Shulk 101

Donkey Kong

Community Rating:
0 (Even)

Professional Rating:
-0.2 (Even)

Quick Guide

  • Simple Ding Dong % range:
    • Smash: 67-80%
    • Vanilla, Jump, Speed, and Buster: 76-105%
    • Shield: 134-176%
  • DK wants to get the grab, so avoid that at all costs. Camp him because you literally have no reason to approach him. If you commit to something, space yourself so you do not land near DK. Use reverse Nair to fight his Bairs. If you throw him offstage, grab the ledge and reverse Air Slash to edgeguard. Wait for the perfect opportunity to spike him. If you get him up in the air, juggle him a lot.
  • When DK is at the ledge, cover his options by reacting. He does not have great ledge options and he is a big target. Use Buster Art when he is at the ledge (if you get grabbed, deactivate it ASAP), Smash and Shield Art to avoid Ding Dong and Jump Art to camp. Speed Art is useful to move yourself around DK and escaping his juggles horizontally. 
  • Tilts and jabs (especially in Buster Art) help you a lot in the neutral to avoid the grab and keep DK at bay. (Buster tilts, even Utilt, in close space will not allow DK to grab OoS.)

Neutral

  • There are 2 big problems vs DK in neutral: his grab and his Bair. While you want to stay in the air to avoid his grab, DK can choose to SH -> double Bair and beat most of your options (Bair, Fair, even Nair sometimes). RAR Nair will help you beat out his Bairs or staying grounded. Just watch out for the grab.
  • When you are on the ground and DK is mid/close-range, Dtilt and Jabs will help you big time.
  • Avoid landing near him. Space yourself when committing to something, and if DK starts expecting a SH -> aerial, go for a grab instead to mix things up.
  • Most DKs will expect you to approach with an aerial, so they will probably shield grab you for it, meaning you can perform a tomahawk -> Dtilt (well-spaced) or get a grab. If you are in Speed Art, they probably will expect a dash grab if you play too grounded, so mix your movement to become unpredictable.
  • DK’s arms are intangible during the hitboxes of his tilts and smashes. If you attempt to punish one with an aerial, you may be dash grabbed on landing.
  • Be careful of DK’s Dtilt. It covers a lot of area and can trip you, which leads to a grab. If you see DK going for it a lot, SH -> Nair. He can Utilt out of the Dtilt, so watch out for that.
  • You do not have to approach in the neutral. Play lame, camp them and bait stuf. If you commit to something, space it so that DK cannot grab you. DK does not have projectiles, so do not approach.

Advantage

  • You cannot hit DK’s arms during most of Spinning Kong.
  • When you are edgeguarding, DK can Uair your Dair and win because his head is intangible. 
  • Being below DK is great. If you get him on the air, you should be able to juggle him for days with Utilts and Nairs.
  • Throwing him offstage is pretty good too because you can edgeguard DK by grabbing the ledge and reverse Air Slash consistently. That way, you will rack up damage safely, and when DK is out of options (no DJ, forced to make a linear recovery), it is the perfect opportunity to Dair him. You can also just wait until he has to come to the ledge (DK can stall offstage with his Spinning Kong) and go for the spike.
  • If you do not feel like going for the Dair spike, covering him at the ledge is pretty good too. He has very poor ledge options, and he is a pretty big target. As long as you react to his options, you should have no trouble sending DK back offstage. This is where you should use Buster Art.

Disadvantage

  • Vanilla Shulk has lower air speed than DK.
  • At low %, or if you go into Shield Art, DK can Cargo Uthrow into Uair, Fair, Nair or Bair.
  • Ding Dong % are very lenient when Shulk is in Jump Art
  • DK’s Uair starts directly above him and travels forward. You cannot DI out of Cargo Uthrow -> Uair, but you can avoid being juggled by flying headbutts by going into Speed or Jump Art and kiting back. Do not just air dodge or he will frame trap you. 
  • When getting Uthrown, do not DI towards DK. It will make it easier for him to get 2 Bairs into Spinning Kong, which is a lot of damage.
  • Being above DK is horrible because of Uair and Bair. Escape horizontally and reset the neutral. Do not get impatient and start landing near him because it will hurt.
  • Do not go for a Fair against DK offstage. He can spike you with his Fair, instead.

Other Notes

Ding Dong % Range for Shulk (no Rage on DK)

Art Start  End
Vanilla / Speed 79% 90%
Buster 76% 89%
Jump 79% 105%
Shield 134% 176%
Smash 67% 80%
  • This chart assumes that Donkey Kong is at 0% and does not have the freshness multiplier. Please take into account the Rage mechanic when cautious about being Ding Dong’d.
    • To add rage on DK to this chart, simply minus 6% on each of the Arts following the levels of his Rage.
  • Arts
    • Jump: Very good for camping and controling the space around you. Uthrow -> Air Slash is a guaranteed combo from low to high %s, but you’ will take a lot more damage if DK grabs you, and Ding Dong’s % range is huge (nearly 30% range).
    • Speed: Neutral wise, it is very good. It does not change your weight, so it does not affect Ding Dong’s % range. Good for mobility overall, but be careful if you Dthrow DK offstage. If they DI down and away, Fair will not connect. If you go for it, you will get spiked.
    • Shield: Your to-go Art if you are near/in Ding Dong’s % range, it will help you avoid it overall and survive until high %s. DK will try to camp you if he gets the lead, which is why we avoid Smashville. But you can use this in your advantage by catching him when he moves or by waiting to go for a time out (if you have gotten the lead and he does not approach).
      • On the other hand, you will be combo food and will probably take a lot of %, so as soon as you are out of Ding Dong’s % range, you should turn of Shield Art.
    • Buster: A double-edged sword at its finest. If you get a hit/grab, you are gonna deal a lot of damage. But if you get grabbed, it is not gonna be pretty. If you decide to use this art and DK grabs you, deactivate it ASAP. 
      • Buster tilts, even Utilt, in close space will not allow DK to grab OoS.
    • Smash: Another great Art to play around Ding Dong. It also makes gimping DK a lot easier due to his Spinning Kong not having good vertical recovery distance. Watch out for Bthrow and Cargo Throw -> Dthrow offstage though.
  • Note: Getting grabbed at the end of the art time is as bad as not having it on in the first place or worse. Keep in mind DK can stall a bit before going for the Uthrow -> Uair, so if an Art is going to run out of time, it is best to retreat or change to another one immediately.

Vanilla Full Hop Buffered Nair hits while Standing? Yes.

Vanilla Full Hop Buffered Fair hits while Standing? Yes.

Vanilla Full Hop Buffered Dair hits while Standing? Yes.

Jump SH/Speed FH Buffered Fair hits while Standing? Yes.

Jump SH/Speed FH Buffered Nair hits while Standing? Yes.


Vanilla Full Hop Buffered Nair hits while Crouching? No.
Vanilla Full Hop Buffered Fair hits while Crouching? No.
Vanilla Full Hop Buffered Dair hits while Crouching? No.
Jump SH/Speed FH Buffered Nair hits while Crouching? No.
Jump SH/Speed FH Buffered Fair hits while Crouching? No.

Donkey Kong (122)-

  • Forward Throw (C)
    • If DK does a forward throw which picks up the opponent, then jumps, and up throws in the air, he can jump again and get an up air so DI up and either to the left or right. At lower percent sometimes DK's will go for a fair or nair so that they don't stale their up air. Finally, don't let this happen.
  • Down Throw (C)
    • For this one DI doesn't matter too much, I would focus on teching the landing or jumping away since you can get punished if your get up option is read. Also mix up your techs (either roll forward, back, or in place) so you don't get read on that either. DI away if you want, this one almost never comes up
  • Forward Throw (K)
    • If DK does a forward throw, jumps offstage, followed by a down throw, this can kill you in the early 100% depending on weight and how far they go out so try to mash out as fast as you can and DI towards the stage if you don't get out in time.
  • Back Throw (K)
    • Kills at about 115% from the edge of the stage.
    • Kills at about 175% from the middle of the stage.


Information from this guide on Smashboards

Tip: Pick a stage depending on its blastzone, as this will affect the Ding Dong %.

Best Stages:

  • Town and City
    • DK's best stage.
    • DK's Ding Dong combo is deadly.
    • However, you can use the platforms to camp in Speed and Jump Art if you are willing to take the risk.
  • Lylat Cruise
    • One of DK's best stage.
    • You can still use the platforms to avoid grabs and move around the Bairs.
  • Smashville
    • DK has more mix-ups in his recovery because of the platform, and he can camp you hard.

Worst Stages:

  • Battlefield
    • Allows Shulk to live a little longer.
  • Dream Land 64
    • Has a nice tri-platform layout, easy landings, and you can juggle DK better.

Other Stages:

  • Duck Hunt
    • If you want to play campy, this is the perfect stage. Be careful because DK can camp you back.

 

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VideoPlayer 1Player 2P1 CharactersP2 CharactersStagesDate
FuerzaDONDK SenseiGame 1: Shulk
Game 2: Shulk
Game 3: Shulk
Game 1: Donkey Kong
Game 2: Donkey Kong
Game 3: Donkey Kong
Game 1: Smashville
Game 2: Dream Land
Game 3: Town and City
2017-08-06
SoulArtsDKWillGame 1: Shulk
Game 2: Shulk
Game 3: Shulk
Game 1: Donkey Kong
Game 2: Donkey Kong
Game 3: Donkey Kong
Game 1: Smashville
Game 2: Smashville
Game 3: Town and City
2018-03-17
NickoLarry LurrGame 1: Shulk
Game 2: Shulk
Game 3: Shulk
Game 1: Donkey Kong
Game 2: Donkey Kong
Game 3: Donkey Kong
Game 1: Final Destination
Game 2: Final Destination
Game 3: Battlefield
2017-05-23
FuerzaDONYuseiGame 1: Shulk
Game 2: Shulk
Game 1: Donkey Kong
Game 2: Donkey Kong
Game 1: Smashville
Game 2: Town and City
2017-09-23
MGlutonnyGame 1: Shulk
Game 2: Shulk
Game 3: Shulk
Game 4: Shulk
Game 1: Donkey Kong
Game 2: Donkey Kong
Game 3: Donkey Kong
Game 4: Donkey Kong
Game 1: Lylat Cruise
Game 2: Final Destination
Game 3: Lylat Cruise
Game 4: Town and City
2018-01-07
FuerzaDONBernieGame 1: Shulk
Game 2: Shulk
Game 1: Donkey Kong
Game 2: Donkey Kong
Game 1: Smashville
Game 2: Town and City
2017-10-06

Last updated by TrueSapphire on April 7th, 2018 at 05:22 PM