Kyle_Wattula
Smash Journeyman
Alright Kong soldiers-
I don't believe we need to address EVERY stages but I feel it's important to address what Stages DK is better and and why and which stages are generally bad for most opponents and why.
All Ceiling information found here:
http://smashboards.com/showthread.php?t=156908
Stages with walls that allow infinite Dtilt/Cargo Utoss technique include:
-Pokemon Stadium 1
-Shadow Moses Island
-Corneria
-Onett
-Newpork
-Pictochat
-The Summit
-Hyrule Temple
-Rainbow Cruise- WTF!BBQPIE
-Delfino Plaze
-Pirate Ship
-Green Greens
Stages with undercuts which allow Stage spiking via Cargo Ftoss/Dtoss technique include:
-Pokemon Stadium 1
-Corneria
-Newpork
-Final Destination
-Lylat Cruise
-Battlefield
-Smashville
-Pokemon Stadium 2
-Spear Pillar
-Castle Siege 1
-Castle Siege 3
-Luigi's Mansion
-Bridge of Eldrin *use Cargo Ftoss
Stages with undercuts which allow Stage spiking via opponent vulnerable on ledge, DK Dsmash include:
-Pokemon Stadium 1
-Newpork
-Final Destination
-Battlefield
-Smashville
-Pokemon Stadium 2
-Spear Pillar
-Castle Siege 1
-Castle Siege 3
-Luigi's Mansion
Stages which allows Water spike technique include:
-Pirate Ship
-Delfino Plaza
-The Summit
when opponent is >40%cargo throw, walk off the stage into the water area, where both of you start floating and struggling to get back up. Since DK hits the water first, he is always first to be able to jump out of the water while the opponent is still struggling. The instant you are able to jump, you do a dair and spike them into the waters.
Stages which allows DK Double Suicide technique include:
-Pokemon Stadium 1
-Corneria
-Newpork
-Pictochat
-The Summit
-Hyrule Temple
-Delfino Plaze
-Pirate Ship
-Green Greens
-Final Destination
-Lylat Cruise
-Battlefield
-Smashville
-Pokemon Stadium 2
-Spear Pillar
-Castle Siege 1
-Castle Siege 3
-Bridge of Eldin
-Yoshi's Island
-Skyworld
-WarioWare
-Battleship Halbred
-Norfair
-Frigate Orpheon
-Distant Planet
-Port Town Aero Dive
-Green Hill Zone
-Luigi's Mansion
-Yoshi's Story
-Brinstar
-Rainbow Ride
This works near any Ledge, if you are a stock up, and your opponent is at high%, just grapple, Cargo, walk off stage, as you are falling, do Cargo Dtoss. The idea is to descend so low that both players will not come back.
Jungle Japes- Ceiling: 100/97/93
+Relatively easy to run away and stock a Donkey Punch.
+Numerous ledges make recovery of upB AMAZING.
+HUGE ceiling
+DK Double Suicide available
Battlefield- Ceiling: 82/75/68
+Numerous ledges make recovery of upB AMAZING.
+Stage Spike available
+When they are above you on a platform, you win. lol
+Opponent vulnerable on ledge = Dsmash stage spiike
+DK Double Suicide available
Spear Pillar- Ceiling: 82
+Two levels of recovery
+High ceiling
+SA frames > Light beams.
+In cave, Utilt... ALOT
+DK Double Suicide available
Shadow Moses Island- Ceiling: 88/80/70
+Wall hits combo to vertical kills, (Uair)
+Wall infinites possiable
+Walk off stage means Cargo toss = Death.
-Don't take D3 here!
Smashville- Ceiling: 82/74
+Stage pike available
+Take zoning & fast characters here as the small stage negates some zoning.
+Opponent vulnerable on ledge = Dsmash stage spike
+DK Double Suicide available
Lylat Cruise- Ceiling: 82/74
+Stage Spike available
+When they are above you on a platform, you win. lol
+Bebeled edge allows most upB's to land on ground and have instant recovery
-Tilting stage may f-up your recovery
Castle Siege- Ceiling: 82-88-81
1
+Different levels allow better recovery
+Different levels allow better approaches
+Stage Spike available
+DK Double Suicide available
+Opponent vulnerable on ledge = Dsmash stage spiike
+Bebeled edge allows most upB's to land on ground and have instant recovery
2
+Statues help against being zoned,
+Walk off kills are easy
+Different levels allow better approaches
3
+Small stage means less zoning
+Stage Spike available
+Opponent vulnerable on ledge = Dsmash stage spike
+DK Double Suicide available
-Tilting stage may f-up your recovery
MORPH
+Walk off kills are easy
-Can be trapped underneath, especially 3-1 transition
Corneria- Ceiling: 74/70/57
+Camp the wall for infinites
+Low ceiling kills lightweights easier
+Stage spike available
+DK Double Suicide available
+Take cover from projectiles
+Always take Pit here
Onett- Ceilling: 88
+Platforms give DK better movement
+4 walls to do infinites
+SA the Cars, remember Cargo SA too.
+Walk offs are easy kills, but the house prevents cheaper KO's.
+Counters IC's
Norfair- Ceiling: 82/74/67
+Lava makes DK live forever
+Orgasmic ledges
+DK Double Suicide available
+While hiding in capsule do downB infinite
Delfino- Ceiling: 82
+Water spike set-up...sometimes
+Walls for infinites... sometimes
+Can ascend through floor with upB awesome recovery
+Footstool/spike/sideB bury people as the platform rises and they get stuck to the ground
+DK Double Suicide available
Battleship Halbred- Ceiling: 77/75/68-73/65
+ DK can Fsmash people on ledge in this stage, stand on incline
+Cargo SA frames against the laser
+Stage Spike available at the end
+Opponent vulnerable on ledge = Dsmash stage spike
+DK Double Suicide available
+Footstool/spike/sideB bury people as the platform rises and they get stuck to the ground
+Can ascend through floor with upB awesome recovery
- Overall Minimal options for recovery = Death
Pirate Ship- Ceiling: 85
+Water Spike Available... sometimes
+Wall infinite available... sometimes
+While "Descending" Uair, Uair combo's.... sometimes
+Cargo SA against the Canon Bombs.... sometimes
Summit- Ceiling: 94 (Bottom) 71 (Top)
+Cargo, Walk into water, Escape and let fishy eat your opponent as you barely escape death.
+Water Spike available
+Wall Infinite available
+While "Descending" Uair, Uair combo's.
+DK Double Suicide available without water
Yoshi's Island- Ceiling: 82/75
+Bebeled edge allows most upB's to land on ground and have instane recovery
+You can footstool, spike, or bury an opponent on the (side) ghost platforms as they go down
+DK Double Suicide available
-No stage spike
-No walls
-That one platform is right in the way, and I don't feel it helps his mobility. If you jump you HAVE to land on that platform and your opponent is definitely ready to anti-air you.
-Hard to gimp when the side pillars arise so often
Final Destination- Ceiling: 82
+Stage spiking available
+Opponent vulnerable on ledge = Dsmash stage spike
+DK Double Suicide available
-So big DK gets zoned
-1 ledge to recover is rough
Pictochat- Ceiling: 84
+Cargo, Walk onto Spring, Donkey Punch
+Often you get trapped in an object allowing a free DK Punch Storage.
+Wall infinite available... sometimes
+DK Double Suicide available... sometimes
-No stage spike
-So big DK gets zoned
-1 ledge to recover is rough
Bridge of Eldin- Ceiling: 83
+Stage Spike available...sometimes use Cargo Ftoss
+DK Double Suicide available...sometimes
-You get zoned
-You get split up
-Don't take D3 here
I don't believe we need to address EVERY stages but I feel it's important to address what Stages DK is better and and why and which stages are generally bad for most opponents and why.
All Ceiling information found here:
http://smashboards.com/showthread.php?t=156908
Infinites & Cheap KO's List
Stages with walls that allow infinite Dtilt/Cargo Utoss technique include:
-Pokemon Stadium 1
-Shadow Moses Island
-Corneria
-Onett
-Newpork
-Pictochat
-The Summit
-Hyrule Temple
-Rainbow Cruise- WTF!BBQPIE
-Delfino Plaze
-Pirate Ship
-Green Greens
Stages with undercuts which allow Stage spiking via Cargo Ftoss/Dtoss technique include:
-Pokemon Stadium 1
-Corneria
-Newpork
-Final Destination
-Lylat Cruise
-Battlefield
-Smashville
-Pokemon Stadium 2
-Spear Pillar
-Castle Siege 1
-Castle Siege 3
-Luigi's Mansion
-Bridge of Eldrin *use Cargo Ftoss
Stages with undercuts which allow Stage spiking via opponent vulnerable on ledge, DK Dsmash include:
-Pokemon Stadium 1
-Newpork
-Final Destination
-Battlefield
-Smashville
-Pokemon Stadium 2
-Spear Pillar
-Castle Siege 1
-Castle Siege 3
-Luigi's Mansion
Stages which allows Water spike technique include:
-Pirate Ship
-Delfino Plaza
-The Summit
when opponent is >40%cargo throw, walk off the stage into the water area, where both of you start floating and struggling to get back up. Since DK hits the water first, he is always first to be able to jump out of the water while the opponent is still struggling. The instant you are able to jump, you do a dair and spike them into the waters.
Stages which allows DK Double Suicide technique include:
-Pokemon Stadium 1
-Corneria
-Newpork
-Pictochat
-The Summit
-Hyrule Temple
-Delfino Plaze
-Pirate Ship
-Green Greens
-Final Destination
-Lylat Cruise
-Battlefield
-Smashville
-Pokemon Stadium 2
-Spear Pillar
-Castle Siege 1
-Castle Siege 3
-Bridge of Eldin
-Yoshi's Island
-Skyworld
-WarioWare
-Battleship Halbred
-Norfair
-Frigate Orpheon
-Distant Planet
-Port Town Aero Dive
-Green Hill Zone
-Luigi's Mansion
-Yoshi's Story
-Brinstar
-Rainbow Ride
This works near any Ledge, if you are a stock up, and your opponent is at high%, just grapple, Cargo, walk off stage, as you are falling, do Cargo Dtoss. The idea is to descend so low that both players will not come back.
DK's advantage
Jungle Japes- Ceiling: 100/97/93
+Relatively easy to run away and stock a Donkey Punch.
+Numerous ledges make recovery of upB AMAZING.
+HUGE ceiling
+DK Double Suicide available
Battlefield- Ceiling: 82/75/68
+Numerous ledges make recovery of upB AMAZING.
+Stage Spike available
+When they are above you on a platform, you win. lol
+Opponent vulnerable on ledge = Dsmash stage spiike
+DK Double Suicide available
Spear Pillar- Ceiling: 82
+Two levels of recovery
+High ceiling
+SA frames > Light beams.
+In cave, Utilt... ALOT
+DK Double Suicide available
Shadow Moses Island- Ceiling: 88/80/70
+Wall hits combo to vertical kills, (Uair)
+Wall infinites possiable
+Walk off stage means Cargo toss = Death.
-Don't take D3 here!
Smashville- Ceiling: 82/74
+Stage pike available
+Take zoning & fast characters here as the small stage negates some zoning.
+Opponent vulnerable on ledge = Dsmash stage spike
+DK Double Suicide available
Lylat Cruise- Ceiling: 82/74
+Stage Spike available
+When they are above you on a platform, you win. lol
+Bebeled edge allows most upB's to land on ground and have instant recovery
-Tilting stage may f-up your recovery
Castle Siege- Ceiling: 82-88-81
1
+Different levels allow better recovery
+Different levels allow better approaches
+Stage Spike available
+DK Double Suicide available
+Opponent vulnerable on ledge = Dsmash stage spiike
+Bebeled edge allows most upB's to land on ground and have instant recovery
2
+Statues help against being zoned,
+Walk off kills are easy
+Different levels allow better approaches
3
+Small stage means less zoning
+Stage Spike available
+Opponent vulnerable on ledge = Dsmash stage spike
+DK Double Suicide available
-Tilting stage may f-up your recovery
MORPH
+Walk off kills are easy
-Can be trapped underneath, especially 3-1 transition
Corneria- Ceiling: 74/70/57
+Camp the wall for infinites
+Low ceiling kills lightweights easier
+Stage spike available
+DK Double Suicide available
+Take cover from projectiles
+Always take Pit here
Onett- Ceilling: 88
+Platforms give DK better movement
+4 walls to do infinites
+SA the Cars, remember Cargo SA too.
+Walk offs are easy kills, but the house prevents cheaper KO's.
+Counters IC's
Norfair- Ceiling: 82/74/67
+Lava makes DK live forever
+Orgasmic ledges
+DK Double Suicide available
+While hiding in capsule do downB infinite
Delfino- Ceiling: 82
+Water spike set-up...sometimes
+Walls for infinites... sometimes
+Can ascend through floor with upB awesome recovery
+Footstool/spike/sideB bury people as the platform rises and they get stuck to the ground
+DK Double Suicide available
Battleship Halbred- Ceiling: 77/75/68-73/65
+ DK can Fsmash people on ledge in this stage, stand on incline
+Cargo SA frames against the laser
+Stage Spike available at the end
+Opponent vulnerable on ledge = Dsmash stage spike
+DK Double Suicide available
+Footstool/spike/sideB bury people as the platform rises and they get stuck to the ground
+Can ascend through floor with upB awesome recovery
- Overall Minimal options for recovery = Death
Pirate Ship- Ceiling: 85
+Water Spike Available... sometimes
+Wall infinite available... sometimes
+While "Descending" Uair, Uair combo's.... sometimes
+Cargo SA against the Canon Bombs.... sometimes
Summit- Ceiling: 94 (Bottom) 71 (Top)
+Cargo, Walk into water, Escape and let fishy eat your opponent as you barely escape death.
+Water Spike available
+Wall Infinite available
+While "Descending" Uair, Uair combo's.
+DK Double Suicide available without water
DK's disadvantage
Yoshi's Island- Ceiling: 82/75
+Bebeled edge allows most upB's to land on ground and have instane recovery
+You can footstool, spike, or bury an opponent on the (side) ghost platforms as they go down
+DK Double Suicide available
-No stage spike
-No walls
-That one platform is right in the way, and I don't feel it helps his mobility. If you jump you HAVE to land on that platform and your opponent is definitely ready to anti-air you.
-Hard to gimp when the side pillars arise so often
Final Destination- Ceiling: 82
+Stage spiking available
+Opponent vulnerable on ledge = Dsmash stage spike
+DK Double Suicide available
-So big DK gets zoned
-1 ledge to recover is rough
Pictochat- Ceiling: 84
+Cargo, Walk onto Spring, Donkey Punch
+Often you get trapped in an object allowing a free DK Punch Storage.
+Wall infinite available... sometimes
+DK Double Suicide available... sometimes
-No stage spike
-So big DK gets zoned
-1 ledge to recover is rough
Bridge of Eldin- Ceiling: 83
+Stage Spike available...sometimes use Cargo Ftoss
+DK Double Suicide available...sometimes
-You get zoned
-You get split up
-Don't take D3 here