Wilhelmsan
Smash Lord
L-cancelled aerials with good spacing is usually enough to shake up the ICs. And you're right KK, downB is really good against them. You must must must must, however, be wary of projectiles and their smash attacks.
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One of my favorite things to do is down throw a high % enemy while on top of a high platform and follow in with a Flying F-air. The range is huge and just feels so brutally powerful when you nail it.Does anyone else ever use DK's d-throw to send people off the stage? I find it useful sometimes. It sets up for a tilt, smash, f-air, or giant punch nicely at times.
I Don't even think you need to full hop it... You don't need a platform either.I always end up killing myself or missing when I try the n-air, depending on if I SH or full jump. Do you need to start that from a platform too? Or do I just suck? I'll guess the latter.
Although, yes, Kirby is hard to edgeguard when played correctly, an incorrectly played move can mean a quick kill for DK. Basically, I'm talking about the Up-B edgeguard. That can really screw up a Kirby game until they adapt to it.I'll go with some Kirby talk as well.
This is extremely close. Like 2.3/5 close. I'll give DK the slight advantage as he is so powerful and Kirby is so light.
Kirby can duck DK's giant punch and even d-smash when he's in DK's armpit.
He's hard to edge-guard.
He's quicker and his b-air is like a freakin' sex kick.
He usually is too low to b-air.
Cargo u-air can only land 1 hit at a time.
Edge-guards the crap out of DK.
Arial hammer can hurt DK.
DK has a huge power advantage. One mistake could be death for Kirby.
DK is very difficult to kill unless he gets knocked off the edge.
Cargo u-air can kill at relativly low percents.
Backwards WD to giant punch/f-smash can kill easily and serves as a mindgame after you land one.
B-throw can KO on small stages.
D-throw, tech-chase, flying giant punch FTW!
Yeah, I use that often, but I can't do it and survive when they are close to the stage like after a d-throw. I can't get high enough to do it and survive unless they immediately jump out of it.The N-air offstage is sex. I sometimes get double N-airs offstage depending on whether or not I connected high enough with the first. I find that you can follow knocking your opponent offstage by running straight offstage, jumping out and trying to hit them with a fast fallen n-air. I stays out so long that you can hit way far out and still make it back. Its faster than turning and going for a B-air offstage but its more risky.
peace out
****ing hell, i'd never even have thought of that, that is VERY hairy.Edgeguarding Sheiks with DK is not actually as hard as you might think. I remember Seeing BUM ledge hop a D-air into an upsmash for a kill a couple times. Talk about hairy!!!