Before I begin speaking of the MU, I just want to say that I'd TOTALLY be down with waking up with that king. :D Especially if that hamburger was just a plain cod or salmon fish with nothing extra.
And now, for DH VS Triple D:
Pros (for Doggy)
Can camp out the King for days, especially if you scare him from chucking Gordos.
Can juggle the King quite easily, racking up much damage this way.
Triple D's recovery, while not Villager great, is definitely not as safe as that kid's. Cans + Gunmen + Yourself can wreck havoc on his recovery.
Your attacks are generally faster than his, especially your jab & Up 2, so you DO have answers for when he DOES close in on you.
You can generally outrun him, both on the ground and in the air.
You can wall-jump and the penguin can't, so you gain more recovery (and thus deeper edgeguarding abilities, including that of baiting him into overcommitting on his edgeguarding attempts into the abyss) from walled (Omega) stages than he does, especially if you run Duck Jump Snag. This will also help you survive Dededecide attempts if you're close enough to the wall when he tries it.
Cons (for Doggy)
Triple D's the 3rd heaviest character around, so he'll stick around for quite a long while.
His recovery ability, while not Villager safegreat, is among the best amongst everyone, particularly among the heavies, which will definitely extend his stocks if he evades your edgeguard attempts. Said recovery ability is what he'll use to chase you very far off-stage for very deep edgeguards.
He's among the fastest fastfallers around, which makes his NAir a very potent approach move, so keeping him in the air & KO-ing him upwards may be difficult.
If he gets in, he can rack up damage pretty quickly, especially if he lands an upclose Gordo Toss (w/ the hammer swing) for a quick 20%.
You're lighter than he is, so he doesn't need to rack up too much damage on you before going for his numerous KO moves that definitely can KO you at around 100%. Some can even KO you at around 80-ish%.
His melee range generally outranges yours.
Can Dededecide you if you yourself chase him too far to the edges or off-stage, especially if he's got the stock lead, IF he's running Neutral 1. Subtract this Con if he's running Neutral 2 or 3.
Let us begin with the basic question that usually surrounds any MU featuring the dog: Can the trio lame out the opponent? Answer = Very Yes, he can do so very well here. Triple D is slow overall, he's a big & heavy target, and his only projectile, Gordos, can be easily reflected, whether with Clays (furthest & smallest option), Cans (most reliable, yet slowest answer), Gunmen (his quickest & safest option, especially in teams), or your NAir or FAir, among other moves. One of your top priorities when fighting Triple D is warding off Gordos. If you can consistently pull this off, then you take away one of his best approach options, and he'll have to use his other moves to try to get in on you.
Approach attacks to look for from him when you scare off his Gordos are his:
DTilt (his absolute fastest move at 6 frames that advances him forward, knocking away Cans, KO-ing Gunmen, and either clanking with or even breaking non-shot-up Clays)
FTilt (outranges all your ground A moves except for charged FSmash, and it can break Clays (if started early), KO Gunmen, and push away Cans)
Fastfall NAir (its sheer speed exceeds yours (the fastfall part, that is))
BAir (unlike FAir, it'll autocancel when you land after shorthopping it)
Inhale (Clays and Cans are edible, but gunshots are not, and if you're close by, you CAN punish him for eating your Clays & Cans. Do note that if he's deliberately waiting by the edge and you try to rush him down when he's there (especially if none of your arsenal is out there to cover you), he may be trying to set you up for a Dededecide, which is more effective in non-walled stages, since you won't get to use your wall-jump to help you recover. He may also try to do this if you yourself try to chase him far offstage, especially if your Can or Gunmen are nowhere nearby.)
These, along with powershields, jumps, rolls, and spotdodges will be among his most prominent approach moves.
He'll want to toss Gordos after your Gunman's KO'd, he's past your Can (& Gunman if he's not yet KO'd), and he's too close for you to comfortably Clay him. If he makes it to this point, your NAir, FAir, and angled FTilts can quickly ward off Gordos, especially (shorthop) NAir. You could try his U & D Tilts and Jab, and aside from DTIlt and the later Jab parts, I wouldn't put too much trust in those moves to reliably hit Gordo.
If Triple D DOES get in and you're stuck on the ground, try to be closer to him, so your jab & tilts & grabs will connect, which will generally come out faster than his moves, especially your 4 frame jab against his 6 frame DTilt. If you're running Up 2, it'll be one of your greatest escape moves, especially if guard cancelled into out of shield. Try to shorthop FAir towards him from beyond his FTilt range if you're looking to approach him. He'll want to make like Marth and keep you spaced at a range to take advantage of his hammer's reach, which exceeds nearly all of your melee moves except for FAir, which will be one of your best friends in not only this part of the MU, but generally all parts of it. If you're running Down 2, it can help you out here by giving you a quick ranged attack to help you get in on him. If the Can's nearby at this point and it can be pointed at him, then it can serve as an escape tool, provided it doesn't get knocked away or prematurely exploded.
While my MO is aggressive rushdown, it's just simply better for the dog to fight him like how the general public perceives him as: a campy runaway pooch. It's like how Infiltration picked Hakan against a famous Dhalsim player when Infil himself already has an awesome Akuma in Winter Brawl for SSF4 AE 2012 a few years back (or was that a different tournament in January?): Hakan just straight up has it better against Dhalsim than Akuma, due to how Dhalsim is unable to keep the oil wrestler away from him, especially once Hakan's oiled up, which Dhalsim himself also struggles with stopping, as well as the sheer damage output that Hakan has, once he DOES get in.
Can DH rush down Triple D? Yes, especially after landing one of your projectiles, which if you're close enough can be followed up with aerial juggles for good damage. Does DH get more payoff from laming him out like UMVC3 Morrigan/Doom/Vergil? Yes. Triple D HAS to approach you to do anything. Gordo's generally too slow for him to try to compete with your fortress.
Custom Loadouts
I'd recommend 3322 or 3321 or 3323 or 3121 or 3122 or 3123. Of those decks, I'd personally recommend 3323 or 3322 or 3321, since the King's wide enough for Clay Break to consistently hit at least twice. The smarter option would probably be 3121 or 3122 or 3123, and of those 3 decks, the smartest pick is probably either 3122 or 3123.
Zigzag Can is definitely easier to fully land on him for 20+%, considering how tall & wide he is.
Duck Jump Snag is your "wakeup DP" for getting the King off of you, including his edgeguards. You'll really want to be at walled Omegas and reaching the walls if you run this.
Mega Gunmen would basically be a big stop sign against his Gordos, plus it'll survive a few of his other attacks before getting KO'd, which might make it the best of the 3 to run against him. You could also try Quick Draw Aces to have gunshots as an extra way to ward off Gordos, for the price of shorter ranges.
Triple D's deck will probably be 3312 or 3322. Taste Test is his fastest Neutral B, and it MAY be one of his new tools for breaking through your arsenal wall, except for Gunmen's shots (even Down 2's shots can blow him up for it). He does lose Dededecides if he runs this.
Bouncing Gordo arcs over the majority of your wall, plus it stays at a certain spot on stage, controlling the space around it (until you hit it, that it).
Rising Dedede will help cover his recovery with the upward leap being where the damage & even KO power is, and it CAN make for a quick anti-air KO as well.
Armoured Jet Hammer grants him another tool for breaking through your arsenal by simply walking straight through it. He still takes damage though, and you CAN grab him out of it.
Stages: Take him to walled Omega stages if possible. Him getting in on you without platforms is going to be HARD, and your recovery & edgeguarding abilities will be boosted with wall-jumps. Smashville, T&C, and possibly Battlefield may be worth considering as well.
Don't let him take you to Castle Siege or Halberd or Delfino or Duck Hunt. Lylat Cruise & Kongo Jungle may also be stages to consider avoiding, since Triple D's recovery surpasses yours. If he does take you to Halberd or Delfino somehow, hopefully customs are on and you get to bring Zigzag Can.
W/Out Customs, I'd say it's +1 in favor of Doggy, if the traditional defensive style is used. 0 if you plan to rush him down.
W/ Customs, I'd say it's +2 in favor of Doggy, if the traditional defensive style is used. +1 in favor of Doggy if you plan to rush him down.
Teams:
FG Teams if he's your ally: It's amazing how bad MUs make for good teammates. Triple D gets more freedom in chucking Gordos if the dog's nearby, since his wall of projectiles can re-reflect any Gordos knocked his way, boosting your already excellent (anti-)camping abilities even further. You will be the Assistant (Escargoon?? XD) in charge of escorting the King through the opposing campsite if there is one. Otherwise you're welcome to either cover the King's approaches with your Clays & Gunmen, or try to create a fortress of projectiles with him. When it's KO percent time, try to setup his laggy KO moves with Clays, rapid jab enders, Gunmen (may force shields), grabs, and even Cans if your buddy's safely away from it.
Fighting against Triple D in FG Teams: Setup the wall of projectiles ASAP. Scare him from chucking Gordos to protect yourself and your teammates. This is one of those fights where the idea of the role of Guard Dog becomes real, especially when the opposing team is Double
Deities D's Dededes. However, I'd advise against reckless Cans, since those explosions will damage your partner, who if at 100+% can lead to getting KO'd if you're blocked off by the opposing teammate(s) when you're trying to rescue your partner.
Real Tournament Teams if he's your ally: ...
Fighting against Triple D in Real Tournament Teams: ...
I'll have to admit, I've not had the privilege to play in Real Tournament Team battles where friendly fire is on, customs are on, and the legal non-Omega stages are on, so I'm not entirely sure how such matches will go, let alone with these 2 involved at once. :<