DunnoBro
The Free-est
Yea. I show my vendor history here if you're worried about being ripped off.Like send you the copy of my game?
http://smashboards.com/threads/free-3ds-customs-unlock-and-set-loading-service.381918/#post-18148900
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Yea. I show my vendor history here if you're worried about being ripped off.Like send you the copy of my game?
My picture says it all about yours (sorry if this is inappropriate, thought it might work since its a drawing)
I think in every instance the default recovery is used in current sets, it should be upspecial2. (Jump snag)I don't understand this character well which makes Duck Hunt a hard character for me to approach (some intentional irony to this statement). Here are his current sets in the project:
1133
1131
1113
3113
3112
1112
For EVO we're going to fill out all 10; for general play we're going to denote at least two to be "expendable" for tournaments that allow on the spot loading. I notice there's like zero overlap between the project's current DH sets and what DunnoBro is posting. Help.
Snag has much less start-up, meaning duck hunt can get closer to the can while recovering and thus more effectively protecting him, even ignoring the hitboxes.So first off welcome to the Church of Zigzag Shot, we're happy to have you and all that, but WTF is up with Up-B 2? The move seems transparently awful to me.
Mario likes the hitbox on up-b because it is a frame 3 invincible OoS move that synergizes heavily with his throw/combo game. He can reverse it during hitlag, and flee to ledges for safety from certain on-stage positions.
Meanwhile, Duck Hunt up-b 2 isn't even safe on hit. It does a weak 8%, and hits below DH--lacking the recovery value of having a hitbox above you. It hits early OoS (not sure what frame, but could be 3?), but that's about the only saving grace. Granted, in some matchups this might be more important than recovery.
Duck Hunt up-b 2 and 3 have similar horizontal recovery distance potential. (This is because you can always convert vertical recovery to horizontal, especially for a floaty character like DH.) Both can *barely* travel under Battlefield, for example.
Duck hunt generally sends projectiles out to edgeguard deep, and then he edgeguards/ledgeguards close to the stage. While you CAN go deeper with the original, it's much riskier since if you fail to edgeguard and they snap to the ledge, they can easily wall him out, especially if he used his jump.However, you CANNOT translate horizontal recovery to vertical. Vertical recovery is also more important for offensive off-stage pressure. As an academic example, Duck Hunt can do 4 bairs off-stage with either other recovery, but not up-b 2.
Clay break can hit opponents inward, and does decent long-range harassment due to the speed and size of the shots. That said, you're right in that default is overall better in most matchups. The reason clay break is usable though, is that against characters with good dash speeds, the ranges default clay is a decent harassment tool, are also the ranges you can get punished for trying it. Meaning you will inevitably have to go for it less, and combo less often due to having to hit them from further away usually. Clay break will let them hit inward, however.Clay Break sends Luma into tumble. It has longer range, and *can* do more damage. (You can hit with both the final 7% bullet and the 6% clay break) However, often it does less damage than proper use of the default, is quite unreliable, and offers poor value close range.
Default is rather timid compared to his custom counterparts, I see little use for him personally. Though I did find them particularly helpful against rosalina still, that may very well be the only relevant use.I increasingly find default gunman to be dominant, due to the range and synergy. "Why would I want a gunman I can't use to grab them?" Mega is obviously useful in matchups that call for it, to solidify Duck Hunt's range dominance.
It's anti-camp mostly, goes lower than most projectiles and far enough to hit from across the stage. It helps in the olimar matchup most notably, as the other clays lose to pikmin tosses.I also have never actually found Rising Clay to be useful.
You mixed up recoveries and down-b's I believe (as down-b is considered to be the 4th number, while up-b is considered to be the 3rd). Should be...1122 (General)
1132 (Anti-camp)
1232 (Anti-Camp2, if default clay doesn't work well. The pierce effect of rising lets it win many interactions default does not)
1222 (Aggressive Anti-Camp. If mega is either unneeded or playing on a stage they're bad on)
3122 (Anti-Zone. Seems better against characters like Rosalina, Marth, Marios/Luigi to force approaches and default can seems less effective in these matchups.)
3232 (Long range. Very campy and few combos available, but some matchups may need to be played that way.)
1322 (General with clay break, when default clay is more of a liability)
Why does this not apply to mega?I mean, I always used (default) Gunman like Lloid Rocket: A slow projectile the opponent isn't allowed to block or dodge, because they get grabbed/punished.
Default gunmen is a grab frame trap as soon as it comes out against a grounded opponent. They need to run past it, jump, or shield. (Or spot dodge/roll the shot at the perfect time) If shield, they get grabbed. If jump, you can lock out that option with can.Why does this not apply to mega?
Super duck jump seems much less popular lately, also with recent discoveries in the applications of snag, I believe it is objectively the best in most situations.They may not be considered the "best" sets (I, too, prefer Zigzag Shot and playing around with different down specials) but I understand 1131, 1113 and 1133 are very common choices for a lot of Duck Hunt players; is it OK to leave these out of the sets?
Cool to know. Also, I didn't realize that I was talking to THE DunnoBro. If anyone would know how to play Duck Hunt, you would. Sorry for my ignorance. And yes, I would like to see gifs. of this tech so that I may do it as well. For some reason, I can't envision it very well.You can, but it's character specific and unreliable. (Fast fallers DI down, floaties up, midweights do either depending on percent)
The can itself is just inconsistent, especially on smaller characters. You shouldn't rely on the auto-combo too much unless they're just too far away/high up. This goes against bigger chars too, when the auto combo can work at the range of the initial trick shot, you should be aiming to upair them then continue the combo with the zigzag coming back up from below.
This does way more damage and can kill.
I'll be making some gifs/video to show this later...
Unrelated, but I love your profile pic. ~I know the EVO sets are already set in stone, but I really think that 1122 should have been submitted. The set is pretty much identical to EVO1132, except Snag instead of Super Jump. 1122 just feels like the best set for trick shot can. It plays very similar to 1111 but now gunmen and Up-B are both faster.
Thanks.Unrelated, but I love your profile pic. ~