crifer
Smash Lord
12 would be amazing :DId rather use a move that doesn't have 12 seconds of cool down
"Dash Attack ...9-20/54..(Does a weaker hit on frames 12-20. Catches items on frames 1-5)"
(Frame data thread by Big O).
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12 would be amazing :DId rather use a move that doesn't have 12 seconds of cool down
I use it a lot but it doesnt work on everyone. It's lots of fun to use in the dittos though since it always leads to down-b!I didn't see this anywhere, so, I'll post here.
D-Throw -> Buffer D-Tilt.
It can get some pretty nice damage, as well as trip them, and then you can get a Down B on them too.
Easy 34%, or more.
And, F-Tilt aimed down has a high trip rate just like D-Tilt.
It's a nice way to mix things up with it, isntead of always staling D-Tilt, haha.
This is what I thought until I was enlightened by dash attack. My advice is just don't mess up with it duh. I'm just saying you guys should play around with it a little it has it's uses.Id rather use a move that doesn't have 12 seconds of cool down
No one said it did. I just said it helpsfootstooling does not beat tornado.
Interesting post :-)I recently realized that I've been using DK incorrectly. I've always tried to use him like marth: set up a "perfect" zone and wait for people to approach. Sadly this strategy is useless against characters like falco, olimar, diddy and mk who have been my personal hardest matchups.
I have taken an interest in Eazy's post. I've always imagined what would happen if characters could be controlled by a perfect computer, how would the computer's play look different from top players? If we want DK to be played his best we need to really examine what works and what doesnt. After finals I may make a thread (or post in this thread) a list of every mixup/AT I can think of and when and who to use them against.
Nairos recent succes at concentrate reminded me that DK isn't meant to played "perfectly," he's a high risk/high reward character that needs to be played with some sense of aggressiveness in most matchups. I still think DK's most distinguishing characteristic isnt really built into the game at all, its an intangible factor that can affect any player: intimidation. Dk's unpredictability with charged punch/9 wind, cargo grabs/spikes and even shield pressure with side-b make him a very scary character. DK's killing/weight ratio is almost as good/ on par with snakes. Snake can live longer than we can with well timed grenades while we have momentum cancels (side-b and up-b) and a better recovery.
This post is probably a result of my recently new-found confidence in the character and I hope what I've posted so far can be of some use.