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People are generally agreed that DDD is low tier. I would love to hear his problems and how to make him better. In seeing some DDD players, I think his main problem is that everyone in PM (bowser included) can combo to an extent, and DDD functions much like a Brawl player in a smash game. I think his comboability could be improved if his Upb could be canceled into an aerial similar to Bowser's downB. This would allow ddd to chase enemies vertically from the ground to combo them. However, I understand this can pose an issue in making his recovery too safe (sonic often gets flack for having too good a recovery since he can attack and airdodge out of his upb). To solve this, I think it would be cool if DDD goes into special fall or can't grab onto edges after he cancels his upb with an attack (maybe he keeps descending with the same rate as if he were on his way down with his upb)
Both of those are slight (as far as misfire goes), in that it's still not 100% guaranteed improvement. Being able to punish with Misfire is assuming you have one stored. Which is unlikely unless you've been using it before in the match, and it's not a move you can just throw out both recovery and punish wise if you aren't gonna get the misfire. Being able to grab the edge with Side B is a good step, but a bit fickle. I dunno how much height I was normally getting in Melee from cyclone, but in PM it feels ****in huge. Not needing to charge it once onstage is also huge, so recovery decently improved but punishing onstage literally boils down to whether misfire or not.Neither of these are *slightly*
Marth is only worse off because offstage has become lamer. People recovery much better, meanwhile his recovery is the same linear and people edgeguard a bit better. Onstage he's perfectly fine. He's suffered arguably the least onstage compared to other Melee High tiers. Look at what Jiggs Peach Falcon Ganon have to deal with onstage lol. Meanwhile, big johnson sword, grab range, and ground mobility still keep Marth relevant. What's ****in crazy is people putting MARIO above him or trying to lol.I don't think Marth is that good to be #6 on the tier list. He has much worse stage control than in melee and getting kills is harder for him as well.
Luigi surprising momentum can catch people off guard. Catching a fast faller at mid % with Down B is best feeling #1. But even that can be managed with experience.K, he kills you when he touches you. Why you gettin touched?
^^^ Been saying that for awhile. Not many of the Brawl characters challenge Marth or force him to play differently. Sonic maybe, but no one else does.I've found Marth to still be very effective. Yeah, not quite as strong as in Melee, but I don't think any of the new characters really give him too much trouble if any at all.
I could imagine his neutral b being this...or just improving his sucking. Like, what does that move really fulfill? A spinning hammer could give him a quick move that could link into his aerials, giving him a bit more breathing room and comboability. I could imagine it having certain frames acting as a pika tail spin semispike.Fun idea of the day: Make airborne Side B like Kirby's hammer, without sucking
DDD has some decent tools, but stuff doesn't mesh well together unless you are offstage or if they are FF. If the other person is floaty and onstage, you literally have maybe like 1 combo? All of your moves force people away decently. Maybe Nair to Uair will work, or Bair to Bair. He's like Bowser, without some of the power and defense.
Grab/game: great grab, above average grab game
Overall range: quite good
Edgeguarding: above average, sometimes completely lethal and limiting HAVE YOU SEEN FAIR LADIES AND GENTLEMEN
Recovery: dookie
Weight/Size: Bad **** happens to him, deal with it
Defensive options up close: if it doesn't involve grab, it's probably Bair or a tilt. Don't get caught in shield if grabbing won't work
GG put Dedede in like 25-28th
Yeah, for those reasons I thought of the whole upb cancel thing. My friend plays ddd and its not really fun to play against him...it feels like i'm playing brawl, i'm getting poked a couple times and dying to my own mistakes––not because my opponent has a ton of character knowledge or is zoning particularly well. But he is good at those things...i just think DDD isn't (but is supposed to be).I dunno; I don't think I'm qualified to suggest significant buffs and nerfs there, as I haven't played with the character as or against enough to feel I have a great grasp on the overall effectiveness of his recovery. That said, my initial impression suggests that he could use some changes, and it just seems like aerials after a canceled Up-B would make him more fun to play as without giving him crazy amounts of unpredictability.
I don't think that being able to airdodge after such a thing would be bad. If it were tried, I'd like for him to have that option, sure.
Call me the master planner. I incepted you in that thread and I incepted everyone in this one.Lol wow convergent design
I just mentioned ddd being a posterboy for more upb canceling options today.
Haha, no i agree that Dedede is really good at exploiting mistakes. I just feel bad that in his curent incarnation, thats all he can do.A spacing/grab character making you die to your own mistakes?
Good lord, can't have that.
I forgot to respond to this, but I certainly feel that there are characters that fit this concept much more heavily. Charizard is my prime example. Not many matchups seem remotely even for Charizard. Given this is mostly from minor play time, and watching/playing Metroid's zard extensively, he feels more like a "gimmick" character. Zard has really strong options that might completely stuff entire characters movesets in addition to having the 4th fastest run speed and the ability to handily 0-death a majority of the cast.zss might be a more polarizing character than fox and falco are
ZSS couldn't kill... until this happened...She has like three moves that are meant to kill. Fair is a crapshoot, bair requires high precision on her bizarrely tall SH, and F-smash has startup comparable to Ike's.
Down-B, as far as I'm concerned, is by far (not even comparable how much better it is) her best kill move.Also DAIVU KIIKKU
He needs something scary.He's bowser, but with none of the goofy things that make bowser horrifying to play against.
If he got buffed to the point that he was top tier that would just be lame : /
Sometimes...
Did shield pushback get fixed btw? Random question that came to mind, because Wolf actually loves that to make certain things safer on shield.
Some random DDD ideas for improvement:
I do like the idea of being able to act out of Up-B like Snake and Sonic, but I'm fine with it how it is now. Though I would like to be able to cancel out of it using L or R (basically any shield or grab buttons) in addition to just Down. Sometimes when I push down, apparently I also slightly push in a direction, because I somehow end up facing the wrong way :o
- A Warrio-like running grab (animation could be similar to dash attack for mixups)
- And/or change his nuetral-B to suck opponent into a grab hold (and probably make it faster to start up)
- Standing Up-B (on the ground) does something else. Sorta like Link/TL have. This will also help his OoS game and give his Up-B a reason to ever be used
- Increase all or most of his hitbox radii like Oro suggested (can you imagine the Fairs!?)
- A perfectly-timed Up-B cancel (perhaps using the L-cancelling timing) should have less landing lag
- Eating your own Waddles with neutral-B heals you a little, or you can spit them at opponents as stars (or both: hitting Down on control stick would eat and absorb)
- If you smack your Waddle and it flies into the opponent, they should take damage / knockback
- Ability to use up additional jumps while holding Down-B hammer
- Using diagonal-down on control stick while holding Down-B hammer allows backwards walking
- Change exhale trajectory on neutral-B to facilitate better comboing out of it
That's either a D and a D, a DD DD...but a DDD? That aint normal, yo.
I'd like to waddle her dees if you know what I mean.