Here is some footage of me playing the other day. I'll break down some of the main things I did well and the main things I did wrong for one game. Note that this is
by no means professional DHD play. It was the 2nd or 3rd time I actually held smash3Ds in my hands and had no prior practice other than quick friendlies matches(not to mention every match I had except this one I'm showcases, I played like butt). That and the controls are awkward and I was playing badly, etc. etc. Blah, blah #johns
Anyway, there are a few things I did in this one game I'd like to share and several errors I'd like to explain. I'm also very open to critique so, pleeeasse help us all get better at DHD.
http://www.twitch.tv/vsgc/b/568315546 The match in question starts at 03:16:45
03:16:58 - Starting here where the MK starts attacking the can in an effort to launch it at me. To my knowledge(more testing is needed) the can will NOT explode if it comes in contact with DHD or if comes in contact with a hitbox that doesn't break it. Now the MK is pushing the can towards me in an effort to pressure me. This is flawed due to DHD's control over his can. My mistake was taking such a passive approach to this instead of exerting my own pressure in the form of a clay disc or gunman.
03:17:14 - This showcases the lag associated with Gunaman. It wasn't so bad that I couldn't say shield or spot dodge, but I did pick a bad time to use it.
03:17:36 - knocked into the air, I realise my opponent is fond of using nado to catch my landing, so I use falling nair to break it
03:17:46 - Abusing f-smash's range
03:18:17 - I surprised myself here. Seems d-smash and f-smash have VERY formidable range and can punish your opponent's wiffs. However if stale move negation is anything like it was in brawl, that means you want to use your kill moves sparingly until the time is right. Imo, DHD's best kill moves(Best first) D-smash, Can, u-air, f-smash, u-smash.
03:18:17 - Attempted can edge guard. Could have been proactive. Though I don't have the dexterity on 3ds to control can and aerial chase at the same time.
03:18:53 -> 03:18:56 - Notice how I used DHD's dexterity, jumps and fast fall air dodge to weave and evade around MK's nado and then respond with a pivot grab.
03:19:43 - Don't be bad like me and self destruct T-T
03:20:04 - An example of retreating behind the can
03:20:38 - An excellent example of using the can while hiding in shield. This simply yet effective tactic can be used in many ways that I will expand on later.
03:20:33 - In this game it seems extremely easy to mash out of grabs. This can make it hard to tak on the extra damage and to refresh your moves through pummeling. Keep that in mind.
03:21:20 - Here I toss a can to help me get back on stage. However, I pressed B a couple times too much and the can ended up on the platform, which didn't cover me much at all(except the possibility of him trying to jump I guess)
03:21:42 - Again I make the mistake of backing myself into a corner for no reason instead of applying my own projectile pressure. I could have easily summoned a gunman or disc that would've shot MK and blown up the can on him as well.
03:22:04 - Now this is REALLY interesting. I wasn't even positive this would work either, it just...did. If you had been paying attention, I kicked the can in a direction where I couldn't direct it towards MK at the moment. So I walked up to it, and down tilted it and the can flew behind me. I'm not sure if this works at a certain distance or if it had to be behind the can or what...more testing needed!! (Note this may also be achievable with down smash since the hit-boxes launch your target behind you without any specific spacing)
For the rest of the game, I got somewhat complacent and comfy with my lead, allowing my opponent to take advantage of that and build momentum. From their he began applying pressure and catching my bad landing options, approaches, and defensive options until he cleaned out the stock.
In general I could have been more proactive in general with my approaches, edge guarding, and neutral game(zoning). I don't think I threw out nearly enough discs or cans or applied enough pressure will my aerials or tilts, thus allowing my opponent to become comfortable and retaliate.
If you continue to watch the next game, my blatant lack of effective zoning really destroyed me. I feel DHD beats sword characters like Lucina if you can master zoning, but looses badly if you don't AND allow your opponent to stay in your grill. You're free to meander about the stream to find my other matches, but they're all pretty bad...
I might be able to get more vids, playtime, and practice in later this week.
What are your thoughts and ideas for Duck Hunt Dog?