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- **********Donkey Kong Discord #resources #tech**********
- Meshima X hitbox visualization: https://youtu.be/odp4I_UzBBE
- Tipper Jab to Pivot Sweetspot U-tilt! This is a confirmed KO combo that is great to know in case you miss the ACT up air % window on your opponent. This tech kills Sonic as early as 78% with max rage.
- 1) Space a max ranged (tipper) jab so that the opponent is sucked in toward DK.
- 2) Buffer a pivot during the end lag of jab 1. (input away from where DK is facing)
- 3) Input an immediate up tilt.
- https://www.youtube.com/watch?v=_M9HHQvqVTY
- Invincible Spinning Kong performed on Lylat by Konga
- https://youtube.com/watch?v=MBHlDEY7-58
- DKwill's method of using visual cues to count your punch charge
- https://www.youtube.com/watch?v=DnT2Yobq7G0
- An interesting interaction where DK can cancel f-air recovery into airbourne hand slap, which can then be cancelled into a double jump or any aerial action
- https://gfycat.com/SoreCapitalCreature
- ACUT footstool applications by Kesa
- https://youtu.be/eVvRfeH2spY
- Krysos' 0-72% combo
- https://youtu.be/UBwGGWWIR2A?t=1m2s
- Dendri's vids on the combos DK can get off AC n-air
- https://youtu.be/9RZFvLLlHcI
- https://youtu.be/4vCCpJBW_jI
- https://www.youtube.com/watch?v=TpSeEhxLM5Q
- Possum's pratfall / lock combo applications
- https://www.youtube.com/watch?v=B5AMWplQI00
- DK Ding Dong % spreadsheet: https://docs.google.com/spreadsheets/d/1OvUy2gsTrUj96cAHSkSIZHGnUaaS-UrX6SdFKyctNmU/edit
- ****************************************
- **********Bowser vs DK JMU Discussion Highlights**********
- DK cannot rely on Ding Dong due to the small window. Juggling, counter pressure, and offstage edge-guarding are key.
- DK generally prefers stages where they can capitalize on a platform, moving or otherwise, to keep their juggles strong as well as increase their options when recovering. FD is not considered a strong stage in this MU because DK players feel that Bowser has the edge with stage and corner pressure on FD. To keep things even, it's recommended to go to T&C to reap the benefits of an even earlier Ding Dong % kill window (earlier than Bowser's Uthrow -> UAir), or to take a neutral pick like SV. Lylat also works as a stage that benefits both characters, but DK has an edge due to better juggling tools.
- On DK "Shadow Eye" Frames
- "That is one of DK's "shadow eye" things, but isn't as nearly as useful as Shulk's. Essentially, you want to hit down b 6 frames before you hit the ground and you'll get the grounded animation, but you can do any aerial option out of it. The other that DK has, is essentially Brawl invincicopter. Instead of it being easy on Yoshi's in Brawl, it's easiest on Lylat when the tilt is downwards.
- EDIT: A fullhop forward air will allow the frames to line up perfectly, or a short hop off a battlefield platform, as shown in the gif."
- Reference: https://gfycat.com/SoreCapitalCreature
- https://youtube.com/watch?v=MBHlDEY7-58
- Xadrin on Bowser's landing punish game:
- "It's the dash speed that's the main factor here, plus how none of our options to punish your landing can all be avoided by one thing. If we try to jump up and nair you, you get 24% unless you air dodge. If you air dodge, you might get grabbed for 30%. If you try to challenge us, you might get usmashed."
- In terms of spacing on the ground, DK wants to be at max hand slap range, ready to react to whiffs or to the start-up of burst options or slow attacks (such as Fire Breath).
- Example of max hand slap range: https://drive.google.com/file/d/0B8qObGiu57QERldPTkZpUkkzQ2s/view
- Gurpwnder on reacting to hand slap:
- "and you guys are aware that you can just drop shield between the two hits of hand slap, yeah?
- (though I believe Bowser is forced to eat the 2nd slap if he does)"
- Gurpwnder's Bowser vs DK grab whiff frame data comparison (further encouraging DK to play counter-pressure)
- "Stand grab recovery: DK's = 21f, Bowser's = 28f
- Dash grab recovery: DK's = 27f, Bowser's = 36f
- Pivot grab recovery: DK's = 24f, Bowser's = 33f"
- While DK has less range than Bowser, DK is generally safer throwing them out to punish any of our whiffs. Bowser's end lag lets DK capitalize with bigger punishes despite slower ground speed. DK MUST be careful at early %, however. If DK attempts to punish at low %, it must be a grab or dash attack, as a majority of DK's moves are punishable on hit until around the 14% range.
- Gurpwnder on DK's negative on-hit moves:
- "we've got jab 1, jab 2, d-tilt, f-tilt, u-tilt, U-Smash, b-air, n-air, u-air, hand slap, sourspot punch, etc. leaving us negative on hit till mid %'s"
- BAir becomes -0 on hit at 18%. Letting DK hit Bowser twice in the MU opens up BAir pressure, enabling DK to swing the game back.
- DKs are encouraged to SDI Whirling Fortress to optimize opportunities. From Impose:
- "you can smash di down and tech the ground"
- Bowser should not attempt to challenge Headbutt if they are slow at reacting to it. It has an exceptional disjoint:
- Ground; https://cdn.discordapp.com/attachments/274630315111350272/296879530683924480/unknown.png
- Aerial; https://cdn.discordapp.com/attachments/274630315111350272/296879585667317761/unknown.png
- DK should be encouraged to challenge our recovery due to the poor positioning of hit-boxes after the initial activation:
- https://cdn.discordapp.com/attachments/274630315111350272/296875378855772160/unknown.png
- **********************************************************
- Example videos used to highlight the MU:
- Blitzle vs Kite
- https://youtu.be/grR4rJFg76g
- Cheezeballer vs Makibaz
- https://www.youtube.com/watch?v=zNqcpIpHCwI&t=217s
- DeluxeMenu vs DK Will (2 sets)
- https://www.youtube.com/watch?v=iBNWbUamIS0
- https://www.youtube.com/watch?v=uhjCmmrYwfY
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