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Best way to handle Duckhunt Dog?

Odaroloc

Smash Cadet
Joined
Dec 8, 2014
Messages
43
Location
Colorado
NNID
OriginalRave
I'm getting stuck trying to approach DHD as ZZS. It's getting incredibly frustrating because of his arsenal of clay shootings and barrels. It's mostly my approach that I'm having trouble with. He's fast enough with his side B that I can't flip jump over him and counter. If I try to air dodge it, the barrel is waiting for me. And when I land, he grabs me, dash attacks, and does it again. My plasma whip won't stop his clay shooting if it's not at the tip, and if it doesn't break it, he gets a free punish. Once DHD is in the air, I finally get some damage, but he still gets the lead in the end.

If anyone has some tips or videos that show how to handle the Duckunt (intended) that would help me immensely!
Also, is anyone else having trouble with campy characters, or is it just me?
 

pichuthedk

Smash Lord
Joined
Feb 6, 2012
Messages
1,075
Location
Toronto
zair and side b work woders in this MU.
don't be scared be aware of which direction his can will go when he presses B again.
I tend to just charged laser it so it reverses direction.
zair destroys his side B and his down b (not 100% sure about down b atm i forget)
Side b destroys his side b as well as knocks his can with the explosion hit box.

if you can control flip jump properly you can just go and try to spike his low recoveries with ease just make sure you don't yolo to much.
grabbing with his can up is not recommended unless it can't bounce at you.

recoveries must be decided quickly because of his can edgeguards that stage spike you.

I don't really have any tourney footage of myself vs a competent on so I can't provide anything atm.
 

Raisin

Smash Apprentice
Joined
Apr 24, 2014
Messages
90
Location
Mobile, AL
3DS FC
4971-3853-0253
zair and side b work woders in this MU.
don't be scared be aware of which direction his can will go when he presses B again.
I tend to just charged laser it so it reverses direction.
zair destroys his side B and his down b (not 100% sure about down b atm i forget)
Side b destroys his side b as well as knocks his can with the explosion hit box.

if you can control flip jump properly you can just go and try to spike his low recoveries with ease just make sure you don't yolo to much.
grabbing with his can up is not recommended unless it can't bounce at you.

recoveries must be decided quickly because of his can edgeguards that stage spike you.

I don't really have any tourney footage of myself vs a competent on so I can't provide anything atm.
Would this strat work in, let's say, the Link and Toon Link matchup?
 

pichuthedk

Smash Lord
Joined
Feb 6, 2012
Messages
1,075
Location
Toronto
Would this strat work in, let's say, the Link and Toon Link matchup?
Yes but it's slightly more tricky because the projectile speed is Significantly faster you can destroy everything except for their bombs (well I think toons bombs can be destroyed but it might be better to just air dodge catch to jump at them and zair drop)


Down b if they arrow more then once because its end Lag is horrid especially links.

I'll post more when I get home tournament salt.
 

Raisin

Smash Apprentice
Joined
Apr 24, 2014
Messages
90
Location
Mobile, AL
3DS FC
4971-3853-0253
Yes but it's slightly more tricky because the projectile speed is Significantly faster you can destroy everything except for their bombs (well I think toons bombs can be destroyed but it might be better to just air dodge catch to jump at them and zair drop)


Down b if they arrow more then once because its end Lag is horrid especially links.

I'll post more when I get home tournament salt.
This actually sounds like it will work. I'll have to do some testing and see what I can come up with.
 
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