Darkwing SykeDuk
Smash Dankist
Ness is heavy as, so many people think hes floaty.
Welcome to Smashboards, the world's largest Super Smash Brothers community! Over 250,000 Smash Bros. fans from around the world have come to discuss these great games in over 19 million posts!
You are currently viewing our boards as a visitor. Click here to sign up right now and start on your path in the Smash community!
u can use dkz up b as a counter
Am I the only one here who refers to DK's sweetspotted Up-B as the Crack!? Just listen to the sound it makes when you hit it, Your ears wont deceive you.Yeah, you can do it in all versions but it doesn't help anything really. It has like no knockback so they just get their u-b back near the edge. And it doesn't grab until the move finishes so it's really slow. The reverse charge cancel is much more useful plus you can b-air before you grab the ledge if you want.
I was just thinking the same thing. I remember back when I first saw this guide when it came out, I thought it was amazing. Now after the 2 years, it barely went through any changes.Someone should make a more recent guide, with a lot of the new techniques. Just glancing through this I saw lots of outdated info.
No, just probably a guide's worth of info in other posts...ask someone who's been around awhile. I could write as much info as this guy did, but that much on just fox alone. I can write pages and pages worth, and i have, which is why i'm kinda hesitant to do it again..You wrote a guide?
I think that this guide is really outdated and was the best that we had at the time, but it is extremely outdated. Between bum, myself, and pkmvodka, there has been so much more discovered for dk and new tactics and whatnot, that this guide does not cover at all. I'd probably keep some parts if i wrote my own, but i would change probably about half of it.Mexican, do you disagree with a lot of this guide? Or were you just considering writing your own for the sake of it?
I would...but I'm too lazy. lol. If you want my input, just ask, and I'll give my opinion and I can tell you what I agree with and disagree with for each section and you can either edit it, or just show your opinion AND mine. lolI was thinking about making one, but only if no one else does before summer 11
So like, right now we can go over every ground move. You can add on to the tilts and tell me whatever you know about Jab and Dash A. *I'd rather have Mex explain why Dash A is sexy*Introduction
Donkey Kong hasn't recieved much light, in general, to nintendo fans. Ever after the SNES era, he had only a few games here and there. That being said, it isn't surprising to see that not many people use this character in all 3 smash games. This is why only a few players in the world are even known as DK players. Despite his lack of popularity, DK can turn out to be surprisingly a solid character in the right hands. His speed, edgeguarding, range, and combo ability surpasses everything the typical tournament player would assume. He excels quite nicely in all of the mentioned catogories. Donkey Kongs grab game is probably the most complex one in the game. Considering the amount of options he has, it shouldn't be surprising to see him turn the tides, even vs the best characters in the game, with just one grab.
Pros-
Fantastic grab game
Good range
Above average recovery
Heavy (harder to kill)
Some characters overestimate his weight/fallspeed and mess up combos.
Rarely used!!!!
2 Frame invincible move (Up B)
Solid Edgeguarding
Cons-
Combo bag
Very weak spam, mostly to Falco's lasers
When facing torwards the opponent, he has very little options in terms of safely approaching
Horrible shield -> weak to shield pressure
Struggles to combo a few lighter characters
DK's Moves
Ground Moves
*skipped the jab* lol
move sucks ****
Slap-away: Forward Tilt
Damage: " "
Speed: Medium
Priority: Medium
Range: High
Start Time: Medium
Lag Time: Noticeable after the initial hit. You must wait for DK to bring his arm back
completely you can move again.
Knockback: Medium
Total frames: " "
Hit frames: " "
A very underestimated move. It has very good range and works well when used after a missed Bair that fell short. When I say this, picture a Fox dash dance camping DK. DK tries to hit with a Back air, but the move missed when he did a dash the other way. Now Fox is going to dash in and Nair/grab. The Forward tilt will catch him before he can hit you. On it's own, it hits the enemy a good distance away and it's solid in spacing wars, even against characters such as Marth. Be careful not to randomly spam it of course and be "creative" of how you use it, the move isn't that quick and if miss spaced, DK is in a world of trouble. For example I love to use this move after a short hop + waveland, simply out of a wavedash, or after a Bair. But you'll never see me using it very often.
Overhead Smack: Up Tilt
Damage: " "
Speed: Fast
Priority: Medium
Range: Medium
Start Time: Fast
Lag Time: Virtually nonexistent
Knockback: Medium
Total frames: " "
Hit frames: " "
Another underestimated move but doesn't have as much use as the previous tilt. Many players refrain from using it, but I pretictally like it because of it's speed and nice range (range that extents in back of DK). As previously mentioned in the forward tilt section, it can be used after the Back air in the same exact way (of course you don't turn around like you do with the Ftilt since you're using the back part of the move for range). I learned this from watching Rockcrock's DK and slowly incorparated it into my playstyle.
Reasons why you may throw it out instead of the Ftilt:
It can combo into a grab or Up air (not at lower percents though)
Faster
Reasons why you may throw out the Ftilt instead:
More range
Isn't percent dependant for effectiveness
Other then that, Uptilt usage is surprisingly tight, since you should be turned around and it's a ground move. You may throw it out a few times when simply turned around and the opponent does an obvious approach, but it's situations like those where you can simply dash dance and grab.
Duck Slap: Down Tilt
Damage: " "
Speed: Fast
Priority: Medium
Range: Medium
Start Time: Fast
Lag Time: Medium
Knockback: Medium
Total frames: " "
Hit frames: "
This move has decent range and speed, but unfortunately can't be canceled like Marth's/Roy's. It's a nice move when used on opponents trying to sweetspot the edge. As an approach, it's pretty much the only ground option DK has when running forwards besides a grab, shield, or rare dash A. As an approach it's pretty decent, but you're not guaranteed anything else after throwing it out since there's no setup. I never find myself using it outside of edgeguarding, but I'm sure there can be more to say about it ***
Smellingsalt: Foward Smash
Damage: " "
Speed: Slow
Priority: Decent
Range: Medium
Start Time: Slow
Lag Time: Noticeable after the initial hit. You must wait for DK to return to his original stance again.
Knockback: High
Total frames: " "
Hit frames: " "
Charge frame: " "
Arguably the coolest smash attack in the game. It has nice knockback, good range, but it's pretty slow. However, it isn't Bowser-like speed, so in a few occasions, you can pull out a surprise factor on your opponent, but I wouldn't recommend it. I use it when comboing Fast fallers on edgeguarding people who aren't sweetspotting. On platform stages like Yoshistories, it's harder to combo a Fast faller. What I like to do is chaingrab them on the left or right platform into a forward smash. The forward smash lands on them from like, ~50 to ~65%. I want to say 70, but I'm not to sure. For edgeguarding, I love to down tilt Falcons and Ganondorfs to mess up their sweetspot and they will almost always try to just land on stage. This makes them easy charged Fsmash bait. A perfect example can be seen in RockCrock vs Scar.
Overhead Clap: Up smash
Damage: " "
Speed: Slow
Priority: Low
Range: Medium
Start Time: Slow
Lag Time: Noticeable after the initial hit. You must wait for DK to return to his original stance again.
Knockback: High
Total frames: " "
Hit frames: " "
Charge frame: " "
A pretty horrible up smash, since it only hits directly above DK + it's slow. This move is pretty much only effectively used as a finisher on a faster faller after a cargo up throw around ~80%+
Kong’s Judgment: Down Smash
Damage: " "
Speed: Fast
Priority: Decent
Range: Medium
Start Time: Fast
Lag Time: Slow
Knockback: High
Total frames: " "
Hit frames: " "
Charge frame: " "
It's relatively fast and hits whatever is close to DK. The KOing factor is rather poor, but it's nice when used out of a crouch cancel (similar to what Samus can do). Unfortunately, the lag time on this move is prolly the longest out of all of his smashes. You shouldn't be using this much since crouch cancel to grab is almost always a better option.