at low percents i find it easier to simply go with an option off of just reaction time, regardless of whether or not they trip, since even the
slightest hesitation will likely mean your opponent is gonna mash roll back/get up attack.
So basically, if you're not getting follow ups off of d-tilt, practice reacting as quickly as possibly with your follow up, rather than trying to get a read or go for a chase. That in mind, here's some good follow-ups at different percents:
0 - ~40:
- Down-B: considered by most to be the most basic bnb follow-up off of d-tilt. Works great even w/o the trip since this move DESTROYS shields now. Practice only hitting B one time so that you only get the two hits, anymore and DK slaps the ground for an unnecessary amount of time, allowing the opponent to drift back down and punish with an aerial. this option can and WILL get punished by jumping out of shield and approaching DK in the air with basically any attack, since Down-b only hits grounded opponents. Does around 20%.
- F-Smash: Literally only connects when you get a trip and your reaction speed is fast enough. When done correctly, DK will be pulling his hands back for the attack while the opponent is still in the tripping animation. Guaranteed with a trip and properly timed inputs. Additionally, this move has great shield-push, making it somewhat safe on shield as long as they don't get a perfect shield. Does just shy of 30%, making it the second most optimal choice for d-tilts at early %
- GIANT PUNCHUUUUU: Same as above, except does just shy of 40%. Keep in mind that a not fully charged punch has a few more frames of start up than a fully-charged one, so be advised as experienced players can roll away no problem. Personally, I avoid using this because i like to save my super armor punch for a sneaky KO.
- F-tilt: Basically your safest option, fastest option to use. Only does about 16-17%.
- Dash Grab: D-tilt is the best way for DK to get grabs at low percents. Even without the trip, you can usually force your opponents shield out just by poking at their feet. At higher-mid percents, Jab 1 into grab is an easier confirm. Once you have the grab, Cargo Uthrow into just about any aerial for solid damage. On big-bodies and a few fast fallers (the only two characters i know for sure are Ike and Shiek), you can do the notorious m2k b-air into up-b for a 62% true combo.
50 - ~70
- Dash Grab: Needs to be spaced really well since a lot of characters will fall just outside of DK's dash grab range around this percent. With buffed Cargo Uthrow, this is the percent you want to look for a grab to take an early stock.
- Dash Attack: Your best bet for straight damage. Confirms with trip consistently since dash attack goes a super-long distance in this game. Try to read their double jump and line up a b-air afterwards, and set up for an edgeguard.
80+
this is the percent where d-tilt becomes significantly less useful. it's good for spacing, since its a quick move with decent range, but not much else. as previously mentioned, you can try to read your opponents jump, at which point your best bet is trying to shark with an u-air or b-air. IMO, the most useful way to utilize this move at higher percents is to slap away characters that have a tough time snapping to the ledge to set up an edgeguard. As long as you're ready to take any trades that might go down, you can usually follow up with a D-air offstage to end a stock, but that works at a setup at much lower percents as well.
That's about it! anyone else feel free to add on. I've been playing with DK for a few months now and these are some of the follow-ups i've found useful with d-tilt