JSConrad45
Smash Cadet
- Joined
- Dec 2, 2014
- Messages
- 28
A direct hit from SDJ will bury then launch, dealing 26% base damage and killing Mario from the floor of Final Destination (3DS, training mode) at 168% (before the first hit). The second hit alone would KO at 93%, but buried opponents take a LOT less knockback.
If you cancel after burying but before the landing hit, you can leave people buried. There's plenty of hitlag to allow you to do this -- if you can buffer a grab out of shieldstun, you can bury cancel upon confirming the bury. Just takes practice. The problems with bury cancels are 1) buried opponents receive jack for knockback, and 2) the Super Dedede Pratfall means they're escaping from the bury before you can charge up anything strong enough to overcome that.
So you don't try to hit them when they're in the ground. A Wii Fit main recently clued me in to the fact that buried opponents always pop straight up for a fixed distance when they escape from burial. So you just hit them with a uair when they get out. This setup kills Mario from the floor of FD starting at 106% (prior to burial). If you can predict when your opponent will get out of the burial, you're guaranteed to hit them, since there's a fixed time before they can act. But the great part is that on reaction this is a 50/50, coming down to whether they buffer an airdodge or not. If they buffer an airdodge, you have to delay a uair-on-reaction-to-escape in order to hit them; if they don't buffer an airdodge, and you delay, they'll escape. Buffering aerials is as good as doing nothing, because no aerial beats a properly-spaced Dedede uair coming from below.
Yes, hitting someone with SDJ in the first place is the hard part -- you have to take them by surprise with recovery mixups, it's the only way to hit a decent opponent with SDJ -- but still, a setup for a 50/50 KO on reaction ~106%. In Dedede terms, that's amazing.