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Sage
Joined: Jul 2008
 
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Match-Up Discussion #5; Donkey Kong 35:65 Donkey Kong Key Terms CG = Grab Chain Ah it's time for us to discuss the big boy now. Learn These Advanced Techniques. In Progress.. How do I use my projectiles? (Note, ZAIR is considered a projectile.) Spam smart. Don't just chuck bombs and boomerangs and cancel catching lag with zair - SP's guide will help but only to a certain extent. To be honest, this is a matchup where you have to spam from the edge, not the center of the stage. DK can get through those projectiles easily, and you want him to be as far as possible. Those SA frames help him get to you fast, but remember, they're SA frames, not invincibility frames. He'll still take damage from your projectiles. Bombs = Bomb, bomb and bomb. Bombing may be your best bet at gambling to avoid getting hit amongst your projectiles. None of DK's moves can out prioritize bombs, other than his Up B and his UTilt. So, you'd want to toy around with bombs as much as you can in this match-up. Jump in the air, Z drop bombs, or just the usual throw bomb > DAC. Dk's a heavy bastard, spamming more than usual wouldn 't hurt now? Would it? Arrows = You'd want to get as much arrows as you can when you're further away from Donkey Kong. It takes SEVERAL hits for us to KO him. Gale = At close range, use the gale to set up jab locks (try ending those jab locks with even more combos to inflict heavy damage on DK). Be careful when you spam the boomerang at further range, DK could easily cancel/ or power shield his way threw it. So basically, be on your gaurds, even WHEN you're spamming. ZAIR= Donkey Kongs UP + B has super Armour, which may go threw our ZAir if the timing is correct. DK's FSmash has almost as much range as our ZAir, but 10 times the power. Space yourself properly, and use as much combos out of ZAir as you can. DK's easily comboable after ZAir, so take this as a advantage. Ways to avoid getting gimped, comboed and killed. You should never get gimped if you know how to DI. Learn to DI: http://www.youtube.com/watch?v=5hQIy7P7RWo - Credits to Arkive. For Combos.. DK doesn't have "much" moves that could be chained after one another. The only few are, his Dtilt (repetitively), his Down throw CG, and a few others. His Utilt spam could be dealt with a buffered shield when landing. And..the same method for most of his other "combos", but with a air dodge for some of them. His down b - it has more range than you think, both behind him and in front of him. Just because you're standing just out of range of the little "dirt specs" or whatever they are, does not mean you will not get hit. Not getting killed may be one heck of a problem against Donkey Kong. He could get you off stage in an instant. Both vertically AND horizontally. I wouldn't be surprised if Donkey Kong Kills you in only 7 hits. The best you could do is properly space yourself with ZAirs, avoid his moves and punish (luckily he isn't a Game & Watch, most of his moves can be punished). Sasook - His smashes. All of them, up, down, and side, have very little lag. This is a problem for you - DO NOT underestimate their power. They rack up damage fast, and if you get in a dtilt trip chain, or a utilt juggle, and then get smashed, expect at least 40% on you. Again, that might not sound like much. "Psch, 40%? A few bombs and zairs will get him there easily" - except that DK, as if not having ridiculous defense already, has one more thing that every character has: a shield. Powershielding, SA frames, great offstage game, being very heavy, being very powerful, and eating through your projectiles make this a hard matchup. Do not ever, ever try to do the common "jump above, throw a bomb down, FF nair, jab canceled dsmash" combo on him. He'll nullify it right from the start by knocking away your bomb with a utilt, and then can follow you (surprisingly well) to where you''ll land and usmash. "Well, that's what airdodging is for" - this is why I mentioned the lag on his smashes. That usmash ends, fast, REAL fast. You might airdodge it, but expect an fsmash coming right after it. Powershielding is key in this matchup. How do I edge-guard, damage and Kill Donkey Kong? If, by some unholy reason, you pull off a jab lock in this match, hats off to you. My recommendation - don't try to set one up. Stay out of his ftilt range - it's surprisingly long (almost as long as your zair) and he can use it as a shield poke quite well. Every time you zair, do a retreating craq walk. As much as possible. Another thing - OoS Upsmashing, it's a must. Link's usmash is a great damage racker, and serves it's purpose well in this matchup. Kill horizontally - even though DK has a great horizontal recovery, go for horizontal kills, not vertical ones. You try to kill vertically, he's not dying any time soon. Dairing a DK at 150%? If he has good DI, you'll barely make him go into the magnifying glass. Go for horizontal kills - fsmash, ftilt, etc. Hopefully I've opened your eyes about this matchup, because it's a common misconception that Link can just zair him to no end. DK sound a bit scarier now? Good, he should, and you'll be prepared. This matchup isn't impossible, but it's definitely not easy. As a final note, the main thing to do is never let him use those setups - Keep up the pressure on him at all times, no matter what. Wait for him to mess up so you can punish, do not ever try to KO him deliberately because his % gets high. Which stage do I chose? Final Destination so you could camp Donkey Kong easier. Match-Up Discussion #6; R.O.B 30:70 R.O.B
Key Terms CG = Grab Chain May as well sum up the general facts. 1. R.O.B. can out camp Link. Link has limited approaches, really and being out camped hurts him bad. 2. R.O.B. has an amazing offstage game. Link's recovery is crap. 'Nuff. Said. 3. Link is just generally slow and heavy, utter bait for R.O.B.'s up close shenanigans. Learn These Advanced Techniques. In progress.. How do I use my projectiles? (Note, ZAIR is considered a projectile.) Bombs = Always full hop or double jump draw bombs. Bomb spam a lot in this match-up, arrows and boomerang are either to laggy or have low priority against Rob. Arrows = Intercept his recovery with arrows, for a couple of damage. Gale = Jab locking isn't efficient here so you'd want to combo close range boomerang drops into other things, such as jabs/dash attacks/ grabs. ZAIR= Watch the videos posted below, and learn how to ZAir could annoy the crap out of R.O.B. Use it to space, just like you would with anyone. Rob has quite some range on his tilts, so be more aware of that while spacing ZAir. Ways to avoid getting gimped/comboed. You should never get gimped if you know how to DI. Learn to DI: http://www.youtube.com/watch?v=5hQIy7P7RWo - Credits to Arkive. ROB outcamps link from far away, easily. Link has to approach to the midground. All of links projectiles are slugish and can be taken care of with a quick laser when Link SH/Full hops. The only really annoying thing ROB has to watch out for is ZAir, IMO. An aggro ROB would probably actually work in this match as well if you know the general Link playstyle. A problem with this match-up is that, ROB can also easily control the stage with his projectiles and there's..two parts of the stage where ROB's blindspot can be taken advantage of. One happens to be the spot where Link is most gimpable (going up on the left side) and a ROB doesn't have to move up quickly so his blindspot is still fairly covered. Conversely, Link has to move up quickly or fear getting gimped. The other portion Rob's blind spot would be an issue is going down on the right side, but that's a moot point as well because even if the Link has control of the right side and goes down first, ROB can ride a doughnut down and be fairly safe. How do I edge-guard, damage and Kill Rob? Quoted from a Rob main: It's true ROB has a poor momentum cancel, but he's still heavy and if he doesn't die outright he will ALWAYS make it back. Pretty much the only character that even has a shot at gimping him is MK, and on top of that ROB is basically unspikeable. I'd take ROB's poor momentum cancel + amazing recovery over any other character's momentum cancel + recovery any day. Apparently, Rob has a tough time momentum canceling. Quite the exact opposite of Link. Take this as a advantage. Rob has a tougher time mometum canceling vertically THAN horizontally. So your main kill moves should be, DSMash, USmash, DAir and maybe UAir. Edge-gaurding Rob is honestly, impossible. You should just ZAir drop bombs in mid-air, or intercept with arrows for quick damage. Other than that, use DAir tricks while he's trying to recover from the ledge. Which stage do I chose? Choose Battlefield. Videos http://www.youtube.com/watch?v=nKSF8AN74nw (Deva vs. ShadowRob) http://www.youtube.com/watch?v=t_AYl0oKKQM (Deva vs. ShadowRob) http://www.youtube.com/watch?v=tEySCHiA3Rk (Legan vs. Overswarm) http://www.youtube.com/watch?v=Rb084O3o1cc (Legan vs. Overswarm)
Last edited by KirinBlaze, 5:53 PM on Apr 15, 2009
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