AusGremlinBoy
Smash Apprentice
- Joined
- May 12, 2015
- Messages
- 76
- NNID
- AussieGremlinBoy
- 3DS FC
- 1934-1768-8886
DHD's down-b actually has some amazing applications, and I want to show you all these in this thread!
Advancing gunman:
If you sprint, shorthop and throw out gunman while in the air you will use gunman while maintaining horizontal momentum.
Gunman grab:
If you put out gunman, then land a grab on your enemy, the gunman will hit your opponent while they are grabbed. Adding pummels and a throw combo to this can net you quite a few percents! If you use the advancing gunman at the same time, you can cover more distance while doing this.
Inputs: (+) + (+)
Edgeman:
Not so much a tech as a trick, if you use wild gunman while next to a ledge, it will drop and cover medium-low recoveries. If you fullhop out and nair at the same time, you will cover quite a lot of space.
Inputs:+(Next to ledge)
Gunman guardians:
This is actually a great defensive tech. If you throw out gunman, each and every one has it's own hitbox. This means you can abuse this and stop a fully charged shadow ball/ aura sphere by throwing out gunman to soak up the damage. The only disadvantage ot this tech is the lack of a gunman while doing it.
Knowing which gunman you are going to get:
If you throw out a gunman, that gunman will not be used 5 times. So if you use gunman 3 times, there is a 50% chance you will get the two remaining gunman. If you use gunman 4 times, you are sure to get the gunman you didn't get.
That about concludes this compilation! Sorry for the lack of videos, I don't have a 3DS capture card, and don't really think filming will cut it
Advancing gunman:
If you sprint, shorthop and throw out gunman while in the air you will use gunman while maintaining horizontal momentum.
Gunman grab:
If you put out gunman, then land a grab on your enemy, the gunman will hit your opponent while they are grabbed. Adding pummels and a throw combo to this can net you quite a few percents! If you use the advancing gunman at the same time, you can cover more distance while doing this.
Inputs: (+) + (+)
Edgeman:
Not so much a tech as a trick, if you use wild gunman while next to a ledge, it will drop and cover medium-low recoveries. If you fullhop out and nair at the same time, you will cover quite a lot of space.
Inputs:+(Next to ledge)
Gunman guardians:
This is actually a great defensive tech. If you throw out gunman, each and every one has it's own hitbox. This means you can abuse this and stop a fully charged shadow ball/ aura sphere by throwing out gunman to soak up the damage. The only disadvantage ot this tech is the lack of a gunman while doing it.
Knowing which gunman you are going to get:
If you throw out a gunman, that gunman will not be used 5 times. So if you use gunman 3 times, there is a 50% chance you will get the two remaining gunman. If you use gunman 4 times, you are sure to get the gunman you didn't get.
That about concludes this compilation! Sorry for the lack of videos, I don't have a 3DS capture card, and don't really think filming will cut it
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