Sudai
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No, not really.First time really trying to contribute imfomation. [>_<]
Should ROB worry much about DK's Cargo Throw againest the stage?
TruthDKs usually try to Up-B as late as possible so that SA frames prevent them from getting spiked. ROB's D-air is a little too telegraphed for spiking reliably if you ask me in any given matchup.
However, it's very easy to punish his Up-B with a N-air offstage and it can reliably outprioritize his Up-B. Do it right, hit either his hand or head, and profit.
Ultra Truthit's hard to think seriously while enjoying tacos.
100% agreed veggi, you beat me to it.I wonder what CBK thinks of this match-up.
YAY! No homo? Ahhhh, **** it! lolJmex...I like you.
AgreedThat picture is win.
*fixes*
ROB's Dtilt is by far better though. It's faster and induces tripping.what about ROB's jabs, its pretty fast, it saved my life a bunch of times
I don't really care whether or not he's allowed to move around with the momentum cancel. It's not good at all. A good player can and WILL punish it. There is a reason why nobody ever uses Up-specials way up high unless their name is Sonic or Snake or G&W or even ROB sometimes. If you go for the ledge, a player will read it and hit you with their strongest aerial or Smash possible. If you try to land on stage, you suffer the landing lag and get hit by a Smash or aerial, depending on whether a platform is present or not. Even on stages with water, the water does help your opponent survive their own edgeguarding attempts as they chase you down.(@ a2, dk is occasionally allowed to move with the upb momentum break, gotta look into it more, but it's much better than you say it is)
G&W is better at edgecamping than both Metaknight and ROB. Keep in mind. He's MUCH harder to defeat at the ledge than either ROB or Metaknight if he's edgecamping right. His Up-B edgestalling is 100% safe (MUCH safer than either ROB or MK's Up-B). His N-air is a better planking tool than Metaknight's Up-air too. He also has a projectile.and a2, don't even try mentioning gdubs, we can dsmash stage spike and fsmash that stuff, i just didn't know you could do it
Well, his projectile functions more like a really disjointed and randomized hitbox, imo, but yeah it's pretty effective for junk.I don't really care whether or not he's allowed to move around with the momentum cancel. It's not good at all. A good player can and WILL punish it. There is a reason why nobody ever uses Up-specials way up high unless their name is Sonic or Snake. If you go for the ledge, a player will read it and hit you with their strongest aerial or Smash possible. If you try to land on stage, you suffer the landing lag and get hit by a Smash or aerial, depending on whether a platform is present or not. Even on stages with water, the water does help your opponent survive their own edgeguarding attempts as they chase you down.
G&W is better at edgecamping than both Metaknight and ROB. Keep in mind. He's MUCH harder to defeat at the ledge than either ROB or Metaknight. His Up-B edgestalling is 100% safe. His N-air is a better planking tool than Metaknight's Up-air too. He also has a projectile.
Yeah, y'know, now that I put these two quotes together, I really think that the better the players, the harder this matchup becomes for DK. DK is a character that relies on punishing mistakes severely more than limiting his opponent's options with safe strategies. ROB in a sense is the opposite of DK, as he doesn't usually punish mistakes all that severely, but has a lot of very safe and effective strategies as long as he plays patiently and intelligently. The characters that are better than DK and ROB not only are very good at staying safe, but have ways of safely punishing mistakes severely.I feel like ROB should theoretically win this matchup, but when you actually play it it can be really tough. DK is quicker than he looks and he can kill amazingly well, especially with that retardly fast and large dsmash (which you have to DI towards him since it has Samus' Melee dsmash trajectory, unintuitive DI FTL...).
Just some information on the subject of his Donkey Punch. To utilize it properly, they DK user has to be a 'KO Artist' akin to a boxer. =pB 18, 19-22 or 25, 26-29/45 or 59...(Super Armor on frames 17-20 for fully charged. The first set of numbers are for fully charged punches and the second set of numbers are for uncharged punches done as quickly as possible. The first number in each set is for the special hit behind DK)