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Donkey Kong 
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Joined: Thu May 14, 2015 12:49 pm
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So, pretty new here, and I have a question about DK. What are some of his worst matchups? I know most of his basic combos and his chaingrab, but would like to be able to practice against some of the characters he has poorer MUs against.

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Mon Aug 24, 2015 8:33 am
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In general, DK struggles against characters that can either keep him out or effectively punish him and edgeguard or kill him, or both. He doesn't have as much trouble with disjoints as some characters do, but projectiles are tough for him because of how big he is. Link, BM, Naruto, ZSS, and Pikachu are all tough matchups.

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Mon Aug 24, 2015 10:09 am
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Here's something you may be interested in.

http://gfycat.com/GloomyPinkCurlew

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Sat Oct 03, 2015 12:37 pm
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Yoshi'sWoolyWorld wrote:
Here's something you may be interested in.

http://gfycat.com/GloomyPinkCurlew

Knew that before. You can actually cancel Giant Punch before it hits your opponent. But I don't see if that has any potentional. Works in air too.
Maybe half charged Giant Punch can lead to some combos at low percents?
Giant Punch>utilt
Giant Punch>Grab
Giant Punch>Fair

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Sat Oct 03, 2015 2:40 pm
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RagingThunder wrote:
Yoshi'sWoolyWorld wrote:
Here's something you may be interested in.

http://gfycat.com/GloomyPinkCurlew

Knew that before. You can actually cancel Giant Punch before it hits your opponent. But I don't see if that has any potentional. Works in air too.
Maybe half charged Giant Punch can lead to some combos at low percents?
Giant Punch>utilt
Giant Punch>Grab
Giant Punch>Fair

Giant Punch to Grab is a possible combo at low percents, if you time the shield grab RIGHT after hitting.

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Sat Oct 03, 2015 3:23 pm
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Godot wrote:
RagingThunder wrote:
Yoshi'sWoolyWorld wrote:
Here's something you may be interested in.

http://gfycat.com/GloomyPinkCurlew

Knew that before. You can actually cancel Giant Punch before it hits your opponent. But I don't see if that has any potentional. Works in air too.
Maybe half charged Giant Punch can lead to some combos at low percents?
Giant Punch>utilt
Giant Punch>Grab
Giant Punch>Fair

Giant Punch to Grab is a possible combo at low percents, if you time the shield grab RIGHT after hitting.

I have just tried it and it worked. Maybe I'll upload a GIF soon

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Sun Oct 04, 2015 10:56 am
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I've been playing some DK and since this thread is kinda dead I decided to write this proposed changelist in the hopes of getting some discussion going. Most of the changes remove the "jankness" of his moves (checked all the pages to get a general idea of what was disliked/unfair/etc. + personal appreciation) while giving him some slight buffs to compensate for this and help alleviate some of his weaknesses (e.g. an awful shield). Changes marked with (*) are the ones I deem less important/necessary.

I'd love some criticism/discussion and more ideas on how the changes could be made better.

Attributes
(+) Better shield
(+) Dash distance increased and/or slightly faster dash
(+) Slightly lower crouch
(-) Air mobility decreased

Jab
(+) Faster jab, connects better
(+) Second jab sends at a better angle

Tilts
(-) U-tilt loses some lower hitboxes (i.e. can't hit a crouching sheik in front, can't hit a crouching jiggs behind)
- (-) Slight reduction in KB growth (marginally better for comboing while stopping it from being a kill move until really high percents)
o Differentiate f-tilt and d-tilt angles slightly (*)

Dash attack
(-) No armor on dash-attack (with priority hopefully fine-tuned in the next demo, it should still outprioritize some projectiles despite removing the armor)
(+) Make it roll out of platforms like in PM (at the cost of a slight damage reduction) (*)

Neutral B
(-) No longer can fully charge giant punch with respawn invincibility (either charges slower or there's a global change that reduces respawn invincibility)
(-) Less mobility when performing it in the air (e.g. like Sheik needles)
(-) Even when fully charged winds up his fist for a brief time before hiting, akin to SSB64
- (+) Can cancel this animation by pressing shield, allowing for mindgames and midair turning
(+) (Global change) Cancelling the move can't buffer an airdodge (prevents accidental SD's)
(-) Can't cancel the lag of the move nor the move with shield
(-) Superarmor in air removed/weakened/reduced in frames
(+) Add elbow sourspot (currently no hitbox there) (*)
BUGFIX: losing charge glitch

Up B
(-) Armor removed/weakened or initial KB reduced (preferably the first one)
(+) First spin has more KB
(+) Grounded version is faster and shorter
(+) Air version slightly faster
- (-) Side effect, gaining max height with mashing is a little harder

Down B
(-) Can't turn around in midair with it
(+) Smash 4 aerial version (*)
(-) Two slaps minimum (*)

Side B
(+) Knockdown if performed on aerial opponent
o Make animation fit the hitbox better
(+) More shield damage (*)

Grab and throws
(+) Cargo throw has all 4 options
- (-) Slightly worse follow ups on up/down throw as a compromise for more throw options(*)

Aesthetics
- Idle arms Image
- Down smash and taunt feet (one foot in the back and one in the front [ http://www.ssbwiki.com/images/c/c3/Donk ... ntSSB4.jpg ] instead of both in the back)
- Walk (doesn't look as good as the rest of his animations)
- New jumpsquat and landing animations, similar to crouch (instead of being a frame of the idle animation)

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Thu Oct 22, 2015 1:08 am
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Sachamel wrote:
I've been playing some DK and since this thread is kinda dead I decided to write this proposed changelist in the hopes of getting some discussion going. Most of the changes remove the "jankness" of his moves (checked all the pages to get a general idea of what was disliked/unfair/etc. + personal appreciation) while giving him some slight buffs to compensate for this and help alleviate some of his weaknesses (e.g. an awful shield). Changes marked with (*) are the ones I deem less important/necessary.

I'd love some criticism/discussion and more ideas on how the changes could be made better.

Attributes
(+) Better shield
(+) Dash distance increased and/or slightly faster dash
(+) Slightly lower crouch
(-) Air mobility decreased

Jab
(+) Faster jab, connects better
(+) Second jab sends at a better angle

Tilts
(-) U-tilt loses some lower hitboxes (i.e. can't hit a crouching sheik in front, can't hit a crouching jiggs behind)
- (-) Slight reduction in KB growth (marginally better for comboing while stopping it from being a kill move until really high percents)
o Differentiate f-tilt and d-tilt angles slightly (*)

Dash attack
(-) No armor on dash-attack (with priority hopefully fine-tuned in the next demo, it should still outprioritize some projectiles despite removing the armor)
(+) Make it roll out of platforms like in PM (at the cost of a slight damage reduction) (*)

Neutral B
(-) No longer can fully charge giant punch with respawn invincibility (either charges slower or there's a global change that reduces respawn invincibility)
(-) Less mobility when performing it in the air (e.g. like Sheik needles)
(-) Even when fully charged winds up his fist for a brief time before hiting, akin to SSB64
- (+) Can cancel this animation by pressing shield, allowing for mindgames and midair turning
(+) (Global change) Cancelling the move can't buffer an airdodge (prevents accidental SD's)
(-) Can't cancel the lag of the move nor the move with shield
(-) Superarmor in air removed/weakened/reduced in frames
(+) Add elbow sourspot (currently no hitbox there) (*)
BUGFIX: losing charge glitch

Up B
(-) Armor removed/weakened or initial KB reduced (preferably the first one)
(+) First spin has more KB
(+) Grounded version is faster and shorter
(+) Air version slightly faster
- (-) Side effect, gaining max height with mashing is a little harder

Down B
(-) Can't turn around in midair with it
(+) Smash 4 aerial version (*)
(-) Two slaps minimum (*)

Side B
(+) Knockdown if performed on aerial opponent
o Make animation fit the hitbox better
(+) More shield damage (*)

Grab and throws
(+) Cargo throw has all 4 options
- (-) Slightly worse follow ups on up/down throw as a compromise for more throw options(*)

Aesthetics
- Idle arms [ Image ]
- Down smash and taunt feet (one foot in the back and one in the front [ http://www.ssbwiki.com/images/c/c3/Donk ... ntSSB4.jpg ] instead of both in the back)
- Walk (doesn't look as good as the rest of his animations)
- New jumpsquat and landing animations, similar to crouch (instead of being a frame of the idle animation)


If I can add to this

Tilts
(-) Ftilt has less verticle range
(-) Dtilt has less range

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Thu Oct 22, 2015 5:42 am
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Shine-chan wrote:
Sachamel wrote:
I've been playing some DK and since this thread is kinda dead I decided to write this proposed changelist in the hopes of getting some discussion going. Most of the changes remove the "jankness" of his moves (checked all the pages to get a general idea of what was disliked/unfair/etc. + personal appreciation) while giving him some slight buffs to compensate for this and help alleviate some of his weaknesses (e.g. an awful shield). Changes marked with (*) are the ones I deem less important/necessary.

I'd love some criticism/discussion and more ideas on how the changes could be made better.

Attributes
(+) Better shield
(+) Dash distance increased and/or slightly faster dash
(+) Slightly lower crouch
(-) Air mobility decreased

Jab
(+) Faster jab, connects better
(+) Second jab sends at a better angle

Tilts
(-) U-tilt loses some lower hitboxes (i.e. can't hit a crouching sheik in front, can't hit a crouching jiggs behind)
- (-) Slight reduction in KB growth (marginally better for comboing while stopping it from being a kill move until really high percents)
o Differentiate f-tilt and d-tilt angles slightly (*)

Dash attack
(-) No armor on dash-attack (with priority hopefully fine-tuned in the next demo, it should still outprioritize some projectiles despite removing the armor)
(+) Make it roll out of platforms like in PM (at the cost of a slight damage reduction) (*)

Neutral B
(-) No longer can fully charge giant punch with respawn invincibility (either charges slower or there's a global change that reduces respawn invincibility)
(-) Less mobility when performing it in the air (e.g. like Sheik needles)
(-) Even when fully charged winds up his fist for a brief time before hiting, akin to SSB64
- (+) Can cancel this animation by pressing shield, allowing for mindgames and midair turning
(+) (Global change) Cancelling the move can't buffer an airdodge (prevents accidental SD's)
(-) Can't cancel the lag of the move nor the move with shield
(-) Superarmor in air removed/weakened/reduced in frames
(+) Add elbow sourspot (currently no hitbox there) (*)
BUGFIX: losing charge glitch

Up B
(-) Armor removed/weakened or initial KB reduced (preferably the first one)
(+) First spin has more KB
(+) Grounded version is faster and shorter
(+) Air version slightly faster
- (-) Side effect, gaining max height with mashing is a little harder

Down B
(-) Can't turn around in midair with it
(+) Smash 4 aerial version (*)
(-) Two slaps minimum (*)

Side B
(+) Knockdown if performed on aerial opponent
o Make animation fit the hitbox better
(+) More shield damage (*)

Grab and throws
(+) Cargo throw has all 4 options
- (-) Slightly worse follow ups on up/down throw as a compromise for more throw options(*)

Aesthetics
- Idle arms [ Image ]
- Down smash and taunt feet (one foot in the back and one in the front [ http://www.ssbwiki.com/images/c/c3/Donk ... ntSSB4.jpg ] instead of both in the back)
- Walk (doesn't look as good as the rest of his animations)
- New jumpsquat and landing animations, similar to crouch (instead of being a frame of the idle animation)


If I can add to this

Tilts
(-) Ftilt has less verticle range
(-) Dtilt has less range

This is basically what I want DK to be like.

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Tue Oct 27, 2015 2:23 pm
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I would keep the shield the way it is: DK has plenty of advantages, and a small shield is one of his main disadvantages.

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Tue Oct 27, 2015 3:19 pm
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The shield is big enough, its just slightly shifted so it covers your back better. I agree that its fine that way though.

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Tue Oct 27, 2015 3:44 pm
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Cookies wrote:
The shield is big enough, its just slightly shifted so it covers your back better. I agree that its fine that way though.

I think what he means is the increased shield drain this demo is a counter to DK's good out of shield options.

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Tue Oct 27, 2015 5:02 pm
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I feel it still needs at least a slight buff, just waaay too easily shield stabbed, so either add shield angling (which could be hard due to flash/keyboards), make it a tiny bit bigger or better positioned.
Also adding to the list, make it so neutral b can't hit opponents on the ledge.

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Tue Oct 27, 2015 8:10 pm
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DK still makes me want to kill myself

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Fri Oct 30, 2015 1:46 pm
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FedEx wrote:
DK still makes me want to kill myself

We feel you, Fed. Truely the definition of free.

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Fri Oct 30, 2015 2:22 pm
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