Soul Train
Just laugh.
So. Among a few others, I've noticed some issues around here. For example: new D3 tech/ideas are incredibly rare, isolated and unorganized. That creates negative creative momentum, making it harder for people to even find the motivation to try new things in the first place. Therefore the character develops less, leading to more losses, discouragement, etc.
This thread is meant to change that.
PURPOSES OF THIS THREAD:
HOW DO I GET STARTED?
Scroll down, and either 1. Pick a Concept/Requested Research bullet below and start testing, or 2. come up with something new we can add to the list! Posting text ideas is fine, but video ideas are better!
HOW DOES THIS WORK?
While the outline and format will adapt as needed, for now the progression will be:
IDEAS, CONCEPTS, AND QUESTIONS:
(TESTING NEEDED FROM YOU)
General:
Stage Specific:
Character Specific: (yes I realize this might overlap with the matchup discussion, for now I'm fine with that until things get moving)
General:
Gordo
Stage Specific:
In general: all rising platforms/surfaces kill Gordo neigh instantly. All rising surfaces or ones with an angle allow some crazy jank (read: tech opportunities) to occur.
Character Specific:
SOLID TECH:
King Dedede's Kill %s by Move:
Gordo:
Character Specific:
This thread is meant to change that.
PURPOSES OF THIS THREAD:
- Collect and create a place for people to find all D3 technology/research
- Kickstart and crowdsource idea generation/testing
- Structure the discovery process: Concepts -> Developing -> Solid
HOW DO I GET STARTED?
Scroll down, and either 1. Pick a Concept/Requested Research bullet below and start testing, or 2. come up with something new we can add to the list! Posting text ideas is fine, but video ideas are better!
HOW DOES THIS WORK?
While the outline and format will adapt as needed, for now the progression will be:
- Ideas, Concepts, and Questions: An idea is posted, and if it's legit I'll put it here. Feel free to "call" an idea if you want to be recognized/held responsible for pushing the concept, I'll add your name to it. I will put a strikethrough on ideas that have been discredited as not viable (but NOT delete them - as someone might find a way to use it).
- Developing and In Progress: once video evidence is provided that shows 1. Feasibility and 2. Viability of the concept, I'll move it here. At this point we'll need more people to jump on and test - let me know who's up for it! Sometimes multiple ideas will be rolled into one here (edgeguards, for example).
- Solid Tech: for a "developing" concept to be moved here, it must meet three requirements: 1. Solid application of idea in match footage, 2. Viability affirmed by more than one person, and 3. Outlined in a beginner-friendly breakdown, explaining use and mentality step-by-step, preferably in video. Let's be real, I'll probably be the one doing that last bit though help would be fantastic
IDEAS, CONCEPTS, AND QUESTIONS:

General:
- Beating the 2-frame edgeguard: from @Jdawg26 - when recovering, hold down for a few frames to delay your ledgesnap and armor through a spike might otherwise hit your 2-frame ledgegrab vulnerability
- Instant UpB Landing - where you make UpB miss the ledge, but avoid all hang time in the air and land instantly. Does timing vary by stage? Practical as a mixup?
- Bouncing Gordo Research - I have a bunch of old tech with this, stopped pushing it when customs were banned. Fun tech: Bouncing Gordo sticks to the ledge almost 100% of the time, easy edgeguards. Feel free to do a concept video if you want.
- Falling Uair edgeguard - same thing as the Uair chaingrab, but done offstage. Needs more video proof/practical application. Just using Uair to edgeguard isn't anything new, but fastfalling after hit could be. As
TMJ_Jack notes, D3 fastfalling offstage is usually a terrible idea.
- Bair to Dair as airdodge punish,
OnFullTilt . Entirely situational, or a legit 50/50?
- UGordo to footstool,
KeithTheGeek . Does it cover airdodge? Viability across the cast?
Stage Specific:
- Placeholder
Character Specific: (yes I realize this might overlap with the matchup discussion, for now I'm fine with that until things get moving)
- ZSS: how can we apply ESAM's tips here to D3? Specific punishes, strategies?
- Ryu: is it possible to DI out of his Utilt -> Shoryuken?
- Wii Fit: how to beat soccer ball/sun salutation edge stalling?
- Villager: Fair ledge getup is wrecked by D3's Fullhop Dair (need video confirmation)
- Anti-ZSS, Sonic, Megaman, and Yoshi-specific tech (when can Gordo first hit ZSS out of her flip kick?)
- Optimized combos from character specific openings (best punish after a powershielded Sheik Fair, ZSS Nair, etc)
- D3-unique matchup tech (does D3 have any unique options with all his jumps+DI when caught in a Meta Knight Uair combo?)
- etc.

General:
- Options and Mixups in Neutral:
KeithTheGeek started a great writeup on this below. Use of pivots, foxtrotting, microspacing to stay unpredictable, some creative ways to cover options (ex: Using Jab 2 for combos, Pivot Fsmash, or Fullhop Fair - fastfall - Ftilt), etc. A video compilation of this would be great - just to see how we can better use D3's moves in neutral...I know I for sure can get predictable.
- Jab 2 mixups: Dtilt, grab, Fair, Dsmash - worth a short vid
- Dedede Jump Cancel - ledge recovery mixup
- Lagless Edge Getup,
Silly Symphony . Unsure of its practical application and viability. Needs actual match footage.
- Spiking with UpB - seen some vids doing this, needs when/how/why breakdown (maybe a "how to edgeguard with D3", and this is one of your tools).
- Throw follow-ups: Dthrow -> Usmash,
randomguy1235 . Useful to avoid staling Bair; is it ever punishable on hit (by Yoshi, Luigi)?
- Gordo Throw as Dthrow Followup: @CaptainVul posted three proof of concept vids here, here, and here (airdodge punish). Let's test - does this work best only on fastfallers, or is it applicable against the entire cast?
Gordo
- Stage specific ledgestick techniques: Smashville, etc
- Gordo Kill Setups:
Girthquake . Fantastic, needs exploring and more application to all legal stages. Onstage examples here (shudder), here, and here. Might group the next few bullets into a more general Advanced Gordo 201, or "Playing around Gordo", "Hit Followups", etc category. Gordo -> Footstool setup example here.
- Gordo Ledge Sniping:
Girthquake . Stage specific snipes incoming.
- Gordo Grab:
Girthquake . Grab them when they try to shield the Gordo, get multiple hits/followups using the Gordo to ping them back after the throw. Another latest video here.
Stage Specific:
In general: all rising platforms/surfaces kill Gordo neigh instantly. All rising surfaces or ones with an angle allow some crazy jank (read: tech opportunities) to occur.
- Lylat Jankiness -
Girthquake . Straight from his post below: The slanted edges and platform on Lylat Cruise allow for some crazy unpredictable mix ups to Gordo traps. understanding Gordo physics is important for this stage. While Lylat is in the motion of tilting upwards on either side it will eat Gordo, but not once it's fully tilted or tilting downwards.
- Town and City - when you place Gordo on the middle platform while it's rising, Gordo gets killed. But once the platform is fully risen or descending, Gordo's great.
Character Specific:
- RosaLuma: Uthrow, Dsmash can murder Luma - @CaptainVul.
- Wayy more to come.
SOLID TECH:

King Dedede's Kill %s by Move:
(all done on Mario from the center of FD, with no DI)
Normals:
Normals:
- Jab Finisher: 165%
- Ftilt: 204%
- Dtilt: 196%
- Utilt: 151%
- Dash Attack: 93%
- Nair: 147%
- Fair: 172%
- Bair: 118%
- Uair: 124% (mario at fullhop height)
- Dair: 117%
- Fsmash: 68%
- Dsmash: 118%
- Usmash: 110%
- Fthrow: 266%
- Bthrow: 194%
- Dthrow: 220%
- Uthrow: 246%
- Gordo: 154% (no bounce)
- Jet Hammer: 151%-67%, non-to-fully charged. If you hit JUST before full charge, kills sooner. Needs further testing.
- UpB: both bury and landing hits ~160%, landing hit only ~130%, spike hit only ~140%
- Inhale: can’t kill lol
Gordo:
- GORDO MASTERY: Part 1 - Trajectories and Application, Part 2 - Sniping, Part 3 - The Stick. Pretty much everything you need to know about Gordo here.
- Ledgegrab Gordo Roll:
williamsga555 did a great explanation of this! A definite option when being camped at the edge. Here's an example of Big D doing it against Zero on stream.
- Shieldbreak Disrespect: do this and you will SHATTER THEIR MIND. Break shield, Gordo, UpB Spike = profit.
- Ledge Drop UpB: an excellent breakdown by @hypnonotic, complete with risk analysis, gifs, and graphics! D3 has many options in getting back to stage, and this is a great mixup. You can land instantly with UpB for a shieldbreak/kill, or mix that up with timing, or ledgegrab slightly later by holding up then letting go before you pass the ledge.
- Inhale Breakdown and Application: everything you need to understand and integrate the move into your D3 play.
Character Specific:
- ROB Gyro setups:
Girthquake . When the opponent hits a Gyro, it causes them to fly the direction D3 was facing. This means some great edgeguard setups are possible. Catching and using character's items will be key in matchups - more labbing will be done.
- Battlefield:
Girthquake total credit, this is his baby. Throw a DGordo at a recovering opponent while standing at the top platform, if it hits the correct side they'll fly up into you, and can be killed with a Usmash/Nair.
- Smashville: some solid Gordo setups with the platform. Similar to the above. Stand on the platform, hit the far side of the opponent with Gordo, follow up with Grab/Bair/Usmash, % dependent.
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