Donkey Punch! The Donkey Kong Thread

Yeah, upB recovery sucks now…DK really does have a hard recovery game. That’s some seriously good news on his forward tilt, though.

We need more DK vids!

dtilt is an infinite against Snake against the wall at the back of Corneria
finished with dsmash at about 125 for the kill
opponent restarted on Yoshi’s Island afterward lol

I’ve been playing DK since I got Brawl, and here are some things you guys might like to know.

DK has super armor frames on Punch. By this I mean he can take damage by being hit during this, but it will NEVER trade hits. He either gets hit out or if you are hit during the SA frames he eats the damage, but the punch lands.

UpB has INVINCIBILITY frames! Both on the ground and in the air. Slightly after startup DK has some frames where he is invincible to both damage and knockback, basically the whole time he has his arm raised. This is really useful against slow one hit characters like Ike and Ganondorf, since you can eat their attack with the invincibility then hit them with the remainder of the attack.

Also, UpB auto sweetspots the edge, and if you end an aerial upB just barely over land, it lands with zero lag, so aim for those platforms if the edge isn’t an option. You can also edge stall by dropping from the ledge and UpBing back into it.

SideB buries and give free attacks. at < 30% I always do A,A. After 30% I believe Dsmash is free. After 60% or so I either Fsmash or charge Dsmash. SideB also destroys shields, as I believe was already mentioned. You can put this to good use by wearing down their shield a bit then going for SideB when you know they’ll shield again. You can also cancel dash/foxtrot with SideB for things like trot away, reverse SideB to respace and avoid attacks. If you do it in the air, it cancels all vertical momentum, but horizontal momentum carries slightly. So if you dash at someone and SH a sideB, it can go over low tilts and bury them.

DownB is good for covering rolls.

Uair is godly. Still one of his best jugglers. Can KO at higher %, especially on light characters.

Bair is still just as awesome, despite decreased knockback and a higher trajectory. It can easily combo at low %. I usually combo into Uair or Utilt. You can also hit with SH Bair > Uair in one SH if you’re quick and the enemy is at low %.

Nair is fast, and a good move to get people off you or get out of combos.

Dair is slow as shit. Never use this on the ground, if it is blocked/whiffed or even hit at low % you will get punished by good players. It lags way too much on the ground. However, it is one of his best spikes off the edge.

Fair is slow, as with Dair, it is best used off the edge for airguarding. It has two hitboxes, if it hits above his head it has horizontal knockback, if it hits below, it spikes. Hard. Primarily an airguard and to fake out air dodgers expecting Uair. Inhave heard this has some super armor frames as well, but haven’t experienced it for myself.

Jab combo is nice. Decent range, fast, and puts them in an akward position. You can go for dash attack, Uair, Fsmash after. Mix it up and don’t get predictable.

Ftilt is pretty solid. I use it mostly to cover some range and to cancel projectiles.

Dtilt is a nice poke and can trip. The trip is more likely at higher damages and if you hit with the tip of DK’s hand. Not sure if anything is free after trip though, semms like most followups can be rolled out of. I’m pretty sure Dtilt is infinite on everyone on walls.

Utilt is probably my favorite move. Great out of shield, great in combos. I use this to punish rolls behind me. Has decent range above and behind, but doesn’t hit short characters in front.

Dash attack is actually useful now. It can clash cancel with a lot of projectiles, especially useful vs. Waddle Dee spam. Knocks back without much followup.

Fsmash is a kill move, as is Usmash, and also Dsmash. Don’t know what much to say about these other than connect them after 100% or so and as long as they aren’t affected by move decay they will very likely kill. This alone is a good reason not to use them unless you are going for the kill.

Throws got toned down. He no longer has true cargo throw combos. Rising Cargo-F into DJ Uair can still combo, but very situational. You can carry an opponent off the edge and stage spike them off the edges of levels like FD and Battlefield, but since cargo is so easy to escape now you won’t land it much. You can also carry them into water then jump and Dair spike them into the depths. Bthrow kills at high %, Uthrow still sucks, Dthrow is probably the most useful, since it gives you a tech chase game. Dashing shield canceled throws work well after this.

That’s all I have off the top of my head. Seriously, DK is pretty beast in the right hands. He has some trouble with smaller characters and projectile characters, but you just have to slow down the fight to your pace and control the match. Dedede also gives DK trouble because he can infinite(or chain) throw DK to ridiculous percets, then F throw him for the kill.

Enjoy!

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surpise edge guard tactic.

look at the last one compare to the one in the beginnning. you walked a huge amount off the ledge in the last attack.

lol haven’t experimented with DK much in Brawl yet but can you still grab someone, toss em on your back, then walk off the screen and throw them into a smash? In Melee I used to KO characters at 0% with this tactic on certain stages.

^_-;

Great Write Up!

Up B against meta knight, used wisely is so useful. Eats through his dash attack, and his tornado with its invinicibility. I think vs Meta Knight, its pretty even. DK has ways of getting Meta off of him, and that can set up for the one clean hit that will KO the little bugger.

Fully Charged Giant Punch really puts a damper on Meta Knights rushdown, so get one of those charged up, and make sure to use it to throw off his rythmn.

Vs Pit, Ftilting arrow spam works wonders, and DK is no slouch, so Pit’s runaway isnt super effective against him IMO.

and using Up B to negate walls of pain…man, i love this gorrilla.

I wouldn’t recommend using UpB invincibility much against MK, just because he has too many multihit attacks and if the invincibility on UpB eats one, it usually just gets hit out by the 2nd or 3rd part of MK’s attack. Same with punch.

I’m still having trouble with Pit arrows. Ftilt cancels them, but once you do that a few times most Pit players just hold the arrows and change up their timing, which with the speed of the arrows makes it much harder to Ftilt them.

bump for new DK player

Stay on Pit’s ass
Pit can’t really stand a good rush.

I’m having trouble comboing into a giant punch, can any1 help?
The only 1 I know that works is after a uair, then jump GP.

SideB -> Punch

You’re probably not going to combo into a giant punch unless the opponent is a little slow in the head.

Closest you can get besides the >B combo is Bair -> Punch.

i live and breath DK. i think he’s one of the best.

but thats me.