Donkey Kong here, I hate you guys. 6:4 in my terms as well.
The above post is pretty much right. If you stick to your guns
and pay attention, it's hard for us to land a solid hit. When we do land that hit it feels so good and your world will likely get turned upside down but just don't let that happen.
Early Game At the beginning of the match, chances are both sides are just going to want to camp. DK wants to jump around and build giant punch. In all likelyhood you all will have to strike into Battlefield, and that actually does help us a bit. I'm not encouraging you to go Yoshi's or Lylat as the neutral, you should probably strike those unless you feel comfortable on Lylat then maybe go there. Match starts, we're just going to charge our giant punch and let you shoot lasers. We'll throw a couple relatively safe moves, a down-b or a d-tilt, try and giant punch you if you get greedy like landing laser into attacks. At the start of the match we're really looking to hit you with Giant Punch, F/D-tilt, or Down-b from the get go. All of them cause/lead into serious damage and can practically neutralize(factoring kill power and weight) the chaingrab, if you even get it. Stick to lasering us in this phase. If we are on the platform building giant punch,
stick to lasering unless you are absolutely sure we're vulnerable. We are baiting you to come and try and hit us (i.e. into you approaching us) and our punishes from platforms are deceptively good. You have no reason to approach us, you will likely take a lot of damage doing it.
There I just revealed the big secret to the match-up. We don't want to get chaingrabbed because we don't have to get chaingrabbed. There seems to be a common misconception that CG Spike kills DK and it doesn't if the DK DIs and saves his jump. In fact, trying to edgehog after that can easily cause you to get gimped from our up-b. I really recommend if you get the CG to spike onto the stage and just get the follow-up, we're big so f-smash is like guaranteed to hit wherever we go anyways
.
In General/Midgame Middle of the match should be self explanatory once we're out of CG percent we'll come and try and pressure you. Be smart with your lasers. We'll try and trade laser with stuff like down-b(does 15%), which can hit you as you land, or a random tilt or super armor. Since we have super-armor on demand with up-b and potentially giant punch, both of which can do an upwards of 30% (and up-b can lead into nasty follow-ups), you should mix up the timing of them so we can't time the super armor. Don't do rapid jab, I swear I will side-b you in the face for doing that, it's too easy. The jab jab roll thing sounds good whichever way you do it, just don't get predictable with the forward roll. In general don't be predictable, because we feed on that. Side-bing through us is hard to stop, we can catch it with up-b generally if we predict it, and that'll really hurt but that's about it. I've done it with down-smash and u-tilt before too.
Recovering? I don't know what to tell you guys when you get offstage. Watch out for our up-b? If you make a sloppy recovery to the edge, we'll up-b stall off the edge and that generally really easily gimps characters like Falco. Our up-b has invincibility and I believe our arms gain invincibility the entire way through, so it can beat lots o stuff. It's dangerous. As for when we're off stage vs you all, I guess you just shoot lasers and do stuff when we're trying to get off the ledge.
Killing (or lack of) As for killing, you all better make sure you get your u-smash to kill if you plan on killing before 150%. I don't know exactly when we can live it with good DI, but we have no fear to up-b brake your u-smash if we have to since you won't hit us with anything stronger. B-air is a really reliable kill move, though it'll take a while. For us, getting the kill without a gimp can be difficult, but it just takes either a good read or you all getting really desperate. Us shielding an up-smash leads to you getting down-smashed. Stuff like that. We'll probably try to kill you early as you're trying to land or get off the edge. Be careful with your landings, laser does not make it safe vs DK. Also our u-tilt is a frame 5 move which can kill surprisingly early. Watch for it in the mid 100's. I guess as always with Falco, don't get greedy with the kill. Ideally you should look for a free punish or wait until you can get the safe b-air kill. Short hop double laser to DACUS
I really think whoever gets the first kill in this match-up is at a strong advantage, since it can be very difficult for either of us to get the kill off. Whoever is on their next stock can take a ton of damage or even just lose their stock before getting the momentum to kill the other.
Stages Starter will probably either be Battlefield or PS1. Battlefield gives us a more reliable way of charging giant punch early game and can leave you buttdevastated if you're above DK, but PS1 can give us free giant punches, forever life, and weird curves that can let us smack you. You all should be looking at FD if it's for some reason unbanned or smashville. Easy enough
. We can counterpick pretty much anything vs Falco. Brinstar should probably be your ban, expect Rainbow Cruise or Halberd... or maybe Frigate(can someone help me on this?) from a Kong who likes to counterpick, potentially PS2 but that's not too bad for the match-up, or Yoshi's Island. I really don't support DK CPing to Yoshi's Island vs Falco but they'll do it anyways, just be wary of the up-b invincibility glitch and you'll be find there. Camp under the platform, it's really good. Not that it doesn't help us and mess you over or anything.
TL:DR
- Camp smartly
- Don't get hit
- Seriously
- Just camp more
- Go for safe damage, not kills
- Watch out for our Up-b, it'll mess you up
- Ban Brinstar
There you go. You all rack safe damage really damn well and everything you do is very fast and difficult to punish. We can punish you if you fall into a pattern or you make a mistake, because we're DK and that's what we do.