


another option is to cargo throw them away from the stage for a kill, this is highly effective on about half the cast depending on whether you throw them away or under the stage. Gimping potential : The only true gimp that DK has besides a wall of Pain is the cargo stage spike, however. Killing power: DK can kill with bair, uair, fair, DK punch, and all the smashes. Short distance: DK has every move that he can use on the ground at his disposal including bair. DK has 2 options for mid range and they would be ground pound and forward tilt but these are good. Long distance: like I said before, no projectile TERRIBLE Extreme long distance: DK has absolutely no projectiles. Fair, and Dair both spike and are powerful. DK has every attack in his arsenal to use. Fair, dair, and nair all come into use here. not to be spammed often at all because of risk. Uair is the second most useful aerial but not used nearly as much. hit box length, power, speed, it has it all. this attack is the most important attack for any DK player. In the air : DK has 1 answer to everything, bair. Don't even get me started on grounded up b, or DK punch. Not only are DK's smashes good too they are rediculously goos at killing but they are powerful and very hard to punish. DK's ground pound is also something to be feared, it has the most reach of any ground move in the game. On the ground: DK uses his amazing tilts to knock his opponents around.
