daisho
Smash Lord
The purpose of this thread is anything you want to say that is DK related.
This thread is currently under construction. Please accept it's messiness.
Due to these definitions being a year old they are being redone. Still, the old definitions may be easier for some to understand so I will leave them here as a collapseable tab. Anyway WELCOME TO THE DONKEY KONG METAGAME THREAD!
How is it helpful? This can be used to catch your opponent by surprise since they expect you to have a lot of lag after completing one of these moves. Right after landing you can D smash or Grab to surprise them. It also just saves DK some punishment since he really takes a while to get up.
When should I use it? Whenever you use one of these attacks, if you can cancel the lag.
How easy is it to master? Easy
How is it helpful? This will get your opponent stuck in the ground free to do whatever you want to him.
When should I use it? Whenever your opponent has even minimum lag go for it. If you can master this can be a useful technique.
How easy is it to master? Difficult
What is it? This is when you use grounded up B on a platform and leave the platform during the Super Armor frames at the start of the move. This will give you Super Armor throughout the entire move.
How is it helpful? Whenever you are on a platform you can use it to gain super armor. It is helpful on stages like Japes to go through projectiles such as Falco’s lasers. In addition using it off the main platform can be a good edgeguard since you don’t run the risk of being stage spiked.
When should I use it? Often. When you are on a platform.
How is it helpful? Invincible DK ftw. It also allows you to deal out alot of percent since when you are moving forward and don't catch them with the immediate start up they get stuck in for longer. Watch out, some moves WILL clank with this move.
When should I use it? Very often. When I play on Yoshi's I abuse this tactic. Don't get predictable because they can punish you after the move but really use a lot. Also note there are some moves that can go through it. To figure it out you will have to do a bit of digging on these boards because it is not something we need getting out.
How easy is it to master? Pretty easy.
How is it helpful? Lets you live longer.
When should I use it? ONLY when you will surely die otherwise. If you use it then you will be falling helplessly and unless you grab the ledge you will have alot of landing lag.
How easy is it to master? Very easy.
How is it helpful? It is a mixup for recovery. Instead of grabbing the ledge as expected you go onto the stage land laglessly and can punish. Chances are they will not see it coming.
When should I use it? When you feel other recovery options have gotten stale and predictable.
How easy is it to master? Pretty easy.
How is it helpful? DK's main aerial game relies on facing the enemy backwards so he can use his bair.
When should I use it? Against tall people as an approach all the time. If they are airborne then it is good for that also. Also for edgeguarding.
How easy is it to master? Not too difficult.
How is it helpful? You can travel far with it... Some items it helps because it can start combos. Note that DK has one of the longest glide tosses but he also has one of the longest throwing animations. Don't expect too much out of this.
When should I use it? Whenever you want to approach with an item in hand.
How easy is it to master? Somewhat difficult.
How is it helpful? You can use it as a mind game to catch your opponent offguard. It is also necessary for the GFSC.
When should I use it? When the guy is behind you... or when you are recovering you can wind up a punch and turn around so you can bair them.
How easy is it to master? All attacks have slightly different timing but its not so bad.
How is it helpful? It gives you a sliding headbutt... headbutt can spike so they won't expect it.
When should I use it? On characters like MK or Rob it is pretty useless, but on most of the cast if you think you can hit them with it... Go for it!
How easy is it to master? Easy.
How are they helpful? Mindgames. Also it seems the range is wierdly increased because of the boost. Another option to help us land headbutts can be very useful.
When should I use it? Not that often. Only as a mixup but basically when you think you can land a headbutt.
How easy is it to master? Moderate. Not too difficult
How is it helpful? Can get you that early kill sometimes or just get a kill out of a grab. Also fear of this can mess up your opponent sometimes.
When should I use it? Against people who don't know the trick which will not be spoken of here you can use it at like 40% or higher. Against those who do know it at about 90%. Watch out and make sure they dont break out early because it will put you in an awful position. Still worse they can tech the stage and then footstool you.
How easy is it to master? Easy
How is helpful? You can get a lot of damage followed by a kill move.
When should I use it? Whenever they are in a jab-locking position...
How easy is it to master? I don't know, I have never had a circumstance when I could pull it off.
Here is a quote by Big O about Jab locking:
Jab locking is basically hitting the opponent with certain weak moves while they are laying on the floor or during a floor bounce. It does not work from a trip. If done correctly you can then repeat the weak move over and over again until you reach the end of the stage or until the move is no longer weak enough to extend the lock. At the end of the lock they will be forced to get up automatically if you started it by hitting them during a floor bounce. Doing so gives you enough time to do the kill move of your choice at the end of the jab lock. If they are already laying on the ground, hitting them with a jab lock move will not make them get up automatically unless you jab lock them for a while (about 4 jabs or more).
The moves DK can jab lock with are his jab (until about 90% for a fresh jab) and Dtilt until it stops tripping (about 50% when fresh). If you hit with the tip of his jab you will break the jab lock at any % because it makes them land on their feet. Stale jabs and Dtilts can jab lock at higher percentages than fresh ones. You can also start a jab lock with the weak part of a Bair or Nair until about 33%. Ftilt at very low %'s work too with downwards Ftilt working a bit longer. Jab or Dtilt to fully charged punch, down b, or side b are both combos if they are laying on the floor within their jab locking %'s since you hit them while they are bouncing. The %'s are approximate and are higher for heavyweights while lower for lightweights
Spinning Kong (Up B) Techniques
Lagless Up B and Neutral B
Donkey Kong can cancel the huge ending lag he gets after falling from an aerial Up B or Neutral B. It is quite easy to do. All the player has to do is land immediately after the move finishes.
Super Armor Up B
Donkey Kong can have Super Armor throughout the entire ending of his grounded up B. Normally he receives super armor on frames 10-16. This technique will give it to him far beyond that. The general idea is that if you change from a grounded up B to an aerial up B then the game will forget to “turn off” the super Armor. The way to do this is to do an up B near a ledge and leave while you are in super armor. To practice this you can hear a different sound if you get it right. It is not easy by any means but once you master it, it is easy to reproduce. (Note: you have to leave the ground BEFORE the hitbox comes out. The hitbox comes out at frame 19 and you need to leave the platform frames 10-16)
Invincible Up B
The same principle that works for Super Armor Up B works for Invincible up B. You’re aerial up B gets invincibility from frames 4-6. If you land on the ground in that time you will become “invincible”. The main issue is stages. This can be done quite easily on stages that have slants but only a couple of stages do (mainly pictochat and Yoshis island). There are two issues with this invincibility. Firstly, grounded attack over 14 will hit while you are in the hitbox animation of the attack (cool down lag is legitimately invincible). Secondly any attack that would normally clank with up B still clanks.
Up B break
This basically is a survival technique. If DK Up Bs then he will cancel all his momentum. This means if DK is about to be launched off the stage but he up Bs then he may survive when he previously would have died. The general idea is to be attacked, use a back air and then press Up B and you will often survive when you would have died.
Non-Sweetspot Up B
This is a pretty general technique but also works for Donkey Kong. If you hold down while going over the ledge you will not grab it. This enables DK to go straight onto the stage from an up b and often land laglessly.
Donkey Kong Swims
Apparently apes can swim. DK can get out of the water much better than most especially on a stage like Japes. All you have to do is keep mashing up and B and you will fly out of the water quickly and efficiently. This results in almost never dying via water in Jungle Japes.
Headbutt (Side B) ATs
Grounded Footstool Head-butt
Donkey Kong can get a guaranteed head-butt from a footstool. This is a more difficult technique but it is pretty reliable once mastered. The idea behind this is to jump on the grounded opponents head and head-butt him into the ground. The issue is that a normal head-butt won’t hit the opponent. Luckily this issue can be fixed. Donkey Kong can do a b-reversal headbutt which will result in his hitbox hitting the opponent. The b-reversal headbutt is done by inputting right, B, left (or left, B, right). The timing is strict but if you get it right then you should see DK staying in one place but hitting behind him rather than in front of him.
Gliding Headbutt
Donkey Kong can get a random boost by running off the stage and headbutting. I am unsure as to how these mechanics work but basically just run off the stage and press side B and you will slide much further than you normally do.
Headbutt Momentum Reversals
Donkey Kong can abuse B reversals to give him unpredictable boosts with his headbutt. Basically if you are running in one direction and you do a B reversal headbutt (Input Forward, B, Backwards in quick succession). You will do a turn-around headbutt with a small boost. If you do this while attempting a gliding headbutt you will get a HUGE boost. (that again is just doing the B reversal while running off the stage).
Other DK ATs
Pivot Punching
Pivot Punching is just a B reversal DK Punch (Neutral B). It is noteworthy because it makes DKs hitbox extremely weird.
Cargo Stage Spike
Donkey Kong can throw his opponents off the stage. His Forward throw puts them on his back and then you can run off the stage and throw your enemies against it. You can use Ftoss Btoss or Dtoss against the stage.
Random ideas are just tips and tricks thought up by DK mains on the boards.
Platform Down smashing
On a stage with platforms jump onto the platform and immediately D smash. This move has odd range and will hit people below and above you and since it comes out so quickly they won't expect it. It is a great mindgame and a good way to get a kill. Do note that while is can work sometimes it can also put you in a terrible position. They can hit you in the ending lag and end up juggling you. Only do this tactic if you really think it will work.
suggested by daisho
Down B Techchasing
Down b is an excellent techchasing move. Since it has multiple hitboxes, incredible range in front of you and still range behind you can cover every option except rolling away. If they roll away all you have to do is take a few steps forward and down B. While it doesn’t lead to any combos I’ll take 14% whenever I can.
suggested by Rag
Capitalizing on Double Jumps
Wait for people to use their double jump then knock them offstage. After using a double jump the opponents options are greatly lessened. They have to land and the only thing they can do to protect themselves is air dodge or attack. Since they have limited options it is easy to predict what they will do and capitalize on that. Also, Grabs don't give people their jump back so grab walk off cargo down throw is better at gimping when they don't have their jump.
suggested by Rag
Off-Stage Up Airing
Jump off the stage as if to gimp your opponent. Wait for them to airdodge and then U air. This can get you kills at percents around 100-125. You could also B air but they might expect it if you jump towards them backwards, but jumping forwards they will assume a Fair which they assume they will easily avoid. Then you throw out you’re U air which is much quicker.
suggested by Bigfoot
Snake Spiking
Spike snake no matter how low he is if he's cyphering. You'll bounce up and live.
suggested by Rag
Fair recovering
Fair while recovering hits so many people who think you can't do anything in front of you and aren't used to its range. Probably won’t hit anyone but there really isn’t much downside to this.
suggested by BigO
Grab Release
Grab releasing (Picking up someone and not inputting a direction to throw them in so they are released from your grab while taking no damage) people who mash really fast right next to the edge might make them SD.
suggested by BigO
Headbutt Stall
While being juggled you can use side b to stall your air speed. This may throw off the timing of your opponent allowing you to recover safely.
suggested by BigO
Empty Short Hop
Short hop past your opponent as if Bairing and instead turn around and grab them when you land. ( Video for explanation 4:55)
suggested by Ripple
Gimping Diddy
1. Throw him off stage (using cargo D throw or B throw)
2. Bair him once
3. Up B ledge stall until he dies*
*If he happens to go over you; you are still in a good position. You can get a free punch or grab (and repeat the situation)
suggested by Bigfoot
Early B Throw Kill
After you grab someone, either pummel a few times or stand still until you hear them mashing out really hard. Then do a B throw. They will mess up their and die at a much earlier percent (about 100 depending where you are on the stage).
suggested by Rag
Nair Stage Spiking
While the opponent is hanging off the ledge. Jump out while facing the stage, then N-air. The lasting hitbox will usually stage spike them.
suggested by Jmex
Low Percent UpTilt mixups
Low percent up tilts combo into another up tilt sometimes. Often after the second you opponent may airdodge. To combat that you should Up B and in total the combo will deal 30-40%. Be sure you don’t up tilt at 0 percent. If you do this most opponents can fast fall an aerial and hit you. Also this tactic is completely destroyed by DI.
suggested by daisho
Cargo-Release Chasing
A cargo release is when someone breaks out of an F throw before you throw in one direction. This tactic will not work if your opponent knows what to do, most characters can get out of it but it is very rewarding if you can predict their moves.
When you release someone you get a 1 frame advantage (except mother boys, they are a different story). DK has D tilt (frame 6) Jab (Frame 5) Utilt (frame 5) D smash (frame 10) Grab (frame 8) and Up B (SA frames 10-16, attack frame 18) and Down B(Good for beating rolls/spotdodges). All these moves can be used for this tactic.
If your opponent reacts slowly you can do anything except up/down B. The first time or two times I recommend using jab, dtilt or D smash. They may be out of range for U tilt. But save grab for later.
Next time you release they will want to avoid your attack. There is a good chance they will shield. Now is the time to regrab.
Then to avoid the grab they may spotdodge. To counter this you can up B or down B
They also have the option of rolling. If you can predict their roll behind you then you can SIDE B them. If they roll away you probably get a down B.
Things to watch out for: Opponents like marth with his Up B. Characters with faster grabs by more than 1 frame can grab you. Characters with speedy jabs can jab you.
This Technique is not nearly as good as Snakes Techchase but you really should look into it, it is a viable technique that I have performed on pretty decent players.
suggested by daisho
Pummel Rhythm
If you use the correct Rhythm to pummel it is faster than just mashing pummel
suggested by BigO
Easy Headbutt
Jump as if you were going to double Bair but after the first one do a turn around side b. This is a good mixup but don't overuse it since if shielded you will get punished pretty badly every time.
This section is still unfinished. So far MK's tornado is the only specific move.
MK's Tornado
The following is quoted from Big O. Thank you so much.
Recently I discovered the in's and out's MK's tornado and why its priority is so good. A grounded tornado follows normal priority rules which means almost any move can clank with it and cancel it out. The breaking point of the tornado is 10 damage. Any move that does 10 or more damage will go through the tornado. The catch though is the aerial tornado. As soon as he leaves the ground it gets tricky.
This is probably a bug but any aerial that hits the tornado will clank with it but not go through it no matter how much damage it does. Even a fully charged punch is no exception. This means the only way an aerial can beat the tornado is if you hit MK directly without clanking with his tornado. To do this you must hit him at the top of the tornado. The tornado's hitbox doesn't reach to the top of the tornado even though it looks like it does. After you get a feel for the where the zero priority zone is you can use anything to hit him out of it. I've gotten Nair, up b, and even side b to work although timing the side b is impractical. Ground moves however are not affected by this bug. Ground moves will beat and hit through the tornado as long as it does 10 or more damage. Ground moves will not clank MK out of the tornado though. Say you Ftilt the tornado but you only hit the bottom of it. It will go through the tornado and you will see blue circles that indicate clanking but the tornado will keep going.
The summary is as follows:
1) If an aerial hits an aerial tornado it will lose.
2) The only way to beat an aerial tornado with an aerial is to hit MK without hitting the tornado hitbox. You must hit the top of the tornado without hitting the sides or bottom.
3) Any ground move that does 10 or more damage will go through and beat the tornado period. However you must hit the center to hit MK out of it.
4) A grounded tornado is not a priority nightmare. It can be clank canceled by almost anything.
5) The fact that aerials that do 10 or more damage do not go through the tornado is probably a bug.
I hope this gives you guys a better perspective on how to deal with tornado spam.
Under 100%
1) Roll (usually not expected/punished on first use)
2) Regular get up (duh)
Any %
1) Let go of edge > double jump > SA punch (be sure to DI onstage!)
2) Standard get up > shield
3) Let go of edge > double jump > uair > Usmash (opponent at low % ~under 40%) (daisho edit: pretty sure this won't work)
4) Let go of edge > double jump > uair (slightly under the ledge)
5) Side B away from stage > double jump > bair
6) Lagless upB on a platform
7) Let go of edge > double jump > air dodge > tilt
8) Let go of edge > upB > hold down on control stick and DI onstage > dsmash/anything
9) Let go of edge > double jump > uair > DI away from stage > UpB to a lagless landing
10) Jump from ledge
11) Jump from ledge > dair
12) Jump from ledge > side B
13) Stall with upB
14) Let go of edge > double jump > Invincible up B (only works on slanted stages like pictochat or YI)
-Donkey Kongs Up Tilt has more range than his Up Smash
-After a Headbutt Rob is tall enough that you can Up Smash him while still buried in the ground
- Upward angled Forward Tilt has less range than Down Tilt against "*******". Characters who qualify for ****** status are Olimar, Ivysaur, Metaknight, Pikachu, and Kirby. Ice climbers are merely ******-wanabees. Squirtle is an anomaly and sometimes is the same range and sometimes simply misses.
- After footstooling someone once in the air, if by some strange and twisted scheme you get ANOTHER footstool then you can Down Air them out of it.
- Holding shield and pressing down on a platform can have three outcomes. If you move it slightly it will angle your shield down. A little more will make you go through the platform. If you smash it then you will spotdodge.
- A stale punch can trip at 0. Punch to Forward Smash anyone?
- Spinning Kong after jumping will probably land you on a platform... wait a second the entire game is on a stationary platform in the middle of nowhere... let me rephrase that. If you are on the main platform and you jump and then immediately use Spinning Kong you will land laglessly on most floating platforms.
- Believe it or not people will get mad at you for spamming grounded Spinning Kong. What a wondrous feeling.
- Down Tilt's trip rate is 40% up until your opponent is at a certain percent (fresh D tilts trip at higher rates). That means if you down tilt someone at a low percent and it doesn't trip, chances are the next one will trip meaning you should get ready to follow it up if the second one connects.
- Most characters can break Up Tilt strings at 0%. Wait until they are at about 10% if they are a character with a fast aerial.
- Forward Smash hits opponents hanging on the ledge. Down Smash SPIKES opponents hanging on the ledge. Moral of the story, your opponent should not chill on the ledge.
- Sakurai forgot to include cargo tosses in stale moves... stupid Sakurai.
- Neutral Air beats out snakes Up Smash.
- DK's Aerial headbutt has less range than the grounded headbutt but the Aerial version is stronger in Damage and time they stay in the ground as well as having less lag.
- DK's Pivot grab is disjointed. Much more so than his regular grab.
- When you hit someone's shield with down b you get pushed back. This is very dangerous if you normally mash B since you may fall of the edge and SD. You have to watch yourself.
- If you go off the stage in the ending lag of DKs grounded up b you will go into the helpless mode and die. You can DI back and grab the edge though.
- DKs side taunt actually gets rid of any water that clung onto him after he was swimming
This thread is currently under construction. Please accept it's messiness.
Due to these definitions being a year old they are being redone. Still, the old definitions may be easier for some to understand so I will leave them here as a collapseable tab. Anyway WELCOME TO THE DONKEY KONG METAGAME THREAD!
List of Advanced Techniques (ATs)
Lag Canceled Up B and B
What is it? Lag Canceled Up B or B is when you land shortly after completing either B or Up B. You will land with no lag as opposed to falling on your back.How is it helpful? This can be used to catch your opponent by surprise since they expect you to have a lot of lag after completing one of these moves. Right after landing you can D smash or Grab to surprise them. It also just saves DK some punishment since he really takes a while to get up.
When should I use it? Whenever you use one of these attacks, if you can cancel the lag.
How easy is it to master? Easy
GFSC (Grounded FootStool Combo)
What is it? This one is complicated. You do a footstool hop (jumping on your opponent) on a grounded opponent, then press side b and after you press that one direction reverse it. This is a footstool hop on a grounded opponent and then a b reversed side b right afterwards.How is it helpful? This will get your opponent stuck in the ground free to do whatever you want to him.
When should I use it? Whenever your opponent has even minimum lag go for it. If you can master this can be a useful technique.
How easy is it to master? Difficult
Super Armour Up B extender
What is it? This is when you use grounded up B on a platform and leave the platform during the Super Armor frames at the start of the move. This will give you Super Armor throughout the entire move.
How is it helpful? Whenever you are on a platform you can use it to gain super armor. It is helpful on stages like Japes to go through projectiles such as Falco’s lasers. In addition using it off the main platform can be a good edgeguard since you don’t run the risk of being stage spiked.
When should I use it? Often. When you are on a platform.
Invincible Up B
What is it? This is when you use an aerial up B and land on the stage during the Invincibility frames at the beginning of the move. The Invincibility is conserved throughout the move. This can only be done on stages with slanted edges such as Yoshi's Island (brawl) Lylat Cruise or Pictochat. How is it helpful? Invincible DK ftw. It also allows you to deal out alot of percent since when you are moving forward and don't catch them with the immediate start up they get stuck in for longer. Watch out, some moves WILL clank with this move.
When should I use it? Very often. When I play on Yoshi's I abuse this tactic. Don't get predictable because they can punish you after the move but really use a lot. Also note there are some moves that can go through it. To figure it out you will have to do a bit of digging on these boards because it is not something we need getting out.
How easy is it to master? Pretty easy.
Up B brake
What is it? This is when you are launched far and are about to die but use a b air (or any aerial) and then up B.How is it helpful? Lets you live longer.
When should I use it? ONLY when you will surely die otherwise. If you use it then you will be falling helplessly and unless you grab the ledge you will have alot of landing lag.
How easy is it to master? Very easy.
Non Sweetspot Up B
What is it? This is when you are using Up B to recover but when you get to where you would grab the ledge you press down.How is it helpful? It is a mixup for recovery. Instead of grabbing the ledge as expected you go onto the stage land laglessly and can punish. Chances are they will not see it coming.
When should I use it? When you feel other recovery options have gotten stale and predictable.
How easy is it to master? Pretty easy.
Reverse Aerial Rush (RAR)
What is it? This is when you are running and turn around just before you jump. You get the momentum from running forward.How is it helpful? DK's main aerial game relies on facing the enemy backwards so he can use his bair.
When should I use it? Against tall people as an approach all the time. If they are airborne then it is good for that also. Also for edgeguarding.
How easy is it to master? Not too difficult.
Glide Toss
What is it? This is when you are holding an item and you shield and press roll and attack in the same direction at the same time. You get a nice boost while you throw the item.How is it helpful? You can travel far with it... Some items it helps because it can start combos. Note that DK has one of the longest glide tosses but he also has one of the longest throwing animations. Don't expect too much out of this.
When should I use it? Whenever you want to approach with an item in hand.
How easy is it to master? Somewhat difficult.
B-Reversal
What is it? This is when you do a B move and turn around in the middle of it. DK can do it when he Charges a punch in between winds, an uncharged punch, a fully charged punch and aerial side B as well as grounded side B. How is it helpful? You can use it as a mind game to catch your opponent offguard. It is also necessary for the GFSC.
When should I use it? When the guy is behind you... or when you are recovering you can wind up a punch and turn around so you can bair them.
How easy is it to master? All attacks have slightly different timing but its not so bad.
Gliding Headbutt
What is it? This is when you are running off the stage and you press side B. You will slide off the stage while doing a headbutt.How is it helpful? It gives you a sliding headbutt... headbutt can spike so they won't expect it.
When should I use it? On characters like MK or Rob it is pretty useless, but on most of the cast if you think you can hit them with it... Go for it!
How easy is it to master? Easy.
Reverse Headbutt Momentum...Stuff (RHM...S)
What are they? This is when you are running in one direction, press side B in that direction and then B reverse it to the other direction. This gives you a nice sliding boost. If this is done while attempting a gliding headbutt the boost will be much longer. In can also be done with the punch while running off a platform to get a weird backwards boost.How are they helpful? Mindgames. Also it seems the range is wierdly increased because of the boost. Another option to help us land headbutts can be very useful.
When should I use it? Not that often. Only as a mixup but basically when you think you can land a headbutt.
How easy is it to master? Moderate. Not too difficult
Cargo Stage Spike
What is it? This is when you pick up a guy and throw him against the stage so he dies.How is it helpful? Can get you that early kill sometimes or just get a kill out of a grab. Also fear of this can mess up your opponent sometimes.
When should I use it? Against people who don't know the trick which will not be spoken of here you can use it at like 40% or higher. Against those who do know it at about 90%. Watch out and make sure they dont break out early because it will put you in an awful position. Still worse they can tech the stage and then footstool you.
How easy is it to master? Easy
Jab Lock
What is it? This is when the opponent keeps getting hit by our first hit of our jab and moving slightly forward. There is nothing they can do to get out of this.How is helpful? You can get a lot of damage followed by a kill move.
When should I use it? Whenever they are in a jab-locking position...
How easy is it to master? I don't know, I have never had a circumstance when I could pull it off.
Here is a quote by Big O about Jab locking:
Jab locking is basically hitting the opponent with certain weak moves while they are laying on the floor or during a floor bounce. It does not work from a trip. If done correctly you can then repeat the weak move over and over again until you reach the end of the stage or until the move is no longer weak enough to extend the lock. At the end of the lock they will be forced to get up automatically if you started it by hitting them during a floor bounce. Doing so gives you enough time to do the kill move of your choice at the end of the jab lock. If they are already laying on the ground, hitting them with a jab lock move will not make them get up automatically unless you jab lock them for a while (about 4 jabs or more).
The moves DK can jab lock with are his jab (until about 90% for a fresh jab) and Dtilt until it stops tripping (about 50% when fresh). If you hit with the tip of his jab you will break the jab lock at any % because it makes them land on their feet. Stale jabs and Dtilts can jab lock at higher percentages than fresh ones. You can also start a jab lock with the weak part of a Bair or Nair until about 33%. Ftilt at very low %'s work too with downwards Ftilt working a bit longer. Jab or Dtilt to fully charged punch, down b, or side b are both combos if they are laying on the floor within their jab locking %'s since you hit them while they are bouncing. The %'s are approximate and are higher for heavyweights while lower for lightweights
Donkey Kong = Michael Phelps
Just keep pressing up and B when you are in the water... miracles will happen.Donkey Kong Advanced Techniques
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Spinning Kong (Up B) Techniques
Lagless Up B and Neutral B
Donkey Kong can cancel the huge ending lag he gets after falling from an aerial Up B or Neutral B. It is quite easy to do. All the player has to do is land immediately after the move finishes.
Super Armor Up B
Donkey Kong can have Super Armor throughout the entire ending of his grounded up B. Normally he receives super armor on frames 10-16. This technique will give it to him far beyond that. The general idea is that if you change from a grounded up B to an aerial up B then the game will forget to “turn off” the super Armor. The way to do this is to do an up B near a ledge and leave while you are in super armor. To practice this you can hear a different sound if you get it right. It is not easy by any means but once you master it, it is easy to reproduce. (Note: you have to leave the ground BEFORE the hitbox comes out. The hitbox comes out at frame 19 and you need to leave the platform frames 10-16)
Invincible Up B
The same principle that works for Super Armor Up B works for Invincible up B. You’re aerial up B gets invincibility from frames 4-6. If you land on the ground in that time you will become “invincible”. The main issue is stages. This can be done quite easily on stages that have slants but only a couple of stages do (mainly pictochat and Yoshis island). There are two issues with this invincibility. Firstly, grounded attack over 14 will hit while you are in the hitbox animation of the attack (cool down lag is legitimately invincible). Secondly any attack that would normally clank with up B still clanks.
Up B break
This basically is a survival technique. If DK Up Bs then he will cancel all his momentum. This means if DK is about to be launched off the stage but he up Bs then he may survive when he previously would have died. The general idea is to be attacked, use a back air and then press Up B and you will often survive when you would have died.
Non-Sweetspot Up B
This is a pretty general technique but also works for Donkey Kong. If you hold down while going over the ledge you will not grab it. This enables DK to go straight onto the stage from an up b and often land laglessly.
Donkey Kong Swims
Apparently apes can swim. DK can get out of the water much better than most especially on a stage like Japes. All you have to do is keep mashing up and B and you will fly out of the water quickly and efficiently. This results in almost never dying via water in Jungle Japes.
Headbutt (Side B) ATs
Grounded Footstool Head-butt
Donkey Kong can get a guaranteed head-butt from a footstool. This is a more difficult technique but it is pretty reliable once mastered. The idea behind this is to jump on the grounded opponents head and head-butt him into the ground. The issue is that a normal head-butt won’t hit the opponent. Luckily this issue can be fixed. Donkey Kong can do a b-reversal headbutt which will result in his hitbox hitting the opponent. The b-reversal headbutt is done by inputting right, B, left (or left, B, right). The timing is strict but if you get it right then you should see DK staying in one place but hitting behind him rather than in front of him.
Gliding Headbutt
Donkey Kong can get a random boost by running off the stage and headbutting. I am unsure as to how these mechanics work but basically just run off the stage and press side B and you will slide much further than you normally do.
Headbutt Momentum Reversals
Donkey Kong can abuse B reversals to give him unpredictable boosts with his headbutt. Basically if you are running in one direction and you do a B reversal headbutt (Input Forward, B, Backwards in quick succession). You will do a turn-around headbutt with a small boost. If you do this while attempting a gliding headbutt you will get a HUGE boost. (that again is just doing the B reversal while running off the stage).
Other DK ATs
Pivot Punching
Pivot Punching is just a B reversal DK Punch (Neutral B). It is noteworthy because it makes DKs hitbox extremely weird.
Cargo Stage Spike
Donkey Kong can throw his opponents off the stage. His Forward throw puts them on his back and then you can run off the stage and throw your enemies against it. You can use Ftoss Btoss or Dtoss against the stage.
Random Ideas
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Random ideas are just tips and tricks thought up by DK mains on the boards.
Platform Down smashing
On a stage with platforms jump onto the platform and immediately D smash. This move has odd range and will hit people below and above you and since it comes out so quickly they won't expect it. It is a great mindgame and a good way to get a kill. Do note that while is can work sometimes it can also put you in a terrible position. They can hit you in the ending lag and end up juggling you. Only do this tactic if you really think it will work.
suggested by daisho
Down B Techchasing
Down b is an excellent techchasing move. Since it has multiple hitboxes, incredible range in front of you and still range behind you can cover every option except rolling away. If they roll away all you have to do is take a few steps forward and down B. While it doesn’t lead to any combos I’ll take 14% whenever I can.
suggested by Rag
Capitalizing on Double Jumps
Wait for people to use their double jump then knock them offstage. After using a double jump the opponents options are greatly lessened. They have to land and the only thing they can do to protect themselves is air dodge or attack. Since they have limited options it is easy to predict what they will do and capitalize on that. Also, Grabs don't give people their jump back so grab walk off cargo down throw is better at gimping when they don't have their jump.
suggested by Rag
Off-Stage Up Airing
Jump off the stage as if to gimp your opponent. Wait for them to airdodge and then U air. This can get you kills at percents around 100-125. You could also B air but they might expect it if you jump towards them backwards, but jumping forwards they will assume a Fair which they assume they will easily avoid. Then you throw out you’re U air which is much quicker.
suggested by Bigfoot
Snake Spiking
Spike snake no matter how low he is if he's cyphering. You'll bounce up and live.
suggested by Rag
Fair recovering
Fair while recovering hits so many people who think you can't do anything in front of you and aren't used to its range. Probably won’t hit anyone but there really isn’t much downside to this.
suggested by BigO
Grab Release
Grab releasing (Picking up someone and not inputting a direction to throw them in so they are released from your grab while taking no damage) people who mash really fast right next to the edge might make them SD.
suggested by BigO
Headbutt Stall
While being juggled you can use side b to stall your air speed. This may throw off the timing of your opponent allowing you to recover safely.
suggested by BigO
Empty Short Hop
Short hop past your opponent as if Bairing and instead turn around and grab them when you land. ( Video for explanation 4:55)
suggested by Ripple
Gimping Diddy
1. Throw him off stage (using cargo D throw or B throw)
2. Bair him once
3. Up B ledge stall until he dies*
*If he happens to go over you; you are still in a good position. You can get a free punch or grab (and repeat the situation)
suggested by Bigfoot
Early B Throw Kill
After you grab someone, either pummel a few times or stand still until you hear them mashing out really hard. Then do a B throw. They will mess up their and die at a much earlier percent (about 100 depending where you are on the stage).
suggested by Rag
Nair Stage Spiking
While the opponent is hanging off the ledge. Jump out while facing the stage, then N-air. The lasting hitbox will usually stage spike them.
suggested by Jmex
Low Percent UpTilt mixups
Low percent up tilts combo into another up tilt sometimes. Often after the second you opponent may airdodge. To combat that you should Up B and in total the combo will deal 30-40%. Be sure you don’t up tilt at 0 percent. If you do this most opponents can fast fall an aerial and hit you. Also this tactic is completely destroyed by DI.
suggested by daisho
Cargo-Release Chasing
A cargo release is when someone breaks out of an F throw before you throw in one direction. This tactic will not work if your opponent knows what to do, most characters can get out of it but it is very rewarding if you can predict their moves.
When you release someone you get a 1 frame advantage (except mother boys, they are a different story). DK has D tilt (frame 6) Jab (Frame 5) Utilt (frame 5) D smash (frame 10) Grab (frame 8) and Up B (SA frames 10-16, attack frame 18) and Down B(Good for beating rolls/spotdodges). All these moves can be used for this tactic.
If your opponent reacts slowly you can do anything except up/down B. The first time or two times I recommend using jab, dtilt or D smash. They may be out of range for U tilt. But save grab for later.
Next time you release they will want to avoid your attack. There is a good chance they will shield. Now is the time to regrab.
Then to avoid the grab they may spotdodge. To counter this you can up B or down B
They also have the option of rolling. If you can predict their roll behind you then you can SIDE B them. If they roll away you probably get a down B.
Things to watch out for: Opponents like marth with his Up B. Characters with faster grabs by more than 1 frame can grab you. Characters with speedy jabs can jab you.
This Technique is not nearly as good as Snakes Techchase but you really should look into it, it is a viable technique that I have performed on pretty decent players.
suggested by daisho
Pummel Rhythm
If you use the correct Rhythm to pummel it is faster than just mashing pummel
suggested by BigO
Easy Headbutt
Jump as if you were going to double Bair but after the first one do a turn around side b. This is a good mixup but don't overuse it since if shielded you will get punished pretty badly every time.
Dealing with Specific moves
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This section is still unfinished. So far MK's tornado is the only specific move.
MK's Tornado
The following is quoted from Big O. Thank you so much.
Recently I discovered the in's and out's MK's tornado and why its priority is so good. A grounded tornado follows normal priority rules which means almost any move can clank with it and cancel it out. The breaking point of the tornado is 10 damage. Any move that does 10 or more damage will go through the tornado. The catch though is the aerial tornado. As soon as he leaves the ground it gets tricky.
This is probably a bug but any aerial that hits the tornado will clank with it but not go through it no matter how much damage it does. Even a fully charged punch is no exception. This means the only way an aerial can beat the tornado is if you hit MK directly without clanking with his tornado. To do this you must hit him at the top of the tornado. The tornado's hitbox doesn't reach to the top of the tornado even though it looks like it does. After you get a feel for the where the zero priority zone is you can use anything to hit him out of it. I've gotten Nair, up b, and even side b to work although timing the side b is impractical. Ground moves however are not affected by this bug. Ground moves will beat and hit through the tornado as long as it does 10 or more damage. Ground moves will not clank MK out of the tornado though. Say you Ftilt the tornado but you only hit the bottom of it. It will go through the tornado and you will see blue circles that indicate clanking but the tornado will keep going.
The summary is as follows:
1) If an aerial hits an aerial tornado it will lose.
2) The only way to beat an aerial tornado with an aerial is to hit MK without hitting the tornado hitbox. You must hit the top of the tornado without hitting the sides or bottom.
3) Any ground move that does 10 or more damage will go through and beat the tornado period. However you must hit the center to hit MK out of it.
4) A grounded tornado is not a priority nightmare. It can be clank canceled by almost anything.
5) The fact that aerials that do 10 or more damage do not go through the tornado is probably a bug.
I hope this gives you guys a better perspective on how to deal with tornado spam.
DK Ledge Options
Against a good opponent, getting on stage after grabbing the ledge is very important to improve positioning. Here are a few ways to keep in mind to get there.Under 100%
1) Roll (usually not expected/punished on first use)
2) Regular get up (duh)
Any %
1) Let go of edge > double jump > SA punch (be sure to DI onstage!)
2) Standard get up > shield
3) Let go of edge > double jump > uair > Usmash (opponent at low % ~under 40%) (daisho edit: pretty sure this won't work)
4) Let go of edge > double jump > uair (slightly under the ledge)
5) Side B away from stage > double jump > bair
6) Lagless upB on a platform
7) Let go of edge > double jump > air dodge > tilt
8) Let go of edge > upB > hold down on control stick and DI onstage > dsmash/anything
9) Let go of edge > double jump > uair > DI away from stage > UpB to a lagless landing
10) Jump from ledge
11) Jump from ledge > dair
12) Jump from ledge > side B
13) Stall with upB
14) Let go of edge > double jump > Invincible up B (only works on slanted stages like pictochat or YI)
Good To Know
This section is a collection of random tidbits. The idea for this section as well as many contributions goes to Big O. If you have any suggestions please post and it will be updated.-Donkey Kongs Up Tilt has more range than his Up Smash
-After a Headbutt Rob is tall enough that you can Up Smash him while still buried in the ground
- Upward angled Forward Tilt has less range than Down Tilt against "*******". Characters who qualify for ****** status are Olimar, Ivysaur, Metaknight, Pikachu, and Kirby. Ice climbers are merely ******-wanabees. Squirtle is an anomaly and sometimes is the same range and sometimes simply misses.
- After footstooling someone once in the air, if by some strange and twisted scheme you get ANOTHER footstool then you can Down Air them out of it.
- Holding shield and pressing down on a platform can have three outcomes. If you move it slightly it will angle your shield down. A little more will make you go through the platform. If you smash it then you will spotdodge.
- A stale punch can trip at 0. Punch to Forward Smash anyone?
- Spinning Kong after jumping will probably land you on a platform... wait a second the entire game is on a stationary platform in the middle of nowhere... let me rephrase that. If you are on the main platform and you jump and then immediately use Spinning Kong you will land laglessly on most floating platforms.
- Believe it or not people will get mad at you for spamming grounded Spinning Kong. What a wondrous feeling.
- Down Tilt's trip rate is 40% up until your opponent is at a certain percent (fresh D tilts trip at higher rates). That means if you down tilt someone at a low percent and it doesn't trip, chances are the next one will trip meaning you should get ready to follow it up if the second one connects.
- Most characters can break Up Tilt strings at 0%. Wait until they are at about 10% if they are a character with a fast aerial.
- Forward Smash hits opponents hanging on the ledge. Down Smash SPIKES opponents hanging on the ledge. Moral of the story, your opponent should not chill on the ledge.
- Sakurai forgot to include cargo tosses in stale moves... stupid Sakurai.
- Neutral Air beats out snakes Up Smash.
- DK's Aerial headbutt has less range than the grounded headbutt but the Aerial version is stronger in Damage and time they stay in the ground as well as having less lag.
- DK's Pivot grab is disjointed. Much more so than his regular grab.
- When you hit someone's shield with down b you get pushed back. This is very dangerous if you normally mash B since you may fall of the edge and SD. You have to watch yourself.
- If you go off the stage in the ending lag of DKs grounded up b you will go into the helpless mode and die. You can DI back and grab the edge though.
- DKs side taunt actually gets rid of any water that clung onto him after he was swimming