∫unk
Smash Master
Just some things I know about the matchup:
vs. Tilts
getting hit
MK's traditionally think tilt again or grab after. This is a guessing game that favors MK but remember the reward of getting a grab can make up for taking a few tilt pokes, which is why I think buffering spotdodge is a strong initial option... from there it's about adjustments.
blocking
At maximum range of the tilts I wouldn't fight... I would roll (away is much safer than rolling in) or jump oos and reset your position somehow. You want to be right inside his maximum tilt range, where your grab reaches and his standing grab doesn't. The good thing is it's very difficult for MK to space their tilts without walking and so it's easier to avoid this range.
anything else?
Not really - DDD doesn't have a lot to combat his tilt game besides his monster grab range. MK always reaches in front of him when he tilts so know that you can grab a little farther than normal (ddd's grab range always seems insane when you're grabbing right after a whiffed attack). A lot of MKs rhythmically tilt so you can dash in as he's initiating one and it'll time out so you can grab him.
vs. Tornado
This is a guessing game on their spacing (high/low) and timing. Shield or Jump until you pick up a pattern.
#1 thought should be to NOT GET HIT BY IT. It doesn't matter if MK resets the situation or recovers for free.. that's much better than you getting popped into the air.
Safest "punishments"
• Block -> Roll (sometimes you get more like a grab after... I just assume the MK did a safe Nado here but this positionally gives you the option of punishing if they don't do a good Nado)
• Block -> Waddle Toss (against retreating opponents side b is always safe, the more safe side B's you get the higher odds of a clutch gordo)
• Jump (completely avoiding Nado) -> Waddle Toss as you're falling
*note: waddles near your opponent are really underrated... they extend the opponents attacks which makes it much easier to grab them.
High Tornado
u-tilt it. How MK's get you here is they mix up their timing. If you immediately up tilt and they wait then next time wait yourself and SHIELD. If they're just waiting for you to do something they run out of tornado time to run away so you can get a punish right after the nado is done. This is more applicable on smaller stages.
Low Tornado
d-tilt or d-smash it. D-tilt is faster and easier to time. Again they can wait but it's hard for MK to do a low-long lasting nado because hitting B lifts them up. If you notice it's a longer nado I would expect a high one.
Random notes
You can try to b-air the Nado if they're just waiting below you extending the nado like an idiot. It works better when your b-air is fresh which it generally should be in this matchup.
Super close range
This is a bad range for you. This opens up options for MK while not giving you anything more. This is why the matchup is hard - right outside of his maximum tilt range you're at a slight disadvantage, maximum tilt range you're at a clear disadvantage, at your maximum grab range you have an advantage, then inside that MK has an advantage.
Basically, always try to fight MK at your maximum grab range or stay away from him.
vs. d-smash
If you block the backside you can't do anything.
At maximum distance you can block -> f-tilt but you have to be really fast. Don't try it if you weren't super prepared to punish it.
block -> d-tilt has a little more time to get it off. Sorry I'll write more on this I'm just running out of time atm.
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I'll write more about d-air camping, other ranges, and landing/recovering later. I'll also organize this thread better later on but I hope that helps you guys. If anyone has a request, suggestions, or other useful information please share.
vs. Tilts
getting hit
MK's traditionally think tilt again or grab after. This is a guessing game that favors MK but remember the reward of getting a grab can make up for taking a few tilt pokes, which is why I think buffering spotdodge is a strong initial option... from there it's about adjustments.
blocking
At maximum range of the tilts I wouldn't fight... I would roll (away is much safer than rolling in) or jump oos and reset your position somehow. You want to be right inside his maximum tilt range, where your grab reaches and his standing grab doesn't. The good thing is it's very difficult for MK to space their tilts without walking and so it's easier to avoid this range.
anything else?
Not really - DDD doesn't have a lot to combat his tilt game besides his monster grab range. MK always reaches in front of him when he tilts so know that you can grab a little farther than normal (ddd's grab range always seems insane when you're grabbing right after a whiffed attack). A lot of MKs rhythmically tilt so you can dash in as he's initiating one and it'll time out so you can grab him.
vs. Tornado
This is a guessing game on their spacing (high/low) and timing. Shield or Jump until you pick up a pattern.
#1 thought should be to NOT GET HIT BY IT. It doesn't matter if MK resets the situation or recovers for free.. that's much better than you getting popped into the air.
Safest "punishments"
• Block -> Roll (sometimes you get more like a grab after... I just assume the MK did a safe Nado here but this positionally gives you the option of punishing if they don't do a good Nado)
• Block -> Waddle Toss (against retreating opponents side b is always safe, the more safe side B's you get the higher odds of a clutch gordo)
• Jump (completely avoiding Nado) -> Waddle Toss as you're falling
*note: waddles near your opponent are really underrated... they extend the opponents attacks which makes it much easier to grab them.
High Tornado
u-tilt it. How MK's get you here is they mix up their timing. If you immediately up tilt and they wait then next time wait yourself and SHIELD. If they're just waiting for you to do something they run out of tornado time to run away so you can get a punish right after the nado is done. This is more applicable on smaller stages.
Low Tornado
d-tilt or d-smash it. D-tilt is faster and easier to time. Again they can wait but it's hard for MK to do a low-long lasting nado because hitting B lifts them up. If you notice it's a longer nado I would expect a high one.
Random notes
You can try to b-air the Nado if they're just waiting below you extending the nado like an idiot. It works better when your b-air is fresh which it generally should be in this matchup.
Super close range
This is a bad range for you. This opens up options for MK while not giving you anything more. This is why the matchup is hard - right outside of his maximum tilt range you're at a slight disadvantage, maximum tilt range you're at a clear disadvantage, at your maximum grab range you have an advantage, then inside that MK has an advantage.
Basically, always try to fight MK at your maximum grab range or stay away from him.
vs. d-smash
If you block the backside you can't do anything.
At maximum distance you can block -> f-tilt but you have to be really fast. Don't try it if you weren't super prepared to punish it.
block -> d-tilt has a little more time to get it off. Sorry I'll write more on this I'm just running out of time atm.
---
I'll write more about d-air camping, other ranges, and landing/recovering later. I'll also organize this thread better later on but I hope that helps you guys. If anyone has a request, suggestions, or other useful information please share.