After some odd moments that finally stood out, and a lot of testing, I found out that DK's punch charge cancel didn't behave like the other charge-users, having a slow and bothersome cancel animation between stopping the punch and going into shield (it also took forever to cancel an aerial charge). As such, I decided to give his charge specific cancels just like the other characters, allowing him to go straight into shield on the ground, and dodge while airborne. This won't drastically affect play with him much outside of stopping stupid deaths just because you didn't shield or dodge almost a full second in advance (twice in the air. Once to cancel, another to actually air dodge). Note: Quick-press shielding still puts him through the animation on the ground due to how his charge functions, but it was sped up slightly so it doesn't leave him AS vulnerable. Http://www.mediafire.com/download/g1e2d9zzpx8l626/FitDonkey.pac This is the version I will be using to play online, so if you'd like to try it out with me, please do!