DunnoBro
The Free-est
You know, I've noticed a lot of people Strike FD against me when I'm duck hunt, so naturally for a while I tried taking people there most. But personally I think it isn't that great for DHD.
I've noticed stages with low platforms really help, and help protect our position since people are forced into aerial approaches often, and platforms make it both more difficult and failure more punishing.
Lylat cruise is probably our best neutral. With Battlefield being our second, brawl smashville our third.
*Battlefield demands some awareness of the can getting stuck on the top platform, since it generally doesn't help up there at all. Both ledges just go back down to the other platforms when shot again, so it's a pain getting the can back into neutral
People seem think "projectiles, oh I need platforms to stay away from them" But DHD's can is more versatile than that. It can still pressure them from below while you pressure from the side.
The top platform is a net loss mostly, the can getting stuck up there is awful. You'd definitely need to avoid letting that happening, but it isn't too hard once you're used to it. (not saying not to let it lay there, but if it does when you're chasing, get it back down asap)
FD, and new smashville really provide nothing for us other than a clear field. I don't think DHD is a stage control type character in the vein of diddy, or snake. He's much more technical and versatile.
The platforms on new smashville hurt A LOT. The can gets stuck up there often, and provides actually beneficial positions to avoid DHD's projectile game.
Our worst CPs are pretty much anything but delfino.
Castle siege simply for the statue portion. We simply don't have the speed to camp it out.
Duck hunt for similar, less radical but more consistent threatening of our stage control. The ducks cause the can to explode prematurely, the dog moves our crap around, and the platforms don't really benefit us at all. Having flat edges also makes our recovery more predictable and easy to gimp.
Kongo just cause the higher platforms actually provide protection from our projectiles, and the middle ones are too unreliable to make use of. It's possible it's better for us than other characters though.
Delfino is imo an amazing duck hunt stage. The only somewhat problematic portions, are the beginning one for the can, and the 3 rock platform and water portion. Though it's easier to make that platform the new neutral battleground, and there's extreme risk/reward with the can up there due to absurdly low top blastzones.
And for the rock/water portion, the issue is that with DHD's slow recovery between the rocks, he's pretty easy to spike to death or at least combo. Luckily, the can takes up a massive portion of each rock and the gunmen/frisbee can harass opponents on others. I think just camping this portion is the best option.
On the flat / walkoff portions, DHD's walls of pain get stronger with no ledge to hide behind, and can lead to kills.
His throw and clay shot to fair combos are very horizontal in knockback, and send opponents into panic mode due to the wall of pain DHD has turning into a wall of death even at low percents. The can becomes insanely potent at certain points, killing as soon as 80-100% while non-rage.
What do you guys think? Any stages you like? I noticed guy took Boss to Duck hunt in winner's finals, and he did pretty well there so maybe he thinks there's potential for us there.
I've noticed stages with low platforms really help, and help protect our position since people are forced into aerial approaches often, and platforms make it both more difficult and failure more punishing.
Lylat cruise is probably our best neutral. With Battlefield being our second, brawl smashville our third.
*Battlefield demands some awareness of the can getting stuck on the top platform, since it generally doesn't help up there at all. Both ledges just go back down to the other platforms when shot again, so it's a pain getting the can back into neutral
People seem think "projectiles, oh I need platforms to stay away from them" But DHD's can is more versatile than that. It can still pressure them from below while you pressure from the side.
The top platform is a net loss mostly, the can getting stuck up there is awful. You'd definitely need to avoid letting that happening, but it isn't too hard once you're used to it. (not saying not to let it lay there, but if it does when you're chasing, get it back down asap)
FD, and new smashville really provide nothing for us other than a clear field. I don't think DHD is a stage control type character in the vein of diddy, or snake. He's much more technical and versatile.
The platforms on new smashville hurt A LOT. The can gets stuck up there often, and provides actually beneficial positions to avoid DHD's projectile game.
Our worst CPs are pretty much anything but delfino.
Castle siege simply for the statue portion. We simply don't have the speed to camp it out.
Duck hunt for similar, less radical but more consistent threatening of our stage control. The ducks cause the can to explode prematurely, the dog moves our crap around, and the platforms don't really benefit us at all. Having flat edges also makes our recovery more predictable and easy to gimp.
Kongo just cause the higher platforms actually provide protection from our projectiles, and the middle ones are too unreliable to make use of. It's possible it's better for us than other characters though.
Delfino is imo an amazing duck hunt stage. The only somewhat problematic portions, are the beginning one for the can, and the 3 rock platform and water portion. Though it's easier to make that platform the new neutral battleground, and there's extreme risk/reward with the can up there due to absurdly low top blastzones.
And for the rock/water portion, the issue is that with DHD's slow recovery between the rocks, he's pretty easy to spike to death or at least combo. Luckily, the can takes up a massive portion of each rock and the gunmen/frisbee can harass opponents on others. I think just camping this portion is the best option.
On the flat / walkoff portions, DHD's walls of pain get stronger with no ledge to hide behind, and can lead to kills.
His throw and clay shot to fair combos are very horizontal in knockback, and send opponents into panic mode due to the wall of pain DHD has turning into a wall of death even at low percents. The can becomes insanely potent at certain points, killing as soon as 80-100% while non-rage.
What do you guys think? Any stages you like? I noticed guy took Boss to Duck hunt in winner's finals, and he did pretty well there so maybe he thinks there's potential for us there.
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