I gotchu. The utilt in front of the can thing is new to me though. That's awesome.
**** I didn't know clay shotting with the can to your back moved it. How were you able to get them to go into the same direction at 0:30 though?
Also, been testing heavily with gunmen and the clay shot recently. There's HUGE kill-setup potential with those. Like, at the right percents and ranges, landing the clay shot is a guaranted kill combo I think. After being aware of and trying for it, people on the smashladder and aib ladder haven't been able to get out of it anyway.
Declayed shot combos:
For clay shot, you need to have JUST the clay shot hit the opponent. Not the shots. They also need to be at higher percents otherwise they won't be kept high enough for the delayed shots to hit them. The delayed timing gives DHD more time to chase where they will go in hitstun. The hard part killing with this, is if they don't DI High, you need to RAR a bair otherwise you just get a fair.
Also, on heavy big characters, as well as fast fallers, you can also delay the shots into dair if they don't di up.
About 80% of my kills now are via these combos. I just started getting the timing down a few days ago, but it's definitely worth it.
Furthermore, notice how the clay shot bounces off shields, and hovers a little bit in front of the shield it bounced off in the air? If for some reason they go into the range for it, it locks them down and you can get a free upsmash. Overall it's dependent on them being stupid though, but I think we might be able to set-up for it. Maybe with gunmen or cans, or some sort of baiting.
Covering Fire:
Normally when you gunmen, they go in front of you. However, if you do a rising short hop gunmen with your aerial momentum in the direction of your downb, the dog will land IN FRONT of the gunmen by the time his endlag finishes.
I haven't gotten very good at using it yet, I'm having trouble consistently short hopping it and still have trouble seeing the ideal times to try using it, but it DOES set-up for kills at high percents, the gunmen hits have really low knockback. The delay of the shot and the dog being that much closer to them means free uairs/nairs/rar bair kills. You also generally have enough time to throw out a fair or other aerials right when they shoot to punish shield jumps, and way more time to go up and grab.
*My main usage of this is can > SH gunmen. The gunmen land just barely behind the can enough to hit it. I think this also sends the can at a higher, floatier level. This works as a great anti-aerial and makes it much harder for characters like rosalina, dr mario, etc to prepare to deal with your can since they're going to come AFTER your body does.
*This is also helpful for edgeguarding as the dog will fall off the ledge if done right, while the gunmen and can will stay on. The gunmen shoots at high recoveries, sends down the can for diagonal, and you can punish where they go. This feels and looks WAY more aggressive and difficult to deal with then just kicking the can.
I truly believe rising short hopping the gunmen, and delaying the clay shot are the key to getting out kills. They very consistently set up for kills.
Reverse shotting the can also sets up for kills since it hits opponents to you, but I'm still so bad at doing it. I'm getting better though, and since duck hunt is mostly a technical character with plans and set-ups that apply, I think practicing them against low level CPUs is the best way to start getting used to them.