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Deleted member 189823
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It's just like gaw or Snake's. You D-Throw and you have to read what your opponent is about to do next. Your opponent also has the option of teching the throw.
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You dthrow the opponent, just like you normally would. However, the difference comes with your follow-up. You try to read where the opponent is gonna tech and then place a grabbox or hitbox there while he's getting up but before he can move (near the end of the tech). It may seem like a 1/4 chance (tech left, right, in place, or no tech) of guessing correctly, but based on the player and the situation, one can actually make some inferences that make it a little easier to predict properly.Q How does DDD's tech chase vs characters he can't CG work?
You dthrow the opponent, just like you normally would. However, the difference comes with your follow-up. You try to read where the opponent is gonna tech and then place a grabbox or hitbox there while he's getting up but before he can move (near the end of the tech). It may seem like a 1/4 chance (tech left, right, in place, or no tech) of guessing correctly, but based on the player and the situation, one can actually make some inferences that make it a little easier to predict properly.
For instance, some players really can't tech at all, especially if they're playing spacees, so against them, I'll tend to dthrow > ftilt or even dthrow > DA, given the situation (I actually like that latter follow-up on people who tend to tech in place; it also catches spot-dodges).
Okay, thanks that's where I was confused. So the literal 'tech' chase can be avoided from Dthrow but if they don't DI and try to escape it puts them in a tech chase situation. So it's a guaranteed CG on some characters and leads to a potential tech chase on the others but not a guaranteed tech chase on them? Unlike Ganon's sideB and Snake's Dthrow.They also have the option of DI-ing up and airdodging, in which case you can regrab.
Ahhh, it's not that simple, I'm afraid.I thought I was going to have a hard time getting the kill if it wasn't through an U-Tilt (I usually try to go for it by running straight at my opponent and just doing it up close, but that's unreliable), so now it seems I getting and will be getting most of my kills through Tech Chasing to D-Smash or Dash Attack.
Tech-Chasing really is important against the characters you can't chaingrab to pack on some damage.
Well, it's never a "guaranteed CG" on any of the lightest 12 simply because they have the option to act, but yeah, it's a practically guaranteed re-grab if they try to escape through DI > AD and it's a pretty much a guaranteed tech-chase if they try to escape through landing. I think the few exceptions to this are, like, Jiggs and G&W, but they're so light that you can just bthrow them for a good chunk of damage anyway.Okay, thanks that's where I was confused. So the literal 'tech' chase can be avoided from Dthrow but if they don't DI and try to escape it puts them in a tech chase situation. So it's a guaranteed CG on some characters and leads to a potential tech chase on the others but not a guaranteed tech chase on them? Unlike Ganon's sideB and Snake's Dthrow.
I knew G&W could avoid teching https://www.youtube.com/watch?v=ugt30yeY3Ws most of my characters get CGed and I always avoided the tech chase with ones who didn't and never knew about it, lol.
Thanks again, lots of helpful info.![]()
I've also discovered this mix-up. I have a falco player up here that loves to just stay down and wait to see what I do before deciding which way to roll to avoid the tech chase. If I notice that I will dash up and just down tilt him off the ground. Makes them very afraid to stay down on the ground ever, making tech chasing much easier. They dont dare stop to think about which way to roll.So in matchups where we can't CG, I've been using this gimmick where if the opponent fails to tech after a D-Throw, I buffer a dash and then a D-Tilt afterwards and it hits. I've found it to be really useful in some matchups for getting the kill at higher percents and it surprises people. Like at high percents where using B-Throw wouldn't matter because they're already killable by normal means (Bair, Fair, U-Tilt), I have been using this as a mixup. Has anyone else been using this? It works on like everyone we can't CG.
It get's safer on shield and hit the longer you do it if you get to the multi-hits.I've become disillusioned with DDD's jab, tbh. I've just found myself in too many situations where it's unsafe on hit. (>.<)
2014 metagame folks.Dthrow > jet hammer les go.
Other Dededes:That's an excellent idea.
Personally I haven't seen much DDD players other than Coney, Skelerex and Vex.
i would love to see thatActually we should just make a spectrum of the top ddd mains ranging from most defensive/campy to most offensive/agro. I think that would be a good chart so that we all know who to search on youtube for what kind of play style we want.
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This sounds like a cool idea, but I'd just like to note that, for the creation of the best possible DDD, we should probably learn to pick up and incorporate several styles into our arsenal. It's always best to have several successful strategies under our belts, rather than just one strat that we like. Along that note, I just tend to watch good DDDs, no matter the style, because I can almost always learn something that I never considered before.Actually we should just make a spectrum of the top ddd mains ranging from most defensive/campy to most offensive/agro. I think that would be a good chart so that we all know who to search on youtube for what kind of play style we want.
Actually, what is the frame data on our everything? We're one of the only characters that doesn't have a hitbox and/or frame data thread...What is the frame data on's jump?
That's an excellent idea.
Personally I haven't seen much DDD players other than Coney, Skelerex and Vex.
The problem with that thread, however, is that it only shows what frame a move comes out on.
Well, you've gotta be fast at recognizing setups to properly pull off Buuman traps so I would imagine that he's probably a fast thinker which would translate to his playing speed. He doesn't really play much anymore though, I think.
I really think it comes out on frame 7. Both TC's and Aerodrome's threads say frame 7 and it looks like it comes out quite a good bit sooner than 12 frames. Of course, it hits on frame 12 as well 'cause the hitbox lasts until frame 15.My question is, though...at what frame does the U-Tilt really come out on? It says 7 frames there, but in another frame-data thread (granted, it's outdated) it says it's a 12-frame move.
Wooow! How did I miss this? Thanks a lot man!How could you guys forget Oreo's beautiful frame data thread? http://www.smashboards.com/showthread.php?t=314753
I want to know its total duration, fast-fall, etc.How could you guys forget Oreo's beautiful frame data thread? http://www.smashboards.com/showthread.php?t=314753
As for jump, what do you want to know? I think Dedede has a normal jump speed which is 6-frame startup iirc but don't know anything about how long his shff or anything is.
Oh, no I didn't forget about you, Atosmk. I just thought you stopped playing back in 2010.
Everything's gonna be ok, Atomsk. Don't worry bud, I'm here. I <3 you man.Oh, no I didn't forget about you, Atosmk. I just thought you stopped playing back in 2010.![]()
Oh, no I didn't forget about you, Atosmk. I just thought you stopped playing back in 2010.![]()