Ripple
ᗣᗣᗣᗣ ᗧ·····•·····
- Joined
- Sep 4, 2006
- Messages
- 9,632
Ok guys, I'm getting a little tired of seeing DKs do some awful decisions in certain situations. I've tried telling you guys about some of these things and how they work but I guess you guys need a refresher course. Ill keep updating this with anything that is suggested that you see people never doing but should.
1. Cargo hold > up throw > up air
Dear god, you have no idea how awesome this option is until you experience it. Seriously if you get a grab anywhere on someone that is somewhat heavy of falls fast from like 15% - 100% I want to see DKs throwing the opponent up from cargo hold. *don't jump and up throw, just up throw from the ground.* It leads to a GUARANTEED upair/bair.
Yeah, guaranteed.
DK has such a fast rising double jump (3rd-4th fastest) that DK can hit them before most characters can do anything. Characters can't. Use specials by the time so that eliminates one option. If they try and attack via dair, they will most likely get hit before their dair comes out because most dairs in this game or slow. And if they try and air dodge it becomes a frame trap. Once they air dodge, buffer another upair or bair because it is guaranteed to hit.
Congrats your match up vs snake/ike/ddd/zard/ivy/bowser/falcon now just got a million times earlier.
2. Cargo >jump>fthrow> DJ>up air
Unlike the one before this is not a frame trap, this is completely guaranteed if they DI toward you ( or UP! ). This works on more of the cast than the one above also but if they DI away or if up air misses then there is no follow up.
3. Shield drop > d-tilt as an alternative to shield grab.
Better range and punishes tons of moves that grab can't reach. Such as ICs back air and snakes f-tilt.
4. Pivot grab.
DKs gets like a zillion times better when its pivoted. It actually becomes disjointed and can grab tornado (rarely, but it can at least).
1. Cargo hold > up throw > up air
Dear god, you have no idea how awesome this option is until you experience it. Seriously if you get a grab anywhere on someone that is somewhat heavy of falls fast from like 15% - 100% I want to see DKs throwing the opponent up from cargo hold. *don't jump and up throw, just up throw from the ground.* It leads to a GUARANTEED upair/bair.
Yeah, guaranteed.
DK has such a fast rising double jump (3rd-4th fastest) that DK can hit them before most characters can do anything. Characters can't. Use specials by the time so that eliminates one option. If they try and attack via dair, they will most likely get hit before their dair comes out because most dairs in this game or slow. And if they try and air dodge it becomes a frame trap. Once they air dodge, buffer another upair or bair because it is guaranteed to hit.
Congrats your match up vs snake/ike/ddd/zard/ivy/bowser/falcon now just got a million times earlier.
2. Cargo >jump>fthrow> DJ>up air
Unlike the one before this is not a frame trap, this is completely guaranteed if they DI toward you ( or UP! ). This works on more of the cast than the one above also but if they DI away or if up air misses then there is no follow up.
3. Shield drop > d-tilt as an alternative to shield grab.
Better range and punishes tons of moves that grab can't reach. Such as ICs back air and snakes f-tilt.
4. Pivot grab.
DKs gets like a zillion times better when its pivoted. It actually becomes disjointed and can grab tornado (rarely, but it can at least).