Murtag

New Slammer



*Drops the mic*





Dronkey Hero

Posts: 20

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The very first advanced tech ever conceived was the Murtag drop, done by me while playing Dronkey. I'm so cool. Turns out Murtag dropping with Dronkey's standard aerial is extremely terrible (because you actually still have huge endlag) but what IS good with him? Well, hopefully I can answer that.



Actual Guide



Quick disclaimer: Below is just what I've found to be good, maybe I'm wrong about a move or missed something and so you should try and experiment with stuff and find new moves/tech that are good, it'd be interested in hearing about other possibilities with Dronkey .



Now that's out of the way~



Moves: The Good, the Bad, and the Meh.



The Good



A-B-A - The Laser



The first two inputs (The A and B) are pretty worthless, and can be pretty much considered start up since all that really matters is the final A, the laser. It fires a decently ranged cylinder of flame, and you can control Dronkey (spinning on the spot) while flaming. It's best used after a grab, or another move that knocks your opponent down. This gives you time to do the A-B without getting punished, and hopefully hitting them with the laser. The laser does decent damage, and pushes the opponent back a bit. But why is this move good? Well I'm glad you asked. If you can corner your opponent against a wall (say, by throwing them into one), it's possible to get this move to hit many times very quickly, since their character can't escape the flames. It's quite inconsistent, so if anyone finds some reliable setups for it, that'd be incredible, but when it does work, it works pretty amazing. It can fill your entire slam meter by itself, so it's well worth trying to land this if you can. It is quite unreliable, though, but even if you miss the insta-slam, it can still do decent damage.



tl;dr Slow move, no post combo potential, but can fill your entire slam meter by itself.



A-A-B - The Dronkey Kick



So I discovered how insane this move is like an hour ago. It's very similar to the Laser, in the fact that the first two hits are worthless (However A-A is much faster than A-B so that's a big bonus), and the last hit is the real money shot. The kick at the end has some really good properties, it's one of Dronkey's few moves that hits the opponent when they are grounded (Others being, his anti-air, and of course his slam [if there is more pls tell me (Y)]), it breaks shields, and even better, it has a tonne of hitstun, i.e. it basically stuns your opponent after you hit them with it (They kinda fall over and are blue). Imo this is /the/ combo move for Dronkey, get a grab, throw them into a wall, do A-A-B, and try to kick them back into the wall. Here's where it starts to get insane though, the kicks sends them really far, but if you kick them into a nearby corner or wall, sometimes you can keep them nearby, and then A-A-B again, and perhaps again, until you accidentally kick them far away. Yes, this move combos into itself. It also combos into Dronkey's slam (even if you kick them across the stage because of Dronkey's slam range). I feel this combo is absolute bread and butter for Dronkey, and makes his ground combo game fantastic. The main issue is it's sort of a situational infinite. It's possible to 0-slam opponents with this move alone, if you can keep them against a wall, and since infinites are currently banned in tournament, is this banned? That's a debate to be had, but imo a situational infinite isn't really an infinite.



tl;dr Slowish move, breaks shields, highish damage, hits grounded opponents, combos off grab, combos into itself (<- The scariest 3 words in fighting games).



Direction + A In The Air - The Swoop



I'm really not up to date with the Shrek lingo, but the air dash attack thing, where you input a direction and A at the same time while in the air, yeah that one, that's this move, The Swoop. It's pretty freakin godly. Welcome to Dronkey's neutral game. He swoops down a bit in the air, and then up high, in a U shape, ending higher than he started. The trick to it, is to shield during the move, to end it where you want. Yeah that's right, you Murtag drop it (Though cos of the horizontal movement it's kinda like a Crumpet dash), but basically, because of the unique properties of the The Swoop, you can do some neat movement with it. So firstly, you can jump, immediately Swoop, and immediately cancel it. The hit box comes out right away (I'd like to see the hitbox on this move, because Dronkey leaves a flame trail and it looks like it has a hitbox too), and as soon as you press shield all lag is gone, and since you swooped downwards, you are on the ground again, so it's an extremely fast way to put out a move, and cancel it, and travel quite far. Once you've got that down, you can consider changing the timing of when you press shield, notably the later, the higher you'll go. You can do 2 Swoops without touching the ground, if you try to do a 3rd, you'll do a standard Aerial instead, so make sure you touch the ground after 2 Swoops. Dronkey has 3 double jumps (I think) so you can mix those in. You can Swoop around high, utilizing the height it gives, and your double jumps, or swoop very close to the ground, using the fact swooping makes it fall a bit immediately. The Swoop goes really fast, the hitbox comes out super fast, you can travel big distances, and this gives Dronkey off the chart levels of mobility, and so is an extremely safe move. The issue though, is the lack of damage and hitstun. It is possible to knock them up with a swoop, and combo into another swoop and/or an aerial, but it's not too consistent, and the damage output is quite low. I find it's far more successful to try and use the mobility to hunt for a grab. You can knock your opponent up with a swoop and Murtag drop straight into a grab, or just use the mobility alone to out position your opponent and grab them.



tl;dr Extremely safe/fast move, best move in the neutral game by far imo, but low damage and lowish combo potential.



X - Grab



Ok putting grab here is kinda silly, cos obviously grabbing is amazing (it combos into A-A-B!!), but I wanted to mention a few things. Dronkey's grab animation is a bit clunky, if you try to grab right before landing, it feels quite delayed, and he won't grab until he's fully grounded, so you can't really do as smooth grabs from the air as other characters like RRH or Gingy. For the longest time I thought Dronkey couldn't grab in the air, but he turns out he can! It has quite a weird animation, in that it doesn't look like it has one, but you'll know when you successfully grab someone because Dronkey noms on them a bit, and then drops them to the ground. Kind of strange, but works out nice as it leaves your opponent close to follow up on, just tap shield to fall super fast, and get A-A-Bing!



tl;dr His air grab is weird.



A+Y - Anti Air



Again another weird entry, but it's worth talking about. As an actual anti-air, it seems pretty standard, it does deal with opponents above you and knocks them down (A-A-B time hype), and is only special for one specific reason. It can hit your opponent when they are grounded. It's a bit weird to do, you need to run right into your opponent, this press away from them and input the anti-air (A+Y) right away, and it'll knock them up and back down onto the ground. This, as you can imagine, combos straight back into itself, and so is an infinite, though a fiddly one at the best of times, and since the damage is rather low, 0-slamming with it is pretty tough. Since this is a true infinite, it is known as the Dronkey Infinite and it is banned in tournament play. Here's a video about it:







tl;dr Oh my god it's an infinite hide your children.



The Meh



A-A-A - The Ass Flame



Ass, as in donkey? Get it? This string is pretty mediocre. Its main redeeming quality is it combos off of a grab, and the flame does decent damage. But A-A-B also does that, but more, so this is a strictly worse A-A-B. Pretty meh.



The Bad



Everything else



Seriously, one of the main hurdles you'll face as a Dronkey player is the sheer of amount of truly awful moves you may accidentally do and get destroyed for inputting. His A-B-B-A/B strings seem extremely terrible, if anyone can find even the slightest use for them I'll be amazed (and breaking shields doesn't count because A-A-B breaks shields and is a thousand times superior). His B attack is just, awful, charge at your opponent very slowly and predictably. His Dash Attack (His A and a direction at the same time ground move) is hilarious, in the fact he falls over when he is in the endlag of it. Adorable, but awful. Wall attack is a similar kind of story. His standard aerial (Just A in the air) is extremely bad. It might look good, until your opponent realizes they can just hold shield, and after you've landed grab you, since it has an insane amount of lag, that you can't even get rid of by Murtag dropping. If you aerial and immediately shield though, it does cancel the lag, which means if you accidentally do use it (say trying to do 3 Swoops in 1 jump) you can quickly stop and not give your opponent a free grab.



Summary



So that's all I got. Swoop all over the place, get the grab, Dronkey kick them, and maybe a get a #yolo 0-slam with the laser. Pretty standard. Good luck with Dronkey, he's a pretty tough but rewarding character. Have fun, powershield dem apples!

- Murtag Hello there. I am MurtagThe very first advanced tech ever conceived was the Murtag drop, done by me while playing Dronkey. I'm so cool. Turns out Murtag dropping with Dronkey's standard aerial is extremely terrible (because you actually still have huge endlag) but what IS good with him? Well, hopefully I can answer that.Quick disclaimer: Below is just what I've found to be good, maybe I'm wrong about a move or missed something and so you should try and experiment with stuff and find new moves/tech that are good, it'd be interested in hearing about other possibilities with DronkeyNow that's out of the way~Moves: The Good, the Bad, and the Meh.The first two inputs (The A and B) are pretty worthless, and can be pretty much considered start up since all that really matters is the final A, the laser. It fires a decently ranged cylinder of flame, and you can control Dronkey (spinning on the spot) while flaming. It's best used after a grab, or another move that knocks your opponent down. This gives you time to do the A-B without getting punished, and hopefully hitting them with the laser. The laser does decent damage, and pushes the opponent back a bit. But why is this move good? Well I'm glad you asked. If you can corner your opponent against a wall (say, by throwing them into one), it's possible to get this move to hit many times very quickly, since their character can't escape the flames. It's quite inconsistent, so if anyone finds some reliable setups for it, that'd be incredible, but when it does work, it works pretty amazing. It can fill your entire slam meter by itself, so it's well worth trying to land this if you can. It is quite unreliable, though, but even if you miss the insta-slam, it can still do decent damage.tl;dr Slow move, no post combo potential, but can fill your entire slam meter by itself.So I discovered how insane this move is like an hour ago. It's very similar to the Laser, in the fact that the first two hits are worthless (However A-A is much faster than A-B so that's a big bonus), and the last hit is the real money shot. The kick at the end has some really good properties, it's one of Dronkey's few moves that hits the opponent when they are grounded (Others being, his anti-air, and of course his slam [if there is more pls tell me (Y)]), it breaks shields, and even better, it has a tonne of hitstun, i.e. it basically stuns your opponent after you hit them with it (They kinda fall over and are blue). Imo this is /the/ combo move for Dronkey, get a grab, throw them into a wall, do A-A-B, and try to kick them back into the wall. Here's where it starts to get insane though, the kicks sends them really far, but if you kick them into a nearby corner or wall, sometimes you can keep them nearby, and then A-A-B again, and perhaps again, until you accidentally kick them far away. Yes, this move combos into itself. It also combos into Dronkey's slam (even if you kick them across the stage because of Dronkey's slam range). I feel this combo is absolute bread and butter for Dronkey, and makes his ground combo game fantastic. The main issue is it's sort of a situational infinite. It's possible to 0-slam opponents with this move alone, if you can keep them against a wall, and since infinites are currently banned in tournament, is this banned? That's a debate to be had, but imo a situational infinite isn't really an infinite.tl;dr Slowish move, breaks shields, highish damage, hits grounded opponents, combos off grab, combos into itself (