Fox had been bodied so badly and knew I screwed up and sd'd himself. An opponent takes 4% less damage if they break free from Donkey Kong's forward throw (10% → 6%).
Rotating the stick is the best way to mash, and you should avoid dying at 50. share.
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Cookies help us deliver our Services. Against characters with bad recoveries is where it gets dicey. Anyone with a decent to bad recovery have trouble making it back.
It's hard to turn around then fall off while carrying someone.
He has the 9th fastest walking speed and the 27th fastest dashing speed, above average falling speed and gravity, and the 16th fastest air speed, but below average air acceleration. Dthrow will kill super early on Cloud/Ganondorf/Chrom/Roy/etc. I just bodied a fox and have never done a stage spike via cargo throw.
I can't figure out how to make it consistently spike off a FD stage. If they mash out and you get a fair, you're not going to die.
Cargo forward throw launches opponents at a higher angle (55° → 60°). RIP me. Why not just back throw into stage? Second hit is weaker. I've had trouble with this sometimes too, I've found it's easier to turn around and do down cargo throw into the stage, it will stage spike and it pauses you mid air giving you plenty of time to jump or up b back onto stage. Smash Ultimate DK Music Montage + Broken Cargo Throw Tech Tutorial - Duration: 4:15.
At low percent I find that it's safer to go for the up throw to up air.
Is there any DI or mashing technique (lol) I can use to get out of this? By using our Services or clicking I agree, you agree to our use of cookies. A safer bet it to either forward throw them while off stage or down throw sends at a pretty horizontal angle. Now I know. Being tied with King Dedede for being the third-heaviest character in the game, Donkey Kong is unsurprisingly a large super heavyweight. What's the trick to this?
Press J to jump to the feed. The problem is, you can mash out pretty quickly at those percents and you have a decent chance to get a buffered dair instead of the throw if they mash out offstage.
What's the trick to this?
I have a question on DK's cargo back throw stage spike. Fthrow also kills earlier assuming they DI correctly. Needless to say I thought it was backthrow.
Be ready to tech if they try to stage spike you. But if they tech it it’s a free footstool for them and you’re dead. Smash Ultimate - Advanced Donkey Kong Combo Guide - YouTube
Customized stage knockback collisions (such as the ground in Big Blue) are now turned off when hazards are turned off ... VS Mode Combo Meter glitch related to DK Cargo Throw and Bowser Stadium Bombs has been fixed ... First hit is more diagonal and should connect more reliably. Check out the rest of our sidebar for Smash resources, community links, posting guidelines and more! Press question mark to learn the rest of the keyboard shortcuts. Want to learn competitive Smash Bros.? I actually don't do this! I've been mashing by just spamming A B. Mashing, and if you do get out it can be possible to pull off a footstool that will likely kill DK (don’t bank on it though).
I can't figure out how to make it consistently spike off a FD stage. You can try stage spiking with it but against anyone that's decent they will just tech it.