KingJames
Smash Apprentice
- Joined
- Sep 21, 2014
- Messages
- 105
- Location
- Grand Rapids, Michigan
- NNID
- KingJames95
- 3DS FC
- 4270-1781-8413
Could someone critique my gameplay of d3
-www.youtube.com/watch?v=q64aXJrhZSk&list=UU6bchfxuxGW5Y17wryBBuRQ

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A lot of what I'm going to say, you could reply by : "but it worked for me". Truth be told, the Shulk isn't really amazing.Could someone critique my gameplay of d3-www.youtube.com/watch?v=q64aXJrhZSk&list=UU6bchfxuxGW5Y17wryBBuRQ
As mentioned above, Gordo isn't a tool to use in the neutral game. Which seems like what you're doing.God, I am so close to dropping DDD after about 700 for glory matches.
Issues: Side B almost useless against good players
Every gordo gets bounced back by everything, so the move is almost worse than nothing. Throwing it out in all but a tiny number of situations results in a ton of damage to DDD's face, a large knock back, and complete loss of any control/momentum.
You can camp in the air for a while, avoiding projectiles and close the gap.Issue: Without side B, he is forced to approach, but he moves like a blimp in the air and bowser on the ground
He's not like captain falcon or other close range specialists. Nothing I've done seems to put me even on equal ground with projectile users. I'm basically forced to deal with all of their tools while I am limited to almost exclusively shield grabs.
It's true, our grab game is inconsistent. It's however kinda easy to have at least one followup after a down throw on most of the cast. Past a certain %, you'll fthrow or bthrow off-stage anyway.Issue: Inconsistent grab follow ups.
I thought his grab game was great at first, but now I think it's just ok. Follow ups feel like guess work against competent opposition when DDD really needs true combos out of Dthrow to equal other character options
We do require a harder read on rolls than some, but dash attack is a great punish against a roll nonetheless.Issue: Rolls, but not roll spam
His ability to punish rolls feels awful. Dsmash works against very predictable people, but nothing seems to work except a hard read on roll and a hard read on the timing of the roll when the opponent isn't stupid.
See above.It just feels impossible to approach with any aerial being shielded and punished on the landing lag, and ground attacks being halted by projectiles, and then even when you get it right it's hard to keep the offense going with his mobility.
This. DDD can't do much about characters that "abuse" recovering low, but the Gordo can. Putting the Gordo down there is definitely going to either A.) hit them or B.) condition them to not recover low so we have an opportunity to throw ourselves off with a bair.Also, gordos have amazing potential for edgeguarding if you bounce them so they just barely fall past the stage - they very catch people trying to grab the ledge. I've had it work multiple times, and against characters with predictable recovery it can really limit their options.
Depends what you mean by that. 'Cause fast falling aerials for a stage spike is a thing against people recovering low.This. DDD can't do much about characters that "abuse" recovering low,.
Aerials mix ups are good when you've learned the habits of your opponent. If you know he'll shield grab your aerials most of the time, then yes, FF Nair to UTtilt is amazing. Also it varies depending on the character. ZSS, with a frame 1 jab, will beat most of our options, except inhale, so she'll be looking for that.snip
Like, for example, every Zelda I've played recovers from suuuuper low and snaps right to the ledge.Depends what you mean by that. 'Cause fast falling aerials for a stage spike is a thing against people recovering low.
It might have to do with the skill level of the players I've been going against, but I haven't played against anyone who can deal with that sort of aerial approach consistently, and like I also said, even if I'm worried I can use an aerial gordo to cover my landing and then try and get in from a different angle. But even still, one of the big benefits of a multi-jump character is that it allows you to adjust when you're coming in from up high. There's the risk of you dropping in on your opponent after each jump, which makes it very difficult for them to time when to use an anti-air if they have one, which also limits their options further. And it's difficult to do online, but I'm pretty sure it's possible to bair the shield of someone waiting on the ground for you and then consistently jump away without needing to touch the ground, which is a safer way to condition them to shield so you can punish with a FF grab or Inhale.Depends what you mean by that. 'Cause fast falling aerials for a stage spike is a thing against people recovering low.
Aerials mix ups are good when you've learned the habits of your opponent. If you know he'll shield grab your aerials most of the time, then yes, FF Nair to UTtilt is amazing. Also it varies depending on the character. ZSS, with a frame 1 jab, will beat most of our options, except inhale, so she'll be looking for that.
In the end, it's a more or less effective mind game.
I feel it is a risky commitment. Your opponent technically is in a superior position by not doing anything and waiting for your move.
Aerials gordos are great to cover your landing though.
Our edguarding being our strongest asset, I think it should be our main focus. You can chase people recovering low, land a couple aerials and easily get back on the stage, whether you hit or not.Like, for example, every Zelda I've played recovers from suuuuper low and snaps right to the ledge.
Maybe that's just me, though. I've been focusing more on the onstage game since I've only been able to do For Glory mode.
It's possible to bait anti-air moves while floating slightly above them. Creates the risk of being juggled for free, but it's an approach option. Definitely a case-by-case one.There's the risk of you dropping in on your opponent after each jump, which makes it very difficult for them to time when to use an anti-air if they have one, which also limits their options further.
This is true, we can usually safely land aerials while staying airborne to poke shields.And it's difficult to do online, but I'm pretty sure it's possible to bair the shield of someone waiting on the ground for you and then consistently jump away without needing to touch the ground, which is a safer way to condition them to shield so you can punish with a FF grab or Inhale.
Pray.Any tips vs. Sonic?
I spend almost the entire match in shield and look for openings. I find it just a tad easier than keepaway matches because while both matchups are very defensive, at least when sonic has an opening he's right there in your face or somewhat vulnerable to an uair.Any tips vs. Sonic?
I've found he's the grappler of this game.I hope you have something good because i'm suffering with him T.T
What you do is Vertical Gordo and from close rangeWhen playing For Glory I feel as if people don't realize they can just smack gordo back to me. I think its usefulness will kind of decrease once people figure that out. Though right now I'm getting a lot more value out of the move than I initially expected.
...then they mash and knock it back at you. Maybe you'll get lucky and hit them with the hammer hitbox before that happens, but chances are, you're better off approaching without the Gordo sometimes.What you do is Vertical Gordo and from close range
Jet Hammer is predictable sure but what happens when your oppenent dodges that vertical gordo and you're charging the jet hammer? Also pivoting left and right with the jet hammer can make your opponent nervous when recovering back to the stage from the air.jet hammer is trash though
That's my point, its truly the hammer's hitbox that you need, fast fall then immediately jump back with a Bair. I use the vertical gordo for mind games not mainly for attacks. what can happen is...then they mash and knock it back at you. Maybe you'll get lucky and hit them with the hammer hitbox before that happens, but chances are, you're better off approaching without the Gordo sometimes.
Smooth Criminal
Besides throwing Gordos at the up angle so they don't go as far horizontally, what moves do we have that can hit the ledge without leaving the stage?
/quote]
dash attack, Fsmash or Ftilt test all of them
Neutral B is amazing. B-reversals are great.Has anyone found any use for neutral B and down B? I never, ever use them ever.
We have better edguarding options than down B for sure, as in, all of our aerials. Down special is gimmicky at best without customs.Also pivoting left and right with the jet hammer can make your opponent nervous when recovering back to the stage from the air.
Forgive me if I'm missing something obvious, but is there any reason we'd want to use Rising Dedede over usmash OoS? They both come out around 16f (eyeballing it, might be off by a frame or two) and usmash both has more KO power and doesn't put you in helpless 80 feet in the air. Though, one fun thing I'm noticing with it onstage, dthrow>Rising Dedede is a KO combo at 120% vs Ness. At any rate, I think it'd largely be the best option for Dedede's upB considering it gives him offensive presence when recovering low and he rarely wants to land onstage anyway. (Though I also rather like doing the default upB backwards to not grab the ledge and surprise opponents every now and again.)Rising Dedede is really fun. It's actually a potential OoS option, something we don't really have
[...]
I need more time to judge Bouncing Gordo, but so far, I'm really not impressed. You can't play with angles as much as the vanilla version, because their base bounce is ridiculously high; I frequently throw one that bounces off-stage. It's also much weaker.
I feel they're much harder to deal with than Vanilla, but that's probably circumvented with proper practice, so I wouldn't bet on that.
Usmash is really inconsistent in damage and knockback depending which side you face/how far you are when you do it. And while both are arguably slow OoS options, UpB has the benefit of having super armor. It's nothing stellar, but I really like it over our other options. But yeah, it really is a bummer that we cannot cancel it early.Forgive me if I'm missing something obvious, but is there any reason we'd want to use Rising Dedede over usmash OoS?
As I said, I really haven't played enough to convince myself in one way or the other. It seems really obvious for most people, I just don't see it. I really like the stage control it gives us until, as Smooth said, your opponent hits it and uses it against you. Then again, maybe the time they take to actually gain control of it is plenty enough for us to get in. I don't know. It's really a viable option, that's for sure, I just don't see how much better it is compared to the regular one.Bouncing Gordo