsmash,down-b) Most DKs will lose their cool once they charge up their B & release it early, so watch for that. DO NOT jump over DK @ anytime. Their d-smash/upsmash/aerials Oos will **** you. I wish I could write better, so its hard for me to communicate everything I know, but these are the important aspects that will decide the match.
the usmash loses to the bair and gets out spaced by dk's entire ground game, it's good for juggling dk, but that's about it. also, again, upb will usually just be used to go through an attack or for a ledge snap.

We should put 40:60 against Lucario to be on the safe side and not upset dearest Timbers, who seemed to have got quite down and agitated when discussing the matchup (maybe it's his/hers style of dicussion?) :/

But I will argue to DEATH that DK vs Zelda is NOT her disadvantage. If anything I believe this is her advantage 60:40 or 55:45. http://www.youtube.com/watch?v=cbDUQIUPluw I can't stress how easy this is, and you can do it from both bair and fair. You can kill him quick. It's not game-breaking, just useful to know and guaranteed.

You can easily sweetspot his recovery both on top and on the side, except during super armour or whatever he has. It also autocancels so be careful =O

Also... Zelda's range is genuinely extended here, I've ran some tests... Her smashes tend to suck him in at ridiculous ranges because his attacks move his hurtboxes quite dramatically, and she only needs the tip of the head, hand or foot to be able get a move in. This means she can interrupt a lot of his moves if she baits and punishes by getting him to react first. Not sure how this would factor in... but it's useful.

Usmash > bair spam
Bair spam > farore's <-- he can seriously punish her recovery so don't use it that much

I believe Mocha played some well known DKs and believed to be roughly even.

Also.... about Falco... did you know that when he FSmashes her DSmash/tilt can knock him out of it from an absurd range :??? Weird...
that dtilt trick would be great, but our dtilt comes out just as quick and has twice the range. i really don't see this being used much, since you have to be that close to dk with him doing absolutely nothing in order to land the dtilt, in which case you could have just as easily landed the fair/bair




my experience with the matchup (from playing s2, jont and a few others)

zelda will camp dk, if dk spaces himself wrong, he'll get hurt by her smashes, but, good spacing with bair (well spaced bair beats usmash), dtilt, downb and upb (upb's the move that gets him his spacing back, dtilt too) and occasionally ftilt if you like to jump in will make sure dk keeps his spacing.

Zelda's recovery is very easy to gimp, and dk has a good gimp game, meaning you will be in a lot of trouble off the stage. zelda is one of the few characters that i'm extremely confident i can gimp. a few bairs followed by the upb ledge stall and you lose your stock. if i get a grab there is a good chance it will result in a stock loss.

zelda is also a light, slow character that relies on lasting hitboxes, or as we like to call it, punch bait. it is very easy to punch you, either through the sideb or the usmash, if we read you at all you'll get punched.

now, the good news for you. dk is easy to rack up damage against, if you do get inside his spacing you can juggle him a bit (assuming he doesn't have a punch to land with), you do get to camp him (no offense but it isn't the best of camps), and you can ko decently early with uair and the lk's

the bad news is that good SDI/use of the air brake limits this, most of your lk's will be across the stage, and dk can survive that to ridiculous % with proper use of the air brake. your smashes can all be di'd out of, and that limits the rest of your game a decent bit.

also, our headbutts downwards range out ranges your usmash, if he's quick enough he can land it if you try to usmash juggle him. it's actually quite cool, the dirt sparkles when you get stuck in it.

summary = the matchup is not in zeldas favor, not even neutral, it's a lot like the fox matchup, if you don't know what to do, the dk will get *****, but if he has experience with the matchup and is good at SDI and all that, it isn't that hard for dk.

and if any zelda in the southern california area would like to MM me, i'm willing to go for anywhere from 5 to 25 dollars, pm me and i'll see what tournament we're both going to.
 

itsthebigfoot

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it is a lot like the fox matchup, except foxes camp does more damage and he can ko a bit earlier (and combo into it easier)

so pretty clsoe to playing fox (and people like kirby and a few others too)
 

Kataefi

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USmash isn't going to be DI'd out of consistently. Neither is FSmash :/ IIRC DK cannot SDI out of usmash.

DK's spaced bair doesn't beat USmash unless it attacks from under the hitbox, and in this situation it would be wiser for her to space FSmash or angle Ftilt. In fact, you can countercamp with spaced Bairs as it sweetspots his toe if done right. Unless she's completely whiffing attacks, DK is not bair camping against her.

Dtilt is easy on DK IMO... he doesn't have an outrageously fast attack that's frame 2 or below. He's not bowser who can immediately use fortress, or marth or ZSS who have instead frame 1 attacks to hit before dtilt. Guaranteed sweetspots destroy him from trip. It's going to happen, and he's a) going to die at moderate percents or b) going to take 28% damage right off the bat. And you can buffer a bair from trip... this means you can stale one and use the other for the kill.

LKs have cinematic hitlag... they're either going to kill you outright or going to survive anyways even with air braking... buffering an fair for damage and buffering a bair for the kill works fine against air braking. This is something relatively new and not all zeldas do this yet. If done right... you aren't living to percents your most comfortable with in any other matchup.

He is the biggest character in the game bar none unfortunately. Bigger than rob, bigger than bowser. And thus the easiest character to sweetspot. I don't know what Zeldas you're facing who are attacking on action rather than reaction... but she isn't just going to throw out and whiff laggy attacks and become punishable from them.

I'd face you in an MM, gladly if I was in your area. I'd actually encourage any Zeldas in this area to face you. DK is the one matchup I am most confident in entering with as Zelda... all you need to do is play on reaction and look for opportunities to outspeed with dtilt, force him to recover with dsmash and let him approach in general. By all means destroy me with a DK punch if I'm leading the pace of the match throwing out random smashes here and there... but then I'd be asking to throw my money away.

EDIT:: In what situation will Zelda be Usmashing you to become punishable via a headbutt? And as for her recovery... you're going to be LKd if you jump out at her... even worse, counterspiked... and the majority of times she will never use FW. I'd say if the risk is high enough, nayru's jumping is probably better.

http://www.youtube.com/watch?v=sgYEcEwey_c&feature=channel_page This could be useful :/ but this is without dtilt trip combos or dtilt combos in general, and I can't speak for DK here either but I've heard through the grapevine Atomsk is a great player.
 

MrEh

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Dtilt is easy on DK IMO... he doesn't have an outrageously fast attack that's frame 2 or below. He's not bowser who can immediately use fortress, or marth or ZSS who have instead frame 1 attacks to hit before dtilt.
No no, that's not what Bigfoot meant. Dtilt shenanigans will wreck DK...but only if you can get close enough to use the Dtilt in the first place.

It's hard to get close to something that has freakish range. Especially if that DK player knows how to space well.


He is the biggest character in the game bar none unfortunately.
Bigger then Bowser? Haha.
 

Sonic The Hedgedawg

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yeah... bowser's bigger and easier to sweetspot.

Zelda's not that easy to gimp though bigfoot... she doesn't HAVE to aim for a ledge.
 

Kataefi

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Oh I see! Sorry ^^ Okay so in that context you're right... I'd like to know the frames of DK's ground moveset. I suppose DK never gets hit with jabs or grabs then with that range?

And yes... I've tested stuff... and I'm currently using that debugger pause thingy. DK in terms of his hurtbox is larger than bowser.

Bowser is like a giant ball in the air. You can sweetspot that ball but it will be difficult to sweetspot the top and bottom as it curves.

DK is like a giant cross in the air. Meaning you can basically sweetspot anywhere, head, feet, arm, even the back of Fair's and Bair's hitbox. It's insane =O
 

MrEh

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I'd like to know the frames of DK's ground moveset. I suppose DK never gets hit with jabs or grabs then with that range?
DK's dtilt comes out in like 6 frames or something. For a long ranged attack, that's pretty impressive.

It outranges all of Zelda's ground moves except for an Fsmash, IIRC.
 

Kataefi

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It's not necessarily as mechanical as that... what if she airdodges into DK, spotdodges a predicted dtilt and then uses her dtilt? Of course there are many more situations, and this is providing Zelda's on the approach... but her dtilt is likely land in terms of punishment, and it pays off.

I'm not going into the match with the sole intention of dtilting DK (even bowser) up close. It's going to come by surprise. It's going to happen more times than say, grabbing wario, for example, otherwise all short ranged attacks might as well be discredited. If it's as mechanical as that the match is entirely about ftilts, dtilts and bairs for DK and fsmashes, dins and bairs from Zelda =O But that never happens.
 

MrEh

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It's not necessarily as mechanical as that... what if she airdodges into DK, spotdodges a predicted dtilt and then uses her dtilt?
Assuming that you aren't hit by DK's dtilt when you suffer from landing lag, then you're still screwed.

If you try to spot dodge DK's dtilt, then you're going to get slapped like crazy. DK's dtilt has a duration of 22 frames. That pretty much means that DK can do nearly 3 dtilts PER SECOND.
 

Kataefi

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Sorry I was just trying to look for an example, I guess the spotdodge wasn't a good one. What if she buffers one from shield? What if she airdodges behind DK and hits with the backend part of dtilt? what if she gets into a clanking war with his dtilt? There are so many sitations...

What if she jumps to DK, he anticipates the airdodge, starts dtilting, then BAM, lightning kick occurs. What if she jumps towards him, he anticipates her getting closer to him, starts dtilting, then she fast falls to FSmash?

This is all based on Zelda approaching bear in mind. And DK won't be standing still. He'll be moving around, jumping, and likely to experience landing lag, mispaces and other 'mistakes' also. Dtilt is eventually bound to happen numerous times, just as much as his dtilt will probably hit her.
 

Miamifinz

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I'd say it's probably a toss up. Donkey Kong's close range game is pretty good Getting caught in his down a sucks. His b-up has quite the range. He's got pretty fast, powerful attacks. One problem that I REALLY run into a lot is a DK player picking me up at around 40-50 damage and jumps off the ledge and throws me, and edgehogs so I can't get back up. DO NOT PLAY NEAR A LEDGE WITH DK XD.

Zelda has the projectile, so I usually abuse that against DK. Spacing is important. I don't want to play right next to him. Thankfully Zelda's smash attacks are all in front of her.

I suggest melee stage Temple, and Brawl stage...Bridge of Eldin :D..

(First post. Be gentle :x)
 

itsthebigfoot

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Oh I see! Sorry ^^ Okay so in that context you're right... I'd like to know the frames of DK's ground moveset. I suppose DK never gets hit with jabs or grabs then with that range?

And yes... I've tested stuff... and I'm currently using that debugger pause thingy. DK in terms of his hurtbox is larger than bowser.

Bowser is like a giant ball in the air. You can sweetspot that ball but it will be difficult to sweetspot the top and bottom as it curves.

DK is like a giant cross in the air. Meaning you can basically sweetspot anywhere, head, feet, arm, even the back of Fair's and Bair's hitbox. It's insane =O
dk's ground moveset is

dtilt - active frame 6-9, ends frame 22, pretty much ridiculously safe

ftilt - active frame 8-11, ends frame 33, this is just used for range and priority, it's his general AA due to the range.

utilt - frame 5-11, ends frame 38, for rolls and such, has a lot of range behind him, juggles early on

jab - frame 4, not used much except for tick grabs and jab - dsmash since it has like, half the range of everything else, second hit is decent AA

grab - frame 8-9, another poke, has the exact same range as ddds standing grab

upb (grounded) - SA frame 8-16, active frame 19-57, dk's nado, surprisingly hard to work around due to hitbox and it clanking with everything/eating rolls, spotdodges and poking shields

downb - active frame 19-20, 30-31 ends frame 60 (unless you repeat) - if you count the range behind him it is the longest ranged non-projectile in the game, we only use this when we know you aren't going to jump, so don't say "just jump over it", basically a poke when you don't want to approach. a really, really big poke.

fsmash - active frame 22-23, ends frame 54, usually used charged since it becomes safe on block, huge range

punch - full charged -SA on frame 17-20 hitbox on frame 18-22 ends frame 45 full charged, comes out frame 25 for charging punches, ends frame 59

that's the basics of his ground game, looks kinda slow, but the range more than makes up for it, ftilt, fsmash, punch, downb and grab outrange your entire ground game, the back of utilt and a nomral dtilt outrange everything not called fsmash

ko numbers (for level 9 DI), from center of fd

*note: dk's punch has more ko power before the full charge

9 wind punch sweetspot - 34 (vertical)
9 wind punch sour spot - 43
full punch - 65

fsmash is mostly used by the ledge and after tech chases (since it covers all edge options when timed right, and hits characters off the edge if they stay there), but here's the center stage numbers

fsmash - 74
fsmash small charge (upon getting safe, does 23%, version used most) - 56
fsmash full charge - 41

dsmash
normal - 84 (vertical)
sourspot -96 (only possible way to land this vs tall characters like zelda is via headbutts, which will usually result in a charge, still, this is the number if we decide to skip the charge part)
horizontal ko - depends too much on trajectory to tell, 80ish is a good ballpark though
sweetspot - 80 (vert)
full charged (rarely use it with any charge on it, since fsmash would just be better 90% of the time) - 50 (vert)

Usmash (all vertical)
Sweetspot - 66
Sourspot - 74
Slight charge (almost never used full charged) - 56
Full charge ( on the off chance you jump into it, might be used for headbutt breaks) - 36

bair - 124
fair - 100
uair (ground) - 112
uair (SH) - 102
utilt (only ko's on sweetspot) - 96
bthrow - 159


that's all the basic frame data and numbers you could need

for more advanced stuff, the attacks we can GFSC punish (only applicable if you're playing me and cbk, other dk's are too lazy to get the timing)

we can punish your dtilt, jab, ftilt, utilt (if done close), dsmash, whiffed grabs and any aerial landed within our shield range with a headbutt (we can combo it out of a grounded footstool, but again, against most dk's this will never come into play, they're too lazy)

yeah... bowser's bigger and easier to sweetspot.

Zelda's not that easy to gimp though bigfoot... she doesn't HAVE to aim for a ledge.
i know she doesn't have to aim for the ledge, but dk's gimp game is about quantity more than anything, upb ledge stall makes it hard to recover, because even if you go over, we have enough time to get up and grab - bthrow to start it all over.

the space animals (except falco), diddy and the loz characters (sakurai gave them all bad recoveries) are the few characters i'm quite sure i can gimp consistently, for zelda, a bair or two and a ledge stall usually does it.

USmash isn't going to be DI'd out of consistently. Neither is FSmash :/ IIRC DK cannot SDI out of usmash.

DK's spaced bair doesn't beat USmash unless it attacks from under the hitbox, and in this situation it would be wiser for her to space FSmash or angle Ftilt. In fact, you can countercamp with spaced Bairs as it sweetspots his toe if done right. Unless she's completely whiffing attacks, DK is not bair camping against her.

Dtilt is easy on DK IMO... he doesn't have an outrageously fast attack that's frame 2 or below. He's not bowser who can immediately use fortress, or marth or ZSS who have instead frame 1 attacks to hit before dtilt. Guaranteed sweetspots destroy him from trip. It's going to happen, and he's a) going to die at moderate percents or b) going to take 28% damage right off the bat. And you can buffer a bair from trip... this means you can stale one and use the other for the kill.

LKs have cinematic hitlag... they're either going to kill you outright or going to survive anyways even with air braking... buffering an fair for damage and buffering a bair for the kill works fine against air braking. This is something relatively new and not all zeldas do this yet. If done right... you aren't living to percents your most comfortable with in any other matchup.

He is the biggest character in the game bar none unfortunately. Bigger than rob, bigger than bowser. And thus the easiest character to sweetspot. I don't know what Zeldas you're facing who are attacking on action rather than reaction... but she isn't just going to throw out and whiff laggy attacks and become punishable from them.

I'd face you in an MM, gladly if I was in your area. I'd actually encourage any Zeldas in this area to face you. DK is the one matchup I am most confident in entering with as Zelda... all you need to do is play on reaction and look for opportunities to outspeed with dtilt, force him to recover with dsmash and let him approach in general. By all means destroy me with a DK punch if I'm leading the pace of the match throwing out random smashes here and there... but then I'd be asking to throw my money away.

EDIT:: In what situation will Zelda be Usmashing you to become punishable via a headbutt? And as for her recovery... you're going to be LKd if you jump out at her... even worse, counterspiked... and the majority of times she will never use FW. I'd say if the risk is high enough, nayru's jumping is probably better.

http://www.youtube.com/watch?v=sgYEcEwey_c&feature=channel_page This could be useful :/ but this is without dtilt trip combos or dtilt combos in general, and I can't speak for DK here either but I've heard through the grapevine Atomsk is a great player.
mr. eh covered the dtilt part, dk will keep you at his spacing

usmash can be SDI'd out of, just not normal DI, tap sideways and you should break, also, the headbutt will beat it if it's out and dk uses headbutt above the hitbox, the headbutt hitbox has enough range below it to go through the usmash.

in the air an aimed bair does beat LK's in terms of range and speed

go to genesis, i'll gladly MM you there

also, that atomsk is not the good one you've heard about, that's some guy in hawaii. his dk wasn't that good (no offense), and he still lost when he went marth, which is a bad matchup for you if i remember right.

Sorry I was just trying to look for an example, I guess the spotdodge wasn't a good one. What if she buffers one from shield? What if she airdodges behind DK and hits with the backend part of dtilt? what if she gets into a clanking war with his dtilt? There are so many sitations...

What if she jumps to DK, he anticipates the airdodge, starts dtilting, then BAM, lightning kick occurs. What if she jumps towards him, he anticipates her getting closer to him, starts dtilting, then she fast falls to FSmash?

This is all based on Zelda approaching bear in mind. And DK won't be standing still. He'll be moving around, jumping, and likely to experience landing lag, mispaces and other 'mistakes' also. Dtilt is eventually bound to happen numerous times, just as much as his dtilt will probably hit her.

dk won't be jumping much if we don't want to, even then, bair is safe from dtilts and that is basically dk's air game, just bair and ko moves.

the problem with dtilt landing is that you have to get inside dk's spacing, which is a royal pain in the *** (ask any falco who tried for the cg, my average is getting them to 70% before they get it, and theirs is unblockable, yours can be blocked. you might get it, but if dk just spaces on the ground, it'll be hard. our dtilt has a lot more range than yours.

also, let me assure you that their will be a stock difference. you're good at koing, so it won't be as bad as someone like sonic (we die at 190 on average against him, ko him around 80, such a dumb matchup), but we do ko you earlier than you ko us, and gimping is a threat.

from the zeldas i've played i'd say dk's edge, maybe i'm wrong, but i've yet to play a zelda thats made me think otherwise
 

Kataefi

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No I totally understand what you're saying... and I agree it would be hard to land a dtilt with that ground moveset... but at the same time... it's not necessarily as mechanical as simply walking up to you and contending with your dtilt and various other moves. You're going to be running around... I'm not always going to aim for a dtilt, it's going to happen as punishment, and it punishes severely.

Take the other examples for instance... what if it's conditioned in your mind that I'm aiming for dtilt and then decide to poke with FSmash at the time you're dtilting. The disjoint is enough time to suck him in. She can USmash you at this range and still suck you in.

I've done some testing... and I'm currently using that debug pause code (which is...amazing! >.>). Usmash, Utilt, up-angled ftilt, countercamped bairs and fairs and din's aimed at the head or tip of his hands beat out his own bairs providing the hitboxes come out in time.

The thing... you were probably playing Zeldas at the time when all this dtilt information was never fully fleshed out, and her metagame was all about spamming smashes and keeping herself safe... she's changed, she's not going to stand there and whiff those anymore, she's going to dtilt as punishment and bait and punish him instead... she doesn't have to take the active role in this matchup, she can be just as reactive as DK and punish the majority of his moveset and his recovery with LKs and FSmashes, spikes respectively.

Actually... now that I think about it, whoever attacks one's shield first or whoever simply attacks first will most likely lose... and it doesn't matter about stock advantages as both characters are known for their comebacks. On paper it would seem like DK's weight, range and her light weight destroy her in this matchup but it's simply not the case - baiting and punishing with empty SHs, airdodges, purposely whiffed attacks etc... ensures you attack and move your hurtboxes into her disjoints, and she never has to get in range ^^

Lol deep down inside I think Zelda holds the edge here, which I know is inconvenient considering you think otherwise. I didn't expect to become the Zelda represenative of this matchup (which it seems with these long posts haha!), but I'll try and finish and just say I think it's whoever takes the active role in this matchup that will lose.
 

-Mars-

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This matchup really intrigues me because most of the time when we Zelda players see a big fatty like DK we start licking our lips as we imagine multiple lightning kicks per stock.....I don't think that's the case with DK though.

Zelda isn't safe using the usual methods of getting into fsmash/dtilt range.....that becomes a problem. I think that once we get inside of DK, our pressure game can overwhlem him. If DK keeps Zelda in his dtilt/ftilt range.....he controls the match.

I have to disagree with bigfoot though....his dtilt is not completely safe on block.....i'm fairly certain that Zelda's dash attack can punish his spaced dtilts OoS.

Our usmash also limits the majority of his approaches to occur from the ground, which makes him easier to predict and counter.
 

Kataefi

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bear in mind... FSmash and USmash poke his shield very well. Jab > USmash will always work even if he shields.

Kicks do work against him really well in the air. Don't kick him when he's grounded, that's the death sentence right there, only do it as punishment IMO. And her disjoints suck him in. Technically, she only ever has to be in his FSmash range to hurt him, as a lot of his moves tend to move his hurtbox forward.

It's just a game of bait and punish. DK can do this to her, and that's why I think it isn't her disadvantage.
 

Snakeee

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I really like this match up in fact I'm going all Zelda on Bum next time I play him. I'll discuss the match up with you guys later
 

Sonic The Hedgedawg

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DK's bair is great... but from the front or above, he's really at the mercy of Zelda.
 

powuh_of_PIE

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Wow, i've been waiting for this one for a looooooooooong time. DK and Zelda are my two mains, so I'll give my two cents on this one ^ ^

On The Ground

DK will attempt to play the spacing game with Ftilt, Dtilt, Bair and Hand Slap. If he's in his range, Ftilt and Dtilt usually can't be punished reliably - using the invincibility frames of Nayru's is about the only sure way to do it, and even that is difficult and does not produce much damage. SHBair is beaten by Fsmash/Ftilt, and falling Bair is beaten by the Hyphen-smash. Do not expect to punish Hand Slap, shield and wait for the shield push to get you out or eat 14% damage. At this point, Zelda has no reliable approaches, as they all get shieldgrabbed, so she will probably be camping. After all, it's one of the things she does best: pressure with Din's and force the approach. Depending on the stage, this could work or it could not.

However, once the DK makes a mistake (and even at high levels of play, he will make a mistake eventually), Zelda can close distance and begin ****** with her insane priority. Dtilt sets up into EVERYTHING, and after about 70% locks DK until about 130% at which point he bounces up. If you try to SDI out of the Dtilt lock, you will eat a SHFair/SHBair and quite possibly die. Dsmash is also a threat - though DK's recovery will carry him back, it opens him up for Dair sweetspot. And Usmash will put DK...

In The Air

... where whoever is on the bottom wins. Both characters have huge problems hitting people below them, so whoever gets hit up first will get juggled. Both characters can also kill in the air, DK with Uair high up and Zelda with Fair/Bair/Uair. It is worth noting, however, that 1) Zelda puts DK in the air more often than DK puts Zelda in the air and 2) FW gives Zelda an easier time of getting back to the ground, and she gets the added bonus of choosing her landing spot. DK will attempt to predict, though, and if he gets it right Zelda will probably die or end up...

Off The Stage

where DK usually wins. Zelda's gimp game consists of Dair (and Nair if you're Ninjalink XD), which is hard to land as is, and while recovering almost impossible. DK's gimp game is much, much more diverse, and consists of Dair, Fair, Bair, Headbutt, and Spinning Kong, all of which can be used in several different ways. Good Zeldas know this, and on recovery will almost immediately FW or set up for FW. DK's job at this point is to predict whether Zelda will go for the ledge or the stage, and if he gets it right it's GG Zelda. On stage he will either charge Fsmash/Dsmash, go for the Sakurai Combo, or simply shield the FW and grab for CSS, which is easiest to do but you can tech against the wall if you know it's coming. On edgehog, repeated Spinning Kong ledgestalling works well.

tl;dr
DK has the edge offstage, as Bigfoot said, with his gimp game being tough to deal with for Zelda; all it takes is accurate prediction. Zelda has the edge onstage, as all she needs to do is camp and wait for a mistake and punish hard, as Kataefi said. Overall, though, I would give Zelda the nod in this matchup, as her onstage **** will net more damage and score more kills than DK's offstage ****.

Final Score
60:40 Zelda (Soft Counter)
 

itsthebigfoot

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No I totally understand what you're saying... and I agree it would be hard to land a dtilt with that ground moveset... but at the same time... it's not necessarily as mechanical as simply walking up to you and contending with your dtilt and various other moves. You're going to be running around... I'm not always going to aim for a dtilt, it's going to happen as punishment, and it punishes severely.

Take the other examples for instance... what if it's conditioned in your mind that I'm aiming for dtilt and then decide to poke with FSmash at the time you're dtilting. The disjoint is enough time to suck him in. She can USmash you at this range and still suck you in.

I've done some testing... and I'm currently using that debug pause code (which is...amazing! >.>). Usmash, Utilt, up-angled ftilt, countercamped bairs and fairs and din's aimed at the head or tip of his hands beat out his own bairs providing the hitboxes come out in time.

The thing... you were probably playing Zeldas at the time when all this dtilt information was never fully fleshed out, and her metagame was all about spamming smashes and keeping herself safe... she's changed, she's not going to stand there and whiff those anymore, she's going to dtilt as punishment and bait and punish him instead... she doesn't have to take the active role in this matchup, she can be just as reactive as DK and punish the majority of his moveset and his recovery with LKs and FSmashes, spikes respectively.
gonna split this in two to make it more manageable

bit of a misconception there, keeping zelda out is a side effect of dk's spacing game, not the only intended result. it doesn't really have to be mechanical just because if we are using our moves at somewhere close to their proper range, you don't get in. also, the little fsmash trick wouldn't really work that well, since we know that to dtilt you'd either have to jump in, roll in or walk a decent bit into our range. if you were standing their spacing, we'd go with something else

for the bair testing, it really depends on spacing and timing, just because for all moves except your specials, aerial priority is determined by which hitbox overlaps first. bair is quicker and has more range than the lks, so it will normally win, now you could aim for where the foot is, but that would be a punish and not priority. the smashes might work, but dk's bair is a 7 frame attack, zeldas smashes are easily twice that, range may make up for it, but they have pretty similar ranges. sideb wouldn't really counter bair either. no offense but here is some startup on that thing.

also, dk has a crazy pressure game, i don't think zeldas punishments are good enough to swing a matchup if you're just playing reactively. downb, fsmash, punch, sideb, upb and dtilt all put a whole lot of pressure on your shield (and are pretty good at eating rolls and spotdodges).


Actually... now that I think about it, whoever attacks one's shield first or whoever simply attacks first will most likely lose... and it doesn't matter about stock advantages as both characters are known for their comebacks. On paper it would seem like DK's weight, range and her light weight destroy her in this matchup but it's simply not the case - baiting and punishing with empty SHs, airdodges, purposely whiffed attacks etc... ensures you attack and move your hurtboxes into her disjoints, and she never has to get in range ^^

Lol deep down inside I think Zelda holds the edge here, which I know is inconvenient considering you think otherwise. I didn't expect to become the Zelda represenative of this matchup (which it seems with these long posts haha!), but I'll try and finish and just say I think it's whoever takes the active role in this matchup that will lose.
that depends, dk has some pretty safe moves in fsmash, dtilt, and his specials. retreating bairs are safe on shield too.

one thing i don't think you know about the matchup is how hard it is to avoid the punch. to quote havokk "i used to think 'oh, its just a slow punch', but avoiding that thing is actually a chore" if we see any opening for it we will use it on you.

and by opening i mean any time you have half a shield left (more common then you think), any easy punish, and any time you are predictable with an attack/whiff a move with an extended hitbox (COUGH smashes cough).

we also gimp you.

we gimp you, we are heavier than you, we do more damage, we move faster, with the exception of a few low range tilts we attack faster, we ko earlier, we outprioritize you, we outrange you and we can abuse SA in this matchup. how is this bad for us? you can juggle us, but if we read it right we can land with a punch to go straight through it.
 

Kataefi

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we gimp you, we are heavier than you, we do more damage, we move faster, with the exception of a few low range tilts we attack faster, we ko earlier, we outprioritize you, we outrange you and we can abuse SA in this matchup. how is this bad for us? you can juggle us, but if we read it right we can land with a punch to go straight through it.
Paper matchup right there ^^. You don't attack faster, you don't deal more damage and you certainly don't outprioritise. You're heavier and you kill slightly earlier yes, but not that much earlier lol. I'm not saying she wins in these things, I'm just saying IMO it's really not that simple for DK.

Guaranteed 28% combos on trip from a frame 5 attack, biggest frame for lightning kicks, priority over his hurtbox so she never really has to be in your range yet all of his attacks physically place him in her range, OoS LKs as punishment, a bad shield that USmash will guarantee to poke through when even very slightly worn (dtilt does this too), also she does have those juggles... which I wonder? If she had half a brain cell and predicted that punch she could bait and punish with a lightning kick, no?, as opposed to just usmashing in auto-pilot mode ^^

The only thing that truly outranges her is his FSmash, and that isn't 100% safe unless he's asking for a death sentence.

This is simply a game of whoever attacks first will get punished kinda thing. This isn't a bad matchup for him, but it's not a bad matchup for her.

EDIT:: why would she shield your bairs when she has better options than that to deal with them? Why would he FSmash if its's punishable via spotdodge to sweetspot lightning kick or better, dtilt > sweetspot? And why would he down b???? That's ASKING to get sweetspotted >.>

USmash frame 6 > Bair frame 7 might I add, and you can add a vast amount of frames to that frame 7 if you're approaching through the air with it, which is enough to space with fsmash and ftilt
 

Brinzy

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I'm going with 50:50. The fact that Zelda can force DK to approach removes her glaring weakness to approach.

Zelda does not have to approach DK from the very beginning. If Zelda is down a stock, she can still play defensive. She can use Din's to wear down DK's shield or force him to do something laggy without getting hit back. (Lol @ punishing Din's with anything that is not a projectile.) In case it hasn't been apparent yet, DK is easily shieldstabbed. This means DK is gonna make an approach. Now all Zelda has to do is treat DK like a faster DDD (not because of size, mind you; I'm talking attack properties) and she can get inside, which is not too pending of a task in the first place.

Also, I don't know what's all this talk about how amazing bair is against Zelda when she can just trade with a lightning kick, just like with DDD. Is it good? Yes, for spacing, but it is hardly amazing and usually unwise to try and dogfight Zelda in the air with it unless you can force her into a bad position. In addition, do not say, "Well bair kills Zelda at the same time as a lightning kick kills DK due to weight advantage." This is entirely untrue. DK uses bair to space, so it's probably not going to be as fresh as Zelda's lightning kicks unless he lost a stock. That said, even her fair is killing DK sooner than his bair is. It's good for many purposes; flat out killing is probably not the best. I also need to do more testing, but I'm pretty sure her jab stops most SH approaches and jointed aerials in the game. (Seriously, outprioritizing Usmash with bair? That's called stupid spacing on the Zelda's behalf, because it will not happen otherwise.) I'm willing to bet that Zelda's jab beats DK's bair. Oh, and it's safe if it doesn't hit anything.

If MrEh makes the claim that DK's dtilt outranges everything but Fsmash, I make the claim that Zelda's ftilt has similar range because Zelda's ftilt is almost = her Fsmash. If I take the frame data I see, then a powershield of dtilt (which is just gonna have to be done based off of prediction, so + points to DK here) can lead into Zelda's own dtilt/Dsmash IF SHE IS CLOSE ENOUGH, something that may not be likely, but something I wll not rule out because I don't know if DK's hand is extended for a fair bit of time or not since I cannot visually picture that stuff on DK. PS Ftilt (which we treat the same as dtilt, except easier to predict because of its range and easier to punish) means Zelda can punish with her own ftilt or dtilt. All I'm saying here is that DK's attacks are hard to deal with if you are not prepared (or in range), so you have to rely on prediction and Din's to actually force some favorable spacing for Zelda.

As for aerials, I'm not even gonna get into it that much. We know the differences between their aerials alone. We should also know that Zelda beats everything she cannot trade with EXCEPT for fair, proper spacing taken into consideration. DK's fair is obviously harder to punish for various reasons, but unless you're in a really bad spot, Nayru's or Din's can respond to it.

His Neutral B is a problem for Zelda and is really, in my opinion, the main thing you have to watch out for when it comes to assaulting DK. The rest of his specials are good, but some of the stuff mentioned isn't gonna happen. (Punishing Usmash with Side B? Again, only with stupid spacing. That requires a Zelda to start Usmash so early when DK is far away enough to be able to fall away from it and Side B, and it has to be so early that Zelda can't put up a good shield.)

My numbers are 50:50, the selling points being Zelda does not have to make an approach and Zelda is still killing, overall, just as early as DK is.
 

MrEh

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Why would he FSmash if its's punishable via spotdodge to sweetspot lightning kick or better
Fsmash is good. Charged Fsmashes are landed due to serious tricksies and massive range.


If I take the frame data I see, then a powershield of dtilt (which is just gonna have to be done based off of prediction, so + points to DK here) can lead into Zelda's own dtilt/Dsmash IF SHE IS CLOSE ENOUGH, something that may not be likely, but something I wll not rule out because I don't know if DK's hand is extended for a fair bit of time or not since I cannot visually picture that stuff on DK. PS Ftilt (which we treat the same as dtilt, except easier to predict because of its range and easier to punish) means Zelda can punish with her own ftilt or dtilt.
Yeah, it's possible to punish the Dtilt, but it's not exactly easy. In mosts cases, DK will go unpunished in using it.

I think it's 50-50...max. This isn't Zelda's advantage.
 

Sonic The Hedgedawg

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I pretty much agree with everything powah said. I've just never found this a bad matchup.
 

Mocha19

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This matchup's a LOT of fun, maybe mostly due to the fact that Cyphus and I go back and forth on it a lot.

Recently I found that Kataefi's auto-sweetspot find is a pretty good damage-racker if a trip connects and it saves a little bit of power for Zelda's other kill moves, which I think she needs to have for a heavier character such as DK. Zelda's got a projectile, which we all know is good for attacking DK from afar, so he'll make approaches. Zelda's spacing is key as usual. DK's large, making sweetspots easier to hit even when not doing it automatically and also making U-smashes easier to hit as well. If a stock is played really well, Zelda can kill DK pretty early, especially compared to most other characters in the game. If done well, Zelda can D-air spike him out of his Up-B when not in invincibility frames. I don't think there's much DK can do below him besides try to come down with D-air, F-air, or airdodge. Correct me if I'm wrong please. Keep your jab options open, for it's very good against a not properly spaced B-air from him.

As much as Zelda has going for her in this matchup however, DK's got quite a few things going for him as well. Like her D-tilt, he also has a D-tilt that's fast and can trip as well. Even if his D-tilt is normally shielded, he can immediately follow up with a Down-B because that attack has quite a big hitbox. His D-tilt has more shieldstun than Zelda's, so it's one of his more safe options to Down-B after D-tilting. owershielding the D-tilt can lead to her D-smash, but then again, he can do the exact same. His Down-B pops others into the air above him, which we know in the case of Zelda, that that is never a good place to be. DK has attacks such as U-air and B-air to chase her with if she's above or on the side of him, and they're both quite fast if used in succession, so we all know to get her to the ground as fast as possible. His DK punch has a lot of range, power, and even some SA frames too, which makes it a dangerous move in some cases for when Zelda's trying to attack him. Watch out for 9-winds, that's all I gotta say (lol). F-smash is also a little scary.

DK's edgegaurding is as key to him as both Zelda's and DK's spacing is for both of them in this match. DK's B-air has more range and is faster than quite a few players think, so he can pressure her in the air while trying to edgehog her also. We don't want her edgehogged, so naturally we're gonna try getting her back to the stage normally. If DK has good timing and depending on how Zelda Farore's or airdodges to try to get to the ground safely, DK ledgehops and lands either a D-smash on the ground next to her or a U-smash below the platform, etc. He also has Up-B gimping potential. Speaking of Up-B, he can also use that on the ground as a means of approaching. If Zelda shields, he can move away due to shield-stun. If Zelda is hit, DK gets a grab. I don't really know all that much about DK's grab options, but I'm sure he has more than Zelda does because his are more diverse. I'm sure DK can also D-smash out of his grounded Up-B if he spaces correctly, so be careful. He can also do this from the edge if he gets the frames right.

http://www.youtube.com/watch?v=a-FXO43sUAc

I think, for DK, it's impossible for him to DI out of U-smash, but he can DI out of F-smash, which could most likely lead to him getting a D-tilt.

Both Zelda and DK have so many things going for them that it makes for SUCH a fun matchup. They both kill each other, have D-tilt options, can be really nasty to each other in the air, have gimping potential, and good range. Spacing and DI is very crucial for both of them in this match. It's way too much fun and changes momentum way too much for either of them to be at a disadvantage I think. I cannot stress how fun this matchup is.

Did I mention how fun this matchup was?

50:50 in my opinion. Could also be 55:45 DK, but these are just numbers. It all depends on how well you guys can do this really.

I hope this helps too. Don't let those monkeys eat our princess!!

As for CP stage, I'd say Frigate's a pretty good place. Though I'm usually not that mean, for I always go Battlefield anyway. You guys can decide that. lol =]
 

-Mars-

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Mocha it is fantastic to see you posting back on the boards....not only are you a great guy your also one of the more intelligent posters I have ever seen.
 

Kataefi

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Check the OP guys ^^ I got royal's permission to do this.. I hope it's for the best. Those that don't like the OP being here please please say something now so I can quickly change it!

I've also saved ALL of what royal's done so nothing gets lost.

Also... I'll agree to 50:50.
 

Sonic The Hedgedawg

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I like all the new changes to the thread structure. A couple of our matchup numbers seem a tad off to me in one direction or another, but we'll finish the chart before we revise them.
 

Bandit

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So, you wanna play?
Pie, I get to play Boss in my region normally, so I know exactly what you had to deal with. Also, you should've said something earlier about going HERB. I didn't even think to look for your name on the results.
 

Bandit

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So, you wanna play?
Reflex is a prime player, and it is horrible to face your friends in tourney that you play with all the time. In practice, you have used all your tricks and talked about approaches and defenses as well as theirs. In tourney, all that stuff comes out and your games don't work. I have just found that playing the people I play with all the time is just the worst tourney matches. It makes you work really hard, don't get me wrong, but in the end, neither of you is happy because you just knocked the other one out.
 
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