Alright finally decided to give a detailed post of MY thoughts on the DDD changes. I'll go from least impactful to most on his game.
Did not affect gameplay
-Down Special (Jet Hammer)
--Used a set frame command instead of frame speed mods on attack subactions. Frame data is unchanged.
--Altered effect timing.
literally nothing
-Up Special (Super Dedede Jump)
--Altered downward momentum gain to be smoother overall.
--Added plummeting graphic on the frames the hitboxes appear.
nothing really but you can see improved smoothing at the apex.
-Moved Dedede downwards during CaptureHigh animation in order to fix him instantly breaking free from aerial grabs if immediately pummeled.
this was THE glitch that people talked about when they played against me. This never determined the outcome of a set of even a game. it was only nice because it made opponents not pummel me and just throw immediately. DDD could never even capitalize on this fact because DDD has nothing fast on the ground. even his rolls an spot dodges basically force you to just sit in shield after the break.
Smashes
-Forward Smash
--Quake hitbox appears 2 frames earlier (the frame the hammer impacts the ground).
This only really changes the timing on how to edgeguard ike ever so slightly since its the only move DDD has that can hit an ike that tries to sweetspot the ledge. nothing else. consider it a fix
Slight - moderate effect on gameplay
-Up Smash
--Hits 3 frames earlier, from frame 20 -> 17.
--Damage lowered from 22% -> 20%.
--KBG increased from 75 -> 79.
--Endlag increased from 29 frames -> 32.
I personally don't like the new up-smash since it took a very noticeable hit it knockback and safety on shield if it hit that.
If you couldn't hit with a frame 20 move then making it 3 frames faster isn't going to do much to let you land it. This was a huge punisher if people missed like an up-b OOS or to really trash someone recovering high like ness or lucas. but rarely took effect in other MUs
maybe I shouldn't complain that I could kill sparkle boys at 70% anymore but come on, they combo the **** out of me and grabbing them is hard.
-Forward Special (Waddle Dee Toss)
--Gordos are now rethrowable, like Waddle Dees and Waddle Doos. Their physics have been reworked to compliment this.
I've talked about this before but this was mainly a recovery buff. if the volume on the TV was down, or you were in the blastzone and couldn't see. you had an 8% chance to air dodge into a gordo and die. not really cool. you might see a re-toss like 2-3x per 3 game set but not much more than that.
Moderate effect on gameplay
Specials
-Neutral Special (Inhale)
--Inhale windbox strength decreased from 10/30/50 WDSK -> 10/20/30.
I have no idea why this was nerfed at all. in 3.5 every character that was at LEAST as fast as squirtle (1.35 speed; slower than mario) could outrun the suction and force me into the cool down of the move. which would be more than 50 frames. Now, every character than isn't jiggs (the slowest run speed) can outrun the inhale.
considering that inhale already had an extremely bad design, when compared to the other command grabs AND by itself (frame negative on throw if they mash out) the nerf was very unwarranted. in 1 tournament set, I had a ganondorf player dash to escape this 4x.
Aerials
-Neutral Aerial
--Sweetspot/sourspot 65/80 angle -> 75/75.
pretty simple, at high levels if people read that I would strong nair them instead of hold in to DI the fair. I simply could not get a follow up into fair or anything else.
Strong effect on gameplay
-Down Aerial
--Hammer moved upwards by 1.2 units in animation.
--Startup is 3 frames slower, hitting from frame 9 -> 12.
--Changed angle of linking hits from 90/270 -> 100/160 (10 degrees more inwards).
--Changed SDI of the hammer head's linking hits from 0.8x to 1x (handle hitboxes were always 1x).
--Final hit has a more dynamic knockback range (BKB 90 -> 40, KBG 50 -> 150).
This is literally the only thing left and I strongly question some of the changes to dair.
I don't care about the SDI of the hammer or the linking angle of the hits. I have noticed people escaping from the move more despite the angle change which I thought was perfect before but I've only noticed it like 3x so far and is most likely because someone input a SDI.
The hammer moving upwards by 1.2 units was probably a good change actually. it was already hugely disjointed and could hit some average sized characters through the platform of dreamland. a change for the better imo.
The last 2 changes were, and still, are strongly questioned by me.
The knock back change was a huge nerf. we all know what "dynamic" means when the changelog says something has more dynamic knockback. it means you don't get to combo floaties at higher % and you don't get to combo Fast fallers and semi FFers at low %.
If DDD is to still be an edgeguard centered character then he absolutely needs to have the old KB formula back. not being able to pop up spacies or any non-floaty at low% means we cannot get them off stage nearly as often. until mid % if we land a full dair we won't have time to follow up or if we do it'll be extremely difficult. That means we have to tech chase the spacies. something that even falcon mains consider extremely difficult. while we "could" tech chase with f-tilt, that isn't going to give us much.
DDD also had trouble with floaties anyway. dair didn't combo past 70% on jiggs in 3.5. which was just around kill %. now its extremely hard to combo past 40%. and remember, this is hitting with the final hit of dair. hitting with Dair wasn't that hard to do, but hitting with the last hit was. even if you did what I tried to do and jump dair right before landing to hit them , you still needed to land go through FFing, landing lag, and then go through jump squat to have a better chance to follow them up. it still made the timing for true combo tight. I imagine zelda and samus are now like this but we can follow up until like 55.
And last, but the most important is the 3 frames of added start up to dair.
Dair was one of DDD's most useful neutral moves. even if it was just the slow down that came about, itd still make the move much more difficult to use.
The whole point of DDD's neutral game was to make opponents approach by spamming waddles and almost ignoring their neutral by jumping around. we would then pressure opponents into shielding by jumping over them and threatening them with dair/bair/inhale. after conditioning or reading options that they chose we should mix it up by reading what they would do next. reading a shield with inhale wasn't too difficult even though some people would get away by rolling. reading jumps OOS was already extremely hard to do with bair which is a frame 6 move if I wanted the strong hit. throwing out bair early would cause higher level players to just keep shielding. landing a read jump OOS with dair which was 3 frames later was already very difficult. even for me, the highest placing consistent DDD player, it would be very close to frame perfect punishes. which I would be rewarded with a follow up grab assuming I don't hit the last part. adding the 3 extra frames to start up makes these punishes to the point where I am just guessing now. yes, the extra 3 frames push it past the point of reads into the realm of guessing. knowing when your opponent wants to do 9 frames ahead of time is already hard. reading them 12 frames ahead of time requires such precision that it is beyond worth it anymore. I will lose interactions way more often, and when I do win interactions, it will either be at best, just like before an donly at mid %, but more often than not, it will be harder to follow up on due to the finals hit tweaks