Problem with this is that D3 is terrible at utilizing bananas. D3 can't handle Diddy's bananas, sorry. =/yeah i think thats something to remember to keep in mind, usage of his bananas against him
Welcome to Smashboards, the world's largest Super Smash Brothers community! Over 250,000 Smash Bros. fans from around the world have come to discuss these great games in over 19 million posts!
You are currently viewing our boards as a visitor. Click here to sign up right now and start on your path in the Smash community!
Problem with this is that D3 is terrible at utilizing bananas. D3 can't handle Diddy's bananas, sorry. =/yeah i think thats something to remember to keep in mind, usage of his bananas against him
i dont understand what is so hard to handle about pressing A near a stray banana and throwing it at an opportune timeProblem with this is that D3 is terrible at utilizing bananas. D3 can't handle Diddy's bananas, sorry. =/
Very true, diddy's banana's can break CG's especially good diddy's who place nanas well. Also DDD's big body doesnt help him dodge those glide tossing banana that diddy abuses to pressure the opponent. A good example of this is one of, if not the best diddy's in the US, Naners of norcal. he did very well in axis and he is the prime example of diddy play revolving around glide tossing. Now good diddy's glide toss to approach, which aint easy for DDD to counter, and diddy's dash attack is unpunishable with its very little lag if you are actually playing a good diddys. D3 can't handle Diddy's bananas, sorry. =/
My anwser to you is the above, yes DDD can CG a diddy, but every good diddy has got those nanas on the field so DDD can get much % unless he falls for the trip. DDD can gimp diddy, and DDD's Ko power is obiously better in this match-up, but diddy is in control of % rack up and its difficult to punish a glide tossing diddy who can kill at 150% with fsmash 9/10 if you DI well when DDD has to play very well to get in some % ini dont understand what is so hard to handle about pressing A near a stray banana and throwing it at an opportune time
afaik, the Smashville platform trick applies to everyone he can cg.CG against ROB is deadly, and on Smashvile, if your on the platform, you CAN infinite rob momentarally.
DDD is one of the few characters in the game that can really pressure ROB offstage. Multiple hops combined with that nasty bair just beats everything ROB can do, even airdodge unless it's perfectly timed. I've probably run out of gas vs DDD more than vs any other character.In theory, it should be a huge advantage--we win in the air, we have the CG, I believe we're heavier, etc. etc.
In practice, I feel like we don't. We really can't gimp ROB (honestly, who can?) and a smart camper won't even let us get near. No reflector means we have to be on guard for the projectiles at all times. The only ROB I play against is extremely predictable but still does pretty well.
In the end, I'd say it's either even or a sliiiight advantage for DDD, 55:45. 56:44 if I could.
Deadly? its the same as everyone else DDD can perform an SCG cuz Hitori, one of the best ROB's in california figured out that ROB can dsmash after every single dthrow DDD does, so the normal dash grab CG does not work in tourney play, you need to SCG which takes more precision with a foxtrot to sheild grab, but still pratical, but not as easy as the normal dash CG.CG against ROB is deadly, and on Smashvile, if your on the platform, you CAN infinite rob momentarally. I'm not sure if you can Offstage Infinite him, but if you can, its so in D3's favor. Also, remember, once you get past the ROB's camp range, D3's disjointed hitboxes beat him out.
Dedede can easily chaingrab ROB with him trying to downsmash after every down throw. sigh.Deadly? its the same as everyone else DDD can perform an SCG cuz Hitori, one of the best ROB's in california figured out that ROB can dsmash after every single dthrow DDD does, so the normal dash grab CG does not work in tourney play, you need to SCG which takes more precision with a foxtrot to sheild grab, but still pratical, but not as easy as the normal dash CG.
Your smashville arguement does not truly help the thread, yes DDD can just grab infite ROB on that moving platform yet he can do it on snake, wario and DDD to name some tourney viable characters.
From what I have been talking with pro DDD's, its a close match-up, but it seems to slightly tilt in DDD favor from 55-45 DDD to 60-40 DDD, esentially I think that SCG CG is crucial for DDD to get that % against a great camping character like ROB who can rack up damage with projectiles and has the knockback to get low % kills, but the SCG CG will rack up more % than the camping lasers and GYros
Not sure what you mean. Every time I'm being CGed I mash A to try to jab between the grabs (which is faster than dsmash btw) and it never works against even a half-decent DDD.Deadly? its the same as everyone else DDD can perform an SCG cuz Hitori, one of the best ROB's in california figured out that ROB can dsmash after every single dthrow DDD does, so the normal dash grab CG does not work in tourney play, you need to SCG which takes more precision with a foxtrot to sheild grab, but still pratical, but not as easy as the normal dash CG.
Wha? ROB's knockback is horrendous for a top/high tier character. The only high tier character that can compete with his lack of KO power is Diddy. Even ROB's best KO move, usmash (difficult to hit with though so it's kind of irrelevant), can't kill DDD until well over 100% unless his DI is awful. ROB relies heavily on gimps in this matchup.and has the knockback to get low % kills
Hizzlum, "Normal" dash grab is not even a question when chaingrabbing, most characters can spotdodge, rolldodge, jab, up-B, etc. to get out of that. It's only good for baiting out those specific reactions, to punish their predictability with dash attack, fsmash, run past and pivot grab, etc. mindgames that only work on players who either mistakenly think you suck at CGing properly, or just don't know better and are very predictable.
A real DDD player doing a real chaingrab should be using shield-grab to cancel his dash, you get more d-throws in in the same distance, and it's the only way for it to be truly inescapable (Yes, including Marth, Sonic, and Pit). And you don't need a foxtrot, you need a single dash which you interrupt with your shield - are you sure you know what a foxtrot is? You caused a debate about the CG during Marth discussion, for no reason, too. Read the stickied threads and stop posting stuff that can confuse people who don't main DDD (i.e. people who main the character we're discussing, who have been kind to contribute to the discussion here) or otherwise might not know better. Step it up dude.
Now that that's out of the way: the best thing to do about ROB's projectile camping is likely to walk (not run) towards him and perfect-shield the projectiles. If you pull off the perfect-shield, you'll see just how laggy ROB's neutral-B and down-B really are. When you get in range for D3's f-tilt, it is a good poke. Up closer, ROB's jab, ftilt, and dtilt, are going to be annoying, but shield-grab-able IF not spaced perfectly. Another thing to potentially watch out for is his repeated up-tilts at low percent.
Get ROB offstage. Stay between him and the stage/ledge. The offstage fight is where DDD wins as long as you do it right. Just be careful because ROB's aerials can be dangerous too. The chaingrab is a great way to get him offstage from anywhere.
As far as LEDGE camping. .... ROB is too good on the ledge (Up-Air, enough said). Anybody have anything good for that? The best i can think of is Never lose the percent/stock lead.
Thanks for pointing that out. I edited my post. Also, this means that this (from the stickied thread) is not accurate:Noone can escape a dashing grab either, including marth, sonic, pit... I made a vid of it..
http://www.youtube.com/watch?v=u5aBzao3Aus
Either way, it is possible to chaingrab with timing.Chain grab: Throwing the opponent in a given direction to catch them before their character has time to react. In King Dedede's case this is with Dthrow. Grab your opponent Dthrow, and instantly chase him, some characters require you to Shield Cancel Grab (SCG) in order for another grab to connect.
This. Ledge-camping is extremely hard for D3 to get around, which makes this fight a 50-50. If the ROB doesn't ledge-camp I'd say it's probably in D3's favor just a little bit, 55-45 or 60-40. Everything else, as said, has pretty much been covered. Careful shielding approaches, air domination, etc. etc. Oh yeah, don't stay too long on the ledge yourself, as a smart ROB will just drop down and Bair stage spike you. Lol. =PI personally think this match up is 50-50. Camping till D3 gets close then Ledge camping completely negates the chain grab. I know D3 wins in the air, but all of D3's options against a ledged ROB are pretty predictable.
I'd go more in depth but it seems like everything has been covered aside from ledge camp options. I'll get into that later if people want.
Sure I'll play with you a bit Coney. I'll be the guy wearing this shirt:As long as you keep away from the nair, ROB will definitely have a hard time killing you. Best thing to do is try to punish the nair, if you can stay out of its range and follow up with a bair the ROB usually won't know what to do.
In summary, DDD's goal in this match is to CG and get in the air. ROB's goal is to be defensive, camp smart and generally just win on the ground. The CG makes that difficult, so refer back to camping.
Caeser, I'd like to try this match with a really good ROB and see what I can pick up :O
I'm gonna be at the tourney in Silver Spring on Sat., wanna do some friendlies?
Go gentle, I've only been to one other tourney a few months ago and got supremely destroyed by an IC infinite, got all humphy and johned all the way home. ;(
EDIT - edited for relevant information
Pick Aero Port town if you can, **** ledge camping!in what stage can I counterpick agaisnt rob in that matchup?
Completely irrelevant "AT" that doesn't affect any matchups, even if it does turn out to be true, which it probably isn't.So what's everyone think about the "Angry Stomp" that prevents ROB from being grabbed? How likely will most ROBs use this?
The match up immediately turns 70:30 R.O.B. Us D3's have no advance techs that sound nearly as cool as the angry stomp.So what's everyone think about the "Angry Stomp" that prevents ROB from being grabbed? How likely will most ROBs use this?