@
PsychoIncarnate
: I forgot where the "customs guide" was for DH, but if you're wondering which decks to run, the most popular decks for the dog are generally 312x, 311x, 112x, and 111x. I do wonder why Up 3 is not considered that often... Maybe it's the "wakeup DP" utility that Up 2 has that's too good to give up? I personally think so.
Neutral 3, Zigzag Can, is a solid anti-air that, if properly set up & B mashed, can rack up 20+% in 1 go. It's easier to get that damage on wide heavies like King Dedede & Charizard, due to their sizes and poor horizontal aerial movement. Expect to use this in the majority of custom matches.
Neutral 2.... which MUs would I want to run this for? I earnestly do not know. It's probably the worst of his 3 Cans, due to how easily it can backfire on you by the opponent simply shielding it. Mash B when the opponent blocks it upclose? You're getting blown up, and the blocker's safe.
Side 2, Rising Clay, has poor damage all around for its startup & recovery times. It does have decent synergy with Down 2, due to you being able to use Side 2, then immediately Down 2, then immediately Side 2, and so forth (*cue comparisons to Sagat's Tiger Shots & UMVC3!Morrigan's Soul Fists*). As far as I'm aware, the 1 MU you'd want to bring this to is against Sonic, due to how cleanly it stuffs his Spin Dashes.
Side 3, Clay Break, is my personal favorite against wide heavies, but against most of the cast, it's wildly inconsistent, and it can't be shot-up super upclose like Side 1 can.
Up 2, as mentioned earlier, is our "wakeup DP" that's a fantastic Out of Shield (aka Guard Cancel) move for getting the opponent off of you. It can also protect your recovery from spikes and other aerial edgeguards. The 1 major drawback of this is the lack of distance you can go with this, so unless you're at a walled Omega or the Duck Hunt stage (whose walls can allow you to wall-jump to make up for Up 2's shorter distance) or at a walk-off area in either Castle Siege or Delfino, don't expect to go too far for the edgeguards, or even simply recover if you're hit out too far.
Up 3, Super Duck Jump, is not used that often, despite its windbox being able to trouble poor recoveries like those of Ganondorf & Little Mac, due to how linear your already gimpable recovery becomes.
Down 2, Quick Draw Aces, I'd run for aggressive rushdown characters that either have 1 or no projectiles. like Yoshi, Captain Falcon, and Fox. I'd also recommend it against Bowser Jr, due to both his Mechakoopas and especially Cannonballs able to pierce through the dog's entire arsenal, so having a Gunmen whose shots will likely come out before getting KO'd will be quite handy, especially since he'll likely be heavily pressuring you with Mechas, Cannonballs, and Side B Jump Cancel mixups.
Down 3, Mega Gunmen, are best for heavy projectile users like Robin, Samus, and Mega Man, due to how much damage it can take from their projectiles that will generally be stopped by MG before getting KO'd. Do note that in terms of time, both out on the field, and until he actually fires, are the longest of the 3 Gunmen.
If you're looking for tournament matches featuring Custom Hunt, try VGBootCamp's Twitch archives (or Tuesday live airings) for the Customs Weeks, or their YouTube channel for the matches, and look for DunnoBro, one of our own resident doggies who had just won VGBootCamp's Customs Tournament last week. :D He's also one of the leading contributors of tech in the Metagame thread here.