With DK, I'd probably drillshine a lot, but I'd also DD so that it makes it harder for my opponent to react. Lasers are a good option too since DK has no projectiles. Aerial strings work good, but shine spiking to me is kinda iffy against DK. Tbh as long as your careful and punish good, DK can't really do anything. Plus, as far as I know, DK can only 0 to death if he grabs you.
Reasons why he loses the MU even though he can 0 to death Fox off a grab:
- Lasers rack up damage
- DK player will have to approach you at some point from the lasers (Which means you're in control and you can punish his laggy moves)
- If you play aggressive(like I do) he'll shield a lot which means he'll always be under pressure and he'll make a bad roll or something
- DK is slower than Fox(I think) so he can't really run.
- Being under pressure makes people nervous so your opponent will eventually throw something stupid and laggy out.
- DK is big and slow which means Fox pretty much always has control over what DK can do. He plays defensive - lasers. He plays aggressive - punish(and since DK's a big character you can hit him with everything pretty easily.)
That's the MU thru my eyes at least.
I can give some more insight on the MU vs. DK as Fox. I've gotten to watch and play with SiS|ThunderzReign and I've even talked about ways to deal with the MU. Unfortunately the sets he played at Norcal Regionals 2015 weren't saved, so I cant give you a direct reference for this MU, but everything you say is mostly correct. DK, as I was informed, is apparently the 10th fasted character. He runs as fast as sheik, he benefits from CC grab/jab/d-tilt as well. A lot of what you will be afraid of, initially, is the grab game, which does indeed lead to 0-to-deaths. An important thing to not overlook is DK's tech chasing capability. It's a lot more powerful than you'd think. He can cover the options with dash dancing, or even a down-b to punish a roll, or timed with a wake up.
Basically, yes if you care capable of pressuring him if you are consistent on offensive pressure. However, even if you are capable with drilling, you can get grab armored which will lead to death. A lot of this MU is very laser based compared to the Melee counter part. You can't run a one man train on DK like you could in melee. The shine game has been adjusted notably, but you can still waveshine him I think. I believe his traction doesn't knock him down after shine, I don't recall so please don't quote me on that. but either way, if and when you are pressuring DK, you either need to confirm the shine-into-wave-shine, or your need to get competent with shine grabbing. All and every aspect of your offense needs to result in either a knock down, a grab combo, or an edge guard. Theres almost no real room for error when it comes to fighting DK. His Cargo-Up throw is comparable to Fox's U-throw U-air, but he has even more kill options off it than fox does. if not kill, then definitely follow up options are apparent. If you haven't heard of ThunderzReign, watch a set of him vs. really anyone and you'll understand why he's an example of why you need constancy vs. DK.
So, basically I just wanted to express how much more defensive play will be apparent vs. DK, and how much your punish game needs to be focused on. But, of course, if you already outplay your opponent, just proceed to do Fox things, and be about your day.